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       #Post#: 5643--------------------------------------------------
       RP Profile: Werewolf General Kain Silverfang
       By: Zorbak the Ebil Moglin Date: August 18, 2020, 11:58 pm
       ---------------------------------------------------------
       "If you are to be a warrior, you cannot live without a code.
       It's the only thing that keeps good people's mind from cracking
       when their hands become soaked in blood. Because at some point
       or another, every warrior has their moment of brutality." -
       Werewolf General Kaanis "Kain" Silverfang to a werewolf pack
       that tried to attack them.
       "You have only seen the blue crystal claws of mana I possess...
       Pray you don't see the crimson red claws of the Blood-Claw. Or
       you will not survive long enough to ponder your fate." - Kain to
       an enemy he was fighting using his unique mana crystal spells
       "I'm still a Dawnguard... But these days I focus on my family's
       potion shop."
       "Even if you are the strongest of your tribe, you are no match
       for our arts. Go home and warn your brethren that if they fight
       us, they will die. Your clan's dark power will be your own
       destruction." - General Kain to an enemy
       "The alchemists started as outcasts. Then we surpassed the other
       werewolf tribes. Funny how things work out."
       "I surpass my enemies in my own way and on my own terms. That is
       my pride as an alchemist. And what it means to be a true
       warrior." - General Kain to an enemy who told him he'd be more
       powerful using dark arts.
       "You won't have heard of us. We've been secretive ever since the
       days of early man. We are the Alchemists. Very few groups ever
       get lucky enough to come across us."
       "Should I be intimidated by that sword of yours? But you seem to
       be confident... So be it. Let's find out how tough you really
       are under that exterior. You'll find weapons don't make the
       man."
       "Everyone has a mask they wear to hide their true selves.
       Whether it's suppressing certain desires that they don't want to
       share, or trying to suppress their feelings towards someone they
       may or may not care about. Everyone hides something. Everyone."
       When Kain was supposed to fight someone.
       Kain: So you're supposed to be like a vengeful spirit?
       Enemy: That's right. You can't kill what's already dead.
       Kain: Poetic... But wrong.
       When Sirion recruited Kain.
       Sirion: I want you to be my bodyguard.
       Kain: What do you need with a bodyguard? You've won every fight
       you've been in. Including beating me every time we've fought.
       Sirion: You're among the top of my elite guard. You're the best
       person to watch my back in hard times. You never know what might
       come.
       Kain: Fine... But you know I'm just a shop owner now. My days of
       being the Bloodclaw are done.
       Sirion: I know. This is more about you being the one to train
       the new generations of Dawnguard. You are the one that can guide
       them because you know what the wrong paths lead to firsthand.
       "When he was younger, General Kain was much more savage when he
       fought. He could tear his opponents to pieces with just one claw
       slice. That was how he got the nickname 'Blood-Claw Kain.' He is
       a deadly opponent, even if he has chosen to give up his brutal
       fighting style." - King Sirion about General Kain
       "If you want to become an elite, he's the one that makes the
       final decision after I suggest someone for the group. Only those
       he approves of become Dawnguard, and he only approves of those
       that are seekers of knowledge over power. If he thinks you just
       want the elite alchemist arts, then he will deny you
       immediately. A lot of people have tried to use him to get access
       to those arts, but he always sees through them. If anyone were
       to succeed in gaining those arts by decieving him... I fear that
       they would not want to know just how brutal and painful Kain
       would be in hunting them down." - King Sirion about Werewolf
       General Kain to Kierra when Kierra was asking about becoming a
       Dawnguard elite.
       Name: Kaanis "Kain" Silverfang
       Title: Werewolf General Kain
       Former Title: Bloodclaw Kain
       Alias: The Moon Crystal Alchemist
       Age: Unknown
       Species: Werewolf
       Gender: Male
       Family:
       Cousin: Kirnan Knightly (Formerly Presumed Dead, but recent
       events indicate he might be alive)
       Niece: Kierra Darkwolf (Took her mother's name after her
       father's "death")
       Hunter Group/Team:
       - Werewolf Alchemists
       - Head of King Sirion's Elite Dawnguard
       - Owner of his potions shop, Silverfang's Potion Shop
       Weapons:
       - None
       Alchemist Abilities:
       - Werewolf Alchemy:  This art is specific to this group of
       werewolves who use magic-based alchemy, and is not an unholy
       power, but simply a power based in neutral magic and soul power.
       This art is powerful, and depending on the werewolf or hybrid
       that is trained in this, they will specialize in different
       abilities depending on the spellbook they gain, and how they
       interact with elements. This art is just like people expect,
       with alchemy skills being able to convert and change materials.
       Most alchemy is set up in 3 stages: understanding the structure
       of matter, deconstruction and reconstruction. Most alchemists
       are able to use this to some extent, being able to use this to
       change materials, usually doing so for battle purposes, such as
       changing attacks or changing energy so that the alchemist can
       create new attacks out of their opponents attacks. Of course,
       the main focus of this alchemy usually ends up being the
       spellbooks, which most werewolves of this alchemy magic end up
       gaining, that are all different and focus specific skillsets for
       each alchemist in different ways. Usually, most alchemists have
       to follow a few rules, such as this alchemy cannot be used to
       create living matter from non-living matter (such as trying to
       create life from something non-living, with one example being
       human trasmutation, an art forbidden that tries to bing life to
       humans who have died. It is also worth noting that using alchemy
       can only affect objects within a certain distance, unless one is
       using special arts, so keeping one's distance can usually avoid
       this, unless they're firing projectiles at an opponent.
       - Spirit Purification Alchemy Magic: This one is designed to be
       one of the bases of alchemy magic. Because the clan is so
       focused on purifying and strengthening spirits, they use this
       special magic granted to them by the spirits to purify rather
       than destroy spirits. Because of this, all alchemic magic used
       by the alchemists has this aspect in it once they learn this
       magic. While they can use magic without this aspect, it is much
       more difficult, and runs the risk of changing the form of the
       earth in a way that will affect spirits negatively. However, by
       using spirit purification in their magic, the alchemists power
       of alchemy passively purifies spirits, strengthening the spirits
       that govern the world's forces and maintain nature. However,
       this magic also has another purpose, in that it is meant to
       purify dark spirits and hollows, which the alchemists fight in
       order to protect humanity. Most of the time, this portion of the
       spiritual purification focuses more on the environment, and not
       so much on fighting hollows and dark spirits. The basic form of
       spirit purification is more focused helping the world, as the
       spiritual purification is more just a basic part of the alchemy
       and changing the world around them to better the spirits. When
       used, this makes normal spirits far more powerful, and weakens
       creatures like hollows and dark spirits. However, this is a
       simple spirit purification, and one that doesn't have the right
       focuses for combating dark spirits and hollows (as a user has to
       master the next spirit purification magic power to use their
       alchemy to fight dark spirits and hollows). Typically, this is
       countered like any other magic, and doesn't attack the spiritual
       plane, as this part of the art is just for purifying the spirits
       on the physical plane that inhabit the world. Most of this basic
       spirit magic is also not combat based, as it's only meant for
       use on the environment to strengthen the spirits or help develop
       nature further so that the spirits don't have to do as much in
       the physical realm, as the alchemists seek to ease the burden on
       spirits.
       - Combat Spirit Purification Magic: Spiritual Focus: This is the
       part of an alchemist's alchemy that is based in purifying
       spiritual beings like dark spirits and hollows. This power is a
       purely spiritual power that is designed for combat, and uses an
       alchemist's alchemy to attack and purify dangerous spirits that
       usually aren't quite on the physical plane. When used, this is
       the true form of an alchemist's power, in which they use alchemy
       to attack dangerous spirits. Usually, this is best used in
       combination with their unique alchemy types and their spellbook
       abilities (in which those skills are mostly developed
       specifically to utilize this magic). This starts out as a user
       having to concentrate, but once reaching a certain level of
       alchemy, a user can learn to use this passively without needing
       to concentrate. When used, this alchemy specifically is designed
       to not attack the physical, but attack the spiritual. While this
       still does physical damage, this magic also attacks the
       spiritual, which can allow an alchemist to attack and purify
       dangerous spirits, but can also use this to attack spiritually,
       in which the attacks don't just do physical damage, but
       spiritual damage. So if a physical person is attacked with this
       spirit purification, this can be used to also attack a person's
       spirit directly, in which this alchemy can also purify dark
       spirits hiding in people by attacking people's spirits rather
       than their bodies. Because this magic is specifically designed
       for dark spirits and hollows (or any other dangerous spirit),
       this is designed to work on almost any kind of spiritual
       corruption, and purify it. The only danger is that not all dark
       spirits are able to be purified easily, and depending on the
       magic power of the original user, the user's power in this
       depends on what their magic capabilities are. Some stronger dark
       spirits also resist spirit purification, in which at that point
       only spirit destruction powers will finish them off (which can
       only be used by elites).
       - Mana Mastery: Most werewolf alchemists use neutral magic,
       which runs on normal mana. However, unlike many magic users,
       some alchemists master the use of mana in it's basic form in
       order to strengthen their magic. Most have learned to harness
       mana on it's own, and some advanced in this art that many can
       even gain mana user abilities if they desire mastery over their
       basic mana. This mastery not only makes them able to use mana on
       it's own to a degree, but also has the effect of allowing them
       to more easily use their alchemy, and have mastered it so that
       they are able to concentrate their mana to use less in battle to
       more effect, making them highly experienced energy users. The
       older members of the alchemists are usually very skilled in the
       use of mana, and usually generate this mana to feed spirits of
       nature so that they can strengthen the world around them, as
       this is the main use of mana in creatures that is expelled into
       the world since all creatures have some form of mana. As a
       result, some alchemists learn to enhance their mana emmision so
       that they generate more mana and expel more mana into the
       enviroment around them when they are not using magic, so that
       they can power up the spirits around them without having to
       consciously exert their power as often. Typically, mana's major
       weaknesses avoid magic weaknesses, as mana as an energy can
       still hurt those that have resistances or immunites to magic.
       However, there are those that know how to use certain methods
       for negating mana entirely, and some have techniques that negate
       mana. Some mana users do also gain resistance to other mana, and
       any normal mana enhancement can usually be countered by other
       energy type users. Those that go on to become mana users also
       gain the mana user weaknesses. Kain uses his mana specifically
       in his unique alchemy, and has become a mana user in his years
       of training. Thanks to his large reserves of mana, he is usually
       a pretty tough mana user.
       - Mana Conversion to Alchemic Magic: Similar to how mystic
       knights train themselves to passive convert mana into magic, the
       werewolf alchemists trained in the mystic arts do the same
       thing, where different werewolf alchemists created different
       types of training that converts one's mana into alchemic magic,
       which flows through the body just like mana. This is designed to
       not only make elemental magic easier to summon, but is also
       resistance to magic negation abilities due to the magic already
       being present in the body before the negation. Depending on the
       user, they are able to learn this after they learn their alchemy
       so that they can convert their mana into their specific alchemic
       powers they will use. In addition, this also makes certain other
       abilities easily that use alchemy, such as werewolves who use
       their alchemy in different specific arts, or focusing their
       magic into regenerative abilities like some werewolves will do.
       This power requires a mastery of magic before it can be used,
       and the ability to be able to convert mana to magic. This can be
       changed depending on the werewolf though, as some can do things
       like using chi magic or spirit/soul magic and convert their
       power into elemental magic similarly, but this is much harder to
       do and would require the werewolf to learn how to convert their
       power on their own. The downside to this art is that those that
       want to focus more on mana abilities will often find that this
       art reduces the amount of mana running through the body.
       However, the upside is that, while users cannot learn mana user
       abilities, they can learn mystic knight abilities if they train
       this into more of a combat based powerup, and can utilize mystic
       knight abilities. Typically, the danger to this though is that
       users bank more on their magics working on enemies, and while
       this may reduce the cost of power to use magic and make magic
       more available, users run the risk of not being able to damage
       those with magic immunity and doing reduced damage to those with
       magic resistance. Kain doesn't use this really, since it would
       weaken his mana user abilities
       - Magic Activation Types: With any magic, dark magic or holy
       magic, it's always important to know the types of magic and
       activations that magic uses. There are many types of
       activations, and depending on the type a magic user chooses,
       their magic could change completely depending on the arts used
       and the activation types used. The most common are usually
       instant activation spells. These use more power, but don't
       require any preparation and can be used in an instant. While not
       as powerful as other spells, instant activation spells are easy
       to use and are usually very fast to pull off compared to other
       spells. The second is incantations, in which physical
       incantations are used to trigger more powerful spells. For the
       most part, this usually takes slightly longer, as incantations
       require a phrase or word to be spoken before the user can
       activate their magic. However, some have come up with their own
       ways of activating magic, with the most common being shortening
       phrases to only a word or two through special phrase training.
       Once done, usually some of the power is sacrificed to
       essentially shorten the phrase so that users can fire the spell
       off more easily. There are others as well, such as enchanting
       objects with spells ahead of time which can allow use of
       powerful spells, but usually only having limited casts before
       having to be recharged, or there are also other activation types
       that require different ways to activate. This depends mostly on
       the user, but each user must have one activation type in order
       to use dark arts, since this activates the spells. Some can even
       learn multiple types, which can open up options for many
       different types of spells. This is important for all kinds of
       magic, as activation types are the basis of every magic. Alchemy
       magic usually uses either movement, or they use glyphs or runes
       that focus the attack which they can create with their magical
       energy. The spellbooks are all spoken spells, but most of their
       other alchemies are done through runes, certain symbols used to
       focus the magic, or use movement based activations to focus
       their magic.
       - Magic Glyphs: This is a power that forms a basis for many
       magic spells and is created by a magic user's magic abilities to
       focus their magic. These glyphs focus power into the circle,
       which is then used by the user to focus magic techniques. While
       there are magic techniques that don't need this, this is more
       for general magic like attack magic and defensive magic. This
       power utilizes magic, but requires that the user know how
       elements are formed and what they're made of in order to be able
       to do this. This is a basic power that some magic users are able
       to use, and this particular use of the magic glyph is not too
       much different from many other magic users. Among using them for
       focusing magic attacks, they also have other functions, such as
       being able to use them as platforms to jump off of and stand on,
       or use them for amping attacks and defense, or even using them
       to amp allies. These glyps are also used in summoning magic as a
       conduit for summoning, or some magics like alchemy could be
       focused with these glyphs as well. There are even some unique
       abilities one can use with these, such as some having certain
       amplification powers, or certain arts that utilize these arts
       specifically. This may be a basic power, but there are plenty of
       people who have become master warriors using this power alone,
       utilizing the glyphs for a variety of uses, and some can use
       entire combat and magic styles based on how these glyphs are
       used. This power is a fairly basic magic ability, and although
       useful, can be countered just like other people who use this
       ability (depending on how the ability is used). For example,
       someone who uses these glyphs for amplification can be countered
       with other amplification abilities, or users who use these for
       movement can be countered by more agile enemies. This is more of
       a versatile base ability, and one that focuses different magic
       techniques rather than being a different type of magic unto
       itself. Typically, these cannot do damage on their own, as they
       are more just a basis of many kinds of magic, and, while
       versatile, are not an offensive power except when used to
       amplify physical abilities using amplification properties of
       these glyphs.
       - Magic Spell Chain Cast: This is an advanced magic skill that
       was passed on, which only the most advanced magic users can use.
       This power allows a magic user to chain cast multiple spells at
       once. When used, the user simply concentrates their spell, and
       the spell is charged multiple times, up to five times alongside
       the first. For example, if one were to chain cast a fire spear
       spell, one could chain cast up to five fire spear spells without
       needing to charge each one individually like most other magic
       users would, and can do so without having to focus his magic
       through something like a wand. This spell is a highly advanced
       magic ability that only a few magic users have ever obtained,
       let alone mastered. However, there are some downsides to this
       ability. Due to chaincasting, the toll on powering these skills
       increases, costing 1.5 times more power than the spells would be
       normally to charge, which can become very taxing if overused.
       While this is good for speed casting, it is also very draining.
       Another disadvantage is that only the same spell can be used, so
       different spells cannot all be cast at the same time such as one
       couldn't do something like charge two fire spells and two ice
       spells or two different fire spells at the same time. The spell
       has to remain the same in order to charge this due to how this
       works, so for a fire spell, one would have to make all the
       charges the same fire spell as the first one, such as making
       four fire spear spells. Kain learned this as part of his
       advanced magic training, which he has learned to utilize this
       aspect of magic, and can chain cast his spellbook spells when
       needed.
       - Snap Cast Spells: This ability is a special magic spell that
       instantly casts a spell using instant activation instead of
       requiring other factors when an instant activation normally
       wouldn't be possible. When used, one can use this type of magic
       enhancement to instantly cast spells without using any magic and
       without cost by using a special concentration technique to
       activate the magic. However, while this may seem like something
       to use often, this ability can only be used once every 10
       rounds, due to this art putting a lot of strain if used more
       than that due to how the spell works. By bypassing the cost and
       activations of spells, the spell activation is instant without
       any power loss like typical instant activation spells. Any spell
       can be cast using this, though this doesn't erase costs that
       happen after the spell is activated (such as some black magic
       spells requiring sacrifices during the spell to complete like
       resurrection or necromancy spells). The major downside to this
       spell is that it cannot be used too much, and cannot negate
       certain costs, but this ability is still useful. Luckily, most
       users of magic can master this easily, but even masters still
       cannot use this too often, since it can strain even the best
       magic users. This means that while strong, one cannot rely on
       this too much, since it often takes time in order to use this
       again. Even the most advanced of users cannot use this beyond
       using it once every 10 rounds. This is another power that Kain
       gained through advanced magic training, which he learned to
       utilize this similarly to other advanced magic users, and can
       utilize this with almost any magic spell when he's able to use
       it.
       - Werecreature Alchemist Nature/Spirit Connection: Similar to
       other werecreatures with a strong magic connection to the world,
       the werewolf alchemists specialize in their connection to both
       nature and spirits, as they originally developed alchemy to
       further their understanding of the world and it's forces.
       Through their training and diving into powerful magic, they
       eventually developed an even deeper connection to the world
       through their nature and spirit connections. Thanks to this, the
       werewolves are able to not only sense the planet's life energy
       and the life of what's around them, but all werewolf alchemists
       are able to sense spirits as well, similar to moglins and those
       with special spirit sense training. This allows them to see and
       interact with spirits, in which their alchemy is often used to
       help benefit the spirits by maintaining the balance and changing
       things that were hurtful to the spirits into things that can
       help the spirits grow more powerful. These spirits are normally
       invisible and not able to be interacted with by most people,
       even most who think they know all the spirits often find they
       don't know how just how deep the spiritual plane goes and how
       many spirits live in this world. This may seem simple, but this
       lets werecreatures connect to the world much more than most who
       connect to nature (though certain nature connections may be
       stronger than theirs, in which case they will often try to
       acquire that nature knowledge), as they aren't just connected to
       nature, but are able to also interact with those spirits for
       another way to interact with nature. Werecreatures that have
       this connection understand the importantance of the world's
       forces, and can see not only the flow of the planet's life
       energies, but also how the spirits impact that balance. This
       isn't just among the werewolves though, as all werecreatures
       trained by the alchemists are trained in this. Some may learn
       different ways to do this (IE Werewolves have a basic nature
       connection but other werecreatures might connect to other
       specific parts of nature), but all werecreatures and those
       trained in this learn this aspect in some way and apply this to
       their alchemy. They are also able to percieve the world's flow
       of life and death as a result of this power. This can eventually
       lead to werewolves learning spirit arts, but many don't seek
       spirit arts for fear of wearing down the spirits power and
       weakening nature as a result.
       - Alchemic Understanding of Elements: Werewolf alchemists are
       able to manipulate the elements in their base form, and utilize
       their alchemy to change things based on how elements interact
       with the world. While they can't create special elementals or
       combined elementals using this power alone, they can utilize
       some elements in their base form by using their magic to affect
       the elements. Depending on the werecreature and what they can
       do, they are able to do certain things like manipulate the
       properties of elementals, being able to do things like freezing
       certain attacks by changing the temperature of the attack when
       they catch it, or being able to convert certain attacks like
       converting air into water. This depends on the werewolf and
       their affinities, with all werewolves learning how to use this
       in some way in order to modify elements, whether it's changing
       them in combat, or changing them for other uses (like certain
       clans use alchemy for blacksmithing or other necessary jobs).
       For the most part, this power relies on the werewolves
       understanding of elements, rather than on their ability to use
       elements in battle. Because of this, this power can be used to
       convert elements, but elements can still hurt the user, since
       this power doesn't really grant elemental use or immunity in any
       way, but more allows users to take control of elementals through
       conversion and utilizing their alchemy to modify elements. Most
       werewolves usually have to do this in close proximity, as
       alchemy usually has a max distance that it can be used (The only
       exception to this is elite alchemy). And while most alchemists
       are able to learn how most elements work, alchemists still have
       to know the attack is coming, and they often have to concentrate
       to convert an element. If an opponent is careful, they can
       attack the user while they're trying to convert an attack if
       they take too long, or the opponent is smart about how they use
       their elementals to distract the user as some can control the
       elements even as the user tries to change them (depending on the
       user, the opponent's abilities and the attacks used). Kain has
       had many years to learn how elements interact, and is very good
       at changing elements when grabbing them, and can even use his
       elite art alkahestry skills to utilize this from a distance.
       - Alchemic Transmutation: Alchemists are able to convert matter,
       changing matter as they see fit. This can be as simple as
       turning lead to gold (though this is technically taboo among the
       "don't create money taboo"), or dispelling elemental energies or
       converting them. An alchemist, if they know their environment
       and composition of what they're manipulating, can use it to
       convert matter in a variety of ways. This is the main ability of
       alchemy alongside it's spellbooks and unique alchemies, which is
       designed to change things that harm spirits into something that
       will strengthen them instead. While this does cover elementals
       to some extent, this is far more than just converting
       elementals, but includes general changing of matter, such as
       changing the form of a metal to make a stronger metal, or
       weakening certain materials if they are trying to weaken armor
       or weapons in battle (though certain types of weapons and armor
       might be immune to this ability if the werewolf doesn't know how
       the power of the weapon or armor/shield works, or what it's made
       of). There are two aspects to this power, and that is change of
       form and change of shape. Changing the shape can simply change
       the shape of something into another shape (usually used on
       inorganic objects to change their form), and changing the form
       changes the matter into a different kind of matter (usually
       changing one element or compound into another). However, they do
       have to know not only what they're manipulating, but also what
       they're manipulating it into. This means that if they try to
       manipulate a substance they don't understand, or don't know what
       the thing they're trying to convert is made of, this power
       doesn't work properly, and often completely fails or rebounds on
       the user. It takes years and experience to become good with this
       skill, as simple natural talent isn't enough to master alchemic
       conversion skills which make the base of all alchemy. The proper
       use of this also requires some scientific knowledge, with those
       with scientific knowledge often having advantages that other
       alchemists might lack (such as those with science knowledge will
       know more easily how to manipulate molecules while normal
       alchemists focus more on the elements themselves).
       - Werewolf Battle Transmutation Magic: In order to battle their
       enemies, the werewolf alchemists developed a specific brand of
       alchemy designed solely for battle. This alchemy is the main
       alchemy most alchemists use when not using their own unique
       skills, as it's the basic combat alchemy many are taught upon
       learning alchemy. This alchemy uses wind and earth manipulation
       using alchemic magic, allowing a werewolf alchemists to take
       advantage of the two major elements that connect to almost every
       other element. In the alchemist's eyes, aside from darkness and
       light, earth and wind are the two major elements that make up
       the world, which they are able to use. Almost any physical
       material is made of earth, or almost any lightning, fire or
       water is created using air and gases in the air. Once mastered,
       most werewolves have highly skilled alchemic magic they can use
       in battle, being able to manipulate the earth and wind to fight
       opponents. This could be as simple as creating shockwaves to
       attack, or more advanced alchemists can do things like freeze an
       area using wind, or they can create lightning or fire using air
       as well. Depending on how it's manipulated, earth and air hold
       the connection to most of the elements in the world, and some
       advanced alchemists have even learned to use certain advanced
       techniques like using ice or glass to focus light into attacks
       as well depending on the alchemist. This depends on the
       creativity and scientific knowledge of the alchemist, as this is
       a power with many possibilities, and those with strong knowledge
       can find many ways to use this power effectively. However, this
       is a magic power, so those with magic resistance or magic
       immunity may be immune to most of the magic other than physical
       damage from certain attacks. Those who have other alchemic
       abilities or can counter earth and wind can also easily counter
       this combat as well the same way as normal earth and wind
       manipulation, since this essentially equates to earth and wind
       manipulation using magic.
       - Earth Healing/Purification, Healing Magic, and Plant/Animal
       Restoration: Werewolf alchemists with a powerful enough
       connection to nature are able to interact with the environment
       around them, which mostly involves healing and restoring. The
       first thing one can do, is heal destruction of the earth around
       them, such as purifying toxic influences or healing areas
       damaged by things like fires or human interference, where the
       werewolf is able to restore the planets life force using their
       connection and using their alchemy in order to heal the life
       force of the planet. But werewolves with this power don't just
       stop at healing the earth, they are also able to heal others, as
       well as healing plants and animals. They are able to heal almost
       any manner of life, restoring a person's injuries and being able
       to purify negative influences like toxins and poisons or energy
       poisoning. Thanks to their connection, they are able to tell
       when something is wrong with the earth, creatures or the life
       around them, and able to take appropriate action to fix the
       situation. For the most part, this results in different ways to
       heal and purify, being designed to help the world around them.
       This isn't too useful in battle, just being healing power and
       purification, but it does help when needing to heal others or
       healing plants, animals or the world's life force. This also
       requires the werewolf to know what they are healing, as they
       cannot heal or purify unless they know what is wrong or causing
       the problem, meaning that certain supernatural infections or
       afflictions might not be curable with their power, as certain
       afflictions unknown to them often require research to figure out
       how to counter.
       - Bio-Alchemy Magic: This alchemy was originally an extension of
       healing and purification, but instead is a type of alchemy
       designed solely to allow werewolf alchemists to use their
       alchemy to study living beings and make alchemic modifications
       to strengthen them. This art is often used by some more
       ambitious werewolves to understand the structure of living
       beings, where they learn how to modify beings based on their
       biological knowledge. This art can be dangerous though, as this
       art goes into two major taboo's among alchemists, and also
       involve two forbidden arts. The first is combining living beings
       together and creating what alchemists refer to as 'chimeras'
       which are creatures usually spliced together with alchemy to
       create a more powerful creature. This art was forbidden among
       alchemists for "twisting" life, which they see as a crime
       against the world's life force. The second is that they are not
       allowed to create new beings, as they feel that creation is not
       their job, and because any attempt to create life has usually
       resulted in death or losing parts of the body to the point some
       haven't been able to use alchemy. Overall, when used properly,
       this art is about biological understanding of beings, and being
       able to strengthen them using alchemy. When used as intended,
       this is usually used as a way to boost those that are allied
       with them, using this to often bring out more power and physical
       ability in those that they deem worthy of power. This is usually
       a lengthy process, and not useful in battle, so this is more of
       a side ability used outside of battle. This usually depends on
       the alchemist's ability, but most don't dedicate fully to this
       given the taboo's unless they're rogue alchemists who have
       turned on the other werewolf alchemists. Due to this, there are
       few true masters of this art in the werewolf alchemist tribe.
       - Bio-Alchemy Combat Magic: This is an alchemy magic that is
       another bio-alchemy type magic which is a combat magic used in
       battle. This alchemy boosts the body's physical stats using
       alchemy, by strengthening the muscles, bones and even skin of
       the user so that they will be temporarily stronger. However, not
       only does this enhance someone physically, but this temporarily
       opens up the flow of energy in a being, and allows them to
       channel greater energy through their bodies, usually as a way to
       allow the user to enhance their supernatural powers and allow
       them to channel higher level attacks that they wouldn't be able
       to use otherwise. This is also useful when absorbing mana from
       the air around them, as they can focus more power when absorbing
       it with this method. This is designed to allow a fighter to
       fight using enhanced bodies, usually best used against those
       that are resistant or immune to magic due to this being a combat
       based power and enhancing supernatural skills rather than just
       attacking with magic. Alchemists with this skill can enhance
       themselves or others, and can often choose how much to enhance
       themselves. However, the higher the multiplier, the higher risk
       of damage done to the body, as bodies using this can only handle
       so much pressure that this magic puts on the body to enhance it.
       After a certain multiplier, most bodies will begin to tear
       themselves apart, most of the time, even keeping regeneration
       from working effectively. If the user overuses it still, they
       can even do damage to their own bodies that can't be reversed,
       such as damaging their ability to generate energy.
       - Potion Crafting Alchemy: Just as many types of alchemists do,
       the werewolf alchemists are great at using their alchemic
       knowledge for more than just changing things in battle, and can
       use their knowledge of the world for other applications. The two
       major applications are potion-making and item crafting, two arts
       that are common among alchemists. Werewolf alchemists use
       potion-making to make medicines of many different kinds, and use
       their knowledge to cure illness, both supernatural and natural
       in nature. They are able to use this for themselves to fix
       illnesses their people might suffer, but they are also able to
       use this for many other purposes, such as using potions that can
       make plants grow more easily, or make potions that might purify
       supernatural afflictions. Many alchemists in this clan
       specialize in potions that purify the corruptive effects of dark
       spirits, which are one of their main enemies since they are
       close to the spirits of the world. Typically, they have ways of
       purifying almost any dark spirit corruption, as well as being
       able to make specific potions that might be able to cure other
       supernatural afflictions. Most learn this to boost nature, such
       as using a potion to fix a tree that has been damaged by poison,
       or they may use this to grow new plants or trees in a forest to
       help boost the forest's ability to sustain life. They will often
       even use this to help animals as well, such as helping a sick
       animal with a potion so that the animal doesn't die. Since both
       plants and animals are essential parts of nature, most
       alchemists are skilled in potions that can help both, with many
       more advanced even having potions to help other creatures like
       humans and vampires if they learn enough about their physiology.
       This art is very useful, but is limited by the knowledge of the
       user. If a user doesn't know enough about herbs, or about
       potions, they might not be able to do much. They are also
       limited by their ingredients, as the alchemist can only make
       potions based on the ingredients they would use, and without
       those ingredients, they might not be able to make potions as
       effectively. Kain is especially fluent in potion-making, since
       his family owns a potion shop that has been in his family for a
       long time, and now Kain runs the shop after trying to retire
       from fighting. Kain typically has potions he can make for just
       about every situation, something he tries to focus more on
       rather than fighting what he sees are pointless and never-ending
       battles.
       - Kain's Specialty Potions: Kain has two specialties in this art
       beyond just the normal applications of this, in which Kain has
       two main potion types he's known for that he is known for
       making. The first is his healing potion, which boosts healing
       abilities when poured into a wound, and can rebuild a wound's
       tissue when combined with his alchemy. The potion works by using
       certain magic spells on certain herbs, and uses the spell to
       give the herbs a special healing effect on almost anyone the
       potion is given to. This potion has special enzymes in it that
       fix the body according to the DNA, and will repair the body as
       best it can when poured on someone. The only problem with this
       potion is that it cannot be injected when the person is healthy
       and then have it act when the person is in danger, and has to be
       applied after a wound or injury has happened, or as the potion
       is eventually cycled through the body and cast out like any
       other herb or mineral typically is. This also cannot fix certain
       supernatural conditions or illnesses, as it's mostly focused on
       healing injuries, but it can fix damage to the body that has
       been done by illness. The second is his blood potion, which he
       gives to those that have lost a lot of blood. This substitutes
       the need for a blood transfusion in a lot of severe blood loss
       cases, and he is able to give this to almost anyone that has
       blood in their body as it tells the body to generate more blood
       rather than instantly producing blood. This potion contains a
       lot of nutrients the blood transports, but also contains special
       enzymes that promote the creation of new blood cells, greatly
       speeding up the body's production of blood. However, using this
       can be dangerous, as the body can be overwhelmed by larger
       amounts of blood flowing through the body, and can do damage if
       too many blood cells are created at a time. Thus, it is only
       useful when one has lost a lot of blood, as too much blood can
       do things like burst blood vessels and even drown the user's
       lungs in their own blood. Kain is careful with this potion, as
       blood manipulators often try to get a hold of it so they can
       boost their ability to generate blood.
       - Item Crafting Alchemy: Just as many types of alchemists do,
       the werewolf alchemists are great at using their alchemic
       knowledge for more than just changing things in battle, and can
       use their knowledge of the world for other applications. The two
       major applications are potion-making and item crafting, two arts
       that are common among alchemists. The art of item crafting is
       fairly simple, in which alchemists use their alchemy to craft
       anything they might need. For example, items such as clothes,
       armors, and weapons can be made using alchemy. Alchemists are
       easily able to manipulate and change materials based on their
       alchemic knowledge, and this art uses that outside of battle to
       help alchemists make things. Usually, most alchemists will also
       use their magic knowledge to infuse certain magic into their
       items, such as making a weapon that can utilize certain alchemy
       spells, or making stretchable outfits that won't snap when human
       form werewolves change into werewolf form. This can be as simple
       as changing materials shape so that they take a certain form,
       such as changing the form of a jacket to more easily fit one's
       body, or could be for making certain materials more easily, such
       as forming a sword easily using metal. This is very useful for
       many werewolf alchemists, and thanks to this, many can even
       learn to make their own weapons, armors, or even just normal
       clothes. However, the major thing to keep in mind is that all
       items have to made from the right amount of materials, as the
       laws of equivalent exchange still apply to item crafting. For
       example, a sword wouldn't be able to be made from a sliver of
       metal. This is also typically something that can be used in
       battle to make weaponry, but can only be used simply, and the
       finer use (such as making magic items) often requires
       concentration and time.
       - Teleportation Gate Magic: This was designed by the alchemists
       after other races started using teleportation arts. However,
       instead of simply moving from one place to another, the
       alchemists developed their own art which uses magic glyphs to
       create a gate between two areas. Instead of using a
       teleportation spell, the two glyphs instead bend space to
       combine two points. For alchemists, they use this simple aspect
       to temporarily combine two areas through this magic, using
       special magic to bend space itself. Typically, this is seen as
       fairly difficult magic, but once one gets the concept, it
       becomes quite easy. Those familiar with how dark energy bends
       space and time will easily understand how this works, as it uses
       a very similar concept, except that this uses magic to
       essentially do the same thing. There are a few downsides to this
       travel though. The first is that users must know where they are
       going, meaning that they can only go to places they have been
       before. They cannot open portals to places they don't know
       specifically, and most cannot use this in battle to simply
       create teleportation to teleport projectile attacks since this
       takes a fair amount of concentration. If one doesn't know where
       they are going, the spell will not work properly, and won't go
       anywhere, rather than many other teleportation arts that would
       send the user somewhere randomly. Another thing to note is that
       this art cannot travel dimensions or through time, as the magic
       is nowhere near strong enough to create distortions of that
       level.
       Dawnguard Elite Arts:
       - Dawnguard Elite Alkahestry Magic: This is the basis of the
       elite skills, in which the Dawnguard are taught a specific
       alchemy style that doesn't use their own magic, but instead,
       uses the flow of energy in the world to use their alchemy
       through the world itself. This skill uses a werewolf alchemists
       alchemy skills just like normal, but lets them utilize their
       alchemy in new ways, such as using their alchemy from further
       away by transfering their magic to areas through the life force
       of the planet. Some call this "The Dragon's Pulse", which is the
       lifeline of the world. Typically, it is taboo to use this art,
       because it manipulates the world itself, which is a major law
       violation, as werewolf alchemists usually forbid others to try
       and twist the world to their own devices. This is the base of
       all elite arts, in which this grants access to new abilities and
       powers, designed specifically for the elite warriors that fight
       stronger dark spirits, hollows and other powerful enemies. This
       alchemy's main use is it's basis in battle, as this is a type of
       alchemy that isn't made to boost the world, but rather is made
       specifically to destroy the enemies of the alchemists. There are
       a few good uses of this, such as enhanced healing and medicinal
       use of using the life of the world to heal, or healing the world
       itself using this, but most of these skills were developed out
       of necessity to combat the vampire ninjas, who also had some of
       their own elite arts that they use. This isn't too different
       from normal alchemy, and can still be countered the same way, if
       one accounts for the differences in the alchemy compared to
       normal alchemy. This is only taught to trusted alchemists, and
       only those that are recruited by the leader of the Dawnguard,
       Kain Silverfang, are allowed to learn this. Most want this for
       it's techniques and enhanced abilities, but only few are ever
       allowed to learn these skills, as the Dawnguard only use this to
       battle their enemies and are taught very specific rules to use
       these elite arts due to how dangerous some fo the arts are.
       - Unique Elite Art Creation Magic: This is a unique ability that
       Kain has that he developed. So far, he has not been able to
       teach this ability to anyone else, and as far as he knows, he is
       the only alchemist with this ability. This allows Kain to use
       his alchemy to create new matter, in which alchemy would
       normally require changing existing matter. This is an ability
       that no one knows whether to consider taboo or not since he's
       not creating organic matter (though many do consider it taboo
       since they feel creation's dominion of the gods, not the
       alchemists) or breaking the laws of equivalent exchange (as he
       still has to use equivalent magic energy to create). This allows
       Kain to essentially use his magic in a way that no other
       alchemist has been known to do, unless they have special
       alchemic objects usually created through forbidden arts. This
       alchemy is much like normal alchemy, except that Kain doesn't
       have to use normal elementals and can create them instead of
       having to change them. So far, this mostly is a way to create
       new matter, and Kain has been able to mostly just do this to
       create new objects, new gas (such as creating new oxygen), or
       creating new energy particles (like creating new plasma energy).
       This is seen as a dangerous art, and Kain is often only able to
       use it under specific circumstances, as it was deemed a
       dangerous art that could cause damage to the natural order. It
       is also worth noting that this magic uses much more energy than
       normal alchemy, and requires more power to generate new matter
       than it does to simply convert matter into a new form. While
       this may sound intimidating, Kain is still only able to use this
       like his normal alchemy and elite alchemy types, and doesn't
       have any unique abilities with this except that he can create
       new matter in his attacks instead of finding matter to convert.
       Kain also has to know the molecular structure of what he wants
       to create, and has to know what he's making in order to use this
       (like in order to create metal, he has to know the structure and
       properties of the metal he wants to create) and he cannot create
       new elements, as he can only create more of existing elements).
       He also cannot create organic matter with this, and can only
       create inorganic objects like physical objects and cannot create
       new life with this. It is also worth noting that in order to
       create, he has to use magic energy equivalent to the matter he's
       creating, meaning that he still has to operate with equivalent
       exchange, but uses magic energy instead of matter when using
       this power.
       - Elite Spirit Bonding/Spirit Magic Arts: This art is a special
       art that elite werewolf alchemists use to bond with spirits.
       When used, werewolf alchemists with this art use their mana to
       make deals with spirits, in which spirits are called to the
       werewolf alchemists. Typically, werewolf alchemists have a few
       options when using this. The first is that alchemists can
       temporarily bond with spirits, using their mana with spirits to
       allow the alchemist to use spirit arts from the spirit until the
       alchemist runs out of mana, in which the spirit will then go
       back into the world. This allows an alchemist to always be able
       to call different kinds of spirits for the situation, but this
       can be a bit of a double-edged sword since the alchemist will
       never know what kind of spirit they'd get. The other option is
       to create permanent bonding with spirits, where the alchemist
       can permanently bond through a deal with the spirit to give them
       mana in exchange for the mana always helping the alchemist. This
       is usually something alchemists prefer, because the spirit gets
       stronger the longer they are bonded together, and the two are
       able to form special bonds over time and develop their powers
       together. Typically, this is perhaps the least dangerous to the
       world, and actually helps the world's spirits as the alchemists
       use this to try and strengthen the spirits, and is one of the
       only elite alchemy skills the alchemists don't worry about the
       normal rank alchemists learning since this is a very simple
       skill that the alchemists don't mind as long as it's down
       properly. Typically, most of the spirits enhance the user's
       alchemy, so countering this art is mostly just countering the
       enhanced alchemy and enhanced elemental abilities of the spirits
       that are used. Kain only really uses this to temporarily bond
       with spirits, and doesn't have any permanent spirits.
       - Elite Dark Spirit Destruction Arts: This is perhaps the
       biggest taboo among alchemists. This is an art that is not given
       out freely, even among the elite, and only the most trustworthy
       elite are able to learn this. This art is a modification of the
       spirit connection, and uses an alchemist's powers to destroy a
       spirit rather than purify the spirit. This technique is used
       against more powerful dark spirits, and some vampire ninjas to
       counter their own spirit destruction arts, but overall, this is
       a power that most alchemists consider one of the biggest taboos
       in the werewolf alchemist tribe. Because the spirits are
       important to the world, even dark spirits (to a degree, dark
       spirits destroy corrupted or dead nature and make room so good
       spirits can create new nature), this art is only used if
       absolutely necessary. When used, this can allow any alchemy
       ability to become a spirit destruction ability, and makes an
       alchemist able to use this to battle more powerful dark spirits
       and hollows. However, this art doesn't discriminate between good
       and evil spirits, and kills as many good spirits as evil spirits
       when it's used. This is why this power is not used, as good
       spirits are always present and can be destroyed easily with this
       if the alchemist uses it. While this is useful against dark
       spirits, specifically stronger dark spirits like collectors and
       consumers, this is still something that alchemists fear could
       destroy the balance of nature if overused, so specific rules are
       usually placed in order to even learn this, let alone use this
       art. Advanced users can learn to reduce the amount of spirits
       destroyed with this, but there is always a danger, so this is
       only to be used as a last resort. This is another base
       amplification of alchemy, and designed specifically for battle.
       Usually, as long as one avoids an alchemist's alchemy, they can
       avoid this art, as this is just a modification fo their normal
       alchemy. Since Kain developed this alchemy, he is a master of
       using it, but like others, he has to be careful when he uses it.
       As such, he will only use it against spirits too strong for
       normal spiritual purification, though he can use this to destroy
       spirits even high level elites can't destroy, and can use this
       far more effectively than other elites since he developed and
       perfected this variation of alchemy specifically to fight
       stronger dangerous spirits, and to counter the spirit
       destruction arts of the vampire ninjas.
       - Elite Art Mystic Spirit Magic Arts: This art is taught to more
       meditative werewolves, who are able to focus more on the
       spiritual. This art is a very spiritual power that allows a
       werewolf alchemist to focus on the spiritual to release a form
       of raw magic that is rich in spiritual power. By using the
       spiritual power of the user, the user is able to create
       spiritual magic without calling on spirits, with advanced users
       even being able to create new spirits using this art. This is a
       very useful art for repairing areas devastated by dark spirits,
       as new spirits can be made and the spiritual nature of this can
       be used to replenish the power of weakened spirits. This is a
       very useful art against things like dark spirits, as this can
       allow spiritual power to overcome the dark spirits in a more
       natural way than most alchemists use. However, there is a
       dangerous side to this art. Because this creates new spirits and
       new spiritual power, it is possible to overload the spirits with
       this spiritual power, depending on how this spiritual power is
       used. Because of how dangerous it can be, use of this is usually
       restricted by alchemists to areas affected by spirit destruction
       or weakened spirits, due to this being able to actually overload
       and destroy spirits if it's overused. This is a skill that has
       to be used responsibly, due to overuse being so dangerous.
       Typically, those that use this are more vulnerable to spirit
       destruction arts, which counter this art more easily due to
       spirit destruction being like comparing fire and ice as powers.
       This is also just another basic enhancement to alchemy, aside
       from certain things like bioalchemy and other medical alchemy
       being able to be enhanced in a positive way with this alchemy to
       enhance someone's spiritual side, and their spiritual
       connections depending on how it's used.
       - Elite Art Mystic Item Empowerment: This is a variation of the
       mystic spirit arts, in which some users instead learn how to use
       their mystic spirit power to infuse this power into items,
       allowing certain spirit powers to be used without spirits
       themselves. Typically, alchemists with this power use this to
       create weapons and armors that help them against dark spirits,
       or create items that let them use these items to repair areas
       damaged by dark spirits. Just like the normal art, this allows a
       user to create spiritual powers, and advanced users can even use
       this to create new spirits using their magic. Typically, when
       used on items, users who create new spirits usually create them
       solely to be used in an weapon, armor or other item, allowing
       the alchemist to essentially create weapons and items that are
       more than just normal items. Alchemists are not only able to
       create these items for themselves, but they can create them for
       others as well, allowing these alchemists to create special
       items for alchemists that others cannot normally create. This
       power can be used on almost any normal item, as long as the
       werewolf knows what and how they want to empower it. Once
       empowered, the item is able to generate the power that the
       alchemist puts into it, often generating spiritual energy from
       spirits created and infused into the item. As such, this is a
       useful art among alchemists, and can be used on almost anything,
       but is still a dangerous art like the normal mystic spirit arts
       power. This contains most of the same basic dangers, such as
       overwhelming areas if too much spirit power is used. This means
       that these items must be controlled and not be able to generate
       too much power in order to make sure they don't ruin the balance
       of spirits. Usually, items are only created when the alchemists
       are sure they can keep them from generating too much energy, and
       are only given to people they trust to handle the power of these
       items.
       - Elite Art Sealing Arts: This is a special art that is used to
       seal entities away. This was based on the death wraith ability
       to trap spirits and souls, and allows an alchemist to seal away
       dangerous objects or entities. Using this, there are two
       different arts one can use. The first is a dimensional seal that
       is designed to trap dangerous objects and contain their
       influence within a limited space, and keep everyone else out of
       the sealed area. This seal is very strong, and can only be
       broken by extremely powerful magic users, or the original magic
       user releasing the seal. The second seal is using an object to
       seal an entity, in which a magic circle is used to draw in a
       specific target and then seal them in whatever object is being
       used as a catalyst. By using this, ordinary objects like bottles
       and jars can be used to seal an entity away in it through this
       magic. Once sealed away, the person sealed away cannot break out
       of this seal without outside help (with a few exceptions), and
       this is usually used to seal away entities too strong to fight
       under normal circumstances. Typically, alchemists use this to
       seal away powerful dark spirits that they can't destroy, usually
       handing them off to death wraiths to cast back into the shadow
       realm. Using the first art, dimensional seals are only broken by
       overpowering the magic that makes the seal, and requires a user
       to attack it from the outside. Dimensional seals are more useful
       for sealing objects, as entities are usually strong enough that
       they can sometimes overpower this. For the second seal option,
       breaking the seal from inside is usually impossible, though some
       who can break seals might be able to damage the object used to
       seal them away with enough power, and if the object is
       destroyed, then the seal will be released and release the person
       being sealed away. This isn't a taboo power, but somewhat
       difficult to learn among alchemists, but this was developed for
       higher level opponents, so only the elites are taught this, as
       they are usually the only ones skilled enough to be able to
       learn this.
       - Elite Blood of Life Magic: Normally, blood manipulation is a
       major taboo among alchemists, as alchemists see it as
       manipulating life itself since blood is often seen as a source
       of life. As such, only elite alchemists are taught this art, and
       are able to use this blood manipulation. By tapping into the
       life energy in blood and manipulating it, alchemists are able to
       manipulate blood as needed. Typically, blood manipulation is
       used in battle to do things like blast people with blood
       attacks, create objects out of the minerals of blood, or even
       poison people with blood. This art uses blood in order to
       strengthen the alchemist's magic, in which they are able to
       absorb the life of this blood to boost their power, making this
       a power that can make an alchemist more powerful. As such, this
       is another reason this taboo is power, as many alchemists become
       addicted to this power. However, by using spirit purification
       magic in conjunction with this art, alchemists are able to use
       blood manipulation to fight their opponents. Some more advanced
       blood manipulators can use other aspects of blood, such as
       boiling blood to create a burning blood, charging blood with
       electricity to create electrically charged blood or freezing
       blood to create frozen blood. If one wants to fight this blood
       manipulation, it is usually countered like normal blood
       manipulation (with certain blood techninques having their own
       strengths and weaknesses). Usually, the best thing to use
       against normal blood manipulation is water manipulation which
       can wash away blood, or using earth manipulation to soak up the
       blood. This art is often considered a major taboo, and the
       werewolf alchemists usually carefully monitor the use of this
       skill to make sure alchemists don't fall prey to the addiction
       of the life energy power this blood holds. Kain is a master
       blood manipulator, despite it being a taboo, as it he developed
       this art specifically to fight the vampire ninjas using a
       physical power that they wouldn't be able to destroy with spirit
       destruction, since blood is a physical substance that could be
       focused on the physical plane. Kain even has a few unique blood
       arts he developed, in addition to having a number of basic blood
       arts as well.
       - Blood Rune Soul Bond Magic: This magic is a forbidden art
       normally, where alchemists are able to use special blood runes
       to attack souls to objects, usually armors, in order to give the
       soul something to anchor to. This art is usually forbidden among
       alchemists, due to it being a power that they feel messes with
       the balance of life. When used, this allows an alchemist to put
       a soul into an object, bound by a special spell that uses the
       blood of the alchemist. When bound, the soul becomes bound to an
       object as it's body, which is useful for a few different things.
       For certain alchemists, they are able to use this on armors and
       other artificially created bodies to put souls into in order to
       save their lives so they don't go to the afterlife, usually for
       allies. The other is putting a soul into an object that the soul
       cannot move around in, which is saved as a punishment for
       criminals against the alchemist order as punishment or to keep a
       dangerous person from having a chance to go to the afterlife.
       Those connected to an item, armor or other object are not bound
       by needing food, sleep or most things mortals need, as they have
       no physical bodies they need to sustain and only need to sustain
       their spirit energy. Souls can also be put into things like
       demon armors and holy armors to give them new abilities while in
       armors as well. Those in armors also usually gain enhanced stats
       to their physical abilities, due to the difference in "body"
       that armors have (IE an armor has nothing inside the armor so
       they can move faster than normal). This power is considered a
       major taboo when used, so only rare circumstances usually allow
       for this to be used, and eventually souls bonded with this will
       lose their bond to the object due to the object not being the
       original body. And if the blood seal is destroyed on the armor,
       then the soul's bond is instantly broken, and the soul will have
       to either move on to the afterlife or risk corruption in the
       living world.
       Moon Crystal Alchemy and Blue Moon Book Spells:
       - Unique Alchemy: Blue Crystal Alchemy: This alchemy utilizes
       Kain's mana, and crystallizes it using alchemic magic.
       Essentially, this art uses a little alchemy on Kain's mana, and
       turns it into a solid form of mana while retaining the spirit
       purification power of alchemy. Typically, the most noteworthy
       use of this is when Kain uses this to make blue crystal claws
       out of crystallized mana, which he calls his mana crystal claw
       technique. This is an art that Kain's family has passed down in
       their family, as Kain's family has always been fairly strong
       mana users with high mana levels. This allows Kain to use his
       mana to create crystals in almost any form he desires, from
       projectile spears, to weapons he creates out of mana, to even
       firing his mana user attacks as crystallized mana (such as
       firing a blast of mana like a cannon ball of crystallized mana).
       Depending on how this is used, this allows Kain to use his mana
       for more than just blasting people with, as he can use it to
       spear opponents with a solid form. In solid form, the mana
       crystals are even able to focus and pressurize light into a beam
       from the claws, in which the crystals also act like mirrors that
       reflect light and use mana amplification to strengthen light
       attacks focused through the crystal. While Kain cannot focus
       light on his own usually, he can use these claws on other
       sources of light to focus the light like focusing light through
       a magnefying glass. Kain is still able to use his mana
       amplification skills with his crystallized mana, and because of
       this technique, Kain usually frequents this alchemy. Typically,
       people confuse this with his blood claw ability since he uses
       this to attack people with crystal claws of a similar nature,
       but his blood claw technique is visible by the color. While this
       technique crystallizes the mana as blue, his blood claw
       technique is crimson red. Those that want to avoid this can do
       so the same as normal mana, such as using other energy to
       counter it. This is also still vulnerable to mana negation
       techniques, though this technique is still usable without spirit
       purification if magic negation is used (as long as it's not mana
       negation).
       - Unique Spellbook: The Blue Moon Book: This book is Kain's own
       unique book. When used, this lets him utilize his book's spells
       to create blue lunar energy manipulation constructs, generated
       from his magic. This has the blue moon purity to damage
       opponents, but without the pure lunar enhancement aspect that
       would normally cause the light to overwhelm the user. This
       allows Kain to utilize blue moon light type energy without
       needing to worry about worrying about the amplification aspect.
       Using this book, Kain has a multitude of attacks, some which
       utilize the blue light to attack, and some that crystallize the
       blue light into a solid form or focus it into a beam using
       pressure applied by magic to pressurize the blue light into
       specific forms. Kain has had this book for many years, and has
       gained a great many spells in this book compared to most
       alchemists. Typically, the moon light powers in this book are
       countered by other light abilities (as this ability is a
       specific type of light and Kain cannot control all forms of
       light) and countered by darkness (which counters most powers of
       light. Since this doesn't have an amplification effect, it also
       means this cannot be absorbed by Kain, his allies or even by
       other supernatural creatures in general. While this can do
       damage to almost any kind of creature due to the purity of the
       lunar energy, it isn't quite as powerful as normal blue moon
       energy without the amplification aspect, and it can still be
       countered like normal moon light energy. However, one does have
       to be careful around some spells, like some that utilize
       concentrated moon light into lasers which can pierce shadow and
       other light manipulations. This is still also counterable by
       other energies that can defend against other light techniques,
       and can be avoided like other light techniques. As for spells,
       Kain does have quite a few, but he hasn't had a new spell in
       years, so he believes he's reached his limit on how many spells
       he can gain, or his next spell must require a power that he
       doesn't have currently.
       - Connect Spellbook to Self: A werewolf alchemist's spellbook is
       connected to their soul, and only needs to be summoned when the
       werewolf alchemist wants to summon their book. Not only does
       this help for storage, but this keeps the spellbook from being
       destroyed by opponents usually, as opponents can destroy
       spellbooks by attacking them. Though the user can't look at the
       book to read spells while the spellbook is not manifested (IE
       they can't read the book to find out if they have gained a new
       spell), they are able to use this to essentially protect a
       spellbook from attack by opponents. Keeping the book from being
       physical manifested is quite useful, as the werewolf won't have
       to worry about their book getting destroyed, which remove their
       book entirely which forces them to start from scratch in terms
       of gaining spells as a destroyed spellbook cannot be ever be
       recovered or fixed once it has been destroyed. Most alchemists
       keep their spellbook stored away, only pulling it out now and
       then to check for new spells outside of battle. Should their
       book be manifested, the user will often sense and notice the
       book shining when a new spell becomes active/usuable, but cannot
       sense or notice this if the book is stored away (Hence the need
       to check it outside of battle now and then for new spells). Of
       course, this is still a very useful skill, since most werewolves
       never want to risk their books being destroyed and losing their
       sets of spells they gain, usually through years of hard work and
       training with their spellbooks. This essentially uses a pretty
       common supernatural ability normally used for connecting weapons
       to someone, but werewolves consider their spellbooks more
       important than their weapons. It is worth noting that even
       though alchemists can attack the spiritual instead of the
       physical, not even something attacking the spiritual can destroy
       a spellbook. However, there is an exception to this, and that is
       the fact that spirit destruction users can actually destroy a
       spellbook if spirit destruction is used on them and their
       spellbook becomes affected by the spirit destruction power. Once
       the spellbook is damaged, spells become unusuable, and enough
       damage will cause the spellbook to burn away, causing it to be
       completely destroyed once it is finished burning away.
       - Spellbook Spell Gain Basic Requirements: Balance of the Mind,
       Spirit and Body: Spellbooks are not like normal spellbooks, and
       alchemists have to utilize special training to use their
       spellbook's spells. There are three aspects to a spellbook,
       which are the mind, the spirit, and the body. Each of these
       aspects must be at a specific level in order to use a spell, and
       an alchemist usually has to train these up in order to gain new
       spells. Typically, users have to constantly balance their mind,
       spirit and body, and they learn to do this effectively so that
       they can learn what they need to unlock new spells. No matter
       the alchemist, they must learn these aspects, with each
       requiring specific training in order to utilize. As such, spells
       are not as easy to unlock as just powering up one's magic and
       trying out random abilities, and often require specific
       training, or even specific situations in order to unlcok new
       spells. Even though alchemists can unlock spells faster by
       experimenting with different combinations of power in the mind,
       spirit and body, there's no way for users to know what
       combination will unlock a spell, and sometimes a user has to
       grow in power before they can gain a spell. Even with heavy
       training and natural talents, no affinities will magically make
       the alchemist able to unlock new spells at will, as even the
       most advanced alchemists are at the mercy of the requirements of
       their spellbooks to gain new spells. It is also worth noting
       that alchemists can only unlock spells in specific numerical
       order, so they couldn't unlock more powerful spells before
       unlocking their other spells that come before it. In every
       spellbook, there is the first spell, and then each spell
       numbered afterward that comes in order. Even if a user gets the
       right conditions for a later spell, they will not unlock the
       spell until they have the other spells (IE a sixth spell would
       only unlock after the 5th, even if the user is in the right
       conditions for it after the third spell). As such, many
       alchemists have to train all three aspects, and be ready at any
       time.
       - Spellbook Spell Gain Requirement: State of the Mind: This is
       the first aspect of requirements that the alchemist must meet in
       order to unlock new spells in their spellbooks. This first
       aspect is the emotional state of the alchemist, and the state of
       their mind. Different spells will have different emotional
       states that are required to unlock them, as some might be
       activated using strong emotions, some might be activated in
       desperation, or some might even require a specific mindset to
       unlock. For example, many alchemists find that the bonds of
       their friendships and family connections often lead to stronger
       spells and faster spell unlocks, as many alchemists are about
       unity among the alchemists, and work together among the clans
       for the benefit of the tribe. Typically, each spell has a unique
       aspect of how it is attained, in which some require specific
       mindsets, some require specific emotional states, and some may
       even require certain levels of desperation in the mind to unlock
       a spell. Usually, the strength of the emotions and of the mind
       is the main focus of this aspect, and usually the aspect that is
       required to reach this requirement depends on the spell and what
       it requires. Users can attain this aspect more easily if they
       are able to utilize the right mindsets that their spellbook
       requires, as most spellbooks usually are constant on how they
       unlock with certain exceptions (normally a spell book only uses
       one major aspect in different variations, but some spells may
       require a specific emotion or mindset to unlock different from
       the normal training). There is no way to know ahead of time
       which state of mind or emotions are needed, so alchemists can
       only strengthen their minds and learn to utilize their emotions
       properly to more easily reach states that might help the unlock
       new spells.
       - Spellbook Spell Gain Requirement: Focus of the Spirit: The
       second aspect of this is the spiritual aspect, in which a spirit
       must focus to a certain aspect to unlock the spell. For this
       aspect, the spirit focuses the magic, and the spirit's focus and
       power usually determine what this requirement will need to be
       met to gain a new spell. Typically, this is a much more easy
       thing to predict, as lesser spells often require less power,
       while higher level spells must reach a certain point of
       spiritual focus before the spell can be obtained. There are
       certain aspects to this though, and not just becoming a stronger
       magic user or a stronger spirit. Typically, one of the major
       aspects is how strong of a magic user or spiritual power user
       one is, as higher level spells require more magic power, and the
       requirement is so that a user is at the right level to utilize
       the spell. The other aspect is if there is a specific spiritual
       aspect that is required, like a spell that might require a
       certain aspect of one's magic to reach a certain level (like a
       lightning user might have to be able to use their magic to
       generate lightning at a certain efficiency before they can
       unlock certain spells), or a user might have to strengthen
       certain spiritual or magic abilities such as a spell may require
       stronger connection to the spirits if a spell requires a user to
       utilize that connection to the spirits for the spell. Like the
       other aspects, this is different for each spell, and requires a
       different balance. And like the other aspects, there is no
       training or natural affinity that will make this any easier to
       figure out, as no alchemist knows what will unlock their spells
       until the spell actually unlocks. The best thing that an
       alchemist can do is continue strengthening their abilities,
       their alchemic magic, and the aspects of their alchemies and
       spiritual connections that might be necessary for their unique
       spells depending on the user and their unique alchemies.
       - Spellbook Spell Gain Requirement: Power of the Body: The final
       aspect of gaining spells is the power of the body, or the
       condition of the body. Usually, the body has to be at a certain
       level of strength, but also certain spells may require specific
       physical conditions in order to meet the requirements of this
       aspect. For example, in order for a wind user to gain a spell
       that lets them move extremely fast, their bodies must be able to
       handle the speeds they are moving, and the reflexes and thinking
       processes have to be able to keep up with the speeds at which
       the user is moving. Even the most basic of spells have physical
       requirements, as even the basic spells will require some
       strength to use. For example, magic can have some major recoil
       especially when it comes to firing off stronger spells, the body
       must be able to handle that recoil or else the spell will damage
       the user. This aspect mostly comes into play most when one is
       gaining physical stat amplification spells, which are mostly
       focused on attacking physically. However, some spells may
       require a specific physical state be reached before gaining a
       spell, such as someone might have to take damage from a specific
       ability to unlock a certain defense spell, or a user might have
       to have been hurt under specific conditions to unlock certain
       spells that are used in desperation moments. Typically, those
       that want to reach this requirement needs to train their bodies,
       in which strengthening their physical bodies over time can
       usually reach the physical requirements at some point. However,
       as with the other aspects, no amount of training or natural
       talent, or even combat intuitions can be used to know how to
       unlock this requirements as they are just as much of a mystery
       as the other aspects. Users typically just have to keep training
       until they reach the right aspects required to unlock the
       spells, with this being focused on the body's physical stats.
       - First Spell: Lunas: This spell fires a crystal in the form of
       a crescent of blue moon light at the opponent. The crescent is
       created using Kain's crystallized blue moon light, and is
       extremely sharp, being able to slash opponents on impact. This
       is a basic attack spell, creating fairly small crescents,
       designed to resemble the crescent moon at the opponent. This
       attack is made of crystallized blue moon light, so it does blue
       moon light damage, and magic damage on impact. Because of how
       sharp the crescent is, it is able to hit extremely hard, and
       able to cut people down if they are not wearing armor. Usually,
       this is fairly small, only being about the size of half a
       basketball (since it's in the form of a crescent and not a
       sphere), and can slice through anything that normal crystals can
       with the force it is shot at the opponent. When fired, this is
       meant to be fired with intense force, and hit with immense
       impact force. While not the fastest spell, it still moves very
       fast compared to certain other spells, and is thin (not being
       too thick in mass) in order to keep the crystal from becoming to
       massive to move fast. As such, the crescent is fairly thin and
       designed to be fired in rapid succession, in which Kain can fire
       this spell multiple times (though he has to say the name and
       cast the spell each time this is cast), and is a very basic
       attack spell. While this moves fast and hits hard, most armors
       can block this, as long as the armor or shield can handle the
       impact force. Energy defenses and shields and can also handle
       this attack, as it is still a very basic attack. Opponents can
       also dodge this if they move fast enough, as it fires like any
       magic projectile. While it's not possible to manipulate it
       usually, it can still be dodged or blocked like any projectile.
       This cannot be dispelled like normal energy because it is
       crystallized and has become physical matter, but it can still be
       sliced through or destroyed like any crystal.
       - Second Spell: Lunaruk: This spell creates blue moon crystal
       claws over Kain's hand, similar to his crystallized mana claws.
       This works very similarly except that Kain cannot manipulate the
       claws shape unless using one of his unique spells (which later
       spells do allow certain attacks to be used from this claw). In
       this form, the claw is mostly just a basic attack tool, where he
       creates the claws around his hands and can attack with the
       claws. The claws are much stronger than his crystallized blue
       mana claws, and are able to attack with more force than his
       normal crystallized mana claws can. These claws are stronger
       than his crystallized mana claws, but not as strong as his blood
       claw technique. This is a great technique for physical combat
       and only requires Kain to keep the claws manifested, not
       requiring power to maintain unlike his other claw techniques.
       When manifested, these claws can even attack dark spirits with
       spirit purification, allowing Kain to attack spiritual opponents
       with these claws unlike his normal claws. This is meant to be a
       purely physical spell, which amplifies Kain's claws, until he
       uses later spells that allow the claws to do different things.
       While useful, these claws are a close range attack, and Kain
       cannot use any other spells other than specific spells that
       utilize these claws when these claws are active (unlike his
       other claw techniques which can utilize his spells that aren't
       connected to these claws). Typically, opponents that want to
       counter this can still dodge the attacks, and opponents can
       block these as long as Kain doesn't do something like use a
       werewolf claw slash wave to attack, as he can still use his
       werewolf lunar fighting spirit and werewolf gifts with this.
       This still has the same weaknesses as crystals, and can be cut
       and pierced the same way. As with his previous spells, one has
       to attack the crystals physically, and cannot rely on dispelling
       the magic energy since it's a solid shape.
       - Third Spell: Oruda Lunaruk: This spell fires small spear-like
       projectiles from Kain's Lunaruk spell (his blue moon crystal
       claws), and allows Kain to fire these projectiles like bullets
       at an opponent. When fired, they are fired from the tips of the
       claws, and are aimed at the opponent depending on where the tips
       of the claws are facing (He has to hold his claws so the tips of
       his claws are pointed to the opponent in order to use this).
       When used, these small spear-like projectiles are designed to
       pierce opponents, being fired with the force of bullets. When
       using this, Kain is able to attack with the projectiles, and can
       fire these in rapid sucession from his claws. These are also
       crystallized blue moon energy, and Kain's spirit purification
       can also do damage to spiritual opponents when firing these, as
       the projectiles can attack the spiritual plane. These are useful
       projectile attacks that don't take a lot of energy to fire, and
       are fired from all the claws at once, firing five projectiles
       per shot. Since this can happen in rapid succession, this means
       that the number of projectiles can stack up in multiples of five
       (5 from the first shot, then 5 more to make ten when fired
       again, etc). This spell is a great medium and long range attack,
       as Kain has learned to fire this great distances, though the
       crystals that make up these projectiles are physical, so they
       can be stopped like any other physical matter (such as using
       strong enough shields and objects to block them. Like his other
       other two spells, this fires the crystals in a physical form, so
       they are countered physically, and cannot be dispelled like
       energy normally would.
       - Fourth Spell: Lunasashield: This spell uses Kain's
       crystallized blue moon energy to create a solid shield in front
       of him. When used, the shield appears in the form of a circle
       and is translucent when used so Kain can still see through the
       shield. This shield is designed to block attacks, and absorb
       impacts depending on what attack is being used. For example,
       this could be used to stop a physical attack, or this could be
       used to absorb the impact of an energy attack (such as being
       able to absorb a lightning attack). This spell is much stronger
       than normal crystal, and is able to block most attacks as it's
       almost as strong as the strongest carbon. Because of this, this
       shield is designed to block most attacks, and can be used for
       blocking almost any attack that hits the shield. While this can
       block many things though, it can still be broken by strong
       enough attacks, since no shield is unbreakable. Typically, those
       that can cut through things like strengthened carbon can cut
       through this, or opponents can just wait for this spell to
       dispel before attacking (though this is usually used in response
       to an attack, so users that use an attack can just wait to use
       another attack after the spell disappears). It is also possible
       to move around the spell and attack from the other side, since
       this spell only creates a circle in front of Kain, and can only
       block attacks in front of him. This means that the best way to
       get around this is to just get around Kain where his shield
       can't block the attack and attacking him from there (which is
       usually to his sides and behind him). Once at a spot, one can
       attack him if he hasn't dispeled this spell yet.
       - Fifth Spell: Lunazeruk: This spell uses Kain's mana crystal
       claws to fire a powerful blue moonlight spear at opponents that
       has two aspects. When used, Kain can fire these mana projectiles
       like spears of blue moonlight at an opponent. This requires that
       Kain's Lunaruk spell to be active, and allows Kain to create
       blue moon light from his crystallized claws to create a small
       spear-like attack that is thrown at opponents. Usually, the blue
       moon light gathered is formed in the hand, and then formed by
       Kain's manipulation of of his spell. Once thrown, the blue moon
       light crystallizes using some of the moon light energy of Kain's
       Lunaruk spell, and becomes solid by the time it hits an
       opponent. By doing this, the attack is thrown with intense power
       and speed, and does far more impact damage as the weight doesn't
       slow down the attack at all. The second part of this attack
       happens once the attack hits an opponent, in which the blue moon
       crystals break off into microscopic pieces and are left in the
       wound, prevent regeneration due to the crystals interferring
       with regenerative abilities. When used, this attack is a single
       spear-like throwing attack, and only fires one spear per spell
       use. However, the spell is useful for negating regeneration
       temporarily since the blue moon crystals stay in the wound for
       up to 5 combat rounds. As one might expect, this attack can be
       dodged or blocked by skilled enough opponents since it is a
       fairly basic attack. While very useful, the attack does have to
       hit before it can negate regeneration, and the crystals have to
       remain in the wound in order to prevent regeneration.
       - Sixth Spell: Begirusen Lunas: This spell creates a large blue
       moon light crystal which is fired at opponent. The crystal is
       fired similar to the lunazeruk spell, except that this spell
       doesn't explode on impact. When the blue moon light crystal hits
       a surface, the crystal releases waves of blue moon light,
       focused from the crystal into a laser-like form that fires in
       multiple directions at random. The light beams are focused
       light, and able to pierce through anything laser-like light
       beams can pierce through, including being able to pierce metal
       and even harder substances like diamond. The crystal itself
       doesn't do much damage on it's own, but is more just like the
       conduit for the light beams. After releasing a number of light
       beams the crystal dissolves and disappears, as the light beams
       use up the power of the crystal. This spell is designed to
       misdirect opponents, and make them dodge the crystal as the
       primary attack, but then use the light beams as a secondary
       attack that catches most opponents off guard. Because of this
       aspect, it is a very useful spell but usually only fools
       opponents once. And because of the randomness of the light
       beams, this may or may not hit the opponent. And since these are
       light beams, reflective surfaces can actually deflect the light
       beams if the opponent knows the light beams are coming. It is
       possible to dodge both aspects of this attack, and if an
       opponent is far enough from the crystal when the crystal hits
       something solid and fires light beams, then the opponent can
       usually avoid the light beams.
       - Seventh Spell: Lunareido: This spell is another spell that is
       fired from Kain's Lunaruk spell (his blue moon crystal claws).
       When used, this spell fires a single light beam from Kain's
       index finger at wherever Kain is aiming his finger, which he
       only has to point his finger at what he wants to shoot with the
       light beam. When fired, the light beam generates blue moonlight
       focused by the blue moon crystal in his Lunaruk spell, condensed
       and designed to pierce through an opponent's defenses. This
       laser is designed to be fired at an opponent to pierce through
       things like shields and armors, as this can even pierce through
       stronger materials due to the intense vibrations the light gives
       off. Because of the vibrations, this attack is designed to more
       easily pierce stronger materials, such as adamantium. This spell
       fires the light beam like a laser, and is even strong enough to
       pierce through shadow or darkness powers (as long as the user
       isn't used some sort of black hole type power to absorb light).
       And if Kain aims this properly, he can also reflect his light
       beam off reflective surfaces if he can angle the attack so it is
       reflected at certain directions to try and hit opponents who
       might dodge this attack (IE an opponent avoids the light beam,
       but the light beam is reflected off a surface back toward the
       opponent). This spell is a very useful spell for attacking
       opponents, and is a purely offensive spell. However, as one
       might guess, this is countered by using reflective surfaces,
       since this spell does use blue moon light. As stated earlier,
       darkness powers like black holes can also be used to absorb
       light attacks. This can also be countered by anything that
       counters moon light power, since it is still moon light even if
       it is more powerful than normal light beams.
       - Eighth Spell: Lunazerusen: This spell is another spell
       activated from the Lunaruk spell. When used, this spell fires
       the blue moon crystal claws at the opponent from Kain's hand.
       This fires his crystal claws at opponents in a wave of blue moon
       light, which is generated by the blue moon light in the claws.
       When the claws hit, the claws explode, being designed to hit an
       opponent with the claws and then explode in the wound for more
       damage, or explode near an enemy and do damage by the crystal
       shards that are broken from the explosion. When the claws
       explode, they explode in a blast of blue moon light, which does
       blue moon light damage, and damage from the crystal shards if
       the shards are embedded in the wound. When the shards are in the
       wound, there is a high chance that supernatural regeneration
       will not work properly, and the wounds will not regenerate
       properly due to the shards still in the wounds. While the wounds
       still regenerate, the shards stay in the wounds, doing more
       damage as the wound is closed around them as the shards move
       around inside the body once trapped in the body. As such, this
       is another spell that can be very dangerous to opponents, as the
       shards can even get into the blood stream and cause a heart
       attack if the crystals reach the heart. However, damage from the
       claws hitting and impaling an opponent, as well as the explosion
       of the claws is also still dangerous to opponents, and this is a
       very useful spell to attack opponents. This works best at medium
       range, as being too close may also hit Kain with this spell as
       well, so staying in close range will prevent Kain from usually
       using this attack, but this is an attack that can still be
       dodged or blocked if an opponent can account for the force of
       the explosion of the claws and the power at which the claws
       strike before exploding.
       - Ninth Spell: Baolo Lunaruk: This spell is a movement-based
       spell, which lets Kain move around as a burst of blue moon
       light. When this spell is activated, Kain becomes surrounded by
       blue moon light, which enhances his speed immensely by the blue
       moon light acting like a conduit of movement and allowing Kain
       to move using the blue moon light. When active, Kain can
       temporarily turn intangible with the spell and become a mass of
       blue moon light, using it to travel around, or he can just use
       it to move faster in combat. When in his intangible blue moon
       light form, he may not be able to attack, but this can be used
       defensively if he is trying to evade a spell as he moves like a
       mass of light rather than just enhanced speed. When in normal
       form, he can be hit, but he can attack opponents with enhanced
       speed and strength due to his increased movement. This spell
       balances offense and defense, allowing Kain to switch between
       these two "modes" of movement at will as long as the spell is
       active. This spell is best used when combined with his Lunaruk
       spell, as his blue moon crystal claws are able to strike
       opponents even when Kain is in his intangible form, due to the
       blue moon crystal claws not going intangible with the rest of
       his body (since the crystals are crystallized blue moon light
       already). However, this spell does have some weaknesses, in that
       darkness attacks and sun light attacks can counter his blue moon
       light energy form, forcing him back to normal. This form also
       can be countered by other intangibility forms, or those that can
       attack intangibility forms using abilities that negate form
       (like attack spirit abilities).
       - Tenth Spell: Lunazerurdo: This is another spell that is fired
       from his Lunaruk spell. This is an advanced version of the
       Lunareido spell, in which Kain fires light beams from his claws.
       However, with this spell, the claws fire light beams from every
       finger on one hand, not just from one finger. This works much
       the same way as the Lunareido spell, but instead fires five
       light beams instead of just once. This spell also is much
       stronger, and the light molecules vibrate more, generating an
       almost blue static around the light beams to do more damage on
       impact. When hit by these light beams, the attack also runs the
       blue static current through the wound, doing electrical damage
       and blue moon light damage due to the special lightning. These
       light beams, much like the Lunareido spell, can pierce through
       metals and many other stronger materials. But unlike the
       Lunareido spell, the vibration of the photons and the
       concentrated light don't reflect off surfaces, so opponents
       cannot reflect attacks using reflective surfaces as the photons
       and concentrated light instead melt a whole in most reflective
       surfaces. This makes this spell very difficult to block unless
       one has a strong enough darkness power to absorb light, or using
       sun light to negate the blue moon light. This is a purely
       offensive spell, designed to pierce defenses far more
       effectively than the Lunareido spell, and is a stronger version
       of the spell. However, it is worth noting that while being
       stronger, this spell also costs more power to use than
       Lunareido, making it a stronger but more costly spell. This
       spell can still be dodged though, and unlike Kain's Lunareido
       spell, he cannot reflect this in any way back at the opponent,
       so opponents need only dodge the light beams once.
       - Eleventh Spell: Lunas Begir: This spell is similar to the
       Lunaruk spell, except that instead of creating claws out of blue
       moon light crystals, this spell creates two blades, one each
       coming out of Kain's wrists and over his hand that he can use to
       stab opponents with. This spell is a variation of the Lunaruk
       spell, one that uses blades coming out of the arm rather than
       claws to attack. When used, the blades can spear and cut just
       like one would expect, with them being just sharp as one might
       expect. These blades are sharp enough that they can even cut
       through metal, making them very strong blades. And thanks to
       Kain's attack combat style, he is able to also utilize this in
       combination with slashing waves instead of claw slash waves
       while this spell is active. This spell is very useful for
       attacking opponents, and useful for countering opponents' bladed
       weapons more than Kain's Lunaruk spell normally is. This spell
       is fairly basic, and more just a conduit for some more advanced
       spells like ones his Lunaruk spells have. He can also fire
       certain spells that his Lunaruk spell could, such as firing a
       laser from his blade using his Lunareido spell, though some
       don't work with this, as this usually has its own attack spells
       that usually work with this spell. This spell is still a combat
       based spell, and designed to be used at close combat, so
       opponents can usually counter or block these, and the strength
       of the blade's attacks depends on how Kain's physical abilities
       compare to his opponent. Opponents can usually dodge or block
       these blades, assuming that Kain doesn't use them to try and
       slice through metallic objects like shields or armor. Opponents
       that can cut through crystal can also cut through these blades
       if they are skilled enough.
       - Twelfth Spell: Or Lunaruga: This spell is used after the Lunas
       Begir spell, and is only used if the Lunas Begir spell is
       active. When used, this spell fires a spinning crescent slash
       wave of concentrated blue moon light from his Lunas Begir
       crystal blades at an opponent. This spell is similar to Lunas,
       but instead of firing the crescent slash normally, the crescent
       slash spins, building momentum and power that can be used to
       more easily cut through objects. When used, this is fired from
       Kain's Lunas Begir blade, in which the spell is fired from the
       tip of the blade. The wave is able to slice through metal and
       other objects, and can even pierce through shadow attacks due to
       how concentrated the blue moon light is in this attack. This
       spell only fires one crescent wave, but the wave is much
       stronger than the normal Lunas spell, and is a mid-level spell.
       When this hits, this does not only slashing impact damage, but
       also does blue moon light damage to who or what it hits. This
       spell is a purely offensive spell, designed to pierce defenses
       (usually), as it can also be used to slice through some energy
       defenses if this can overpower the energy defense. This can
       still be dodged though, which is the best way to avoid the
       effects of this spell completely. This can be blocked by strong
       enough defenses, as long as the defense can account for the
       force of the slash and the fact that this slash can cut through
       many energy defenses and armors/shields. Opponents can also
       avoid this by using sunlight to counter the blue moon light in
       the wave or strong enough darkness (strong enough to create a
       black hole effect) to absorb the light.
       - Thirteenth Spell: Ganzu Lunareido: This spell creates a
       smaller flurry of light beams that are fired from Kain's Lunaruk
       or Lunas Begir spells, and fire them in very rapid succession to
       try and overwhelm opponents. This is great for attacking groups,
       as the flurry of light beams can target multiple opponents.
       Instead of one concentrated light beam, this fires a number of
       concentrated light beams that can be used like lasers to try and
       pierce opponents. This spell is an advanced variation of the
       Lunareido spell, but uses multiple light beams instead of one
       constant stream of light. This is usually best used from Kain's
       Lunaruk spell, as he can fire from each finger rather than his
       Lunas Begir spell that can only fire two light beams at a time.
       The major advantage to this is that the light beams are still
       just as fast and strong as Kain's other Lunareido spells, but
       fires more rather than firing just one beam from his Lunaruk or
       Lunas Begir spells. Like the other Lunareido variation spells,
       this spell is aimed wherever Kain's Lunaruk or Lunas Begir are
       pointed, and are fired from the tips of the blades or the claws.
       As such, this can be moved around to aim at opponents who try to
       avoid the attack, or be used to take out a group. However, just
       like his other Lunareido spells, they can still be dodged or
       blocked the same way, assuming one has defenses that can defend
       against this attack. And just like his other light beam based
       spells, sunlight and black hole-based darkness can also still
       counter this attack more easily. Much of the same strengths and
       weaknesses of his other Lunareido spells still apply to this.
       And since this is more like the Lunazerurdo spell, this cannot
       reflect off surfaces, and just melts through most objects.
       - Fourteenth Spell: Lunas Zerarusen: This spell is an advanced
       version of the Lunas spell, in which Kain can rapid fire smaller
       Lunas crescent slash blue moon light waves at opponents. These
       waves are fired from Kain's Lunaruk or his Lunas Begir spell, in
       which he can fire these waves from the tips of the blades.
       Similar to his Ganzu Lunareido spell, this rapid fires his
       spells from either the tips of his Lunaruk or Lunas Begir
       spells, and is another technique create for taking out groups of
       enemies. Unlike his Ganzu Lunareido though, this spell also has
       a secondary function, in which the smaller Lunas spells are
       fired similar to the Or Lunaruga spell that fires them spinning
       to build momentum and power as they move. This spells crescent
       wave slashes fired not only slash opponents though, they go
       through and then spin around to try and hit the opponent
       multiple times, as the spell is controlled by letting Kain focus
       on who he wants to hit with this spell. This spell's waves will
       focus on the person or people Kain wants to hit with the spell,
       and constantly turn and try to hit the opponent after it hits or
       passes by them. This spell is a very useful attack spell, in
       that it makes a flurry of smaller Or Lunaruga spells that are
       much harder to avoid due to how many and how often they can
       change direction to try and hit the opponents. This spell is a
       useful attack spell, not just for attacking an opponent, but
       taking out groups of opponents, and is typically one of Kain's
       major attacks when using midlevel spells since this spell is
       very useful. However, this spell does require concentration, and
       attacking Kain can prevent him from controlling this spell
       properly, so opponents should opt for attacking Kain rather than
       trying to constantly avoid the slash waves. It is also worth
       noting that this spell can also be avoided or blocked if an
       opponent moves fast enough, or has the proper means to do
       something like put up a barrier around themselves.
       - Fifteenth Spell: Ganzu Lunargis: This spell is a spell that is
       used after Kain uses Lunas Begir. When used, this allows Kain to
       fire a flurry of smaller blue moon light crystals for the tips
       of his blades, and is used to fire smaller crystals in rapid
       succession. The crystals are fired from the tips of his Lunas
       Begir blades, and cannot be used with his Lunaruk crystal claws.
       When fired, the crystals seem small and not too dangerous at
       first, but when they hit an opponent or object, the crystals
       explode and release small fragments into the wounds or objects
       the crystals hit, making them able to poison opponents with blue
       moon light crystals, or even be able to restrict blood flow in
       the body if these get into the blood of the opponent. When used,
       these crystals are designed to do damage and build up damage
       with the more crystals hit, making this almost like a machine
       gun-style attack (with the crystals being like explosive ammo).
       This is a useful attack spell that is pointed at opponents from
       the tip of Kain's Lunas Begir blades, and is useful for
       attacking opponents. When used, these crystals can be very
       effectively if they hit vitals, and can do more damage if the
       opponent tries to regenerate the wounds due to the crystal
       pieces left behind. As one might expect, this can be dodged or
       blocked, as this attack isn't too strong compared to some of his
       other spells. While a useful spell, this spell cannot break most
       defenses, and is designed for quickly taking out groups of
       opponents. The biggest use of this spell is that Kain can fire
       these small crystals like bullets with extreme speed, but these
       crystals are still able to be countered like any other
       projectile if one accounts for the explosive nature of the
       crystals.
       - Sixteenth Spell: Zegron Lunaruk: This spell is another spell
       that requires Lunas Begir to be active. When used, the blades
       detach from Kain's arm and form a staff that he can use to
       attack opponents with. This forms a crystal staff that Kain can
       hold and hit opponents, and makes a great melee weapon that Kain
       can use. When in use, Kain can use other Lunas Begir spells,
       such as firing a Lunas Zerarusen from the tip of the staff,
       allowing this to utilize his attacks in a slightly different
       way. The main thing is that he can fire any of his blue moon
       light beam spells at opponents from the tip of the staff, which
       makes this a great way to attack opponents and still have a way
       to hit opponents long range. This spell can utilize any spell
       that utilizes Lunas Begir used so far, and can separate into a 3
       section staff, using a light beam to attach each section like a
       chain, allowing Kain to attack with the staff's edges like a
       whip. This weapon is very useful in combat, and extends Kain's
       attack range in combat using this staff instead of just using
       claws or his Lunas Begir blades on their own. This spell can be
       used as long as Kain can keep the spell active, which doesn't
       require much energy to maintain as this spell is necessary for a
       few other spells to use and is designed to be maintained easily
       over time. As one might expect, this is mostly just a simple
       melee weapon, which is used to hit opponents and knock them
       back. This weapon doesn't slice or pierce opponents, unless it
       fires a slashing wave or light beam spell which has to be done
       after this spell is activated. While a useful spell that can be
       used to defend or attack, this spell can be avoided or blocked
       like any other staff weapon.
       - Seventeenth Spell: Kiroro Lunas Begir: This spell fires Kain's
       Lunas Begir blades, or the Zegron Lunaruk staff at an opponent.
       When used, the spell is pointed and fired at the opponent, and
       when the blades or staff hits, the blades or staff explode on
       impact to do more damage to the opponent. However, unlike the
       exploding claw spell, this explodes in a different way, in which
       the blue moon light crystals become pure light energy and
       explode in a blast of pure blue moon light. When the crystals
       explode, this not only creates a blue moon light flashbange
       effect, but fires blue moon light beams in random directions
       from the explosion to try and hit opponents. This spell is
       useful for fighting darkness users, as it not only fires light
       beams that can burn through shadows, but it can also be used to
       temporarily negate shadows completely due to the flashbang
       effect. This spell is a very useful spell that can be used to
       attack opponents with a surprise effect, as many often expect
       this to operate like his explosive claw spell. Of course, just
       like one might expect, dodging this is possible if one can move
       fast enough, as one can usually avoid it if they are far enough
       away. This is another spell that Kain has to be careful with,
       because he can hit himself or his allies with this spell if
       using it on an enemy too close to himself or an ally. The light
       beams can also be blocked by reflective surfaces, assuming one
       can still see enough to defend against the light beam, since the
       flashbang effect often blinds people while in effect.
       - Eighteenth Spell: Lunagiruk: This spell creates an armor made
       of crystallized moon light on Kain, allowing him a strong
       defensive armor that he can use to protect himself from attacks.
       This works similarly to the Lunaruk and Lunas Begir spells, but
       this creates armor. However, there are a few unique things about
       the armor. The armor does come with claws that can be used just
       like the Lunaruk spell, allowing Kain an attack option. The
       armor is designed to be mostly defensive, and with the claws,
       Kain is able to still attack using this. Since the claws work
       like Lunaruk, Kain is still able to use his other spells while
       this is active. This armor's main focus is defense, allowing it
       to protect Kain from many forms of attacks, using blue moon
       light crystal to make an armor that is as strong as other metal
       armors. This armor is also very useful against dark spirits, due
       to the fact that the armor has spirit purification power (since
       it's an alchemic spell), which grants Kain some resistance
       against spiritual abilities when in use. This also allows him
       some defense against anything that can be purified, since the
       armor has a purification effect due to the blue moon light. When
       Kain is done with this armor though, he is able to make the
       armor explode off his body, making it able to damage opponents
       with the crystals breaking off of the armor. This armor is very
       strong, but is a bit of a danger to Kain, as this eats up a lot
       of power to maintain due to the armor needing constant magical
       energy to stay manifested. Because of this, Kain cannot use this
       for too long, so he cannot just default to this armor like one
       might think. While good for defense, sun light also does more
       damage, as sun light based beams not only beat his blue moon
       light crystals, but also are focused like light through a lens
       by the crystals, making them more concentrated.
       - Nineteenth Spell: Geo Lunazerudo: This spell creates two large
       crystal claw hands that come out of the ground, which are
       connected to what appear to be crystal arms that go underground.
       This spell is able to move along the ground it comes out of, and
       it's main ability is to trap opponents. The hands are able to
       grab opponents in order to try and trap them, but also the hands
       are able to slash opponents, as the hands have crystal claws on
       them. While this spell cannot fire other spells Kain can fire
       with Lunaruk, this is still a very useful spell, as it lets Kain
       focus on an opponent and have the hands attack the opponent
       while he can remain at a distance. This spell is great for
       attacking opponents, as the hands are very hard to destroy due
       to being made of blue moon crystal. The hands can also try to
       crush opponents using the hands by trying to bring them down on
       an opponent. This is a spell that can be used very creatively,
       since the claw hands are able to move around and attack
       according to how Kain wants them to. However, this spell is able
       to be avoided or dodged, assuming the opponent is fast enough to
       avoid the attacks. These hands also are limited in where they
       can go, as they can only move along the ground they come out of,
       so if they come out of the dirt, they can only move where there
       is dirt. It is also possible to cut through these hands if one
       can cut through the crystals (which can be done by those that
       can cut through metal, or have certain abilities like swordsman
       wavelength manipulation). It is also worth noting that these
       hands don't have any spells that they can use on their own like
       Kain's Lunaruk or Lunas Begir spells, as this is more just a
       single spell.
       - Twentieth Spell: Detosa Lunas Begirusen: This spell generates
       a number of crystals that come out of the ground. There are two
       parts to this spell. The first is that the crystals come out of
       the ground and try to spear opponents, in which the spears are
       able to spear opponents if they hit the opponent (assuming the
       opponent can be speared by the force generated by the spears
       coming out of the ground). The second part to this spell is that
       the tips of the crystals generate blue moon light beams that
       fire at opponents once out of the ground, designed to fire at
       anything Kain is concentrated on. Unlike previous spells, Kain
       doesn't have to aim these light beams, as he just has to
       concentrate on the target of the spell. The light beams are
       concentrated light beams that can not only pierce through armors
       and shields, but can also pierce through shadows. And due to the
       blue moon light and spirit purification, this is also very
       useful against dark spirits due to the purification nature of
       the light beams. This spell is able to fire multiple light beams
       for as long as Kain wants the spell to fire light beams, but
       each spell does still cost energy to fire off. This spell is
       useful, but staying off the ground can make this harder to hit,
       and avoiding the light beams just requires an opponent to move
       fast enough to avoid the light beams as they're fired. While
       Kain can fire multiple light beams, he cannot keep this spell
       active for too long, as this does drain magic power to use and
       drains it fast as each light beam fired requires more energy in
       addition to the energy used to maintain this spell. It is also
       possible to stop the light beams if one can cut through the
       crystals as Kain cannot fire lasers unless the top of the
       crystal is not damaged. It is also possible to interrupt this
       spell's targeting of opponents if one attacks Kain directly, as
       he does have to concentrate to keep this focused on an opponent.
       - Twenty-First Spell: Miberna Ma Lunas: This spell creates a
       flurry of larger crescent blue moon light slashing waves that
       Kain can use to attack opponents. When used, this creates a
       number of the crescent slash waves, and unlike previous spells,
       Kain is able to command the crescent slash waves. Usually, he is
       able to issue one word commands, in which the waves respond to
       his commands. There are a few main commands he will often issue,
       with the main one being "Attack" to have the waves attack
       opponents, where the waves will try to slice through opponents
       as many times as they can before being issued another order. He
       can command them using "Spin" to make the waves spin to build
       momentum and power before attacking, or he can use the command
       "Combine" to combine the waves into larger, stronger waves. He
       can also issue the command "Dodge" to have the waves dodge enemy
       attacks, usually as a means of defense. He can also use the
       command "Defend" to have the waves protect him from attacks. The
       last one is "Fire" in which the waves will try to hit the
       opponent and explode in bursts of blue moon light, usually as a
       way to finish off the spell. There are other commands, but
       overall, this is a fairly simple command, as it's more or less
       like commanding familiars in battle. These waves can be dodged
       by skilled enough opponents, and opponents who listen to Kain
       and know the commands may be able to use this to their advantage
       as opponents can usually figure out what the commands do by the
       commands called out. It is also possible to interrupt this spell
       by attacking Kain, or using some means to prevent him from
       coordinating the waves. This spell may seem useful, but it is a
       high level spell, and cannot be used for too long as the energy
       consumed does take a toll after a while, though this is a very
       useful spell to use against stronger opponents.
       - Twenty-Second Spell: Gigara Lurudo: This spell is Kain's
       strongest defense spell, in which he creates barrier using blue
       moon light energy. This energy creates a spherical barrier that
       protects Kain from most manners of attack. Unlike what one might
       expect, this is not a crystallized barrier, and is a pure blue
       moon light energy barrier. When used, this barrier's specialty
       is blocking dark dark spiritual attacks, or even blocking
       darkness attacks due to the concentrated light that is strong
       enough to destroy shadows that try to pierce the barrier. This
       is a very strong defensive spell that can defend not just
       against dark spirit or shadows, but is also very effective at
       blocking attacks. And when Kain needs to strengthen the barrier,
       he can use his mana amplification on this spell to create a much
       stronger barrier. While this cannot attack opponents, this is
       much stronger than any of his other defenses, since the spell is
       designed to be a total defense. However, just like all of his
       other top level spells, this does cost a lot of energy to
       maintain over time, and is only useful against blocking stronger
       level enemy attacks. This spell can be broken by high level
       attacks (usually highest level attacks are the only thing strong
       enough to pierce this defense), but it is possible. One can also
       wait till this spell is dispelled, as Kain cannot keep it active
       for too long, and then the opponent can attack again once the
       barrier dispels.
       - Twenty-Third Spell: Lunaga Begiruzen: This spell is one of
       Kain's stronger attacks that generates an explosion of blue moon
       light from his body. This spell activates and generates the
       energy to create a powerful explosion of blue moon light, which
       is then violently released in the form of an explosion of blue
       moon light. When used, opponents close to Kain will be blasted
       back, and when Kain creates this explosion, the explosion fires
       light beams from the explosion of light that move outward at
       random, designed to take out opponents close to Kain. When used,
       the explosion of light acts like a flashbang, and temporarily
       negates the use of shadows completely as long as the flashbang
       effect is active. This spell is a very powerful explosive spell,
       and uses Kain's own body as a conduit of blue moon energy. As
       one might expect, this is a very useful spell for attacking
       opponents, especially attacking those vulnerable to blue moon
       energy, and thanks to the spirit purification power, this also
       purifies dark spirits and other spirits that are hit with this
       attack. However, while an impressive offensive spell that
       negates the need for defense, this spell can also hurt Kain's
       allies if they are too close, and opponents further away won't
       be as affected by this as those close to Kain. Typically, when
       Kain calls this spell out, opponents will have a short time to
       get away before the spell activates, as the spell has to be cast
       verbally, so smart opponents usually should take the opportunity
       to move away. This also takes a lot of energy, and this cannot
       be used too many times as it is a higher level spell.
       - Twenty-Fourth Spell: Shin Lunareido: This spell creates a
       large beam of light that comes down from the sky, in which the
       blue moon light becomes a massive blue moon light construct in
       the form of a dragon. This is one of Kain's highest level spells
       that is similar to certain other higher level spells, and is
       designed to attack opponents with a high level blue moon light.
       When used, the concentrated light is able to incinerate many
       opponents, and is purely destructive power that is used to burn
       opponents with concentrated blue moon light if the dragon is
       able to pass through someone. This spell is a very powerful
       spell, and designed to be the second most powerful spell Kain
       has. When used, the dragon can even be amplified with light
       beams from Kain's other spells, and the dragon is not only able
       to damage opponents with blue moon light, but it can also do
       things like slash opponents with its claws or bite with its
       teeth. This spell is extremely powerful, and is fired at
       opponents as one of Kain's more powerful attacks. However, this
       spell, like other high level construct spells, requires a lot of
       energy from Kain to use, and also requires emotional power to
       use this spell (for Kain, he must be in a calm and peaceful
       state of mind, as the peaceful state is what powers this blue
       moon spell). When used, this is a great spell, but this spell
       also leaves Kain pretty drained after using it even once, so
       this is mostly a last resort spell. This spell is extremely
       strong, and is best dodged, as most defenses cannot handle the
       power of this spell. Even normal sun light attacks or darkness
       attacks cannot break through this mass of concentrated light.
       The only powers strong enough would have to match the power of
       this spell, and then overcome it (which is possible if one has a
       high enough level power to counter it, though this would
       probably leave them just as drained as it does Kain).
       - Twenty-Fifth Spell: Shin Zegron Lunas: This spell is Kain's
       ultimate spell, and one he believes is his final spell. This
       spell creates a large construct of what appears to be some sort
       of blue moon light crystal golem, which is able to generate it's
       own light beams of blue moon light without having to rely on
       Kain to use spells. However, this isn't just normal light beams
       that the golem uses, as the light beams are actually attacks
       that act as dimension cutter attacks, slicing through space and
       time. This makes the golem's attacks the most dangerous attacks
       that Kain has, and is a great construct for fighting opponents.
       This is also Kain's most powerful spell, not just because of
       power, but because the golem is able to move and attack more
       easily and at less power than Kain's Shin Lunareido. Once
       summoned, the golem doesn't require too much power to maintain,
       and can be used for a while. The golem even comes with arm
       blades on the ends so that it can cut down opponents using light
       beams, and it is able to move independent of Kain's own
       movements. This is a very useful spell, as Kain is able to use
       it and then let the golem attack who he wants it to attack, and
       the golem can even move to tank attacks to protect Kain if Kain
       requires it to. This spell is strong though, but the light beams
       that it uses drains it's power. Once the golem runs out of
       power, the golem will dissolve into dust and disappear once it
       runs out of power. If one wants to destroy this golem, then the
       best way to do so is to destroy it's core in it's chest, which
       is a glowing blue crystal. If that is destroyed, the golem will
       dispel and disappear. Kain also can only summon one of these
       golems at a time, and cannot use the spell multiple times if the
       spell is active (IE he cannot summon the golem, then use the
       spell again to try to summon another golem). This spell does
       requrie a lot of energy to use, and while it can be used
       multiple times (unlike his Shin Lunareido spell), this spell
       does take a toll if overused.
       crystal golem that fires dimension cutter attacks
       Blood Claw Spirit Techniques:
       - Unique Elite Blood Spirit Power: The Blood-Claw: After Kain
       fought in multiple wars with the vampire ninjas, he eventually
       gained a spirit who taught him the art of blood manipulation.
       This is what would become the basis of the blood art that the
       Dawnguard would use, but Kain would gain certain abilities
       beyond just simple blood manipulation. The spirit taught Kain
       many abilities using blood, and different techniques to utilize
       his blood manipulation for a variety of uses. This spirit allows
       Kain to utilize his blood manipulation in a few ways, but the
       base form of this spirit's power is the blood-claw, which Kain
       is able to concentrate blood from a battlefield around his hand
       till his hand and claws literally become crystallized blood
       thanks to the spirit's other power of being able to crystallize
       blood using it's spiritual power. This gave Kain a multitude of
       special techniques using blood, and allows him to not only
       create blood-like claws, but he can fire attacks from his claws
       in order to attack opponents using spirit purification blood
       manipulation techniques. This is how Kain gained the nickname
       Blood-claw Kain back during one of the vampire ninja wars, and
       this spirit became Kain's main spirit in battle using his
       ability to bond to spirits to bond to this spirit. This grants
       Kain a number of techniques using blood manipulation, with one
       of his main abilities using blood that is unique to Kain is that
       he can manipulate the temperature of blood, either freezing it
       or boiling it. Kain has been able to utilize this in a few ways,
       where he has burned blood into a crystallike state through
       burning pressure, but also frozen blood using his temperature
       power as well. However, as powerful as Kain is, his blood
       manipulation has the same weaknesses as other blood manipulation
       techniques. Many techniques come from Kain's claws, and if an
       opponent knows what's coming, they can usually avoid it.
       Usually, it's best to just avoid close combat, and usually many
       attacks can be dodged or blocked. This technique was taught to
       Kain by a blood spirit, one that has since bonded to him to help
       him fight. However, Kain tries not to use these techniques
       anymore, due to him not wanting to fight using the same brutal
       powers he used to use, as he has mostly tried to retire from
       combat and using this combat style. Kain is known for two claw
       styles, the first is his mana crystal claws which is part of his
       unique alchemy, but he is also known for this art using blood.
       The way to know the difference is that his blood claw is crimson
       red, while his mana claw crystals are blue. This tells the
       difference if one cannot tell easily since both powers are
       crystallized and have different techniques with them.
       - Iron Blood Spirit Purification Blood Techniques: Kain has
       combined his alchemy to create a somewhat unique spirit
       purification using his blood manipulation, where he empowers
       alchemy into his blood to essentially strengthen and increase
       the power of the iron of the blood. Normally, there isn't enough
       iron in the blood to do much, but Kain has managed to utilize
       this technique to use his alchemy to essentially power up the
       iron in his blood with spirit purification magic so that it does
       massive damage to spiritual opponents, and anything vulnerable
       to iron and spirit purification will take heavy damage from
       this. This turns all of Kain's blood manipulation techniques
       into spirit purificaiton techniques, where he can use blood on
       spirits like a priest would use holy water on a demon, or his
       techniques can be used to do damage to spirits where normal
       blood manipulation wouldn't hurt them. By utilizing the aspect
       of spirit purification that attacks beyond the physical, the
       blood is able to purify any spirit, and counter most spirit
       powers without needing something like spirit destruction powers.
       When utilizing this, this is a passive effect on his blood
       manipulation, so Kain is able to use this without needing to do
       anything. This is a basic amplification of the alchemy that
       manipulates the blood Kain is able to manipulate, so it doesn't
       require any extra power to utilize. However, those that aren't
       spirits aren't effected by this spiritual purification aspect,
       and they only take extra damage if they are vulnerable to iron
       or spirit purification. Since this is mainly used on dark
       spirits and hollows, other creatures usually don't have to fear
       unless they have weaknesses to iron (like the death wraiths).
       This blood manipulation can also still be countered like normal
       blood manipulation, despite it's ability to use this, so
       opponents usually don't have to worry about it changing the
       basic operation of the blood manipulation.
       - Blood Spirit Power: Blood Acidity/Temperature Manipulation:
       By manipulating different aspects of his blood, Kain is able to
       do more than just throw blood at people. The first thing that
       Kain can do is use his control of blood to freeze it into a
       solid form, allowing him to create frozen blood attacks that are
       able to attack enemies, or he can boil the blood he manipulates
       into a boiling blood that can burn enemies on contact. Depending
       on the technique, the forms usually have a reason, such as using
       certain techniques like creating an icicle projectile using
       frozen blood, or hitting opponents with pressurized blood
       techniques using boiling blood so the blood boils on contact.
       However, this isn't the only thing he can do, as Kain can also
       control the acidity of the blood he manipulates. By tuning the
       acidic properties of blood, he is able to do acidic damage using
       blood and utilize the corrosive aspect of blood to its fullest.
       Kain can also do the opposite though, and turn his manipulated
       blood into a basic form, usually to counter acidic manipulation,
       but also since basic blood can cause severe irritation on
       contact even though it doesn't eat away the skin like acidic
       blood would. Depending on how it's used, blood can be a very
       dangerous weapon, and Kain has had many years to master using
       this power to do different things. Kain has fought a multitude
       of enemies, and developed many different aspects. Usually, his
       most common aspect is usually freezing blood, since he uses
       plenty of blood projectiles and freezing blood to try and freeze
       opponents. Of course, as one might expect, normal counters of
       blood manipulation still work, such as using water to dispel
       acidic or basic aspects of the blood, or using certain other
       manipulations to counter blood such as earth manipulation to
       block blood manipulation, or using lightning to dispel the
       liquid in the blood. Depending on the enemy, some may have
       creative ways to handle this.
       - Unique Elite Blood Spirit Magic: Blood Creation: Using Kain's
       unique creation magic depending on the situation, Kain is able
       to utilize his creation magic to create blood. Since Kain is
       fully aware of what elements make up blood and it's structures,
       Kain is able to generate blood using this creation magic in a
       specific art that he refers to as blood creation. Usually, he
       will create his own blood, knowing his own blood best, but he
       can create the blood of anyone he knows specifically. By using
       this, he doesn't have to utilize blood from opponents, and can
       instead create his own blood to manipulate without having to use
       his own blood. Using this, he can create blood in the same way
       he would normally manipulate blood, in which he can still do
       everything with his created blood that he can do with normal
       blood, such as creating his blood claws, creating blood tendrils
       and other blood techniques. However, Kain cannot create blood
       completely from nothing, as he has to use the equivalent amount
       of magic power to how much blood he creates. This is also a
       power that is carefully monitored by the alchemists, as Kain's
       creation magic is already seen as taboo in some aspects. When
       combined with blood manipulation, Kain has also been able to use
       this to create blood for the bio-alchemists, specifically the
       medical alchemists, for blood transfusions, because he is able
       to create blood from magic. This is another of the only times
       Kain really uses this. Typically, if he uses this in battle,
       it's only when he has no other blood to manipulate, and will
       only use it to create as much blood as he needs. However, he
       will usually draw his own blood before he creates new blood,
       since he tries to avoid his creation powers when possible. For
       opponents, this mostly just means that Kain doesn't have a
       reason to try and manipulate the blood of others, so it means
       opponents' blood is usually safe if Kain uses this instead.
       However, the toll does come with this creation technique, just
       like his normal creation magic in that it takes more power than
       his normal alchemy would. While he might be able to create blood
       using the right minerals and items, this isn't something that
       would go unnoticed by the alchemists as a breaking of the taboo
       of manipulating life, something that would get Kain into
       trouble.
       - Unique Elite Blood Spirit Power: Living Blood Ice: This
       technique starts by Kain splashing blood from his claws at a
       surface or on a person. Once used, the blood will freeze
       anything that it comes into contact with, and the blood will
       move on it's own looking for living things to freeze as it moves
       across surfaces. This essentially turns blood into a moving,
       freezing force that will freeze any surface it touches. If
       splashed on a person, the person will slowly start to freeze
       unless they somehow remove contact with the blood. The blood is
       not controlled by Kain, but instead is controlled by his blood
       spirit, which controls the blood and has it track down living
       beings. As such, the blood has some self awareness in that it
       won't go after Kain's allies, and will only target his enemies.
       Using this, Kain can freeze opponents, but he can also do things
       like use the blood to create traps, such as creating a puddle of
       blood that will freeze someone's foot and ankle if they step in
       it during battle, or using it to give opponents more to keep
       track of to throw them off. Typically, this is a power that also
       acts like a passive powerup of his normal blood power, unless he
       is using boiling or acidic blood when using his blood
       manipulation. This technique can be very useful depending on how
       it's used, and Kain has plenty of techniques to utilize this to
       it's fullest. However, this is worth noting that this is a
       passive form of power that his blood can also be controlled by
       his blood spirit, but it is also worth noting that Kain's blood
       can only freeze if in physical contact with someone or
       something, and cannot freeze things from a distance. Only things
       in contact with the blood can be frozen. As such, this blood can
       be countered and dodged, depending on how the opponent
       approaches this. This can also be countered with things like
       fire manipulation, as raising the temperature of an object can
       prevent it from being frozen.
       - Unique Elite Blood Spirit Power: Explosive Blood: This is a
       technique similar to blood poison where Kain changes the makeup
       of his blood slightly, which makes it able to be ignited with
       heat and pressure so that the blood can explode on impact. When
       using this, this makes it so that he when throws blood at people
       or uses certain types of attacks, he can ignite it with a strong
       enough impact, most often using this to create explosive attacks
       that can essentially turn the blood into a bomb. This technique
       essentially makes his blood manipulation dangerously explosive,
       as he can ignite it at will, or even just make part of the blood
       combustable (like making a weapon at the end of his blood
       tendrils and then making it explosive to essentially blow up on
       impact. Depending on how he makes it, he can do this a few
       different ways. Normally, the easiest way is to make the blood
       explosive enough that it explodes on strong enough impacts,
       where Kain will fire attacks using this to essentially attack
       opponents with the explosion as well as the attack itself. The
       other method to this is to create enough heat to burn the blood
       and then turn it into a type of blood grenade power, but this
       requires modifying not just the temperature, but the pressure of
       the blood since heat alone doesn't make blood explosive.
       Essentially, the main aspect of this is to create immense impact
       force when the blood explodes, since blood can't really burst
       into flames too effectively or even for very long since blood is
       not something that can "catch fire" normally. As such, this
       requires specific conditions to work properly, though Kain can
       making many different blood attacks explosive. However, the main
       danger is that if he's too close to the blood when it explodes,
       he can hurt himself with the impact force of the explosions, so
       he usually has to use this farther away, such as using this when
       firing blood projectiles or using a blood tendril from far
       enough away. This can be applied to almost any blood technique,
       but Kain has to always be careful of the distance it's being
       used. This is also able to be blocked or dodged depending on the
       technique used, and can be countered with certain other
       techniques like using flames to ignite the explosive blood early
       if the technique hasn't been fired yet, or using ice to freeze
       it so that it cannot explode.
       - Unique Elite Blood Spirit Power: Blood Crystals: One of Kain's
       powers with his blood is that he can create crystals from his
       blood, crystallizing his blood using his blood spirit's power.
       This is useful for a few different things. The crystals first
       and most obvious use is that he can use them to fire attacks or
       make weapons out of them, such as his major crystals usually
       create blood claw crystals around his hands that let him attack
       opponents, or he can create weapons out of this as well. The
       second is that he can empower them, usually with mana so they
       can be absorbed by others. When he uses these on allies, it can
       do a few things, in which the most common use is that he can
       power people up with certain abilities, usually granting them
       mana amplification. He can also fuse other spirits to these
       crystals and fuse them with others if the spirit wants to become
       one with someone, in which he can use this power as a catalyst
       to bond willing spirits to new hosts that opt for helping those
       Kain empowers. Kain can also use these as projectiles, creating
       blood crystals he can hurl at opponents to spear them with the
       crystals, or he can use them to hit opponents with immense
       force, such as firing balls of crystallized blood like a cannon
       at an opponent. This is a very useful skill that Kain can
       utilize a variety of ways as well. When crystallized, the blood
       is not frozen like one might think, but instead is crystallized
       using spiritual power to harden and change the blood into a
       glass-like state that turn the blood into a solid state. While
       Kain can freeze blood to create a type of crystallized blood,
       this blood crystal is more like actual crystal, meaning that it
       is very strong and not as brittle as ice can be. As such, this
       is a strong technique that also makes up the basis of Kain's red
       claws when his blood manipulation powers are being used. When
       used, these crystals are specifically vulnerable to lightning,
       as the minerals in the blood are still present in the material
       and the crystals are conductive of electricity. However,
       creative enough opponents have also countered this using fire
       manipulation to melt the crystals, and using other powers to
       block or dodge the crystals.
       - Unique Elite Blood Spirit Power: Blood Tendrils: This power is
       one of Kain's main attack types where he creates tendrils of
       blood which can do multiple things and be used to attack
       opponents, usually coming from his claws. These tendrils can hit
       with the force of whips or blades, depending on the form they
       take, in which they usually work like blood-tendril whips that
       are emitted from his blood crystal claws. The normal tendrils
       form can be used like whips, which with enough force, can be
       used to slice opponents open due to the force used on them. This
       can also be used to grab opponents and trap them, and can even
       be used to use Kain's living blood ice to freeze them if they
       are trapped by these tendrils. Kain can also form weapons out of
       the tendrils, such as turning the end of one into a mace or axe,
       or other weapon, which will usually solidify the blood into some
       kind of weapon at the end of it. This can be used to grab
       opponents, use weapons, or just attack opponents, as these
       tendrils can be shaped to just about anything depending on what
       Kain wants to do when using them. Essentially, they're sort of
       like a semi-solid goo in a semi-solid state, where they can do
       physical damage, and can be shaped as needed. They can also be
       hardened or softened as needed as well, in which the tendrils
       can be modified depending on what Kain wants to do, such as
       hardening the tendrils to do more physical damage, or softening
       them to make the tendrils hit with stronger impact force. When
       they grab someone, the tendrils can squeeze and constrict on
       someone, essentially pulling them to pieces with enough
       strength. Depending on how much blood Kain uses, he can form as
       many of these as he needs to. This power is very useful, and can
       be used as long as Kain has enough blood to utilize it. The
       blood is essentially shapeshifted and manipulated by Kain using
       this technique (Essentially this is akin to Carnage's symbiote
       tendrils but with blood manipulation instead of symbiote power).
       This can be countered or dodged depending on how it's used, and
       opponents can usually still avoid this if they are fast enough
       and can counter the variety of options this technique allows.
       - Unique Elite Blood Spirit Power: Blood Web: This technique
       weaves Kain's blood tendrils together from his claws to make an
       almost spider-like web, where he can create a web to trap people
       in. By bringing his claws together and connecting them before
       pulling them apart to create what appears to be a web from the
       claw's tendrils in a criss-cross pattern. When used, Kain can
       throw this web at opponents, or he can spread it over an area to
       essentially create a trap. This technique is designed solely for
       trapping opponents, who can be trapped in this thanks to the
       fact the tendrils for this technique are made to stick to
       things, including sticking to people as the blood acts like a
       slimy glue that can trap almost anything caught in it. Getting
       out of this requires immense force, or some sort of cutting
       weapon, as this is a very strong web that is designed solely to
       trap people who are caught on it. Though some opponents can
       break this, weaker opponents could get stuck for as long as this
       technique is in effect. Kain can use this at close or long
       range, but this is best used at long range where the web can be
       bigger, more spread out and harder to dodge, or he can use this
       up close to try and trap someone up close, such as trying to
       cast the web around someone to restrain them. And depending on
       how Kain uses his power, the blood web charged with spirit
       purification or freezing blood power to do other damage as well.
       Typically, the best way to avoid this is not to touch the blood
       web, and if caught in it, one's best option is water or earth
       manipulation that can interact chemically with the blood to
       chemically change it's ability to stick to opponents. This can
       be dodged as one might expect, or even blocked depending on how
       it's used. And of course, if Kain is in contact with the web,
       lightning is also a great thing to use on him as Kain can be
       hurt by lightning powers since blood is a conductor.
       - Unique Elite Blood Spirit Power: Blood Owl Bomb: This
       technique turns Kain's blood into balls that act as concussive
       force bombs, which are created and then thrown at opponents.
       This uses his explosive blood to create an explosive like attack
       that explodes on an opponent on impact. When thrown, the balls
       explode, releasing a high velocity concussive force which can
       damage opponents close to where the bombs burst. This technique
       doesn't actually use flames or bomb techniques, but instead just
       simple concussive force to damage opponents around where the
       balls explode (Unless this is used with pressure, not heat). The
       explosion is controlled by Kain directly, and he can determine
       when it goes off, or they just go off when they hit something or
       someone, making it a fairly versatile technique depending on how
       he pressurizes the blood used in this technique. This can also
       be amped using his special blood techniques, such his most
       common use of this being utilizing the living blood ice to
       freeze opponents who are hit with this impact force. Even if the
       opponent is immune to blood effects (like Kain's iron and spirit
       purification), the impact damage can still do immense impact
       damage if this technique hits an opponent as the impact force is
       the main point of this technique. This one is one Kain does have
       to be careful with though, as he can hurt himself with the
       impact force, or his allies if they are too close when this
       explodes. Typically, this technique is best dodged rather than
       blocked due to the high level impact force, but certain
       opponents can counter it with the right techniques, such as
       using a pressurized water blast to hit the attack when it's
       thrown at the opponent. Certain opponents can also use solid
       objects for cover when trying to dodge this, such as hiding
       behind a building or behind trees (Depending on where Kain and
       the opponent might be fighting).
       - Unique Elite Blood Spirit Power: Bloody Ice Canon: This lets
       Kain fire blood projectiles by focusing the blood to his hand,
       and then pressurizing the blood into a blast that is then fired
       at an opponent. Depending on the size and shape, he can modify
       the projectiles speed and strength by manipulating size and
       shape. When fired from his hand, the blasts are fired at
       opponents, and do heavy impact damage if they hit as this is
       designed to be another impact force technique. The normal size
       is roughly about the size of baseball, and he fires it like a
       cannon ball with enough force to shatter ones bones on impact.
       However, he can also create smaller, more bullet like
       projectiles which can be fired with immense speed and piercing
       power, in which he can fire them in a smaller form, but have
       them strong enough to pierce most substances. The smaller
       bullets can even break metal weapons and pierce most opponents.
       Depending on the projectile fired, stronger and slower shots can
       be blocked by walls and barriers, but the smaller ones are best
       dodged rather than blocked. Though the smaller ones do pierce
       opponents, they also do less damage as they are smaller in
       nature compared to the larger shots, but the larger shots also
       do more impact damage rather than piercing damage. And depending
       on how he fires it, he can fire these shots in very rapid
       succession, even firing smaller bullets like a machine gun if he
       builds enough blood before hand. As one might imagine, this is
       best used up close where the opponent has less time to react to
       it. When used by Kain however, this technique also has another
       purpose. When the blood makes impact, it uses the living blood
       ice to freeze opponents, in which the attack not only hits an
       opponent with heavy impact force, but also freezes the spot the
       projectile hits. As such, this is a very dangerous technique,
       one that usually has two stages of being hit. For opponents,
       this technique is best dodged rather than blocked, due to it's
       freezing effects.
       - Unique Elite Blood Spirit Power: Blades of Blood: This
       technique creates crescent shaped blades from Kain's blood,
       where he can fire them at opponents, usually through focusing
       the blood to his hand and firing them like a claw slash wave at
       an opponent. Using this, he does a claw slash style attack, then
       the blades are fired in a wave at the opponent from Kain's blood
       claws. The blades are solid, being able to slice through
       opponents like solidified slashing waves and are usually
       concentrated to more easily slice opponents with it being strong
       enough to even slice through metal with enough force. This
       technique is basically like firing a werewolf claw slash attack,
       and not too much different except this technique is made for not
       only being able to slash an opponent multiple times, but
       depending on the number of blades, can be used to fire at a
       group. This is useful especially when used with his other blood
       techniques, like using his blood ice to freeze opponents who are
       hit by these blades, or using acidic blood to eat away at
       opponents when the blades hit the opponent. As a result, this
       power can be used a varety of ways, and is quite dangerous in
       that Kain can change up the attack to keep opponents guessing.
       However, these attacks are always fired from Kain's blood claws,
       and while he can change up the type of blood technique he uses,
       he cannot usually change where the blades are fired from, making
       this more predictable than one might think since the blades are
       always fired like a claw slash. This attack can be blocked by
       strong enough defenses, or it can be dodged by fast enough
       opponents. Typically, the best way to counter this is to avoid
       it, but if one cannot avoid it, then one can use certain
       stronger objects to block the technique if they have access to
       them, though the slicing power of this blades usually allows to
       slice thorugh metal, so dodging is usually the best way to avoid
       this. This can also be countered by using water manipulation,
       since water can absorb the impact of the blood as well as
       dissolve the blood (if it doesn't freeze the water in the
       process).
       - Unique Elite Blood Spirit Power: Blood Traps:  This lets Kain
       leave his blood behind and turn it into a trap where his blood
       can turn into spears and spear those nearby, where they can be
       damaged if they are close to where the blood is. This trap can
       be remotely activated by Kain, or he can make his blood react to
       movement around him, which he can make it react like a landmine
       depending on what he wants to do. When activated, this is
       basically to damage opponents nearby, often designed to spear
       the feet when they walk nearby, or spear them from the walls if
       the blood is on the walls. Kain has to use this technique before
       throwing blood, as he has to determine if he wants to detoniate
       this remotely or set this power to movement. Kain can also use
       his with certain other blood manipulation techniques, such as
       utilizing this with his blood ice to have the traps explode and
       freeze the parts of the opponents that are in contact with the
       trap and explosion of the trap, or using the acidity to spear
       opponents with acidic blood for more easily piercing opponents.
       However, this is another power that if Kain isn't careful, he
       can injure his allies and he could hurt himself with due to the
       impact force. While he can stop the trap from going off if his
       allies or himself might trigger it, the trap could still damage
       him before he can react to it or if he doesn't know he or an
       ally is going to trigger the trap. Certain powers can also be
       used to trigger the trap from a distance if the opponent knows
       it's there, as triggering it from a distance can harmlessly
       prevent it from hurting them. Though the best way to avoid this
       is to not trigger the traps in the first place and just avoid
       them, since this requires an opponent to get close to trigger.
       - Unique Elite Blood Spirit Power: Blood Armor: This is a
       variation of Kain's crystal blood power, where he crystallizes
       blood around his body to create armor, instead of just creating
       crystal claws. He can form this armor around his whole body, or
       around parts of his body, depending on what he wants to do. In
       addition to making simple armor though, he can also make
       crystallized weapons and shields out of his manipulated blood or
       modify the shape of the crystallized blood, if he needs to take
       a different shape, such as making his hand into a mace or axe,
       or creating tendrils from the armor as he can change the shape
       of the armor. However, this does require energy to hold in place
       for long periods of time, and the more defense used, the more
       energy and blood is needed for it to work. This technique is
       often best used to defend against attacks, or amp Kain's
       physical attacks, such as armoring his hand so he can punch
       something strong if his strength isn't enough on it's own, or
       defending against attacks. Using this armor for long periods of
       time can drain his energy quickly, so it's best used in small
       bursts, and not held up too long. Although this does let him
       create armor as he needs it, and modify it as he needs to if he
       does, so it does help him a lot in battle. Typically, there are
       advantages and disadvantages to how he uses this, as there are
       two main ways to utilize this armor in battle. The first is that
       he can create armor that covers most of his body, but leaves his
       joints open so he doesn't get hindered in his movement, or he
       can create a more defensive armor covering his whole body, but
       his movement gets slowed as a result. Both have an advantage and
       disadvantage, such as lighter armor being vulnerable at the
       joints, or his heavier armor making him much slower. Opponents
       who want to break this will find it's like trying to cut through
       metal, so it most often either requires immense force or more
       concentrated attacks to pierce. Lightning and fire are also
       fairly decent ways to break through this armor as well.
       - Unique Elite Blood Spirit Power: - Blood Shield: This lets
       Kain create shields of blood which can protect him from attacks
       using his blood manipulation. This creates crystallized shields
       of Kain's manipulated blood, which can harden and protect him
       from many forms of attack depending on how they're used. He can
       form these in almost any shape he desires, such as a simple
       wall, or a dome around him depending on how much blood he has to
       utilize to block an attack. Normally, Kain will utilize this to
       create shields on his arms to block attacks, using shields like
       a gauntlet with shields, or utilizing blood to absorb attacks in
       liquid form. Typically, the shape can be anything Kain wants it
       to be, utilize it whether it's connected to his body or not
       whether it's shields formed on Kain's body or from armor, or
       used to create walls and shields not conencted to Kain. This is
       another technique that can be modified with the situation,
       though the same rules apply that larger shields or more powerful
       shields require more blood and more power to make or maintain,
       making this another technique that should only be used in small
       increments to avoid attacks rather than just keeping the shield
       up constantly. And since this creates a physical shield not
       having to be connected to Kain, this can also block Kain's view
       if he keeps it up too long. This technique is very useful though
       if Kain concentrates it and uses enough power to defend against
       attacks, but can be broken with enough force, and can still
       block Kain's view of an opponent when in use since the shield
       technique is solid and not transparent or translucent like some
       other shield techniques. This is also weaker to lightning and
       fire attacks since it's still basically a giant blood crystal.
       Shields on Kain's body are usually easier to use, but require
       Kain to use the shields to block specifically, which means he
       usually has to move his arms since the shields are usually on
       his arms. Shields and barriers around Kain that aren't connected
       to him usually are better to block attacks he can't reach, but
       they don't move around when cast, and only stay in one spot,
       limiting their ability to block attacks.
       Mana User Abilities:
       - Mana Manipulation: Every mana user learns to summon the mana
       from their own body. Every mana user is able to generate their
       mana after learning how about mana, where they are able to use
       it for different things like amping power, forming attacks, or
       using it for other purposes. While most associate mana with
       magic, which mana is most often used for, groups learned that
       mana is useful as a raw energy that can damage most creatures,
       as even those with magic are able to be hurt by mana itself even
       if they're immune to magic. Not only that, but mana users found
       that mana is highly customizable in combat, with some mana users
       have different types or unique types of mana they develop over
       time, such as the demon mana or chi/mana. This depends on the
       user, but every mana user learns to manipulate their mana in a
       variety of ways with it being very easy to manipulate into new
       forms while still keeping it's raw energy power. Some develop
       two to four types of mana if they're creative enough. Out of all
       the types of energy the body uses, mana and chi are the two most
       adaptable energies in most mortal bodies. However, that doesn't
       mean it can't be countered by other energies, like chi, spirit
       energy or even elemental energy depending on what one has.
       Energy is easily the best way, though one can also use aura
       breaker style techniques as well.
       - Spirit Purification Lion Mana Spirit: This is Kain's own
       unique mana power he gained from a contract with a spirit. By
       agreeing to protect the spirits, he was able to apply his spirit
       purification power to his mana and bond a willing spirit to his
       mana to create a powerful mana spirit. When using this mana
       power, he is able to channel the spirit's power, and lets him
       utilize his spirit purification mana that is extremely powerful
       and useful for battling dark spirits and anything vulnerable to
       spirit purification. And when Kain needs an extra boost in power
       for his spirit purification mana, he can summon the spirit to
       manifest in the form of a blue mana lion, which can fight
       alongside Kain in battle. This lion spirit is able to act on its
       own according to what it wants to do, and will usually help Kain
       in any way it can. This spirit is a powerful spirit, and it
       grants Kain enhanced alchemy as well, in which he can even use
       his blue mana crystal claw alchemy in combination with this in
       order to create more powerful spirit purification claws.
       Typically, only the strongest of dark spirits or other dangerous
       spirits can resist this power, though there are some dark
       spirits and some dark arts users that could resist this power if
       given the chance. Typically, this mana is countered like any
       other, and using positive spirit power can easily use this power
       as an amplifier, or one can use dark arts to counter this power
       if their dark arts are strong enough. This spirit can also be
       destroyed using spirit destruction arts (assuming the opponent
       has them), so that is another main weakness of this spirit.
       While the spirit cannot be hurt by spirit purification (spirit
       purification makes this mana spirit stronger), it can be
       destroyed with spirit destruction, and if destroyed, Kain cannot
       bring it back if it is destroyed.
       - Surrounding Mana Manipulation: Those with enough understanding
       of mana, and the sense of mana that comes with manipulating mana
       eventually learn to control mana from the environment around
       them.  This lets a mana user not only use this to use more
       powerful mana, but also use it to replenish their own mana
       they've used. However, this is difficult to use, as absorbing
       mana is quite difficult, since some of the absorbed mana is used
       just trying to absorb the mana, which makes this sort of a pain
       to use, so most mana users save this as a last resort. While
       powerful, this mana is hard to absorb and hold on to, usually
       requiring concentration to absorb completely. This is
       essentially a replication of how some chakra users developed
       their own "Sage Mode", but instead of using chakra, they used
       mana to do this. This is why most mana users try to use weapons
       that gather mana for them, so they don't expend energy doing so.
       This mana is stronger than normal mana, but costs more power to
       maintain. The most used method for this is empowering oneself
       through what mana users call "Mana Mode."
       - Dark Mana: When the mana in an area is used up completely, and
       the mana user tries to pull more mana, the result becomes the
       generation of dark mana. Dark mana is essentially the opposite
       of normal mana, being empowered by darker energy than normal
       mana. When there's not enough mana in an area, the result is
       that the leftover energy pulled up is fused with dark energy,
       and creates a more evil type of mana energy. Because of how easy
       mana is to manipulate and fuse to other energies, this mana is a
       natural mana for depleted mana in an area. This mana is
       dangerous, and often taboo among mana users, as stories of
       people becoming disfigured or not being able to use things like
       their mana power amp correctly have led to a misconception about
       dark mana. Dark mana can be controlled, and while not as
       customizable as normal mana (since the only energy that can be
       combined with it is demon energy), it is still very strong, and
       as long as it's properly controlled, it can be used effectively.
       This mana is dangerous to the user though if proper control is
       not taken, something that can be used against them. And except
       in certain situations, one can only use this if mana is pushed
       completely out of an area, or the mana in an area runs out
       completely. Only certain select people can draw dark mana in the
       presence of normal mana. And while normal mana's strength often
       depends on the user, dark mana is the same for everyone, making
       it evenly matched with any other dark mana, for better or worse.
       - Mana Magic: Those who use mana often find that converting mana
       into magic becomes easier, often turning mana attacks into magic
       attacks, such as turning a mana spear into a flame magic spear
       or using mana power amplification to convert to buff magic. This
       is dependant on what the user can do with magic, as not all mana
       users have the ability to use magic. This is a double edged
       sword, as while everyone has mana and can learn mana if they
       practice enough, those not having an affinity for magic often
       won't be able to use this power. However, those that can have
       far more range, making this a great power to pair with magic
       users in general. Those that use this find that magic has
       reduced cost and is more effective with this type of method,
       with mana being more easily focusable into magic when mana is
       used as an energy more than just a power source for magic since
       most mana users understand more than most magic users where mana
       comes from and what makes mana so useful. Most mana users don't
       focus on magic, but some can use it.
       - Mana/Magic Negation: There's a few things mana users usually
       have issues with, one of which is stronger mana users who can
       use their mana to overpower theirs, and others without a talent
       for magic that can use their magic to overpower the user's mana,
       usually a problem for mana users with no real magic ability.
       This skill was designed to use mana to replicate a frequency
       that cancels out all mana in an area, not allowing any mana use.
       This skill was designed mostly to counter magic users by non
       magic users, in which all mana gets cancelled out and forcing
       all opponents to rely on other abilities. This also works well
       against stronger mana users who would normally overcome the
       user's mana as well. Each mana user has a unique method of using
       this, such as a finger snap activating and deactivating this
       (which is fairly common) or some releasing a wave. Of course,
       the one thing to note is not only does this cancel out mana for
       the opponent(s), but also cancels out mana use for the user. So
       this negates mana and magic for everyone, not just the opponent.
       Also, only mana-based magic can be affected, as things like chi
       magic, celestial magic and other forms of magic that don't rely
       on mana are not affected by this. However, this can be useful
       for drawing out dark mana, since mana vanishing from an area
       means there's no mana to draw from, making this an easier way to
       summon dark mana without having to waste the mana in an area.
       - Radiating Mana: Similar to those with auras, mana users, when
       using their mana, radiate mana from their bodies, creating an
       almost aura-like mana around them. This is the body's natural
       expulsion of extra mana produced by the body, and often times
       acts like a defense similar to auras. This can dampen attack and
       grant mana users power to draw from without wasting the mana in
       their bodies, allowing them to generate mana attacks more
       easily. This also lets mana users use this mana for things like
       power amplification and mana regeneration, as this mana can be
       drawn back into the body at will to be used for more power. This
       mana aura type power is simply the radiation of mana from the
       body, and normally doesn't effect the body negatively. Most mana
       users feel this wastes usable mana, so they try to use this as
       their primary source of power for mana attacks, and this is one
       of two ways they try to deal with the expulsion of mana from the
       body during combat. This is useful for using in combat, but
       really doesn't mean their attacks are any stronger than normal,
       as absorbing mana generated from their own body doesn't count as
       surrounding mana absorption, so this power is not the same
       thing, and is more along the lines of just reabsorbing their own
       mana.
       - Full Mana Containment Mastery: This is the second way that
       mana users tried to keep from wasting power in battle. This way
       is a bit more dangerous to the user than the other, but provides
       a bigger power boost than using mana similarly to an aura. This
       method, instead of using the mana that radiates from the body,
       cuts off the mana's exit from the body, containing the mana
       inside the body. As one can imagine, containing mana is a bit of
       a double edged sword, as while they do keep the energy in their
       body and gain a bigger supply of mana than normal mana users,
       this method becomes very hard on the body, and can result in
       damaging the body. This is usually supplemented by feeding some
       of the extra mana into regeneration, preventing too much damage
       too quickly, but this can eventually cause more damage than can
       be regenerated by the body if used for too long. Usually, this
       is meant to be used in battles where the user needs a power
       boost beyond normal mana amplification, in which this can
       provide such a boost, however, the strain means that users
       should never stay in this state for too long otherwise the
       strain could do permanent damage not just to their bodies, but
       to their body's ability to generate mana. This is a strong
       powerup, but dangerous if not properly used.
       - Mana Power Amplification: This is the main reason most mana
       users use mana, which is so that they can use this to power up
       their bodies and supernatural abilities. This power uses any of
       a mana users mana abilities to power themselves up. This ends up
       being a passive powerup once concentrated through the body,
       granting a temporary increase of physical stats and temporary
       enhanced mana and other supernatural abilities. When in affect,
       the mana enhances all other supernatural abilities, like holy or
       unholy abilities, powering them up with mana. And depending on
       the mana used, this can power up the user with special abilities
       as well, depending on what they can do with their mana. Some
       using holy or unholy mana can do things like amp their holy or
       unholy power, while creating more of a defense against the
       opposite power. Depending on how much mana is put into the
       amplification, often determines how much of an increase the user
       can get and what type of mana they're powering themselves up
       with.
       - Dark Mana Power Amplification: This is very similar to normal
       mana amplification, but using dark mana. If one can use dark
       mana, they can also use this to empower themselves using this
       the same way as they would with normal mana types. However, dark
       mana works slightly differently, in that it has a different
       amplification effect on the body. While it does amp physical
       stats and supernatural abilities, it amps someone with darker
       power, and amps them far more heavily than normal mana
       amplification. However, instead of granting a normal mana
       enhancement, it gains an overall raw power boost, making things
       like one's aura and natural energies far stronger than any other
       mana type. However, this comes with a cost, as any mana user who
       uses this will find that the strain on the body is very high
       when using this, since dark mana is much harder to keep
       contained in the body through power amplification, and takes far
       more power to use. This means that using dark mana provides a
       much higher boost than almost any other type of mana, but at the
       cost of doing damage to the body. This damage is akin to the
       same kind of damage that full mana containment does, except that
       dark mana doesn't just do damage to the body, but over time, if
       used too much, can mutate the body if too much damage is done to
       the body.
       - Mana/Dark Mana Regeneration: This is another reason mana users
       like to use mana, in that they developed a way to funnel mana
       into regenerating the body passively, making it so their mana
       heals them from most injuries. This is a supernatural type
       regeneration, and can be used using mana or dark mana, or any
       other mana the mana user can use. Often times, most mana users
       prefer normal mana for this, not wanting to waste more power
       than they have to since other types of mana take more power to
       use. Since mana is good for regeneration and doesn't really
       require extra gimmicks, most mana users just prefer to keep it
       simple and use normal mana. Dark mana, on the other hand, is
       questionable by most to use since dark mana has harder effects
       on the body. Normal mana can regenerate most injuries, including
       replacing limbs, though dark mana does the same thing, but heals
       much faster than normal mana. Dark mana is more preferrable to
       some because it takes less time to heal fatal injuries, but they
       must be careful because dark mana can mutate the body if it's
       not used properly, and if it's used too much, then it can damage
       the body as well when healing it. Usually, normal mana is
       dependable enough though that unless one is pierced in the heart
       or brain or beheaded, most mana users can regenerate, with them
       really only needing dark mana to heal fatal injuries faster than
       normal mana.
       - Mana Armor: This skill is a technique by mana users that lets
       them up their defense by hardening the mana around their bodies,
       similar to other energy users. There are many ways mana users
       use to defend their bodies against attack, as each mana user
       often does something different. This lets them up the defense
       for parts of their bodies, making them able to withstand
       attacks, or amping their defense so they can reflect attacks.
       Usually, the most common technique is hardening the body using
       mana which helps defend against physical attacks and concussive
       attacks, and reduces or negates damage depending on how strong
       the defense of the mana is against the power of the attack.
       Another use of the same method is when others use mana to
       protect themselves while they deflect an attack, similar to a ki
       user. This technique lets a mana user stop or push an attack
       away, and they can do this without damaging the integrity of an
       attack, such as knocking away an explosive attack without making
       the attack explode. Some even use mana to create armor of mana
       around their body. The exact method of using this varies
       depending on the user, with some being able to just harden their
       body, some preferring the mana shield or mana barrier
       techniques, or creating armor. However, this method is still
       vulnerable to aura breaker weapons, and stronger attacks can
       still break this armor skill no matter what form it takes.
       - Mana Shield/Barrier: The mana shield skill can be used to
       create shields of mana around the wrist as another method of
       using this, which can be used to block attacks. The shields can
       be as big or small as one wants, and can be used as long as the
       shield isn't broken and the user has enough mana to use the
       technique. These shields are meant to be used defensively,
       acting like protective shields that don't need to be held by the
       hands, allowing the user to carry weapons and still use the
       shield when necessary. This technique is effective for defense,
       but only if the shield can block the attack, since all it takes
       to avoid the shield is getting behind the user, or attacking an
       area not covered by the shield. The other ability, mana barrier,
       creates a spherical barrier around the user, which is another
       method of shielding oneself from attacks. The mana barrier
       blocks attacks, as long as the barrier isn't broken, can protect
       the user. The cost of using this technique compared to the mana
       shield or mana armor is usually more though, not just for the
       technique itself requiring more energy as it's a lot more energy
       being used, but also because this technique requires energy to
       maintain. Of course, both of these techniques can be broken with
       enough force, and can be instantly broken with things like aura
       breaker weapons or strong enough energies that can be used to
       counter the user's mana.
       - Mana Wave: This is an attack wave which mana users fire from
       their physical attacks, or just fire it from their hands. This
       wave is very adaptable with some people firing it different
       ways. This wave is designed to fire a concussive wave which is
       fired at opponents, damaging them on impact and knocking them
       back with pure concussive force. This does the same damage as a
       physical attack, and can be increased or decreased in size.
       Usually, larger waves are used to hit more enemies or hit a
       larger area, but smaller waves are used to compress the wave and
       hit smaller areas much harder. The waves are customizable to an
       extent depending on how the mana user wants to use this
       technique. Most mana users fire these from physical or weapon
       strikes, or can even fire this from the sound waves of their
       voice by fusing their voice waves with mana. It's also possible
       to concentrate this in a 360 AoE form to blast back everyone
       around the user, but this requires more power to do, and
       depending on how much power is put into the attack, the wave may
       be stronger or larger if more power is used to generate it. This
       is easily dodgable, as one can dodge the wave easily by moving
       out of the way, or for the AoE attack, they just need to get
       away from the user until the attack spreads out and disperses.
       This attack can also be broken with enough force, or protected
       against with barriers and other shielding techniques.
       - Mana Blast/Beams: Just like other energy types and users, mana
       users are able to fire blasts of raw mana, or concentrate them
       into beam they can fire. This is somewhat similar to ki users
       and similar energy users who can fire beams, like hollow ceros.
       This technique is designed to use mana's raw destructive power
       to damage opponents with strong blasts which usually explode
       with mana when they hit a target. The blasts are usually large
       balls or shapes made of mana while the beams are usually just
       beam projectiles fired at opponents. The attacks are easily
       customizable, in which some can focus these from weapons to
       create weapon attack waves or blast mana from other parts of
       their body. Most use their hands to generate the mana they need,
       but some mana users channel mana more easily in different ways,
       such as using a breath style attack to fire a mana beam (similar
       to a dragon breath attack), or they just fire from their
       finger-tips, or from their hands. Some even learn to kick or
       punch blasts at people to give the blasts extra momentum. This
       is dodgable by opponents, and most attacks can be defended
       against with strong enough defenses.
       - Mana Constructs/Weapons: One thing most mana users do with
       their mana is create powerful weapons and constructs out of
       their mana. This is far more useful than other energies due to
       the raw power of mana, and even among some who have physical
       weapons, they still use this from time to time to create other
       weapons they can use in fights or other constructs useful to
       them. Some do things like make guns that fire mana bullets, or
       some might create certain weapons to use on opponents. The
       variety of weapons and constructs usually is  limited only by
       the user's imagination and if they have enough mana to make the
       weapon or construct they want to make. Some have even been able
       to make canons out of mana, though making larger or more
       powerful weapons often requires more mana than simple weapons
       like swords and other melee weapons. Constructs also can be
       granted specific properties, such as creating a grenade style
       projectile that explodes with mana on impact. As one might
       imagine, other energies and weapons can counter these, and
       strong enough defenses can counter more destructive constructs.
       - Mana Bullets/Mana Spears: This is another fairly simple
       ability among mana users, who use their mana to create small,
       fast projectiles, or larger spear-like projectiles. There are
       two main categories of attacks, which, again, are highly
       customizable among each mana user. The mana bullet technique was
       designed to fire small, speed based projectiles using mana,
       which can be fired multiple ways. The two most common ways are
       usually a finger flick, flicking small projectiles at opponents
       with immense speed, or firing the bullets from a radiating mana
       aura, which fires them directly after they're created in the
       radiating mana. The mana bullets are designed to be like bullets
       fired at opponents, and work similar to gun bullets except the
       bullets are not metal. The mana spear technique is very similar,
       but fires larger spears designed for piercing opponents more
       than speed. The mana spears are designed to pierce defenses, and
       can be used to pierce things like barriers, defensive techniques
       or through armor if concentrated properly. These techniques are
       both pretty effective, and most mana users canuse both of these
       powers effectively. Of course, these can still be dodged and
       blocked, though the mana spear is better dodged than blocked
       since it's designed to pierce defenses.
       - Mana Familiars: Similar to other familiar techniques, mana
       familiars are designed to replicate magic familiars in a way, an
       ancient magic user art which summoned an animal to work
       alongside the magic user. For mana users, they generate mana
       familiars based on what they want to create, in which they
       create mana familiars that are designed to help them in fights,
       somewhat similar to the elemental familiar technique used by the
       Darkfires, but used with mana. The familiars attack depending on
       what they are, and depending on what's created, may have special
       properties, such as bird familiars flying or wolf familiars
       having claws and teeth to attack with, or even creating monsters
       that can attack using mana like a dragon familiar that can
       breath mana almost like a flame. Depending on the imagination of
       the user, they can generate almost any kind of creature. Though
       the larger the creature or more creatures made, the more energy
       is used and the less power each or bigger familiars have since
       larger familiars and making more familiars requires more energy
       to be used and more focus between each one. Some mana users even
       learn to create a permanent familiar they can keep with them at
       all times, with some having familiars similar to magic users
       that they just keep with them which could be almost any creature
       the mana familiar is designed as. Once created, the familiar can
       manifest itself as long as the user has mana, and can act on
       it's own, also being able to share its senses with the mana
       user.
       Lunar Fighting Spirit Abilities:
       - Werecreature Combat: Lunar Fighting Spirit: This is a basic
       werecreature combat style taught among some basic werewolves.
       Because werewolves not part of a clan didn't have a lot of the
       same capabilities, they developed this as a means to fight their
       enemies. Combat based werewolves are able to learn this style,
       which concentrates their combat ability into special techniques
       that utilize their werecreature physiology. Most werecreatures
       have different ways of utilizing each ability, but for the most
       part, this is a very basic fighting style that typically works
       with any kind of werecreature as it's highly customizable
       depending on the creature. While werewolves were the main focus
       of the original style, other werecreatures have since figured
       out how to create their own versions of the style as well. This
       style utilizes many different kinds of techniques, and some
       clans have found their own gifts or abilities that have been
       used to enhance this considerably over the years. This was
       designed to fight stronger werecreatures, but also designed to
       fight vampires and other supernatural creatures, so the
       techniques this uses are specifically tuned to fighting
       supernatural rivals. Most fighters usually find ways to use this
       to amplify their combat in different ways, with some even using
       it to amplify their physical combat styles to amplify their
       abilities. Because of how easy it is for werecreatures to adapt
       this style, most werecreatures usually learn this if they have
       no other clan or tribe to belong to, allowing them to learn to
       focus their combat without needing a major clan. This was
       designed with the same mindset that humans developed martial
       arts, in which this is designed to help weaker opponents fight
       stronger opponents. Typically, while a good fighting style, this
       is a basic fighting style, and aside from mastering the most
       basic combat style, most werecreatures only use this as a basic
       stepping stone into other werecreature combat styles, due to it
       being so basic and not being designed for complicated combat
       styles.
       - Werewolf Lunar Combat Enhancement: This part of the lunar
       fighting spirit has to do with a werecreature's connection to
       their moon empowerment. Werecreatures who gain an empowerment
       from the moon are able to use this empowerment in this fighting
       style, in which they use their lunar connection to enhance their
       abilities during the night in order to combat their enemies. The
       amplification comes from their connection to the moon, and the
       level of amplification depends on the phase of the moon just
       like their normal moonlight empowerment. As such, werecreatures
       tune their combat to the phases of the moon, and gain better
       combat stat amplification depending on how full the moon is. As
       one might guess, the full moon will grant the highest level of
       amplification (not counting special phases like blue moons and
       red moons), and the new moon grants the lowest level of
       amplification. This combat is the basic amplification of this
       combat style, in which it was designed to originally counter a
       vampire's connection to the night, and enemies who could get
       stronger during nighttime. This combat style is basic, but works
       well for a basic combat ability, and allows for a werecreature
       to see how this style is impacted by the connection to the moon
       so that they can more easily incorporate this into other combat
       styles. The main danger of this empowerment comes from the red
       moon, which can overwhelm certain werecreatures. The other
       danger is if an opponent is able to amplify themselves more than
       this, as this only empowers a werecreature depending on the
       moon, which means that lesser light phases of the moon are the
       best times to fight a werecreature, or fighting a werecreature
       during the day can remove this amplification completely, as it
       only works when the moon is in the sky.
       - Werecreature Combat Affinity/Combat Tuning: As werecreatures
       learn to tune their combat, they eventually learn an affinity
       for combat once they've learned to tune their abilities toward
       combat. This doesn't take away their normal supernatural
       abilities, but instead just hones their combat and tunes it to
       the enemies they fight. In this combat style they learn to tune
       to the opponents they face, and learn to easily adapt their
       style to fight certain types of opponents. For example, if
       fighting a martial artist, a werecreature would adapt and take a
       more martial artist style approach, such as blocking and
       countering similar to martial artists in order to combat the
       style specifically, or they may use their supernatural abilities
       to their advantage and use skills to get around a martial
       artists skills. This combat tuning can be used a variety of ways
       depending on the werecreature, as some may prefer stealth
       combat, some may prefer normal combat, or some may even have
       special combat styles they adapt. This is designed to allow a
       werecreature to fight a large number of creatures, and many
       study the strengths and weaknesses of other races in order to
       come up with techniques to best certain supernaturals. For
       example, there is a technique among werecreatures that allow
       them them claw the throat of a human form dragon, which is
       designed to interrupt an elemental breath attack, in which
       clawing the throat may not kill the dragon, but will stop the
       elemental breath attack. This depends mostly on the creature,
       and the combat ability of a werecreature, so many werewolves are
       typically different in how they use this. It is also worth
       noting that certain creatures may be harder to adapt to,
       specifically unusual creatures, or artificial ones, and those
       that adapt to combat similarly to this kind of tuning will also
       be able to adapt to counter this adaption.
       - Werecreature Warrior Spirit: This power is a special technique
       that uses werecreature fighting spirit and hones the senses of
       the werecreature to extreme levels. In the case of a
       werecreature's fighting spirit, this is designed to allow a
       werecreature to tune to his enemies, and use their fighting
       instincts to observe and predict the opponent's movements. With
       the proper training, a werecreature can learn to predict the
       movements of an opponent, depending on how much of the fighting
       style the werecreature is able to observe. By adapting their
       combat ability, the werecreature learns to fight the specific
       styles of an opponent, and is designed to allow a werecreature
       to eventually learn to predict the moves of combat styles. While
       this does act almost like a sixth sense, the main purpose of
       this training is to open up the mind to observe and counter
       opponents more easily, and with enough observation, a advanced
       combatant could even learn to predict an opponent's moves before
       the opponent knows they are going to use a move themselves. This
       kind of technique is very useful for werecreatures who combat
       stronger opponents, and allows a werecreature to learn the style
       of an opponent and how they attack and defend, usually allowing
       the werecreature to find ways to counter a style if the
       werecreature can observe it. However, this is not a perfect read
       on more experienced opponents, as more experienced opponents may
       be able to do the unexpected, and some opponents may be
       unreadable due to certain abilities they might have. Those with
       this kind of training (like martial artists, swordsman, and
       other attack spirit trained skills) can also learn to counter
       this, since they also possess similar training to use a training
       similar to this.
       - Werecreature Combat Spirit Defense: This training is similar
       to martial arts, where a user is trained in pure defense. By
       training the defense style of the werecreature, a werecreature
       learns to concentrate their fighting spirit in order to defend
       themselves against certain kinds of opponents. Like martial
       artists, this requires a number of training aspects. The first
       is being able to concentrate physical force into the
       werecreature's defense, in which a werecreature has to learn to
       utilize certain blocking and dodging maneuvers in order to
       strengthen their base defense and allow them to block or dodge
       attacks. The second aspect of this is that a werecreature
       focuses on not only training their muscles to withstand stronger
       impacts, but also learns how to tense the muscles in response to
       an attack, so that the tensed muscles can lessen the impact and
       absorb more of the kinetic force. Some advanced users are even
       able to stop bladed weapons to a degree, and some can even use
       this to stop certain kinds of projectile attacks with enough
       training and defense concentration. While somewhat difficult to
       master, this is a very useful defensive power that werewolves
       can learn. Masters of this style can even strengthen their
       muscles to the point that their muscles are almost like steel
       when using. However, this technique is not perfect, as certain
       attacks can break through defenses, and this also may leave a
       werecreature vulnerable as opponents can wait for a werecreature
       to untense their muscles before attacking, attacking when the
       werecreature is in a more vulnerable state, rather than trying
       to break the defense. Breaking through this defense is more
       about patience and waiting for the moment to attack, rather than
       just trying to break this style, as it's designed to be
       defensive and block even some stronger combatants. The strength
       of this usually depends on the werecreature, and how skilled a
       fighter they are.
       - Werecreature Combat Spirit: Form Negation: Just like anyone
       else, werecreautres know that attacking carelessly can be
       dangerous, especially against supernaturals. This training
       technique was developed as part of the attack focus training, in
       which werecreatures developed this particular training to attack
       someone who is either intangible or in some sort of energy or
       elemental form. This uses the combat spirit ability, along with
       the combat trained instincts and senses to focus the users
       attack to the opponent's real body, rather than the form they
       are in. Many might considering this a "supernatural" feat, but
       this is purely a combat feat that requires focus and
       concentration that werecreatures learn to hone through their
       training as they get to an advanced level. For example, someone
       in an energy form could be attacked, but instead of attacking
       the energy form, the werecreature focuses on attacking the body
       of the opponent rather than carelessly attacking the energy
       form. When done properly, the attack will hit the person even
       though they are in energy form. At first, this often requires
       concentration and honing a werecreature's combat senses, but
       over time, advanced users will learn to use this subconsciously.
       This works on almost any intangible, energy or elemental form
       opponents can take, as long as the user concentrates properly.
       Since each form is different and each person requires a
       different focus, each person has to be attacked different when
       used, making this something that has to be tuned to each
       opponent individually. Opponents can counter this by displacing
       their form, specifically to prevent their actual body from being
       hit, essentially dodging this technique. Because this uses
       attack force focus, simply dodging the attack in an intangible
       form isn't how one avoids this, as they have to know where the
       user is focusing their attack, which opponents who know how this
       training works can figure out where the user is going to attack.
       - Werecreature Combat Spirit: Energy Negation: Just like how
       werecreatures learned to fight supernaturals in energy form,
       they also learned how to use their attack focus to focus their
       attack force to develop their own answer to opponents who use
       energy attacks. When using this, werecreatures learn to focus
       their attack force to energy itself, where they used their
       martial arts honed senses and instincts to learn how to focus
       their attack to dispel energy attacks. When used, a user focuses
       the force of their attack on the energy itself, and by doing so
       they can attack the bonds that hold the energy together using
       their attack focus. When used properly, this will dispel the
       energy at the point of the attack and dispel the energy of
       projectile type attacks or other energy techniques that the
       werecreature focuses on. This technique is difficult to master,
       but is a very useful technique for any werecreature, as this
       gives many werecreatures something they can use to fight tough
       supernaturals with strong supernatural abilities. This only
       works on energy type attacks and defenses, and doesn't work on
       solid objects or living beings, as this is meant for energy
       rather than solid objects (solid objects is what the normal
       attack focus training is for). While they can use this to negate
       energy, they cannot use this to simply kill someone in energy
       form, as an energy form (like an elemental form) works
       differently (and requires different attack focuses) and must be
       attacked using form negation rather than energy negation. The
       most this can do to someone in elemental form is negate some of
       the energy used to keep their body in it's elemental or energy
       form. Opponents who want to counter this can counter this by
       changing the position of the energy used, if they know how this
       ability works (which those who see similar abilities will know
       how it works) so that their attack doesn't hit the point the
       attack focus needs to hit.
       - Werecreature Skill: Rock Bullet: Since most werecreatures
       didn't have a lot of projectile attacks without supernatural
       abilities, this technique was developed solely for that reason.
       When used, a werecreature grabs a simple rock, and concentrates
       the force of their throw to throw the rock with incredible
       power. If done properly, a simple pebble can become a deadly
       weapon, which can hit almost like a bullet. Some werecreatures
       develop special arts around this, with some even using certain
       abilities they might have to empower what they throw or throw
       more dangerous items depending on the werecreature. This only
       requires the werecreature to have the strength and the focus to
       throw an object, and doesn't really matter what the object is as
       long as the werecreature can throw it with some force. Stronger
       werecreatures have been able to throw this hard enough to blast
       through some opponents, and some have practiced this enough that
       they can even throw these attacks from a larger distance, with
       some even trying to hit opponents while hiding from them, as a
       means to attack while using stealth. Advanced users can even
       focus the throw so that the rock will ricochet off a surface,
       using it in places where the object can bounce off surfaces and
       attempt to hit the opponent multiple times if the user misses.
       Some supernaturals can focus things like magic and other
       amplifications into this as well, allowing for customization of
       this attack. Typically, this attack is best dodged depending on
       the werecreature. Depending on the user, some have better arts
       for this than others, and those with projectile amplifications
       usually get more out of this than normal werewolves. Typically,
       this can be blocked if one can handle the force of impact, and
       earth users can also take advatange of this and control the
       projectile if they are skilled enough.
       - Werecreature Skill: Impact Strike: This is a basic combat
       ability, in which a werecreature focuses their power into their
       attack. At the point of impact, the werecreature focuses their
       power into the point of their impact, and reverberates the force
       through the point of impact based on the werecreature's combat
       attack. When done successfully, the attack will reverberate when
       it hits something, doing more damage to the area around the
       attack. This can be used on people or objects, and only requires
       the werecreature to focus their point of impact and focus their
       attack to vibrate on the moment of impact to create a
       reverberation. Depending on the item or person attacked, this
       does varying degrees of damage, with stronger uses of this being
       able to shatter even concrete if used properly. Depending on the
       attack and how the werecreature reverberates this attack, this
       determines the attack's damage, as certain reverberations can do
       more damage to objects if used properly. As some might now,
       there are frequencies of waves that can do damage to objects or
       people when used, which is what this technique tries to do.
       While this isn't really a supernatural power, it is designed to
       do more damage to stronger opponents if the attack hits, and if
       used at it's strongest, this might even break an opponent's
       guard. Tuning to the right frequency and reverberation of attack
       is something that is very difficult though, and even masters of
       this may not always get the best result. Things like movement,
       attack and defense can influence this, and opponents can even
       dodge this entirely to avoid the effects. Typically, this
       doesn't disorient others as people might think, but instead just
       does more damage when using physical attacks.
       - Werecreature Skill: Claw Slash Wave: This is a basic attack
       where a werecreature attacks with their claws, except that they
       focus their claw slash in order to hit the air so strongly that
       it creates a wave of physical force. Instead of just relying on
       a claw slash, this was designed to create immense physical force
       that can attack opponents. When used, this creates a powerful
       wave of compressed physical force that can slash an opponent
       even if they aren't in range of the actual claws. When used,
       this extends the attack using the wave up to 4 feet in front of
       the opponent. Supernatural werecreatures can actually fuse this
       power using other air abilities due to how surprisingly
       customizable this technique is, in which they can create certain
       other attacks with this, such as some who use cold wind can
       create a freezing claw slash wave. Once advanced enough, users
       can even learn to fire these claw slashes at opponents in a wave
       attack, in which they learn to fire the slashing waves upon
       creating them to try and hit opponents farther away. Typically,
       the waves created by this are invisible unless fused with some
       sort of supernatural power, so they are impossible to see.
       Typically, opponents who want to dodge this need to react as the
       werecreature uses the attack, as usually they won't know a wave
       is coming till it's too late, due to this being mostly just a
       manipulation of physical force in the air. However, those
       familiar with this attack style can usually figure it out fairly
       quickly if they know how supernatural fighting styles work as
       there are plenty of supernatural fighting styles that use
       shockwave style attacks.
       - Werecreature Skill: Sonic Howl: This technique turns a
       werecreature's howl into a weapon, in which a werecreature will
       be able to focus the force of their howl into a powerful wave
       that acts as a projectile attack. There are two versions of this
       attack. The first is one that simply is focused on blasting
       opponents in front of the user, where the user simply fires it
       like a concussive wave to do damage to an opponent when the wave
       is released. This technique is designed to be released and fired
       at opponents as a type of projectile wave attack. The second is
       where the user releases a larger wave that is released in a 360
       wave around the user, and blasts away anyone who is close to the
       user. This cannot be fired at opponents like the first version,
       but instead attacks anyone within a 6 foot radius around the
       user. Advanced users who can learn to howl at certain sound
       vibrations can even learn to use these waves to disorient people
       who hear their howls, allowing an extra layer of attack to this
       technique. Typically, this is just a wave attack that is useful
       for a number of attack options, but is still quite useful in
       battle when used creatively. Some users learn to combine this
       with other abilities, such as some who combine this with other
       wind manipulation to create certain wind attacks out of the
       howling wave. Typically, dodging the projectile attack normally
       just requires moving out of the way, as the wave being released
       is usually obvious by where the werecreature's face is pointed,
       and a werecreature always has to lean forward to use this. The
       second version instead focuses on the werecreature using this
       upward, and will lean up to release a screeching howl. When this
       happens, an opponent can usually avoid the attack by getting
       away from the user before the attack is released, as long as the
       opponent can get out of the radius of this attack.
       - Werecreature Skill: Counter Wave: This is a purely defensive
       technique that werecreatures developed to be used against
       physically stronger supernaturals. When used, this allows a
       werecreature to focus a sideways movement to attack an
       opponent's own attack. When used, this requires a werecreature
       to focus the physical force from their arms into either a
       sideways, upward, or downward motion, and concentrates the force
       of the air displaced by the movement to increase the force of
       the attack. This attack is purely defensive, designed to attack
       an opponent's attack in order to deflect it. For example, if an
       opponent is throwing a punch, the proper use of this technique
       would be attacking the wrist to deflect the attack in a specific
       direction, depending on the best direction the werecreature can
       deflect it. Usually the standard move is to deflect an attack to
       the side, which is designed to open up an opponent to attack
       them. This is designed as a way to not only deflect, but allow
       for an attack after the opponent's move has been deflected.
       Advanced users of this are able to not only attack with an arm
       movement, but some are able to also attack with the elbow or
       knee, depending on the combat style of the werecreature, which
       can allow for stronger counters if done properly (But this takes
       practice and experience to learn how to modify the technique in
       this way). Opponents can of course dodge this wave, though this
       is usually meant to be used while on the defensive, so opponents
       should keep an eye out for this. Typically, this is hard to
       avoid if the opponent is caught off guard, but some opponents
       might be able to move away and cancel their attack if they see
       the werecreature about to deflect their attack, but the opponent
       should be careful that they don't leave themselves vulnerable
       during this.
       - Werecreature Skill: Shield Breaker: This technique was
       designed by werecreatures to break through defenses. When an
       opponent blocks, this technique is used on the opponent, usually
       designed to break through more defensive fighting styles. This
       is done simply by attacking an opponent with what appears to be
       a normal open palm attack, but instead, the user focuses their
       physical force into the attack in order to power through the
       block. By focusing all of the attack forward into the defense, a
       werecreature with this skill can break many strong defense
       techniques. If used properly, the attack will not only hit the
       defensive technique, but also allow the user to hit the opponent
       if they successfully break through the opponent's defenses.
       Advanced users of this can even learn to focus their attacks to
       attack their way through energy defenses, with some being able
       to use this to power through barriers and energy defenses with
       enough force. This was designed specifically for opponents who
       main their defense, as werecreatures wanted a way to attack
       opponents who had good defense who would normally block all
       their techniques and attacks. When used, this is difficult to
       master, as it requires martial arts knowledge as well as normal
       combat focus, as the creators of this technique created it based
       on certain martial arts techniques. As this is designed solely
       to break defenses, dodging is usually the best means to avoid
       this attack due to it's defense breaking ability. However, there
       are certain defensive or counter attacks that can counter this,
       such as opponents who use defense techniques that deflect an
       opponent's attack to the side, or other counter techniques that
       dodge and then attack an opponent.
       - Werecreature Skill: Claw Spear: This is a combat technique
       that was designed to use a werecreature's claws to attack an
       opponent and utilize the piercing force that could be generated
       around the werecreature's claws. When using this, a
       werecreature's focuses their combat ability around the point of
       impact, and does an open hand attack to the opponent. By
       focusing the attack force around the hand and at the fingertips,
       the attack is designed to allow the claws to spear into the
       opponent. This uses the same concept as a stabbing motion,
       except that it uses the hand of the werecreature to stab an
       opponent. Concentrating the force into the point of impact,
       users of this can even pierce through armor with enough force,
       as this was designed to attack stronger enemies, including
       armored foes. Some advanced users have even been able to use
       this to break through opponent's defenses, even spearing through
       an opponent's arm when the opponent tries to block the attack.
       Depending on the skill and power of the werecreature, this can
       be very effective in battle, even though the motion may seem
       simple. Many werecreatures will attest that this may be easy to
       do on weaker opponents, but harder opponents will provide far
       more resistance than one might think, requiring a werecreature
       to have to learn to focus a lot of force into this attack. As
       one might imagine, this is a thrust attack that is designed to
       spear an opponent, so opponents can usually dodge the attack, or
       some can deflect the attack away from them using certain defense
       techniques.
       - Werecreature Skill: Windmill of Slicing Wind: This attack is
       designed to attack groups of enemies, with this being designed
       to repel opponents. This uses the claw slash wave, but instead
       of a normal attack, the werecreature focuses their claw slash
       wave by spinning in a circle, allowing a user to create a
       whirling circle of force around them generated from the spinning
       of their claw slash. Instead of moving vertically, the claw
       slash waves move horizontally, and as the user spins, they are
       able to generate more physical force using their concentration
       of force into their claws. When used properly, this attack uses
       a spin that can not only create a circular force, but anyone
       close by or who tries to get through this will be repelled by
       the physical force of the wave of the spin. Advanced users of
       this, or some supernatural power uses can even use this to repel
       energy projectiles and other supernatural abilities. Depending
       on the werecreature, this is able to be used as long as the
       werecreature is able to keep spinning, and the wave is
       maintained by the attack wave generated from the spinning done
       by the werecreature. Typically, this is good for a quick
       defense, though prolonged use of this can create dizziness and
       disorientation if maintained too long, as spinning at the speeds
       the werecreature has to spin at can be taxing even for most
       tougher werecreatures. Opponents who want to avoid this can
       attack from move away when the user attacks, if they know the
       attack is coming, and opponents that want to attack can do so
       from either above or blow where the defense has no force (as the
       force is concentrated in a horizontal fashion).
       - Werecreature Skill: Vacuum Wave: By focusing the force in
       their hand into more of a wave, werecreatures are able to create
       force wave attacks by pushing their hands forward with enough
       strength to force the air into an wave that is fired at the
       opponents. This attack is designed to essentially be an open
       palmed attack that pushes the air towards the opponent in a
       martial arts style move, which can hit an opponent with
       incredible force. Some users of this have used these waves to
       shatter concrete (usually at master levels), and users of this
       are able to hit opponents from a slight distance. Unlike the
       claw slash wave, this attack is designed to push a shockwave of
       force at opponents in it's base form. However, this is only the
       beginner version of this technique. Advanced users learn how to
       do this, but instead of firing it as is, advanced users twist
       their hand during the technique, not only still concentrating
       more force to bring into the attack by using the rotation to
       draw in the air, but the wave fired uses a whirlwind when done
       correctly. If done correctly, the user twists their hand when
       pushing the air into a wave, and this creates the whirlwind that
       is fired at opponents. However, in addition to doing more
       damage, this also has another effect, which the masters of the
       style originally designed this technique to do. When used
       properly, the whirlwind sucks the air into the whirlwind and
       creates a vacuum inside the whirlwind. When inside, the air
       becomes extremely still, and the air is completely removed. This
       not only temporarily leaves no breathable air in the wave, but
       also is designed to put out fire and lightning attacks, which
       cannot be used in the vacuum attack. Since fire cannot burn
       oxygen in a vacuum and lightning needs static, this attack
       removes both of those things needed. As such, this was designed
       mostly against fire and lightning users, but works against wind
       users to interrupt certain wind abilities due to the whirlwind.
       As one might guess, this is a dangerous technique, and requires
       immense martial arts mastery to even attempt the true form of
       this technique. Of course, opponents can block or dodge this,
       assuming they can handle the wave. Typically, the air returns to
       normal after the wave is gone, which is usually not long enough
       to suffocate someone or do any real serious damage.
       - Werecreature Skill: Ground Wave: This is a very complicated
       attack that releases a wave through the ground. Depending on how
       it's used, there are usually two main ways this is used. Both
       attacks are executed the same way, where the user punches the
       ground with a concentrated attack, and both attacks are released
       in a 360 fashion. The first is designed to focus the force more
       downward, where the earth is dislodged and launched at opponents
       with immense force. Essentially, this version of the attack is
       designed to release a wave that breaks apart the earth and
       launch the pieces of earth at the opponent. Proper uses of this
       essentially turn the earth into small bullet-like projectiles
       when launched that can do severe impact damage. The second is
       where the user punches the ground and reverberates the shockwave
       outward rather than downward, and releases the shockwave to
       dislodge the earth under the feet of everyone around them.
       Proper use of this version of the technique can be used to knock
       the earth out from people's feet within a 10 foot radius, which
       can knock most opponents off their feet. Typically, this attack
       is a very advanced ability that requires not only heavy
       training, but for some it may require specific supernatural
       training on certain surfaces (IE concrete might not always be
       usable for this if the werecreature isn't strong enough to break
       concrete). Opponents that want to avoid this should attempt to
       move away from the user. The first version can be avoided by
       using cover to hide from the smaller earth projectiles, while
       the second one can simply be dodged by moving far enough away to
       avoid the wave of the attack. Another method of dodging this is
       to move into the air, where certain airborne enemies might be
       able to avoid both versions of this attack.
       - Werecreature Skill: Rage Impact: Using their anger,
       werecreatures can use a werecreature technique to empower
       themselves when they reach a high enough anger level by focusing
       on their anger and bringing it out into their physical
       reactions. Once used, this technique amplifies all of a user's
       physical stats temporarily as long as they maintain their anger.
       Typically, the biggest increase goes to strength and speed, in
       which the werecreatures use their anger to motivate stronger
       attacks. When in this form, the werecreature's attack speed and
       strength are enhanced, making them even more dangerous, with
       some advanced users even generating immense heat from their
       bodies. In their rage impact state, they can do severe damage to
       most opponents, hitting with the incredible force and usually
       brute-forcing their way through attacks in their anger.
       Werecreatures with this are also fast enough that they are hard
       to keep track of, being able to disappear from view with their
       incredible speed. However, this doesn't last long, and must be
       used to channel rage in order to activate. Typically, the
       average rage reaction is about 8-10 seconds with some being
       shorter or longer depending on the werecreature. Since most rage
       reactions are not unlimited, most minds cannot handle channeling
       the rage needed for this for too long, and only those with
       constant rage issues would be able to use this (and even then
       constant rage can shorten one's life). This can be just as
       dangerous to a user as the opponent due to it's risks.
       - Werecreature Skill: Werewolf Crash: This technique lets a
       werecreature use their power to charge at opponents in a wave,
       allowing them to basically charge an opponent with immense force
       to do heavy impact damage to an opponent when it hits in a dash
       attack that the werecreature uses on opponents. This technique
       requires immense speed and strength focused by the werecreature,
       and when used, the werecreature is able to attack with
       incredible force. This can be done a variety of ways, such as a
       shoulder charge, a dash that turns into a kick or punch, and
       even just dashing into an opponent head-on. This attack is a
       strong attack type, and some users are able to use this to break
       through defenses if they can generate enough force for this
       attack. When using this, the werecreature has to be able to
       close a gap fast enough to hit an opponent before the opponent
       can react, but can't use it too close or the attack won't gain
       enough momentum. This technique also locks the user in one
       direction, and the user cannot change direction easily, having
       to stop and restart the attack if they miss. This technique is a
       standard crash attack that is designed to power through some
       opponents and defenses, so it can break defenses, although
       stronger opponents may not be as affected or may even be able to
       stop the user depending on the opponent. Typically, dodging is
       the best way to avoid this, and users may be vulnerable once
       they stop moving, as they usually have to switch stances after
       coming out of this attack.
       Werewolf Gifts:
       - Rank 1 Gift: Falling Touch: This technique uses the air around
       a user to reduce the affects of resistance to the opponent. By
       attacking an opponent, the user is able to hit them with far
       more force than they put into their attack, and allow a
       werecreature to attack using this to do more damage then they
       should. Users of this are able to send opponents flying with
       very little force, and can allow even small attacks to do a lot
       of damage when this skill is in effect. When used, this may not
       seem like much, but users of this can use this very effectively.
       Users can use this a variety of ways, such as deflecting a
       physical attack with ease, or attacking an opponent to send them
       flying (usually relying on impact damage if they hit something
       while being sent flying). This is a simple gift to learn, but a
       user has to be able to effectively account for the varying
       forces around them, and the forces of air acting on the person
       they want to affect. Opponents are usually best dodging this
       attack rather than blocking, due to it being a very dangerous
       technique to use in combat. Some stronger and heavier opponents
       may not be as effected, such as those with concentrated mass, or
       those that have stronger bodies that can absorb far more impact.
       - Rank 1 Gift: Razor Claws: This gift allows a werecreature to
       sharpen their claws using stone, steel or another hard surface.
       By doing this, the werecreature is able to focus their claws
       into deadly weapons, and many can use the razor sharpness to
       slice through more than just slicing through flesh. Users of
       this art sharpen their claws to deadly perfection, and in this
       state, the claws are enhanced with this gift to the point that
       many werecreatures using this can attack with much more
       concentrated force using their sharpened claws, as the
       sharpening of the claws condenses the attack and focuses it more
       into a smaller area. Users of this gift can slice through
       crystal, stone, and some can even slice through metal objects
       with this gift. Typically, this is taught by a bear or cat
       spirit, who teach the werecreature the right way to sharpen
       their claws without reducing their range and shortening their
       claws. Users of this can use their claws to counter bladed
       weapons and other slicing attacks. Typically, this isn't too
       different from normal attacks, and blocking is usually
       difficult, but not impossible. Opponents can usually figure out
       quickly how strong the claws are, and can avoid them usually
       just like normal claw slashes. And just like normal claw
       slashes, the claws can only damage on people or objects the user
       connects with in attacks, so dodging is usually a good way to
       avoid this gift altogether.
       - Rank 1 Gift: Mercy: This is used among werecreatures who
       prefer non-violence, usually taught in more peaceful clans like
       the Children of Gaia. When used, this allows a werecreature to
       utilize weapons and even their claws and teeth without fear of
       killing an opponent. When used, attacks are all non-lethal, even
       if the user is using lethal force. This also makes any bladed
       attacks, claw attacks or piercing attacks into blunt damage,
       essentially allowing a werecreature to not kill an opponent,
       even if they go into a frenzy or lose control of their
       abilities. While opponents are still hurt, damage done to them
       is done through blunt force, rather than piercing or slashing
       force. This requires concentration of physical force, and allows
       a user to utilize this passively. This skill is taught by a dove
       spirit. Since this is a non-violent power, this means that users
       cannot kill opponents, and even the most powerful slash attack
       will just become blunt force damage and not kill an opponent.
       The main danger of this is that opponents can usually fight
       longer, since they won't be as easily taken down since many
       opponents might be able to handle the blunt force better than
       slashing force, and opponents don't usually take as much damage
       from this.
       - Rank 2 Gift: Steel Fur: Using this, a werecreature is able to
       wrap their spirit with steel, and with it turn their fur into
       hardened metal. This can increase defense, but can also be used
       to stab opponents with the fur if the fur is used properly to
       attack. The fur increases defense heavily, in which things like
       bullets and swords can be blocked using the metal fur. If in a
       human form, the werecreature can use the metal to harden their
       body hair (Depending on how much they have), so a user can still
       use this in human form. Advanced users can combine this with
       other supernatural abilities, as some have even been able to
       pluck their metal fur out (which is usually painful to do) to
       use as weapons (with each hair acting like a needle that a user
       can throw at opponents). This is taught by an earth or metal
       spirit. Users of this may be granted more defense, but opponents
       that can cut through metal can still cut through the user, and
       certain abilities might have greater effect on the user in this
       form. For example, a metal furred werecreature will be far more
       vulnerable to lightning, able to conduct lightning more easily
       and takes more damage from lightning skills. Anything that can
       counter metal can still counter this, and certain wind abilities
       can even slice through this defense more easily with proper
       concentration.
       - Rank 2 Gift: Storm Winds Slash: This allows a werecreature to
       attack opponents from a distance. By utilizing the concentrated
       force of an attack, a werecreature can learn to strike an
       opponent as far away as 50 yards, and can focus their strikes
       and attacks to travel through the air as waves of concussive
       force. This is normally an ability that is used with a weapon,
       but can also be used with physical combat. This can also be
       enhanced by those that can use certain impact-based shockwave
       abilities as well. This can be used a few ways, with the two
       main ones being transferring the attack force of a weapon, or a
       physical combat strike across a certain distance. This is taught
       by a metal or a wind spirit. The strength and distance that
       these attacks can travel depends on the skill and ability of the
       werecreature, as some can use certain combat training to attack
       from farther away than others could with just this skill alone.
       The users attack force will also start losing physical force
       after a certain distance, as the friction and wind resistance
       will prevent the force from being traveled beyond a certain
       point depending on the attack and the force that's used.
       Opponents can also still dodge this, or even block if they are
       able to handle the physical force of this attack.
       - Rank 2 Gift: Speak with Wind Spirits: Using this, a
       werecreature can call on the wind spirits for knowledge and
       guidance. When used, this allows a werecreature to ask the wind
       spirits one question, which usually has to be about something
       they know, or a question about an area. Typically, this allows a
       user to gain information about an area from the wind spirits,
       and they can use this to learn what they want to know about
       things that might be in an area. Typically, the wind spirits can
       be asked anything about an area, and they will answer with what
       they know, making it very useful since spirits are able to see
       and observe things that most people wouldn't, and the wind
       spirits are able to go almost anywhere. This is taught by a wind
       spirit. This can only be used to gain information the wind
       spirit knows, as the wind spirit cannot give information it
       doesn't have. It is also worth noting that wind spirits have
       notoriously short attention spans, so they typically can only be
       asked questions about the immediate area. This also requires a
       certain level of communication with the spirit, and not all wind
       spirits may be able to communicate if the werecreature's level
       of spirit connection is not strong enough. Typically, only one
       piece of information can be gained per use, as the wind spirits
       will go back to their normal lives after answering the
       werecreature's question. This skill also cannot be used to have
       wind spirits attack, as this is only used for gathering
       information.
       - Rank 3 Gift: Wind Claws: This allows a werecreature to focus
       the air around their attacks, in which their claw slashes become
       much stronger. By focusing the air like razor sharp blades
       around their claws, a werecreature is able to use this to slice
       through defenses, and can even slice through armors and shields
       when used properly. This skill appears at first to just empower
       a werecreature's claws, but is actually an ability that focuses
       the air around them to a more deadly effect. Advanced users of
       this skill can even use this in combination with claw slash wave
       techniques to create powerful claw slash waves, and some
       advanced users may even be able to fire these slashing waves at
       opponents by combining this with other special wave generation
       abilities. Some more advanced users may even be able to use this
       in combination with other elemental abilities to create certain
       other claw slash attacks This is taught by an air elemental
       spirit. Typically, while this allows more easily piercing
       defenses, users should know that some stronger materials might
       be harder to pierce, and certain things like stronger metals or
       certain supernatural items might be able to resist this
       technique. Opponents can also take advantage of certain wind
       abilities to use certain other abilities to affect the wind, or
       use certain abilities to absorb the impact of the claw slash,
       such as using water's impact absorption properties.
       - Rank 3 Gift: Ley Lines: This allows a werecreature to use the
       ley lines, an energy web that spans the whole planet, to
       manipulate the earth that a user has gone through. When used,
       this allows a user to essentially cover their tracks, in which
       they can do things like using dirt to erase their tracks in the
       dirt, erasing effects of the user's presence, or some advanced
       users can even create false trails. This is designed to fool
       hunters and supernatural trackers, in which users can
       essentially send hunters and trackers on wild goose chases which
       makes this great for avoiding enemies that might be chasing the
       user. This can be used a variety of ways, usually designed to
       allow options that will help the user avoid being tracked.
       Advanced users can even make their trails undetectable to even
       other werecreatures and other supernatural creatures that could
       track people, depending on how it's used. This gift is taught by
       an earth spirit. While this is great for getting away from
       enemies and those that might be tracking the user, this cannot
       be used to attack opponents, and this cannot be used to affect
       opponents since this is not designed to be able to attack. The
       most that users can do is cover their tracks. It is also worth
       noting that by making their trail untraceable, this will also
       make it untraceable by allies as well, so users should be
       careful when using this.
       - Rank 4 Gift: Black Mamba Strike: This is similar to certain
       vampire celerity training called Blink (not to be confused with
       the werewolf gift Blink which is something else entirely), in
       which this was designed for fighters who cannot seem to get
       close enough to their opponents. This gift increases a
       werecreature's speed temporarily, like a snake moving to strike
       their opponent. When used, a user can move temporarily at
       extremely fast speeds, with users being able to cross extreme
       distances using this technique in a very short time. This
       technique is designed to allow a werecreature to close a gap,
       usually so that they can get close enough to attack at close
       range. This gift is taught by a snake spirit. Those that use
       this are able to move fast, but only in short bursts, as this
       was designed to enhance one's speed but only temporarily.
       Because the body cannot handle the speeds this skill uses for
       long, the user cannot stay in this state for very long.
       Opponents can still dodge attacks made, or block attacks when
       the user gets close like normal, if they can account for the
       increased speeds. This can also be countered with other enhanced
       speed skills, like the vampire celerity training of Blink, or
       high speed movement options if one can use them.
       - Rank 4 Gift: Strike the Air: By concentrating on the air
       around the user, the user is able to use the air itself to throw
       off a user's blows. This is designed to be a defense skill to
       avoid enemies, where the user is able to throw off attacks by
       enemies in order to try and have them wear themselves out. By
       playing defense and using this, a user can essentially avoid
       being hit by attacks, and can even be used against multiple
       opponents (as long as the user can account for each opponent's
       attacks), even knocking opponent's attacks into each other if
       used properly by advanced users. This gift is taught by a
       mongoose spirit. This is a purely defensive skill, and is not
       designed to be used offensively. If the user attacks, then this
       gift will stop entirely, as the user will have to focus on the
       attack. As such, this means that while using this, a user cannot
       attack opponents, and are stuck playing defense for as long as
       this skill is active. While this is a great defensive skill,
       there are stronger enemies that might still be able to hit
       opponents that use this, if they are able to hit with a stronger
       force than the air that is used to redirect the blow.
       Redirecting blows is far easier than stopping blows, so this is
       best used for redirecting attacks rather than stopping them
       entirely. The user also has to be able to focus on how they want
       to use this, so this does require some level of concentration in
       order to use which opponents can take advantage of.
       - Rank 5 Gift: Spirit Vessel: This is a high level gift in which
       a werecreature is able to channel a spirit. For a short time,
       the werecreature and the spirit fuse together into one being and
       have the abilities of the werecreature and the spirit.
       Typically, the werecreature is the one in control, with the
       spirit adding it's powers and abilities to the werecreature. The
       spirit called depends on the creature and what spirit will heed
       the werecreature's call, so there is no real way to predict what
       kind of spirit will appear. The only thing that is certain is
       that the spirit and the werecreature will fight as one while
       this is in effect. This gift can be taught by fire elementals or
       banes (though banes call for a price in learning it). The main
       danger to this is that the werecreature and spirit must remain
       unified, and if something goes wrong, the werewolf might
       accidentally channel a bane spirit and the bane spirit will turn
       the werecreature on their allies. When used, the spirit called
       still has the same weaknesses to their powers (For example, a
       fire elemental spirit would be weaker to ice abilities), and
       users of this only gain this temporarily. Depending on how long
       this lasts, the spirit will return to nature after this has been
       used, or if the spirit runs out of power and can no longer
       fight. Werecreatures don't gain as much power and ability as one
       might think, as this is more about adding the spirit's abilities
       and some of it's spiritual power to the user. The werecreature
       is still able to be damaged like normal, as this just lets the
       werecreature temporarily gain certain abilities from spirits.
       Some spirits also might not be able to be used depending on the
       werecreature, as some spirits may be incompatible with the
       werecreature's abilities. Kain can only do this with his lion
       mana spirit, and when used, he can utilize this to gain the
       powers of a lion temporarily, as well as gain much more powerful
       spirit purification power.
       - Rank 5 Gift: Shared Strength: No matter how strong a
       werecreature is, they cannot be everywhere at once. This high
       level gift is designed to allow a werecreature with this gift to
       donate their abilities in combat to an ally (usually a pack or
       tribe ally) temporarily, imbuing the ally with the strength,
       speed and skills of the user. This is usually used to allow
       weaker tribe members to fight using enhanced abilities of higher
       level tribe members, or can be used to help an ally fight a
       battle that may require the combined power of other
       werecreatures. This is designed to transfer physical stats, but
       advanced users may be able to transfer supernatural abilities as
       well temporarily. This gift is taught by a wolf spirit. While
       this is great for the ally, the user of this loses all strength
       and ability to move while this is in effect, essentially like
       granting all of their power to their ally. While in effect, the
       ally is able to fight with the combined power of their own and
       the user, but the user will not be able to fight or use any
       abilities while this is in effect. While this may be great to
       fight stronger opponents, stronger opponents can end this
       earlier by attacking the user of this art, since the user will
       usually be vulnerable, and enough damage will end this technique
       early. Once the ally has used enough power, or the user wants to
       end the technique, they can do so and the user will only be able
       to move once the technique has been ended. It is worth noting
       that some abilities might be incompatible with certain other
       abilities (such as a pure holy power user couldn't use their
       power in conjunction with a pure dark natured ally).
       - Rank 6 Gift: Sleep of the Hero: This is a rare gift that is
       only used by great heroes of the werecreatures (known in the
       Fianna tribe more than anything). This takes effect when the
       hero dies, and this gift will then form a bond between the
       werecreature allies, the spirit of the heroes, and the land
       itself. The allies need only place the hero somewhere  in the
       earth, such as burying them, or using a cave. Instead of dying,
       the hero enters a "sleep" where they recover their life and goes
       into a hibernation that makes them appear dead. The spirits will
       determine when the hero is to awaken, usually allowing the hero
       to awaken in times of great crisis to allow the hero to fight
       for the benefit of their allies. When used, the hero is
       unaffected by the elements while in this sleep, and they don't
       even need to breathe while in this state. This gift is taught by
       Fianna ancestor spirits. While this does allow a werecreature to
       essentially avoid death if they are considered "great heroes" by
       their tribe that utilize this art, no one has any control over
       when the hero will awaken, as it is up to the spirits when the
       hero is to be allowed to return. Usually, werecreatures in this
       sleep are meant to stay in this sleep until the battle of the
       Apocalypse, but the spirits may call them early in times of
       crisis if the crisis is dangerous enough. Kain's had a long
       enough fighting career and done a lot of good for the spirits
       that he was able to learn this as a reward for his dedication to
       protecting the spirits, in which the spirits bestowed this gift
       on him. However, just like anyone else, if Kain died, he
       wouldn't be able to come back until the spirits allowed it.
       Basic Werewolf Race Abilities:
       - Werecreature Physiology: Many are familiar with werecreatures,
       and know what they are. When it comes to these creatures, there
       are many types of werecreature, just as there are many types of
       vampires. Typically, most werecreatures are similar at the base
       level, which is usually discussed before their specific
       abilities. Most know werecreatures possess claws, tail, even
       sharp teeth, and usually are human-like with animalistic bodies
       (some may stand on two feet, but some might stand on all fours
       depending on the creature). Most werecreatures have a very
       similar base, even if most have different ways of manifesting
       the supernatural abilities of that base among different
       werecreatures (like some have different connections to nature
       than other werecreatures). Almost all werecreatures have this
       base physiology, no matter what they are, enough that even other
       types of werecreatures still act somewhat similarly. Most
       werecreatures are either born into a pack or tribe, or turned
       into supernatural creatures through a werecreature bite (usually
       a bite, some may have other ways to turn people). Werecreatures
       started out as a type of cursed beast that put a curse on man,
       but that curse ended up creating a race of supernatural
       creatures many see as the counter to vampires, and have
       developed a strong connection to nature. Of course, there are
       many types of werecreatures, from werewolves (the most known),
       were-cats, were-jaguars, were-tigers, to even were-rats and even
       other rare variations. However, most of these cursed creatures
       do often share a weakness, in that most are vulnerable to silver
       and mercury (though some creatures might have other weaknesses,
       as some creatures might be vulnerable to other things instead of
       silver). Most of the alchemists are werewolves, but there are
       clans of other werecreatures, since the werewolf alchemists
       started out as a group of outcasts from other tribes and packs.
       - Werewolf Nature Connection: Most werewolves has a powerful
       connection to nature, which lets them sense the condition of the
       nature around them. This lets them not only sense people close
       to them who do things like step on the grass, but also lets them
       do things like tell when plants are dying, or letting them
       communicate with animals depending on the tribe/pack and their
       affinities. For the most part, this isn't too much of a skill
       that's useful in a fight, as it's just the basis of a werewolf's
       abilities. However, it also does give them a sense where they
       can sense all nature around them, even without seeing it
       directly. This helps greatly for them to see the flow of
       nature's energy and learn how the power of nature is channeled.
       They are also able to use this connection to heal plants and
       animals with the life force of the world around them. This not
       only gives the user basic connection to the earth though, as it
       also gives them a connection to things like the water, which is
       also of the earth. This means werewolves with this connection
       can also even use their purification and interaction with water
       and creatures of the water. Typically, many werewolf tribes
       focus on their connection to nature in different ways, and many
       will often figure out how to utilize this in their tribe, though
       this is still a basic of werewolves on their own that they can
       learn. This power is not a battle ability, so it doesn't really
       grant them much in battle. The only real advantage it can give
       is if the werewolf knows the area they are in due to being close
       to the nature there, and can gain an advantage when fighting
       opponents in familiar territory.
       - Werewolf Spiritual Tuning: Similar to other creatures like
       moglins who have a connection to the world, werewolves with this
       specific nature connection have a special connection to the
       spirits that make up the earth and the elements of the earth,
       and are far more tuned to the spiritual realm than most
       creatures would be. These spirits are normally invisible and not
       able to be interacted with by most people, even most who think
       they know all the spirits often find they don't know how the
       spirit realm dictates the very world's elements. This may seem
       simple, but this lets werewolves connect to the world much more
       than most who connect to nature, as they aren't just connected
       to nature, but are able to also interact with those spirits for
       another way to interact with nature. Depending on the tribe,
       some tribes have specific ways to use this, and some can even
       develop their own ways to use this to their advantage depending
       on their affinities. Werewolves that have this connection
       understand the importance of the world's forces, and can see not
       only the flow of the planet's life energies, but also how the
       spirits impact that balance of the world itself. They are also
       able to perceive the world's flow of life and death as a result
       of this power. For the most part, this just lets werewolves have
       a closer connection with the world around them, not really being
       too useful until one learns to use spirit art magic. For
       werewolves with this ability, their main enemy is dark spirits,
       as dark spirits are the type of creature that will go after
       anyone that "sees" or "senses" them. Once a creature has seen or
       can perceive dark spirits, it opens up a new realm of knowledge,
       but also means they're more likely to be attacked by dark
       spirits.
       - Werewolf Tribe Connection/Empowerment: Almost all werewolves
       gain empowerment by being part of a tribe or pack, which is why
       many will travel together. Not only does traveling together
       allow them to cover each other in battle and allow them to fight
       together, but a connection to a pack or tribe can empower
       members of the tribe or pack. The more of the pack that are
       together means a stronger boost in abilities. This amplifies
       both physical and supernatural abilities when together, and may
       even grant other special effects based on the tribe, such as
       werewolf alchemists having a stronger ability to sense magic
       when working together, or another wolf tribe that might gain
       enhanced spiritual connection when working together. This
       depends on the tribe or pack, and this power is a natural
       encouragement for werewolves to work together rather than being
       alone. Most werewolves would see strength in unity, and weakness
       in being the lone wolf (no pun intended). This power is designed
       to unite tribes and packs together, and sometimes when packs
       join other packs, their abilities can blend together, such as
       two different tribes that join together could passively gain
       some of each other's abilities if they become truly unified.
       However, this requires that the werewolf submit to the pack, and
       those that are not a part of the pack are usually cast out of
       the pack otherwise those that interrupt this connection, and see
       those that "work alone" as infections to their connection to
       each other. Of course, one without a tribe or pack doesn't lose
       power by not having a tribe or pack, but just that those that do
       will gain power and focus as they work with others. The
       alchemists typically gain enhanced magic when working together,
       and certain alchemists may even gain special combination
       abilities (for example a fire alchemist and lightning alchemist
       might gain an ability to combine their magics into one powerful
       magic through this connection).
       - Werewolf Lunar Empowerment: When reaching a high enough power
       as a werewolf, a werewolf can essentially gain a powerup where
       they gain power and ability through lunar light. While
       werewolves can still fight at their full power during the day,
       most werewolves are at their best when in moon light, and many
       werewolves are able to fight using enhanced physical and
       supernatural stats. This technique is just a base powerup, which
       werewolves gain at a certain level of power and training to
       harness the full nature of their nightly nature. Those with
       werewolf nature connection are connected to the moon just as
       much as the earth, and this power symbolizes their embrace of
       their nightly nature. The more full the moon, the more powerful
       the werewolf becomes, with the full moon amping them to their
       max capabilities (aside from special moons like blue moons or
       red moons). Depending on the type of moon, usually determines
       the powerup. In the full moon, a werewolf is at their strongest,
       with their nature power and their magic gaining a large amp.
       This makes the werewolf's physical and supernatural abilities
       far stronger, but doesn't gain any other real abilities in terms
       of new abilities unless they are of a special tribe that does
       gain abilities in full moons. However, the werewolf can gain
       special abilities during blue moons or red moons (more on red
       moon and blue moon powers next) depending on the werewolf and
       what tribe they are a part of. This power is a passive ability,
       which is something the werewolf doesn't really have control
       over, as it's simply part of their nature connection. Typically,
       those that can create sunlight in nighttime can slightly
       interrupt this power, and can return a werewolf to normal power
       if the werewolf is hit with it enough times, since lunar power
       can only operate in the absence of the sun light.
       - Red Moon Enhanced Moonlight Power: When in the red or blue
       moon, the nature connection and lunar empowerment abilities give
       the werewolf special enhanced modes, where they are able to draw
       the unique moonlight into their power. When in the red moon, the
       werewolf gains a corrupted mode where their abilities all become
       more powerful and they gain a massive powerup from the red moon.
       Most werewolves gain more power with the red moon than they do
       with the blue moon, but this comes with a price. Typically, when
       in the red moon, most werewolves become much more ferocious and
       they seek to kill their enemies as brutally as they can. While
       most werewolves learn to control this with time and training,
       werewolves still have to be careful on these nights, and many
       werewolves who do lose control often hide from the moon light
       when this night comes around due to the dangerous of who they
       might hurt, as some have even killed their friends and family
       during this kind of night due to the nature they gain. This also
       makes all of their abilities corrupted power equivalents during
       these nights, where all of their supernatural abilities and
       werewolf abilities become corrupted and are able to hurt almost
       any creature due to the corruptive energies they generate in the
       presence of a red moon. Only the most ferocious of werewolves
       typically carry red moon energy outside of red moon nights, and
       many try to avoid the power altogether due to what they become.
       However, those that do try to utilize this outside of nights of
       the red moon must be careful, or else they could eventually lose
       their sense of self and become feral werewolves, as the
       unnatural red moon light can eventually overwhelm the rational
       mind and eventually destroy a werewolf's ability to think
       rationally. Of course, a counter to this ability is sun light
       manipulation, due to sun light being able to counter lunar light
       manipulation, and some sun light manipulators are able to
       completely negate the powerup of the red moon if they use it on
       a werewolf enough, though keeping them from regaining the amp
       requires usually getting them out of the moon light.
       - Blue Moon Enhanced Moonlight Power: Just as the werewolves
       gain abilities during the red moon, they also gain special
       abilities during the blue moon. During the blue moon, the
       werewolf gains a purity with their nature connection that
       surpasses their normal connection, and gains highly enhanced
       ability to connect to nature during this time. During this, the
       purity of their connection lets them use their supernatural
       abilities at a highly reduced cost, and can amp their special
       abilities considerably. To an extent, depending on the werewolf,
       some can even gain unique abilities only usable during this
       time, such as some with magic being able to use special spirit
       magic that purifies corruption and gives the werewolf a pure
       neutral nature. This lets them more easily influence the world
       around them, for better or worse depending on the werewolf, and
       allows them to use enhanced power at reduced cost. While in this
       mode, the purity of their power is also able to damage almost
       anything due to the neutral pure nature of their connection with
       the world. When in this mode, werewolves also gain a calm focus,
       and lose much of their natural ferocity in favor of
       concentration and purity of mind (For better or worse). However,
       while it is possible to store the energy of a blue moon up for
       later use, it is hard to use when not in a blue moon, and
       werewolves cannot usually handle too much of this energy outside
       of nights of the blue moon. Due to how unnatural stored blue
       moon energy is, it can overwhelm a werewolf's natural
       connection, and temporarily damage a werewolf's nature to the
       point that they could lose part of their werewolf connections to
       nature and the moon. Typically, sun light manipulation (if it
       can be created in the presence of this moon light) can counter
       this power, and do more damage to werewolves who use this since
       sunlight typically counters lunar light manipulation.
       - Werecreature Trait Suppression/Shapeshift: Werecreatures have
       an ability where they are able to change forms. Typically, this
       depends on the werecreature, but most werecreatures will either
       take a werecreature form as their base, or a human-like form as
       their base depending on their heritage, and certain other
       factors. Depending on their base form, they are able to
       shapeshift between their human form and werecreature form, with
       the base form being the natural form and the other form being a
       form they can use using shapeshifting. Werecreatures who take
       their werecreature forms naturally can shapeshift and suppress
       their werecreature traits, in which they are able to pass as
       human by using this power. A werecreature is able to suppress
       all of their traits to the point that they come across as human,
       and even feel human to those with supernatural presence sense
       abilities. Those that take human form typically use this to
       release their full werecreature form, in which they can
       typically use their werewolf form like an enhanced form that is
       stronger than their normal mortal form. There are other
       werecreatures who have other ways to use this, but these are the
       main two aspects. Typically, it does take energy and stamina to
       transform or suppress one's traits depending on which is the
       base form and which is the form the werecreature has to
       shapeshift into. As such, werecreatures cannot stay in their
       other form indefinitely, as they will eventually run out of
       energy or stamina to maintain this. Typically, this is used to
       allow a werecreature to pass as human for those that need to use
       this to take human form, or used among human form werecreatures
       to take a battle form when fighting, so this is usually only
       meant to be used temporarily anyway. However, once they do run
       out of energy or stamina, they can no longer use this to
       transform, and will revert to their normal base form (whichever
       form that their base form is).
       - Werecreature Cursed Bite: This is the ability that allows a
       werecreature to bite someone with their werecreature fangs. When
       they bite someone, they can choose whether not to leave this
       cursed bite mark behind. This is used not to kill someone, but
       is designed to turn those with this cursed bite into
       werecreatures like the werecreature who uses this. When changed
       into a werecreature, the werecreature becomes a werecreature the
       same as the original werecreature who bit them, such as a
       werewolf would turn someone into a werewolf upon biting them.
       While the user might have unique abilities that might manifest
       depending on the tribe and training they are a part of, the
       werecreature will usually be more or less like the one that
       cursed them initially. The person can be cured of this cursed
       bite within a certain amount of time, however, this can only be
       cured if a special formula (which is fairly known by
       supernatural hunters and most know how to make this formula) is
       administered before the new werecreature eats the flesh of a
       human or animal, as once they do, their curse will often corrupt
       their natures after feeding and it will make the change
       permanent. If the werecreature that casts this is killed, the
       person affected can be changed back, but they may be permanently
       changed if the person has devoured flesh while being a
       werecreature. However, if they haven't done so, then they can be
       returned to human when the original werecreature dies if they
       don't have access to the formula to turn them back to normal. It
       is also worth noting that those that are immune to being changed
       into supernaturals won't be affected by this, as there are some
       creatures and even some humans that have ways of making sure
       they cannot be changed by supernaturals, depending on the
       creature and what they have access to.
       - Werecreature Claws: Just like one might expect from their
       animalistic appearance, almost all werecreatures have claws of
       some kind that extend from their fingernails. Most werecreatures
       have ways of keeping their claws maintained, and most
       werecreatures can leave their claws long, or some will keep them
       trimmed so they're not so bothersome in day to day activities.
       Typically, their claws are one of their biggest weapons in
       combat, in which most werecreatures use their claws to slash
       opponents, with many even having claw slash techniques they can
       use in battle depending on their abilities. While claws are
       naturally sharp, werecreatures can actually sharpen their claws
       like they would a sword, usually sharpening them with a strong
       substance to the point that they can become razor sharp.
       Depending on the werecreature, some claws may be different
       sizes, or some might have slightly different capabilities, but
       there are plenty of ways for a werecreature to use their claws
       in battle. Most werecreatures are very dangerous and can easily
       rip people to pieces with their claws depending on their skill
       level. For the most part, avoiding the claws just requires the
       opponent to avoid the strikes of the user when the user is using
       their claws in battle, as their claws are a type of short-range
       close combat move. Most long distance claw slash attacks can
       also be dodged or blocked (Depending on the werecreature and
       their abilities if the opponent can account for the user's
       enhanced strength, and their abilities), though opponents should
       be careful of werecreatures who have claws that are able to cut
       through metal, as some werecreatures do have much stronger claws
       that can claw through metal objects.
       - Werecreature Bite/Teeth: As one might expect from seeing a
       werecreature, almost all werecreatures have some sort of sharp
       teeth. Typically, most werecreatures teeth are designed for
       tearing apart flesh of either animals or humans (depending on
       the werecreature and what they survive on). Due to this, many
       werecreatures will use their teeth to bite opponents in battle,
       and are usually strong enough that most werecreatures are even
       able to bite through limbs with their bite (depending on the
       werecreature and their strength. Different werecreatures may
       have different teeth, but overall, werecreatures are able to use
       their teeth to some degree, with some werecreatures even having
       certain abilities to enhance their bite. There are some
       werecreatures that are able to absorb life energy through a bite
       attack, in which some werecreatures have the ability to take
       life energy through biting others depending on the creature.
       Some werecreatures are known to have enhanced bites, like
       werepyres (werecreature/vampire hybrids) having an acid bite, or
       some might have special techniques that utilize their bite in
       unique ways. This mostly depends on the werecreature and their
       abilities, as each werecreature is different. Typically,
       avoiding a bite in battle is as simple as maintaining one's
       distance from an opponent, as this can usually only be done at
       short range unless the user has a special bite attack that can
       be used from a distance, which is usually rare. For the most
       part, these teeth aren't really made for battle, but more are
       specifically for eating. Werecreatures can use them in battle,
       but there is a lot of risk in doing so since werecreatures might
       take hits that might knock their teeth out just like any other
       creature.
       - Werecreature Fur: Werecreatures, as one might expect, generate
       fur in their werecreature forms. Depending on the creature, the
       fur will typically be different depending on the werecreature,
       but usually almost all werecreatures have this to an extent.
       This is usually not noticeable on a human form, since a human
       form suppresses most werewolf traits, but in werecreature form,
       almost all werecreatures have fur, which has a few functions.
       The first is that, like other creatures with fur, this helps
       them stay warm in harsh temperatures, and depending on the
       creature, they may even have summer fur that helps keep them
       cool in hot temperatures. However, there are certain
       werecreature that can use their fur as a weapon. For example,
       there is a werewolf gift that turns a werecreature's fur into
       something akin to steel armor, or some werecreatures can fire
       their fur at opponents like firing needles with certain
       techniques. Overall, this depends on the werecreatures and their
       abilities, as most werecreatures are different in nature and
       different werecreatures usually have different ways to utilize
       this. Typically, the fur is more defensive than offensive, so
       it's not really useful to attack unless a werecreature has a
       means to attack with their fur (though some can learn skills
       that will allow them to attack with their fur). Aside from
       special techniques though, fur is more for environmental
       adaption more than to be used in battle, so this is more just a
       part of their physiology that helps them survive rather than
       helping them fight. It is also worth noting that fur is also
       more vulnerable to fire, as fur can be flammable under the right
       conditions.
       - Werecreature Anger Amplification: Typically, werecreatures are
       far more emotional than vampires are. As a result, werecreatures
       gain power from their intense emotions, specifically their anger
       when they are feeling strongly. Many werecreatures are empowered
       by anger, and are able to gain boosts through their anger while
       it's in effect. The most common method of using anger is a rage
       frenzy, where a werecreature will temporarily lose control of
       themselves and act in pure rage towards whatever is causing them
       anger. Depending on the werecreature, this may happen under
       different circumstances (like some werecreatures might react to
       other stimuli like certain kinds of light), or some
       werecreatures even have specific arts for using this, like
       utilizing their anger in special techniques that empower their
       rage frenzy with different abilities (depending on the
       werecreature, tribe and abilities). This is an ability that most
       werecreatures have to deal with and is more of a hindrance to
       their daily lives, since many werecreatures might have short
       tempers, but most advanced werecreatures have learned to control
       this, and only really use it when they want to rather than
       letting their emotions control them. Overall, the arts used
       depend on the creature, but most have to control this at some
       point, as this can lead to werecreatures attacking allies when
       they are in their frenzied states, and werecreatures may not be
       able to control who they attack (as they might go after someone
       other than the intended target) depending on the situation.
       Overall, the main use of this is for those with techniques to
       utilize this in combat, which all usually only work temporarily
       while the user is in a rage state. And even if they don't have
       any special techniques, the rage state is only temporarily,
       lasting as long as the stimulus persists that drove them into
       it, or a certain amount of time passes after going into the
       frenzy.
       - Werecreature Agility and Werewolf Cling: Werewolves have a
       natural agility, in which they are able to move very effectively
       in battle. Part of this is speed and flexibility, where they are
       able to move around and attack based on the type of werecreature
       they are. Even werecreatures that are larger than normal beings
       have a strange agility that they are able to use that lets them
       move effectively, usually letting a creature jump around, or
       even use their agility to move silently across an area. In
       addition to this, werecreatures also have a natural ability to
       use their claws to cling to surfaces, where they are able to dig
       their claws into a surface and then stick to that surface. Most
       werecreatures use this on trees, where they are able to stick to
       a tree, or use their momentum and use their claws to change
       their trajectory in a fight. Some werecreatures have certain
       abilities in doing this, such as some that will hide in the
       trees and steathfully strike (like those with panther powers) or
       some might use their claws and agility to make their way up
       trees and drop down on their opponents, or some might just jump
       off surfaces to attack opponents. This usually depends on the
       werecreature, as different werecreatures have different hunting
       styles depending on what kind of creature they are and what
       abilities they possess. Typically, it is very important to keep
       track of werecreatures in battle, as their agility may be hard
       to keep track of, and some will use stealth if the user loses
       track of them to stay hidden until they're ready to attack.
       Opponents can usually dodge a werecreature as agile as they are,
       as long as they are able to keep track of them and can react to
       what they do. Those that know werecreatures often know just how
       agile and dangerous werecreatures can be, especially ones that
       utilize this in combination with stealth.
       - Werecreature Hardened Body: Werecreatures typically have much
       stronger bodies than humans do, as their muscles, bones and even
       their skin is thicker than a human's. While not as strong in
       human form (as they typically will be the normal level of a
       human when in human form), their werecreature forms are much
       stronger and are able to take reduced damage from attacks due to
       how strong their bodies are. Werecreatures are usually natural
       fighters, and usually have ways to utilize this, such as some
       might learn certain heavy stander abilities that resist
       knockback and stun to a degree. Werecreatures are able to use
       their bodies hardened muscles in a variety of ways, as
       werecreatures can even use their stronger muscles for stronger
       attacks depending on the training the werecreature has.
       Typically, this partially depends on the training of the
       werecreature, and partially on the werecreature themselves
       depending on what type of werecreature they are. For example,
       certain werecreatures may have stronger bodies than others, with
       certain werecreature types might have a strong body, while
       others might have specifically stronger bodies. Of course, just
       like with most of their physiology, werecreatures also have
       certain abilities and arts that might enhance their defense,
       with some even training their durability so that they can become
       more resistant to damage. Some more trained werewolves have even
       been known to block swords to a degree, though whether or not
       they can do this depends on the strength of the opponent.
       Typically, opponents can more easily pierce opponents with
       silver, or certain stronger attacks can also do damage. While
       stronger, they do still take damage from attacks, even if it's
       just reduced. Many werecreatures are also vulnerable to fire to
       a degree as well, though some werecreatures might be resistant
       to fire if they possess the ability to use it.
       - Werecreature Regeneration: Werecreatures, like vampires, have
       supernatural regeneration that can be used to heal themselves
       when they have taken damage. Werecreatures have strong
       regeneration, and can regenerate from most damage. Werecreatures
       can usually regenerate anything as long as their heart or brain
       isn't destroyed. Werecreatures also regenerate faster than most
       other vampires, due to werecreature regeneration being slightly
       different than vampire regeneration. Of course, some tribes even
       have special regeneration techniques, so some werecreatures may
       even gain special regeneration techniques of they are available
       to them. This is a passive skill that heals werecreatures, and
       this power is sustained by their devouring of flesh of either
       animals or humans, depending on what the werecreature wants to
       eat to sustain their power (which may or may not depend on the
       tribe they're born into). Werecreatures, unlike vampires, cannot
       regenerate limbs, but they do regenerate any damage to their
       bodies, and can regenerate even fatal wounds that might kill a
       vampire (typically, vampires regenerate more parts of their
       body, but werecreatures regenerate faster and more easily).
       Werecreatures usually are able to regenerate almost anything
       save for decapitation unless silver is used on them. For most
       werecreatures, silver is usually the best thing opponents can
       have, since silver can be used to interrupt most werecreature's
       regeneration (though some werecreatures may be vulnerable to
       other elements like gold depending on the creature). Certain
       holy powers can also help kill werecreatures more easily due to
       their cursed natures. Certain things like death scythes and
       other regeneration negation weapons/abilities can also be used
       on werecreatures, just like vampires. However, decapitation or a
       silver bullet to the heart is usually the easiest way to kill a
       werecreature (though decapitation works on almost any
       werecreature where silver might fail depending on the creature).
       - Werecreature Body Temperature Regulation: Similar to how
       certain supernaturals are able to adapt to environments around
       them, werecreatures are able to adapt to environments around
       them thanks to their supernatural physiology. For the most part,
       a werecreature's body usually has ways of regulating their body
       temperature, whether it's in battle or outside of battle. Most
       werecreatures will be able to adapt to hot or cold environments
       depending on the creature. Usually, this is most present during
       different seasons, when a werecreature often has different coats
       of fur to handle each season (depending on the werecreature). In
       addition, each werecreature is able to regulate their body
       temperature through their body's own methods as well, which have
       the same abilities as humans to try and regulate their
       temperatures. However, werecreatures are much more easily able
       to adapt to extreme temperatures thanks to this, and they are
       able to survive in almost any environment, from the hottest of
       deserts to the coldest of icy weather. Most werecreatures can
       adapt for certain environments specifically, depending on where
       they live, as most werecreatures usually specifically adapt to
       wherever they tend to stay. Some even adapt by other methods,
       like certain werecreatures might have a higher body temperature
       than normal because of their werecreature nature. The last
       advantage is that this helps them against people who use heat
       and cold as weapons, which allows the werecreature to handle
       extreme heat and extreme cold (granted they aren't being burned
       with fire, or frozen with ice). However, while they adapt to
       temperature easily, they cannot adapt to being burned by fire,
       or frozen with ice, and while they can adapt to the heat
       generated by fire or the cold generated by ice, they can still
       be hurt by fire and ice abilities (depending on the
       werecreature, as some might have certain resistances and
       immunities). This also doesn't apply to things like vacuum
       environments and being underwater, since this only really
       applies to adapting to temperature and not certain other
       environmental factors.
       - Werecreature Animalistic Senses: Werecreatures all have
       animalistic senses, which allows them to sense far more than
       what humans can. While they still have human senses as well
       (sight, smell, taste, touch and hearing), they also have other
       senses depending on the werecreature. Animals are often known
       for being able to senses changes in the earth that humans
       cannot, and this sense is just one of the senses that
       werecreatures have. One such example are how some creatures have
       an electromagnetic sense to sense the flow of ions in the
       earth's atmosphere, and they are able to use this to not only
       sense changes in the earth itself, but they can also use it to
       navigate far more easily than humans can. Most werecreatures
       have much higher tuned senses, and this doesn't just apply to
       their normal senses. Most werecreatures are also able to do
       things like seeing in the dark, or many have a specific ability
       to sense the presence of others with a sort of sixth sense of
       the environment around them and can use it to focus on anything
       living. The specific senses depend on the werecreature, as all
       werecreatures typically have different senses depending on the
       type of werecreature they are and what animalistic traits the
       werecreature possesses. Typically, this isn't too useful in
       battle, though some werecreatures can use these senses to sense
       when danger is nearby, as werecreatures can learn to hone their
       senses to a point where they can even sense when someone is
       trying to sneak up on them or is going to attack them. While
       useful though, these senses are not always accurate, and certain
       natural phenomena might also be able to affect a werecreature
       due to these senses if an enemy has a way to take advantage of
       these senses.
       - Werecreature Earth Communication: As part of a werecreature's
       connection to the world and the spirits, they are able to
       communicate with the earth, including the life on earth. While
       they may not have connections to certain life forces depending
       on who they are, all werecreatures, in some form, have some sort
       of communication they can use. For example, many werecreatures
       can communicate with animals and some can even communicate with
       plant-life if they have a strong enough connection to the force
       of the Green (a life force connecting all plant life). Usually,
       this communication allows them to not only befriend the entities
       of the world, but this also allows them to call on allies during
       battle, such as some who can call on animals or plants to fight
       for them depending on the werecreature and what creatures or
       organisms will listen to them. Typically, animals and plants can
       be called to help the werecreature, with some even having unique
       training depending on the tribe, as some tribes have specific
       gifts designed to call on animals or plants to help the
       werecreature. This isn't really a battle power so much as more
       of a communication power, as most werecreatures usually use this
       to keep animals and plants from certain battles they might face,
       or they may make friends with certain animals or entities due to
       their strong connections to the earth. This usually depends on
       the werecreature, and some werecreatures speak to specific
       aspects of the earth whereas others may have a more general
       communication with the life in the world. This depends mostly on
       the individual, but mostly, the only way this is used in battle
       is to call animals or plants to fight or help out in some way,
       and the animals or plants can still be destroyed as normal, with
       them still being able to be killed in battle (though some
       werecreatures may have gifts that strengthen animals and plants,
       so that should also be taken into account if one needs to fight
       a werecreature with this ability).
       - Werecreature Gift Affinity: Werecreatures developed gift
       training depending on the tribe specifically for werecreatures
       in the same manner that vampires developed their discipline
       training. This allows werecreatures different training to gain
       different abilities, which are usually taught by certain
       spirits. Unlike vampire disciplines taught by clans, werewolf
       gifts are not just taught by tribes, but also by individual
       spirits that might know of them. Once a werewolf has their
       affinities, and someone to train them, the werewolf is able to
       learn werewolf gifts based on the tribe they are in, or what
       spirits will teach them. Overall, most werewolf gifts are
       dependent on the tribe, as each tribe has its own set of
       abilities to learn. This could be as simple as combat
       enhancement skills, or learning to call on spirits in battle, or
       some like the Glass Walkers even have unique gifts involving
       manipulating technology. As one might expect, each set of gifts
       is different in nature, so naming them all is nearly impossible,
       let alone naming their strengths and weaknesses, but all
       werecreatures are usually able to learn these in some capacity,
       with some advanced users of certain gifts being able to combine
       gifts depending on what they can do. Overall, each gift works
       different, and has it's own strengths and weaknesses, but each
       gift does have it's own strengths and weaknesses, due to each
       gift having limits of what it can do. For example, combat based
       abilities are limited to combat and may not include supernatural
       powers (though there are some that enhance supernatural
       abilities as well), or some that might have consequences (such
       as some used too long might take a toll on the werecreature's
       body). This depends on the gifts learned, and the gifts learned
       depend solely on the tribe the werecreature belongs to or the
       spirits teaching them gifts. It is also worth noting that most
       werewolves gain gifts solely based on the tribe they belong to,
       and no werewolf gains random gifts unless they are part of no
       specific tribe and are just taught by spirits in general since
       those with no tribe have no specific ties to any one tribe. This
       also may not cover certain things like werepyres who have
       combination abilities with vampire disciplines, or other
       werecreatures with power from things like demons or angels that
       might be able to combine gifts with angel or demon arts
       depending on their natures.
       Combat Abilities:
       - Silverfang Raging Water Fist Style: This style is Kain's own
       family martial art, passed down from his father. In Kain's
       family, the Silverfangs have a number of martial arts styles,
       and this style is one of them. This style is focused around
       focusing attacks to more condensed areas, and using fluid motion
       to strike with immense power, in the same way a fast flowing
       river can hit with a heavy impact. When used, this style is a
       balanced style that combines offense, defense and counter
       attacks using fluid motions that can be used to attack
       opponents. This style is designed to be agile and strong, and
       allow Kain to attack opponents with much stronger attacks.
       Typically, this style would be able to damage opponents through
       armor by focusing the attack to reverberate the attack, or this
       style can also be used to focus shockwaves of attacks to attack
       opponents at a distance. This combines aspects of Wolf Style
       Kung Fu, Shito-Ryu and some aspects of Karate. This style is a
       great martial arts style, being great for both attacking and
       defending. When attacking, the fluid movement is able to strike
       with immense power, and while defending, the fluid movement is
       able to allow a user to move out of the way or deflect attacks
       with more ease than some other styles.  When used, this style is
       pretty useful, but just like other styles, other balanced styles
       may be able to counter this style, as no style is perfect. The
       main thing to watch out for in this style is the movement, as
       the movement is key to understanding the style. If one can
       understand how the movements build power in this style, they can
       usually figure out how to avoid the attacks of this style, as
       the movements are absolutely necessary in this style.
       - Piercing Claws of Blood Style: This is Kain's own personal
       style that he developed along with his cousin, Kirnan Knightly
       (Kierra's father). This style is a very dangerous style that is
       designed to use claws to spear opponents. The main focus of this
       style is spearing opponents with the hand, using the claws to
       concentrate the force of an attack to a single point and pierce
       an opponent with their claws. This is a very dangerous style
       that maximizes the use of the claws, and specializes in even
       being able to pierce metal due to how strong the strikes usually
       are. This style is an open hand style, focusing all the power to
       the finger-tips where the claws are so that the claws can pierce
       opponents, and makes this style very deadly if striking a vital.
       This is a style that is meant for killing opponents, and made
       specifically to cause as much damage as possible to the body.
       This style can use gripping techniques by using the claws to dig
       into what the user grips, as well as this style having defensive
       stances where the user attacks an opponent's arm or leg as they
       attack to try and pierce it with their claws. This style is
       often known among many who have seen it as the "Blood-Claw"
       style, as Kain gained his nickname from using this style. This
       is perhaps one of the most dangerous styles, as it was
       specifically made for murdering opponents, rather than disabling
       them. Of course, as one might expect, this can still be
       countered with other styles, as any style has it's defensive
       styles and experienced enough opponents might be able to avoid
       Kain's attacks. In this style, while shockwaves can be used to
       attack opponents from a distance, this style is mostly up close,
       so opponents usually just have to watch for how this style
       attacks.
       - Mana Weapon Style: Mana Blade/Weapon: Most mana users have
       their own weapon style, since one of the powers involves
       creating mana weapons. Most learn to use whatever weapon they
       create most, if they don't already have a weapon that uses mana
       that they adapt to their mana user skillset. Mana users often
       develop their own style, incorporating their mana use into a
       specific weapon's style they use. This could be a generic combat
       style, or an established style. Either way, most mana users have
       their own weapons style they use in combat, which can also be
       customized based on the mana user's specific skillset. This is
       usually just a pretty basic style, using the techniques of the
       mana users to their fullest, such as using mana waves or firing
       mana attacks from their weapons. This style is simple, yet
       effective and can stand up to almost any other combat style when
       the mana user has mastered their combat style.
       - Mana Fighting Style: Flow Point: This is a specific hand to
       hand fighting style which mana users developed. Instead of
       trying to attack just to hit an opponent, this style is set
       around the body's energy flow, where mana users focus their mana
       into the physical attacks, not only amping their physical
       fighting style, but also creating a fighting style that lets
       them use their physical attacks to strike points of the body
       where energy flows through, such as chakra points and other
       points where multiple energies often converge in the body's flow
       of energy. When attacked, these points are hit with force enough
       to interrupt the body's flow of energy, where those hit with
       this will find their flow of energy is strained. Through
       repeated hits, opponents bodies will start having trouble
       generating energy, as the points of the energy flow become more
       and more difficult to maintain the energy flow if constantly
       attacked. Usually, these points recover with time, but in
       battle, this often is designed so that mana users can interrupt
       an opponent's flow of energy, making the opponent's energy
       becoming harder and harder to use after taking hits from this
       style. This style is effective against any creature that uses
       energy from their body, whether it be mana, chi, aura or even
       spirit energy.
       - Dark Spirit/Evil Spirit Strengths and Weaknesses Experts:
       Because the primary goal of the werewolf alchemists is to
       protect humanity, the world and the spirits from the dark
       spirits and from evil spirits in general, the alchemists have
       become experts in dark spirits and other evil spirit entities.
       The biggest one is dark spirits, in which the alchemists have
       been fighting dark spirits as one of their primary enemies since
       the beginning of their pact with the spirits to protect them.
       They are an expert in almost every dark spirit that they know
       of, and an expert on how to deal with other evil spirits like
       hollows and high level lost souls that might escape the death
       wraiths and soul reapers. Thanks to their spirit purification
       and the elites who use spirit destruction arts, there aren't
       many dark spirits or evil spirits that usually escape the
       alchemists, as they seek to protect the world, humanity and the
       spirits from these creatures. They are experts of almost every
       kind of dark spirit known, aside from more unique ones like
       certain combinations of dark spirit powers (such as Kuroshi who
       is a mix of multiple dark spirit types to create his own new
       dark spirit type). Overall, the alchemists are knowledgeable
       about much of dark spirits and how they operate, such as things
       like dark spirit rebirths (which many don't fully understand),
       dark spirit rituals and even how to counter dark spirits that
       are immune to spirit purification (which are rare, but some are
       immune to normal spirit purification). Because the alchemist's
       primary jobs are to protect spirits and humanity, they have to
       constantly fight these spirits, even more so than fighting their
       enemies like the vampire ninjas. However, there are some dark
       spirits that the alchemists don't know how to destroy, or how to
       overcome, with the two major ones they can't beat being Xeles
       and Phantom (almost all alchemists know to avoid these two at
       all costs, and know not to deal with them).
       - Supernatural Strengths and Weaknesses Expert: Since the
       alchemists have to fight other supernaturals more than most
       other tribes due to them being outcasts and protectors of
       humanity, most learn everything they can about other races and
       become experts in almost every kind of creature, and while they
       specialize in werewolves, vampires and hunters, most alchemists
       can learn to fight many other types of creatures as well.
       Depending on their training, most alchemists have to learn how
       to fight all types of creatures whether they want to or not as
       alchemists will find enemies of all types as they fight to
       protect the world. Depending on the alchemist, some alchemists
       try to blend into crowds so they can search libraries on all
       manners of supernatural lore and creatures among humans to gain
       extra knowledge. As such, they know the strengths and weaknesses
       of almost every race, including spells, exorcisms and traps used
       against almost all manners of supernaturals. Depending on the
       age and experience of the alchemist, most learn as much about
       killing supernaturals as they can, as the more they know about
       fighting supernaturals, the higher their chance of survival in a
       world that constantly hunts them and creatures like them since
       many hunters have mistaken alchemists for enemies. Of course,
       alchemists also seek battle to grow stronger and grow as
       warriors, but usually the primary reason for fighting is to do
       their job protecting humanity, the earth and the spirits. Since
       most are outcasts from normal societies, most have to learn
       through experience, other alchemists, or infiltrating human
       civilizations to find written information they can use. One main
       race they learn to fight is vampires, as they have their main
       enemies among the vampire ninjas, and other vampire clans who
       have also tried to kill them.
       - Supernatural Hunting and Tracking: Though not supernatural
       hunters themselves (usually), alchemists learn a lot of the
       tricks supernatural hunters use through research into
       supernatural hunting techniques, and picked up a lot of tricks
       to track people down partially through experience of hunting
       down supernatural threats, but also through the supernatural
       abilities the werecreatures have like werecreature senses of
       smell. This has left them with not only a great sense for
       hunting down opponents they need to hunt down, but also left
       them with an innate ability to track opponents. Werecreatures
       are able to learn to do very subtle things, like tell whether a
       foot print is his target or not by things like the shape of the
       boot and how deep the boot-print is, as well as also being able
       to tell where their opponents go thanks to circumstances like
       walking on plants, and animals that are unusually silent being
       signs of predators in an area. They usually have a sense of when
       opponents are near, as well as usually knowing which way an
       opponent is going. And thanks to supernatural senses as well as
       enhanced normal senses, almost all werecreatures have a great
       sense of where things are around them. While most alchemists
       don't hunt supernaturals (other than ones that try to kill them,
       or if they happen to be vampire ninjas as they typically attack
       the vampire ninjas on sight), they do have to learn how to track
       hunters and other creatures, due to needing to stay ahead of
       supernatural hunters and other creatures that might try to hunt
       them down since they make a lot of enemies among other
       supernaturals.
       - Supernatural Hunter Training: Exorcism, Weakness and Trap
       Knowledge: Most alchemists are trained or learn how to use
       exorcisms and traps for a multitude of creatures and
       mythologies, due to exorcisms and traps being very useful in
       their own survival. Alchemists typically use exorcisms and traps
       in order to take advantage of other races weaknesses, and
       typically use this on other creatures that are vulnerable to
       exorcisms and traps. For example, some alchemists know that holy
       oil works well for trapping angels, and even know demonic
       exorcisms to exorcise angels back to Heaven due to the
       occasional angel or demon who might try to recruit or hunt them
       depending on their intentions. For the most part, they also know
       how most supernaturals operate, in case they should find
       themselves up against other supernaturals. Most alchemists seek
       as many ways to exorcise and trap beings as possible,
       specifically for finding ways to trap stronger enemies they may
       have to run away from. As such, many alchemists that have been
       alive a long time have had the time to build up their knowledge.
       While many of them are vulnerable to holy power traps, they also
       use knowledge of these things to avoid their weaknesses thanks
       to so being smart enough to learn how these traps work. Most
       alchemists learn this in order to survive if they are on the
       wrong side of supernatural hunters or vampire ninjas who act
       like supernatural hunters, and learn as much as they can with
       what they have. Typically, things like exorcisms and traps can
       easily save an alchemist's life in dangerous situations, and
       some alchemists have learned a lot about these not just through
       books, but by watching other supernatural hunters. Alchemists
       also have the advantage of making certain items to help with
       this, such as using alchemy to make traps, or using alchemy to
       create things like holy oil to use against certain unholy
       enemies.
       - Supernatural Hunter Extermination Experts: The other reason
       why most alchemists become experts in supernatural hunting
       techniques, besides just using them to fight other
       supernaturals, is so that the alchemists can learn how to fight
       against other creatures that hunt them, since many are hunted
       down for being werecreatures even if they don't eat humans
       usually. Most alchemists will learn how supernatural hunters
       operate, whether the hunters are human, werewolf, vampire or
       even demon or angel. In order to survive, alchemists learn
       everything they can about how supernatural hunters operate, and
       how to avoid most supernatural hunter traps. This is another
       aspect that makes alchemists especially dangerous, as their mix
       of werecreature senses and alchemic ability give them what they
       need to avoid most normal supernatural hunter tricks and traps.
       Because alchemists do encounter hunters from time to time that
       will try to kill them, they will often not only learn through
       books and training, but most end up having to fight to survive
       against all manners of creatures. Usually, hunters will hunt
       down alchemists as supernaturals, as many hunters will see the
       alchemists as werecreatures who hide among humans since many
       operate among humans to protect them (such as hiding in cities
       to watch for dark spirit or hollow activity). Because of this,
       alchemists learn quickly about how to avoid, counter and kill
       almost any manner of supernatural hunters (though they only kill
       supernatural hunters when necessary). Most supernatural hunters
       have to be very creative about how they lure out werecreatures
       like the alchemists, because of the fact that most werecreatures
       specifically stay on guard against supernatural hunter traps.
       - Presence Suppression/Crowd Blending: Most alchemists learn how
       to suppress their presence using their shapeshifting skills, and
       learn how to blend into crowds in order to watch over humanity
       to essentially hide in plain sight. Some will take human form to
       hide among humans, though more advanced werecreatures can walk
       through crowds wearing just a cloak and mask, and they never
       draw any attention from the people around them due to them
       learning how to take advantage of humanity's distractions (like
       most humans paying more attention to technology rather than to
       them). Many alchemists will do this when they are on missions to
       watch humans, as they have to watch human cities for signs of
       dark spirits and hollow activity. Because most human cities have
       masses of people that get around constantly, most werecreatures
       like the alchemists utilize this to make themselves hard to
       track even among supernaturals, usually making it where their
       presence is overshadowed by everyone else in the area since
       tracking one presence among thousands can be very difficult.
       Even creatures like other werewolf tribes may have trouble
       finding alchemists who are good enough at using this trick, as
       some use the masses of crowds to disguise their scent from
       anyone who is trying to track them. They also keep their
       presences suppressed so vampires cannot sense them easily, since
       many vampires have a strong third eye that can sense their
       presence if they're not careful, and they usually have to hide
       from those like the vampire ninjas. Most alchemists can even use
       this to hide out in nature, though this usually isn't needed
       unless they are in another werecreature tribe's territory (which
       they usually try to avoid).
       - Assassination/Interrogation Training: Most wouldn't think
       alchemists would be experts in assassination and interrogation,
       but one would be surprised how often the alchemists interrogate
       their enemies like the vampire ninjas and other
       vampires/werewolves that come after them. Many alchemists could
       become assassins if they desired, as some have even had to kill
       people hunting them. Most alchemists learn how to kill their
       enemies silently (mostly thanks to having to learn to fight
       enemies like the vampire ninjas), and learn how to interrogate
       people as needed. Most alchemists have had to learn to be on par
       with top level assassins, with some even being able to learn
       advanced assassin skills, due to the fact that they have had to
       often hide and learn to sneak up on vampire ninjas with a third
       eye for sensing the presence of others. There have been plenty
       of times where the alchemists have snuck into vampire ninja
       villages to rescue captured comrades. And when they capture an
       enemy they need to interrogate, alchemists usually have their
       own ways of getting information, with some being good at
       torturing enemies for information, or some being good at
       manipulating an enemy's emotions to get them to tell them what
       they want to know. This depends mostly on the individual
       alchemists, as almost all alchemists have had to steak around or
       interrogate someone at one time or another, and the elites among
       the alchemists have stealth and interrogation skills that even
       rival the vampire ninjas. For the most part, each has their own
       ways of doing this, which most people don't think about.
       - Murderous Intent Sense: This lets those with this sense when
       an attack is coming. This is a skill warriors get by fighting
       constantly for many years, learning how to sense someone's
       murderous intent usually through encountering it first-hand.
       This lets the user read their environment as well as the spirits
       of people around them in order to see what attacks might be
       coming their way by reading an opponent's body language and the
       "sense" of people around them. This gives them a passive sense
       of reading people who might try to hurt them, as they can sense
       when someone is ready to attack. Some can sense this literally,
       but most sense it in an instinctive way once their instincts
       have been developed through constant fighting and battles. This
       gives the user time to dodge or avoid an attack, and to some
       extent, helps the person predict what opponents will do in a
       fight. For example, by reading an opponent's body language, such
       as how they move or how tense they might be, a user of this can
       read opponents. However, this sense is not perfect, and some
       opponents can't be read if they have similar skills or can
       disguise their murderous intent or they learn skills that can
       trick people with this sense. This sense is usually pretty
       reliable unless one can suppress their murderous intent, and is
       usually instinctive among people who have seen a lot of battle
       and those that have fought for their lives multiple times. The
       only real way to develop this is experience, as no amount of
       training can truly grasp how this sense truly works.
       Passive Abilities:
       - Physical Strain Mana Radiation: When in battle, mana users
       have a passive method of keeping up with stronger powers and
       relieving physical strain on their own bodies. When the body is
       strained, or the mana user is pushing their body hard enough in
       battle, the body will release bursts of mana from the body in
       order to relieve the physical pressure on the bodies, and help
       the user in battle to keep up with what they're doing in fights,
       usually being most useful in physical fights or doing things
       like catching attacks or projectiles. This not only helps keep
       the body from straining itself too much, but also helps with
       stamina management, as the body is able to do this to relieve
       tension from trying to find other ways to keep the body from
       hurting itself from strain. This is a passive technique, in
       which mana users do this without thinking about it, as once mana
       users learn to use mana, the mind figures out that this method
       helps relieve the strain of fights to an extent. Of course, this
       only works to an extent, and if the body uses this too much, it
       can waste the mana in the body, which means that it's still
       important for a mana user to not over-strain themselves, and
       after a while, this either becomes unusable if the user runs out
       of mana, or loses it's effectiveness over time as the strain
       gets greater as fights go on.
       - Mana Puppet: This was based on the technique developed by the
       quincies, which lets mana users use the mana in their bodies to
       control themselves, even if their body is disabled. This lets a
       mana user use their body by controlling the mana, in which they
       are able to control their own bodies like puppets. This skill is
       very useful when the body has sustained injury, allowing the
       user to control their body even when injuries have disabled the
       ability to use their body. This technique lets a mana user fight
       even when their body isn't in the condition to, though this can
       be a double edged sword to users since it can make their
       injuries worse. There is another use for this ability however,
       in that this also comes with the ability to manipulate their
       mana in other objects, specifically their weapons. Some mana
       users actually take advantage of this so that they can control
       their weapons using something akin to weapon telekinesis by
       controlling their mana in the their weapon. This lets them do
       things like use larger weapons like platforms, or use weapons to
       attack with from a distance depending on the person. However,
       they can only control their own mana, and cannot control other
       people's mana.
       - Mana Energy Flow Training: Similar to other energy users, mana
       users train their ability to use mana in a few ways. The first
       way is training the body to generate and be able to use more
       mana, in which mana users train their bodies to handle more
       mana. This first method is only the first stage, and designed to
       be used in conjunction with the second part of this training.
       The second part of this training is learning to open up the
       body's flow of energy, allowing more energy to flow through the
       body. These two methods are designed to be used in conjunction
       with each other, and when done properly, proper balance is
       maintained in the body. As the body trains and learns to
       generate and handle more mana, the body also opens it's flow of
       energy to handle the increased amount of mana. This training is
       a long process, which mana users grow in power over time. Those
       that train with these methods can grow stronger, generating more
       and stronger mana over time, as well as training the body to
       handle the increased flow. Usually, weaker mana users strengthen
       more quickly, but stronger mana users grow more slowly, as
       weaker mana users have a lot of room to train and improve, but
       stronger mana users have a harder time opening their flow of
       energy more, as eventually they slowly stop getting as much from
       training over time. Another thing to know is that larger bodies
       are usually able to generate more mana, while smaller bodies
       usually don't generate as much mana. however, through training,
       almost anyone can get stronger.
       - Werewolf Alchemy Magic Affinity/Spirit Purification Affinity:
       There are two ways to gain the magic necessary to become an
       alchemist in the werewolf alchemist society. The first is to be
       born of a werewolf alchemist, or the second is to make a pact
       with the spirits that grant the alchemists their magic. Either
       way that is chosen though, alchemists become naturally tune and
       gain an affinity for magic, in which they may sacrifice certain
       affinities for magic affinity to learn this alchemy. Once they
       gain this magic, they gain a permanent affinity for magic, and a
       special affinity for spirit purification magic that lets the
       alchemist use their magic for spirit purification. Every
       alchemist is thoroughly trained in how to use their magic, and
       learn to utilize their magic to empower the world and protect
       the spirits. Every alchemist usually specializes in different
       magic, with every alchemist typically having affinities for
       certain kinds of alchemy over others, such as some who might use
       fire alchemy over normal transmutation, or some that utilize
       bio-alchemy over other forms of alchemy. However, this doesn't
       always mean that alchemists only gain alchemy, as some can move
       on to learn other forms of magic as well that can be used,
       usually playing off their spirit purification ability. Because
       of their spirit purification and their use of alchemy, most
       alchemists learn to use this magic to benefit nature and the
       spirits, as long as they don't perform any taboos among the
       clans, as certain taboos become a danger. However, while this
       affinity is great for learning magic-based alchemy, this also
       opens one up to the world of spirits, and this means that the
       dark spirits will also start targeting those with this affinity,
       since dark spirits usually specifically notice people who notice
       them as it is the nature of dark spirits to target those that
       target them.
       - Alchemist Combat Adaption: Because the alchemists are a tribe
       who focus on bettering themselves and getting stronger as
       warriors, the alchemists have all learned a natural combat
       talent when it comes to training. Almost all alchemists train in
       physical combat and supernatural combat in some way, and with
       enough training, they can gain an affinity for combat, whether
       it's through natural talent or through hard work. Any warrior
       can mention how one or the other doesn't always mean one will
       have an advantage over the other, as natural talent and hard
       work are often best used in combination with each other. For
       alchemists, even those without natural talent learn to adapt and
       modify their combat style so that they can more easily change up
       their styles in combat. While this isn't an instant process,
       learning from combat allows an alchemist to practice and learn
       how to adapt to certain combat styles and supernatural
       abilities. Just as one might expect, this leads most alchemists
       to be highly capable and adaptable warriors as a result of this
       training and this talent they develop to adapt their combat for
       the situations they might find themselves in. Since they are
       constantly at war with groups like the vampire ninjas, the
       alchemists have even had to learn how to handle fighting in ways
       they aren't used to, with some learning how to fight using
       stealth in order to more easily kill vampire ninjas, while some
       may compensate by outmaneuvering the vampire ninjas even if the
       vampire ninjas know they are there. All alchemists have their
       own ways of adapting and learning to fight, and as they train,
       they show these ways. However, while skilled in combat, no
       fighter is ever perfect, and there is always room to grow, so
       this never truly hits a cap. Typically this combat depends on
       the alchemist and their training, as each will come up with
       different ways to use this. For example, younger alchemists will
       usually train hard and get stronger, faster and more durable
       between battles, but older alchemists that have been fighting
       for a long time often hit a cap in how high their physical
       abilities can get and instead focus on becoming more efficient
       fighters rather than just trying to grow in physical stats. It
       is also worth noting that depending on the alchemist, some may
       have more talent than others, and some may have more talent for
       some aspects of combat, while others have more talent for other
       aspects.
       - Werecreature Heavy Stander: Because of the werecreature's body
       structure, most werecreatures are extremely hard to knock back.
       Due to their strong and bulky muscles, werecreatures are able to
       take many attacks without flinching, and most are heavy enough
       they are barely knocked back with impact damage. While
       werecreatures still take damage, they are much harder to knock
       back, and much harder to stun through physical damage unless
       they are taking an attack that's stronger than they are.
       Typically, most werecreatures are able to shake off normal
       damage thanks to their regeneration and their body structures,
       and require very strong attacks to knock them off their guard.
       Thanks to this, most werecreatures are difficult to stun or
       disable using physical force, usually only being vulnerable to
       other creatures as bulky and powerful as they typically are
       (though some that stay in human form may not have this bulk and
       therefore won't have this passive ability in their human forms).
       Most werecreatures with this take highly reduced damage from
       physical attacks, and are much harder to fight than many other
       types of opponents. However, while they are harder to damage and
       harder to knock back, this means that things that do hurt them
       and overcome this do more damage. This also doesn't always help
       against certain piercing projectile attacks, as certain
       projectiles might pierce a werecreature more easily due to them
       not moving back, or certain attacks that break their defense may
       do more damage due to knockback often helping disperse physical
       force a bit on impact. Most werecreatures also might have
       varying levels of this, as some werecreatures have stronger
       bodies than others, and those in human form won't have this
       defense at all, since this only takes effect in full
       werecreature form.
       - Alchemist Magic Resistance: Because the alchemists have pacts
       with the spirits, and they have heavy training in magic,
       alchemists focus on things beyond the physical realm. As a
       result of their spirit purification magic attacking the
       spiritual rather than physical, they take highly reduced damage
       from most forms of magic, including having resistance to holy
       and dark magics. Thanks to this resistance, magic attacks have
       highly reduced effects on them, with them mostly being immune to
       things like dark and holy effects of magic due to them training
       in a more spiritual sense. While this doesn't mean they are
       immune entirely, magic does have highly reduced effects, such as
       a piercing attack might not pierce as deeply. Typically, when an
       alchemist is hit by a magic attack, some of the magic power is
       dispelled by their own spiritual magic ability, making the
       attack weaker. As a result, most alchemists are able to fight
       other magic users pretty effectively, and most alchemists have
       certain advantages against most types of magic users. Among the
       only types of magic that do normal damage to them are spiritual
       magics (as magic based in the spiritual similar to them can
       attack them as easily as magic would normally hurt anyone else),
       and certain types of dark spirit dark arts that are specifically
       designed to counter the alchemists spirit purification. However,
       while this does grant resistance, this does not grant completely
       immunity, so alchemists will still take damage from attacks,
       even if it's slightly reduced. However, some magics might be
       more effective than others, such as alchemists can use their
       magics against each other, and certain powers like anti-magic
       are still very effective against alchemists. Magic negation is
       also a problem for alchemists, since most of their power is
       based in magic.
       - Werecreature Flesh Devouring: Sustenance: Most werecreatures
       are able to devour flesh from either animals or even humans,
       being very similar in nature to a vampire that needs human blood
       to maintain their power. This is the major use for flesh, and,
       like others, werecreatures use this to sustain their power. A
       werecreature is able to eat flesh just like other animals in the
       wild, as almost all werecreatures usually eat flesh in some form
       (aside from a few rare werecreatures that might survive on
       vegetables and fruit). Typically, there is no real special
       purpose for this, other than sustaining the werecreature. Eating
       flesh is purely for sustenance and survival for werecreatures,
       where they must feed in the same way a human would eat food. If
       they don't eat flesh, werecreatures will eventually get weaker
       as supernaturals, and eventually go feral from hunger with some
       cases even having the werecreature eating their own flesh. While
       a werecreature can eat normal food, it doesn't really help them
       since they don't sustain themselves on human food (unless it is
       meat, as animal meat is something that werecreatures can survive
       on). Typically, werecreatures have a choice of surviving on
       animal flesh, or surviving on human flesh. Depending on the
       werecreature, some prefer one or the other, with some tribes
       focusing on eating humans, while others typically focus on
       eating animals. Depending on the tribe and the werecreature,
       each typically has their own way to sustain themselves, though
       most werecreatures focus on flesh/meat devouring as their
       primary source of sustenance. For the alchemists, they
       specifically eat animals, as they don't like eating humans since
       they don't find humans as nutritious to them as animals do, as
       they have studied the nutrition of animals vs humans and found
       that animals typically are better nutrition than humans are. Of
       course, they also don't want to eat humans because they don't
       want to find themselves on the wrong end of supernatural hunters
       and feel that eating humans contradicts their overall job of
       protecting humanity.
       - Werecreature Flesh Devouring: Ability Gain: This is the second
       use for a werecreature's flesh devouring, with a werecreature
       being able to absorb supernatural blood to gain new powers from
       those they take blood from. The werecreature can gain these
       powers temporarily, or if they eat enough flesh, they can gain
       powers permanently. A werecreature's ability to devour the flesh
       of supernaturals and gain new powers is similar to that of a
       vampire, where it works the same way as a vampire would gain new
       abilities by drinking blood (for the most part). While eating
       supernaturals is not always the easiest thing to do depending on
       the supernatural (as werecreatures will mention how creatures
       like demons taste purely awful due to the sulfur smell of their
       demon natures), but werecreatures seeking new powers can usually
       gain ones from those they devour flesh from. For example, if a
       werecreature devoured the flesh of a fire user, they may gain
       certain fire abilities depending on the werecreature's
       affinities. Depending on the werecreature's affinities and
       powers, some flesh may grant them one or multiple abilities,
       depending on the being they devour. However, they can also
       choose not to gain power from these beings, as a werecreature
       often has to weigh a power's strengths vs its weaknesses when
       determining whether or not they want a specific power. As one
       might guess, this power gain has the same drawbacks as other
       power gain abilities, in that the user gains the weaknesses of
       the powers they gain as well as the strengths. For example,
       devouring dragons may grant a werecreature the powers of a
       draco-werecreature, but as a result they would gain the
       weaknesses of dragons like being weak to dragon hunter powers
       and weapons. Typically, most werecreatures only gain powers if
       they choose to, and some powers may alter their physiology (like
       eating a dragon would grant them new physiology that changes
       them into a draco-werecreature that is different from a normal
       werecreature) for better or worse (usually there are advantages
       and drawbacks, so users should consider carefully).
       - Alchemist Multi-Linguists/Language Learning: Because
       alchemists often have to write code, and some even encrypt their
       work using other languages. In addition, many of the alchemists
       have been around for a very long time and have had time to
       travel the world doing their job protecting humans, so they have
       had plenty of time to learn other languages. Some older
       alchemists may even know certain out of date dead languages
       (languages with no new words being added and aren't spoken
       anymore), with some even being familiar with certain older
       languages that most wouldn't know. However, the time they have
       spent fighting supernaturals has also led to them learning other
       languages they need to understand other creatures, such as
       learning Enochian to learn more about angels as a whole, or
       learning Hebrew to learn more about fallen angels and demons. Of
       course, that's not to also mention the fact that all alchemists
       have at least a few spoken languages they have to learn, with
       English, Spanish, and French being among the most common
       language families for them to learn. Because most alchemists
       have been around for a long time, most werecreatures have also
       developed an affinity for learning new languages, and there are
       many with a collection of languages they know. It is also easier
       to learn a language if one is familiar with the language tree,
       such as Spanish and Portuguese being very similar languages due
       to being in the same language tree (though some might find the
       similarity between similar languages a bit too difficult to
       learn at times). Overall, alchemists always have multiple
       languages, whether it's for learning about supernaturals, hiding
       their alchemic knowledge, or just learning it to be able to
       communicate with other people who speak other languages.
       Regardless of the initial reason, most alchemists know at least
       a few languages, and have an affinity for learning new languages
       due to having to learn multiple languages that they learn to
       pick up on other languages much more easily.
       - Werecreature Supernatural Life Span: Depending on the
       werecreature, most werecreatures with their regeneration can
       live up to thousands of years, with some werecreatures even
       being able to live up to tens of thousands of years depending on
       the werecreature. It isn't really consistent how long a
       werecreature can live as there are many werecreatures who live
       beyond normal stated limits, and a werecreatures regenerative
       abilities make their ages hard to predict, but it is certain
       that werewolves can live for a very long time, with certain
       werecreatures having lived for thousands of years. Just like
       vampires who have supernatural life spans, werewolves can live
       just as long, and are just as hard to predict as there are
       werecreatures and vampires that are hundreds of years old that
       look like kids, and then there are hundred year old
       werecreatures and vampires that are fully adult. Since each is
       different, their life spans and growth rates are difficult to
       quantify, but it is certain that werecreatures can live for an
       extremely long time before their regenerative abilities start to
       eventually break down. Many wonder how werecreatures and
       vampires age with such strong regeneration, but it's because the
       regenerative abilities eventually break down, just as human
       bodies don't heal as effectively as they get older. As
       werecreatures get older, they also have this problem, and after
       a few thousand years (usually), a werecreature will often find
       their regeneration doesn't keep up as well, and older
       werecreatures may age as a result of this. It isn't certain at
       what point a werecreature dies of natural aging, since they
       typically have regeneration until they die, but there have been
       some that have died of old age that it is known that
       werecreatures eventually do die naturally (even if their life
       spans are much longer than humans). However, this doesn't mean
       werecreatures still can't be killed by normal means, as
       werecreatures usually can die by normal means in battle. This
       mostly only applies to their natural aging, not being killed in
       battle or dying as result of some sort of accident.
       - Supernatural Telepathy: This ability lets a supernatural
       creature communicate telepathically with anyone they can connect
       to. Typically this power uses their supernatural power, in which
       they use it to tune to a person if they know where they are in
       order to communicate with them. This lets them communicate with
       other people without having to speak, with them being able to
       share thoughts directly with others when the creature isn't
       speaking out loud. However, usually the creature has to know
       where the person is to use this basic telepathy since they have
       to know where to send their thoughts and communication. However,
       this doesn't apply to those who establish permanent connections
       (as this allows those with permanent connections to always be
       able to communicate with someone they have this permanent
       connection with), such as connecting to other family members and
       close friends. This lets creatures not only communicate with
       those they have a permanent connect with, but can also tell them
       where they are at any time should they require to find them or
       need to be summoned to them (which some supernaturals can learn
       to summon those that they have special connections with). Those
       who are set up with permanent connections have to accept the
       connection, and even then, they can sever it if they choose to.
       However, there are ways to block telepathic communications, such
       as certain frequencies that may confuse the mind's ability to
       process telepathy, or certain wards that might prevent
       telepathy. There are also certain types of opponents who can
       listen in on communication done telepathically (it is rare, but
       sometimes it does happen sometimes with certain psychic
       opponents).
       - Magic Item Storage/Magic Satchel Spell: This is a trick among
       alchemists, which they learned from other magic users. This
       power lets them store things like weapons and items that they
       might want to carry, but don't have room for. Typically, the
       size of the items they can carry depends on the alchemist and
       their magic affinity, but many can create a special storage
       space that acts like a small pocket dimension that they can use
       to store their items in. Each alchemist is able to do this to
       store items, with each alchemist having their own small magic
       pocket dimension. Normally, alchemists use this to store things
       like weapons and items they might need, but don't want to carry
       with them all the time. This makes a great way to store items
       and weapons and keeping them out of the hands of others, usually
       being most useful for their weapons so that they can keep their
       weapons stored when they're not using them. Alchemists are able
       to call on anything they've stored, or some can even reach into
       this space and grab items they have put into these spaces. As
       such, this is great for storage, and items stored inside are
       kept preserved. Even food that has been put into it, will stay
       fresh, as these spells don't have any time so anything put in
       has no progression of time and, within the dimension, no time
       passes between the time an item is put in and when the item is
       removed. Because of this, this is a great way for alchemists to
       store things like herbs, potions and other perishable items.
       However, this cannot store an infinite amount of items, and more
       or less acts like an extra-dimensional box the user can access,
       so one cannot just store an infinite number of items. Typically,
       after a certain number of items, the spell becomes harder to
       maintain, with a certain point possibly breaking this spell
       completely.
       - Supernatural Weapon Teleport/Connection: There are many forms
       of supernatural powers that attach items to oneself, usually
       tying weapons to themselves in some form so that they can summon
       them when needed and summon their weapons from wherever they
       might be. There are a few different ways to do this depending on
       the creature and how they use this, such as storing a weapon in
       one's soul in which the weapon becomes a part of them
       permanently, allowing them to summon and de-summon their weapon
       at will, and even control it to a degree. There is also those
       that have a special connection with their weapons, where they
       simply just develop a connection and then are able to summon
       that weapon at any time to them, using that supernatural
       connection. Some arts even allow stat boosts for a user and
       their weapon when used together, which works even better with
       intelligent weapons depending on the creature. Each race
       typically has their own ways of doing this, whether it's an
       intangible storage, connecting it to their soul to store it in
       their soul, or even just making a connection that lets them
       summon their weapon from anywhere to them. This has it's uses as
       it's usually designed to allow weapons to be used by the user,
       and not be able to be taken by enemies (as this specifically
       connects it to the user so that only the user can summon and
       de-summon it, even if the enemy gets a hold of their weapon).
       Some advanced users of this art can even use telekinetic
       abilities to control their weapons with this connection,
       depending on the creature and the weapon used. Typically, this
       connection can only be made with certain weapons, and users of
       this cannot simply do this with every weapon they possess, as
       the connections made can only handle so many weapons. Typically,
       the most weapons known to operate effectively with this is five
       weapons, though certain users might have the ability to store
       more depending on their abilities and their connections.
       - Werecreature Enhanced Intelligence, Memory and Reflexes:
       Depending on the werecreature, most werecreatures have enhanced
       minds thanks to their supernatural power. The first thing that
       is enhanced is their intelligence, in which some werecreatures
       gain certain intelligence boosts depending on what kind of
       creature they are and what supernatural power they possess. This
       has a few uses, such as allowing a werecreature to more easily
       learn information, or might help werecreatures develop
       strategies for certain situations. Depending on the
       werecreature, some might gain stronger intelligence than others,
       and depending on the tribe, they may have ways to utilize this.
       The second enhancement is to the werecreature's memory, where
       werecreatures typically have very good memory thanks to their
       supernatural enhancement of the brain. Most werecreatures have a
       hard time forgetting things, and some smarter werewolves may
       even have a photographic memory depending on the werecreature.
       The last enhancement that werecreatures gain is the enhancement
       of their reflexes, which allows them to react much faster than
       most creatures can due to many werecreatures often having a
       major talent and end up training specifically for combat.
       Depending on the werecreature and the training some
       werecreatures are able to utilize their enhanced reflexes to
       react far more quickly, with older and more experienced
       werecreatures sometimes even learning to train their reflexes to
       allow them to dodge attacks without thinking, a highly advanced
       combat skill among supernaturals and even martial artists.
       Typically, all of these enhancements work in unison, and
       depending on the werecreature, the balance of enhancements may
       be different depending on the specific werecreature, and their
       natural abilities (such as smarter werecreatures might gain
       better intelligence, but more combat-based werecreatures could
       gain stronger reflexes). Typically, most werecreatures are
       either balanced with a slight increase to all their enhanced
       mind stats, or they can specialize in specific stats for higher
       stats, but this usually means lesser stats in certain other
       aspects as a result (Like an enhanced intelligence and reflexes
       might have poor memory).
       - Werecreature Darkvision and Enhanced Senses: Werecreatures
       have highly enhanced vision, and gain highly enhanced ability to
       see in the dark. Most werecreatures are able to see in the dark
       as though it were light out, and are able to operate even in
       complete darkness thanks to their supernatural vision. Some
       werecreatures may have varying degrees of this power, with some
       having stronger vision than others in the darkness, but most
       werecreatures have this to some degree. In addition to this
       though, werecreatures also have highly enhanced senses depending
       on the werecreature. Many know creatures like werewolves for
       their incredible sense of smell, or might know certain bird-like
       werecreatures for their sense of hearing and sight. However,
       each werecreature has highly enhanced senses, with each
       werecreature usually having a different balance of senses. This
       depends mostly on the werecreature, and partially on how they
       train their senses. However, while most werecreatures do have
       highly enhanced senses, werecreatures enhanced senses can be
       overwhelmed by certain things, such as enhanced sight could be
       overwhelmed by a flashbang, or a strong sense of smell could be
       overwhelmed with a strong enough smell. This depends on the
       werecreature and their senses, but most werecreatures can be
       overwhelmed in their senses in some way. Some that are more
       balanced in their senses may not be as easy to overwhelm, but
       they may not be able to keep up with certain enhanced senses.
       Depending on the werecreature, some may even gain special senses
       that are unique to the type of creature they are, such as
       certain werecreatures use certain senses unique to certain
       creatures.
       - Werecreature Ultralight Sense: Werecreatures have a somewhat
       unique sense that lets them focus their senses far more than
       most mortal beings would be able to. Different werecreatures
       have different ways of utilizing this, but ultimately, this
       sense focuses more around sensing the presence of others in some
       form. For creatures like werewolves and certain other
       werecreatures, this sight allows them to focus on living beings,
       in which they are able to "see" life and focus to the point that
       living things light up to the werecreature, allowing them to
       focus on living beings. This can be used a few different ways
       depending on the werecreatures. The first is that this allows
       one to sense presences, and sense what those presences are
       (unless the person is somehow concealing themselves using
       shapeshifting or other abilities that fool this kind of sense).
       The second is that werecreatures can focus this sense to track
       certain kinds of beings nearby, such as using the focus to light
       up humans who might be nearby to allow the werecreature to more
       easily track certain kinds of creatures. The last is that this
       can be used similarly to certain senses like the vampire's third
       eye, that allows a werecreature to do things like see through
       certain kinds of illusions and use this sense to sense presences
       left by others (like demonic presences that are left behind by
       demons in the form of demonic sulfur). This sense is something
       that most werecreatures have, though some may utilize this
       differently depending on the werecreature. While this is a good
       sixth sense type power, it does have the same weaknesses in that
       there are those that can suppress what can be sensed, so this
       sense can be fooled by those that suppress their presence, or
       some who have the ability to hide their presence completely.
       - Disciplined Mind: This is the Darkfire's art of controlling
       their mind completely, which the alchemists learned during the
       time Qrow was staying with the Darkwolf Clan in exchange for
       Qrow being trained in his wife's (then) lightning abilities.
       Afterward, Sirion taught this to the other alchemists as a
       standard mind training to help them. This lets the user take
       complete control of the world in their mind, shaping it to their
       own devices and letting the user control their mind. Each inner
       world is different, and solely depends on the one with this art.
       This not only lets the users control their minds, but allows
       them to become immune to mind control or other attempts to
       influence their mind. This also lets them enter into the inner
       worlds of others, and more advanced users can slightly influence
       those who's minds they enter. Though going into other's minds is
       mostly as a method of training, not having too much use to a
       user as they aren't too skilled in controlling other people's
       minds, since every mind is different and requires different
       approaches. And by controlling their minds, the user can do
       things like shut down certain parts of their mind should the
       need to, or manipulate their emotions at will. For the most
       part, shutting down parts of their mind only helps against
       opponents with psychic powers, such as shutting down their sense
       of pain when an opponent uses a psychic power to overwhelm their
       pain receptors. However, doing so could have negative
       consequences depending on what they're shutting down. Such as
       shutting down pain can lead to more damage if the users can't
       process pain.
       - Fool Senses: Users of disciplined mind and similar skills that
       suppress certain parts of the mind have a special ability which
       lets them lie to people and control the fact they are lying
       thanks to their disciplined mind (or similar training) training
       and suppressing the unconscious habits of the mind when one is
       lying. Reading the aura and body language, most people think
       they are telling the truth, which allows the user to lie to
       people far more easily than most would be able to since they
       will come across as telling the truth as they don't give off any
       signs of lying. This power comes from advanced users of
       disciplined mind training and similar type training, as they
       learn to manipulate their minds to fool opponents that can see
       into their minds. However, only advanced users of the
       disciplined mind skill or similar skills can do this
       effectively, as they have to suppress not only the fact they are
       lying, but they have to suppress their unconscious tells of when
       they lie, such as some people looking away when lying, or some
       doing certain unconscious actions when they lie (which is
       different for each person). This requires not just training in
       disciplined mind or a similar skill though, but also requires
       the user to know their own self enough to know what they do when
       they lie to suppress it, from knowing how their voice reacts
       when they lie, to the unconscious actions they take when they
       lie, and to suppress the body's hormonal reaction in the brain
       when the person is lying. As one might imagine, this is a very
       difficult art to master, and those with the proper training have
       to do more than just suppress certain parts of the mind.
       - Alchemist Supernatural and Combat Trained Enhanced Physical
       Stats: Depending on the alchemist, all alchemists have enhanced
       physical stats as a result of not only their supernatural power
       they gain from the spirits and from their magic, but also gain
       enhanced physical stats from training, since most alchemists
       train in combat and become high level combatants. Most
       alchemists have trained in not only alchemic combat, but in
       other combat styles, with each alchemist typically having their
       own balance of physical stat enhancements. This mostly depends
       on the alchemist and their combat styles, as some might
       specialize in strength, some might specialize in speed, and some
       might even go for a more balanced set of stats. In addition to
       learning to fight hunters, or other enemies like vampire ninjas,
       alchemists have to learn to fight dark spirits and other evil
       spirits. Since most alchemists are werecreatures (only rare
       alchemists are not werecreatures of some kind), most of their
       physical stats are usually reflected in the type of werecreature
       they are. For example, some werewolves might focus more on
       agility and speed, but still have incredible power and stamina,
       while a larger werecreature like a werebear might focus more in
       strength and defense rather than speed. This depends on the
       individual alchemist and all alchemists have their own balance
       of strengths and weaknesses, depending partially on their
       training, their combat styles, and whatever combat talents they
       might possess. The alchemists are warriors though, and never
       ones to be underestimated since they constantly fight and grow
       from their battles. Typically, like most physical stats, most
       beings will focus on one or two stats to gain a bigger boost
       than the others but at the cost of other stats not being as
       high, or beings could train for a more even set of stats to be
       more even, but they may not gain as high stats as a result as
       those who specialize in specific stats (though they would be
       able to outclass the lesser stats of stat specialists due to
       having all their stats enhanced).
       Transformations:
       - Werecreature/Human Form Change: Werecreatures usually are able
       to shift between human and werecreature form, depending on the
       werecreature. Most werecreatures usually have one base form,
       whether it's their human form or their werecreature form. There
       are usually two ways werecreatures use this shift. The first is
       human form werecreatures, who will shift into werecreature form
       as their battle form, and only change when they want to fight in
       a more enhanced capacity. This has the advantage in that the
       human form can train and gain a bigger amplification while in
       werecreature form, but might lack certain natural higher stats
       of werecreatures who stay in werecreature form on as their base.
       The second option is for a werecreature to use their normal
       werecreature form as their base form, and only shift to human
       form when hiding among humans since the human form may be
       weaker. Werecreatures who use their werecreature form are
       usually much more adept at using their werecreature form, and
       may possess stronger attributes than their human form
       counterparts, such as a werecreature might have more strength
       and speed as a natural werecreature than as a human form
       werecreature. However, when going into human form, some
       werecreatures may not be able to stay in the form for long, but
       they can usually fight with certain combat enhanced skill since
       most werecreatures are natural fighters, such as certain human
       forms may gain enhanced speed due to the human form's muscles
       not being as bulky. Usually, the option depends on the heritage
       of the werecreature, and typically what is natural to them, so
       they usually don't chose the options as it's more that the
       options choose them. Once a specific option is chosen though for
       their base form, that option doesn't change at all, as the
       option is usually dependent on the werecreature and no one
       really knows what specifically determines which option is used
       for each werecreature. Kain is able to change into his human
       form when he wants to, though this is mostly for hiding among
       human society, or fighting opponents when he needs a slightly
       smaller form.
       - Enhanced Nature Mana Spirit Mode: This is Kain's own unique
       transformation, in which he combines his alchemic spirit
       purification mode with his nature's mana mode to create a more
       powerful form that utilizes both. Kain is able to utilize the
       powers of the spirit purification mode, such as enhanced
       alchemy, which his specialty is his blue moon light spells or
       his blue mana crystal claw alchemy that he can use. When in this
       form, his spells and his blue crystal claw alchemy are both
       enhanced, as well as amplified by the nature mana that Kain
       absorbs when using this. As this also uses the mana mode
       enhancement, this amplifies Kain's abilities considerably, not
       only increasing his magic power, but also amplifying his
       physical abilities. Kain can even use his Blood-Claw style and
       his blood claw abilities in this form, since they are still
       alchemic abilities that he can utilize. However, this does still
       have the same weaknesses as the spirit purification form, such
       as dark spirit powers or demonic powers might do more damage to
       Kain, and spirit destruction powers can also do heavy damage to
       Kain in this form. In this form, Kain is also vulnerable to
       anything that negates mana, such as other mana users who negate
       mana in an area, or powers that can counter mana. As such, while
       this grants enhanced power by combining two enhanced modes, it
       does mean it also has the same weaknesses.
       Weaknesses:
       - Most werecreatures have two major weaknesses. The first is
       silver, in which silver can interrupt their regenerative
       abilities. If one is to take down a werecreature, it is
       important to have silver on hand as taking down a werecreature
       without it is very difficult. However, depending on the
       werecreature, some werecreatures might not be vulnerable to
       silver, as some might be vulnerable to other things like mercury
       or gold or other materials depending on the werecreature.
       However the second option proves dependable against almost any
       werecreature, no matter what their first weakness is. The second
       option is cutting off the head of the werecreature, in which
       they do die if their head is taken off. Werecreatures cannot
       regenerate limbs or their bodies, so cutting off pieces of their
       body means that part of the body won't grow back. While they can
       reattach limbs, they cannot regrow limbs from nothing, and if
       their head is removed, they cannot survive without the body,
       just like any other creature. As one hunter put it: "Cut off the
       head, and the animal is dead." While silver may not always work
       on a werecreature, cutting their heads off always will, and
       cutting off limbs can seriously hinder a werecreature.
       Werecreatures, unlike most vampires, cannot regrow certain body
       parts (basically, they cannot regrow anything a human cannot
       regrow), but they can regenerate more easily from wounds that
       they can regenerate, such as slashes and stabs will usually not
       kill a werecreature even if in the heart, unless the
       werecreature's regenerate is interrupted by something like
       silver (or other metal weaknesses that must be stated). Kain has
       typical werewolf weaknesses to silver and having his head cut
       off.
       - The alchemists, just like the vampire ninjas, are extremely
       prideful. Almost all alchemists are prideful to some degree, but
       balancing that pride is a double edged sword. This is part of
       the reason why the vampire ninjas and alchemists don't get
       along, since both races are very prideful and neither is willing
       to back down when facing the other. Most alchemists are prideful
       in their abilities, though some are more prideful than others.
       Proper alchemists are prideful, but know the limits of their
       power. However, most alchemists are prideful enough that they
       never ask for help, and don't like people getting involved and
       telling them how to fight. As such, this causes a lot of
       problems, and is a major weakness. Some more prideful alchemists
       have even gotten to a point where they think themselves above
       the rules, and some more prideful alchemists can never admit
       when they do something wrong. As a weapon, pride helps keep the
       alchemists confident in their abilities, but should never go
       beyond helping them grow as warriors. The point where an
       alchemist can no longer acknowledge other warriors as equals is
       usually the point where someone like Sirion and Kain will step
       in, and try to talk the alchemist down. This is a big problem
       among many alchemists, though Sirion and Kain have tried to
       control that pride to a degree so it doesn't get out of control
       since they are among the top alchemists, but even Sirion and
       Kain also have a lot of pride themselves. Because of this, this
       is one of the major weaknesses of the alchemists specifically,
       and no alchemist is without pride. Most alchemists can be taken
       advantage of in this, in that not only will they usually never
       back down from a challenge, but most will usually make mistakes
       in their more prideful moments (such as letting an opponent go
       if they can provide a good enough challenge). While Kain tries
       not to be prideful, he can get prideful about his status as a
       Dawnguard, which is something opponents can take advantage of in
       combat.
       - The vampire ninjas, as the alchemists' main enemies, have many
       ways specifically to kill alchemists. Because the vampire ninjas
       and alchemists have been at war for so long, both have specific
       power used to fight each other. Both sides have been in a
       stalemate for a long time, and neither can overcome the other,
       but vampire ninjas have a slew of techniques that they can use
       to kill alchemists. The main danger is the vampire ninja's
       spirit destruction abilities, which utilize a power that can
       even destroy an alchemist's soul if used properly when killing
       an alchemist. As such, the alchemists have tried to prevent
       their souls from being destroyed, but the closest they have come
       is using spirit destruction for the Dawnguard to counter this
       spirit destruction. Overall, the vampire ninjas, and certain
       other groups that might specifically target them can figure out
       ways to specifically fight them. The vampire ninjas are not the
       only enemies though, as dark spirits have also sought to kill
       alchemists and vampire ninjas specifically as their enemies, and
       certain werecreature tribes have even sought to destroy the
       alchemists since they view the alchemists as outcasts and many
       werecreature tribes see the alchemists as overconfident and
       prideful to the point that most hate the alchemists for their
       pride and confidence in their tribe.
       - The alchemists are victims of normal magic weaknesses since
       their alchemy is specifically magic based (though it's spirit
       based magic, it's still magic). As such, using this means that
       the alchemists are vulnerable to anything that counters magic.
       The first thing are magic resistances and magic immunities,
       which are a major danger of magic users. Resistances usually
       depend on the creature and what kind of magic they are resistant
       to, like the alchemists typically are resistant to normal forms
       of magic due to them being more spiritual in nature with their
       magic. However, magic immunities are a problem to alchemists, as
       an alchemist may have to rely on physical combat if the user is
       immune to magic. However, even bigger problems lie in magic
       negation and anti-magic. Magic negation is a skill that negates
       all magic in an area, and may hinder an alchemist's ability to
       use magic. As for anti-magic, anti-magic is specifically
       effective against magic users, as it essentially can act like
       the opposite of magic itself and is the major opposing force to
       magic. It is also worth noting that there are plenty of powers
       that can counter magic, such as other energy users that can use
       certain defenses to defend against magic. Depending on the
       magic, any magic can be countered by something, such as
       elemental magic can be countered by counter elements (like fire
       magic could be countered with ice powers (not just magic)). Mana
       negation will also negate any alchemist magic used, since mana
       powers an alchemist's magic.
       - Breaking the taboos usually results in imprisonment, or some
       more extreme cases may result in execution. While this isn't
       something the alchemists like to do, it is important to enforce
       the taboos. The only taboo that aren't really too enforced are
       the money creation taboo (since everyone has had to use it at
       some point) and the darkness taboo (because no one can agree on
       when it becomes taboo and agree when it's hurting the life
       around them). However, there is certain forgiveness for the
       taboos if they are not intentionally broken or are broken for
       the purpose of the tribe. Usually, the alchemists are very fair
       about judging people who break the taboos, as usually they will
       allow the user to make a case before Sirion, the clan heads, and
       the Dawnguard, but if they determine that the alchemist has been
       breaking that taboos without a good reason, they may be
       imprisoned. There are certain taboos like soul manipulation that
       even might result in exile as well, as some taboo breakers are
       exiled from the alchemists if they feel that execution is harsh,
       but imprisonment won't teach them anything. Overall, the
       alchemists do understand that sometimes exceptions need to be
       made, but one must have a good reason for committing a taboo or
       else they could face judgement and action from the heads of the
       clans. Usually, it is rare to jump straight to execution, as
       that's usually saved for extreme cases like an alchemist killing
       other alchemists for no reason, or alchemists who purposefully
       break taboos over and over without a good reason. Overall, this
       is a case by case bases, and those that break taboos even by
       accident are usually monitored by the other alchemists to make
       sure the alchemist doesn't break the taboos again.
       - Alchemy magic is usually close range magic, unless it has to
       do with a projectile attack. With the exception of the elite
       alchemy, users of alchemy are usually limited to close combat
       with their alchemy since most alchemy is done at close range.
       The only exceptions to this are projectile attacks (which are
       still generated within a certain distance of the alchemist), or
       unique alchemies that might be able to be generated a certain
       distance away (like a lightning strike spell from above might
       not require close range). It is also worth noting that an
       alchemy's effectiveness is also only as effective as the user
       who utilizes the alchemy. Depending on the knowledge of the
       alchemists, they may not be able to utilize alchemy as
       effectively as certain others. Typically, each alchemist has
       their own talents and affinities, and they usually have to stick
       to these affinities as other alchemies will usually not be as
       effective. While it is possible to learn as much as one can
       about alchemy, they are often limited by their knowledge. For
       example, most alchemists may know a little science, but most
       don't know as much science as those raised in human society, so
       there are certain things they might not know that certain other
       alchemists will know, but those who are raised in the alchemist
       society may know more about spirits and nature than those raised
       in human society and might have more effective spirit
       purification and nature connections. This depends on the
       alchemist, and what they can learn, as all alchemists have
       limits on what they can do and what they can learn.
       - Those alchemists that do become Dawnguard and learn the elite
       abilities are closely monitored by clan heads and by Siron and
       Kain for proper use of the elite skills. Because of the fact
       that elites are often using powers that would normally be taboo
       (but are accepted due to the alchemists needing powerful skills
       to fight the vampire ninja elite teams that the Dawnguard often
       faces in battle), the heads of the clans are constantly watching
       them to make sure that they are using their skills effectively.
       Sirion and Kain, the two people who usually recommend and
       approve people for the Dawnguard, usually rule out anyone they
       feel might be opting for the elite skills, as many alchemists
       have opted for them in hopes they could figure out a way to make
       them no longer taboo. If someone does have ill intent and wants
       the elite skills for their own gain, Sirion and Kain will
       outright refuse to let them become Dawnguard, as even Kain has
       prevented his own daughter from becoming a Dawnguard because her
       only goal is to gain the power of the elites to surpass everyone
       else. And those that don't use the elite powers properly are
       typically cast out of the Dawnguard, and might even be
       imprisoned if they are willingly breaking taboos. As such, using
       the elite skills comes with a lot of risk, as the heads of the
       clans and both Sirion and Kain will always be watching and call
       out any time the powers are not used properly. There is some
       forgiveness in this for fighting groups like the vampire ninjas
       and dark spirits, however, there are certain situations where
       using the powers is not acceptable, though Sirion and Kain
       always make these instances clear to the elite when they are
       trained. Overall, the elite skills may be great alchemy skills,
       but overall, elites cannot use them whenever they desire, and
       they usually can only use them in specific circumstances (Like
       spirit destruction is only allowed against vampire ninja's to
       counter their spirit destruction or against dark spirits that
       cannot be beaten with spirit purification).
       - Even though mana users can regenerate pretty effectively, they
       can still die due to fatal injuries if their regeneration
       doesn't act fast enough. There are certain exceptions, as some
       people do have enhanced regenerations (like demons and angels)
       and may not die with certain fatal injuries, but most mana users
       who don't have any other race abilities usually are able to be
       killed by their heart or brain being destroyed, or their head is
       removed. Though any supernatural creature that is a mana user
       still has their normal race weaknesses, such as werewolves being
       weak to silver or mercury and vampires being weak to holy items.
       While mana users can regrow limbs and heal most injuries, they
       can still be killed, and their regeneration can still be
       interrupted by forms of regeneration negation.
       - While mana's raw energy power may seem impressive, it's still
       just a normal energy that can be countered as such. Other
       energies can still counter mana, such as chi, ki, aura, spirit
       energy and other forms of energy used by the body. Many find
       that mana is strong, but other energies, with enough effort, can
       be used to block or even reflect mana. To some extent even other
       physical objects can be used to counter mana, using things like
       boulders and living things for cover depending on the mana
       attack. For the most part, all mana skills are dodgable and most
       are blockable with strong enough defenses, though one still has
       to be careful of the ones that pierce defenses. For the most
       part, other types of energy is the best way to block mana, and
       stronger mana users can also block other mana users mana.
       - Originally, mana users were eventually countered by someone
       who developed a technique that became known as the soul shout,
       in which they used their spirit energy to generate a sound
       frequency which cancels out all mana in a given area. This soul
       shout is designed solely to be like kryptonite to mana users, as
       it removes the source of their power, making it so no mana user
       can generate mana in an area, and can't even draw out their own
       mana as the soul shout removes any ability to use mana,
       including dark mana. While the soul shout isn't really too well
       known now except among those that use spirit energy, it is still
       something some people still know how to use. This is the
       technique that the mana negation skill was based on, as mana
       users tried to replicate the effects with mana, and generated
       something that would negate mana, but didn't know that this
       still allowed dark mana in their attempt to replicate this. This
       technique is very effective against mana users, and while in
       effect, a mana user cannot use any mana, being forced to rely on
       either trying to get out of range of the soul shout, or fighting
       using other means.
       - Another dangerous counter to mana users power is mana flames,
       or King Satan's wrath flames. Both flames feed on mana as a
       power source (and King Satan's wrath flames can also feed on
       anger), so lighting a mana user on fire with mana flames or
       wrath flames can be very dangerous to mana users, as it's like
       throwing a fireball into a pile of gasoline. If the mana user
       doesn't contain their mana properly and push the flames away
       from them and get away, they could easily be consumed by mana
       flames. Many mana users don't see mana flames or wrath flames
       too often, so only a few are familiar with them and how to
       counter them. Though most have to learn quickly or be consumed
       by flames.
       - Another method if breaking through mana skills is with things
       like aura breaker weapons. As one might expect, aura breaker
       weapons work on just about any energy, and mana is no exception.
       While mana is strong, it still is instantly dispelled by aura
       breaker weapons and techniques. Aura breakers work well against
       mana users, as all of a mana users techniques can be dispelled
       by an aura breaker weapon. Of course, anything that dispels mana
       would be effective, as some magic users have skills that can
       dispel mana. There are plenty of techniques out there, and there
       are plenty of stronger techniques that could break through mana
       techniques and skills.
       Personality: Kain is a fairly calm person, and normally is one
       that prefers to remain neutral in most conflicts. Kain has tried
       to retire from combat for a long time, but has not been able to
       since events seem to keep pulling him back into combat. Kain is
       the type of person that, while prideful of his abilities,
       prefers to remain honorable, and follows his own code of
       conduct. Kain believes that as a warrior, every warrior must
       have a code to follow, or else they may lose themselves when
       they kill opponents. Kain is a very experienced fighter, and one
       that has plenty of stories to tell. Kain is also very good at
       reading people, and knowing how they think due to his
       experience, as he has had to evaulate a lot of people for the
       Dawnguard over the years. Over the years, Kain has not enjoyed
       fighting like he once did, and has been trying to get away from
       it as much as he can so he can focus on his family's potion
       shop. In battle, Kain is a very skilled opponent, using his
       experience and combat talent to counter most of his opponents.
       Kain is a very strategic opponent, but usually prefers to
       overpower his opponents. While he is very smart, he usually
       doesn't rely on strategy unless he absolutely has to, as he
       prefers to fight honorably, and does not want to win using
       tricks or gimmicks.
       Bio: Kain is a very old werewolf, having been around since the
       alchemists were founded alongside his cousin, Kirnan Knightley,
       and his friends Kina and Sirion Darkwolf. When the alchemists
       were founded, Sirion, as the strongest, became the king of the
       alchemist society, and ruled for years. Eventually, Sirion named
       Kain as his bodyguard, and when the war against the vampire
       ninjas happened, Kain had to create his own group of elite
       alchemists, which he called the Dawnguard. In addition to making
       a group, Kain also had to come up with ways to fight the vampire
       ninja elite teams, who had powerful advanced skills. As such,
       Kain came up with a number of advanced alchemy skills, some of
       which tiptoed the line of some taboos of the alchemists. Because
       the alchemists were trying to wipe out the vampire ninjas, and
       the skills were useful against dark spirits, the alchemist clan
       heads allowed Kain to utilize these skills along with his
       Dawnguard, as long as they were watched and the alchemists could
       make sure no one in the Dawnguard misused their power.
       Over the years, Kain has fought many vampire ninja elite groups,
       and has fought in each vampire ninja/werewolf alchemist war that
       has happened. During one, his development of the blood claw
       technique alongside his cousin, Kirnan, earned Kain the nickname
       "Blood-claw" Kain, in which Kain became feared as one of the top
       level fighters in the werewolf alchemist tribe aside from the
       Darkwolf clan. After the last vampire ninja war, Kain has tried
       to retire and go back to his family's potion shop, in which he
       tried to leave the Dawnguard. However, just as always, something
       pulled him back, with this time being the Darkwolf/Darkfire
       battle that required Kain to help his friend Sirion against the
       Darkfires. The battle took it's toll on Kain, not just because
       the Darkfires were formidable opponents, and he didn't like the
       idea of Kina marrying a vampire, especially someone that wasn't
       accepted by their society (though Qrow was slightly accepted for
       a time before events brought the Darkwolfs and Darkfires to
       battle each other). During the battle, other events happened, in
       which he had to take down his cousin, Kirnan, killing him. These
       days, Kain has been brought back to fighting again, thanks to
       the current conflicts in London, and has had to once again take
       control of the Dawnguard to fight the enemies in London.
       Theme: Linkin Park Inspired Jamtrack (
  HTML https://youtu.be/aJu93Il1MOk
       )
       Battle Theme: Basic Metal 8 (
  HTML https://youtu.be/wbAZKQssTHE
       )
       Blood Claw Theme: Arrival of the Undead King (
  HTML https://youtu.be/rkpu4Ruz8i4
       )
       *****************************************************