Daemons
Daemonic entities in this are not just beings of good and evil, they are a type of being much like a Python is a type of snake or a whale a type of mammal. Daemons are magically attuned beings, a pure daemon is completely attuned to magical currents, humans by contrast are not and must train to use magic. All gods and goddesses are very very powerful daemons, this means that in theory you could become one.The default daemon type is, if you'll pardon the expression, a little mundane. It is possible to become a specific type of daemon with advantages and disadvantages of it's own. Once you have chosen your daemonic type it's fixed and can only be re-chosen when you re-start the process after changing teams or your team re-joining.
Cost
Some types have an extra "cost" associated with them. This can range from a specific way to get the progression in the first place to actually paying something extra.Standard abilities
All daemons need to eat, breathe, rest, drink and suchlike. More powerful daemons will often be able to store more energy up but none can function without attending to these common needs. Daemons are however able to stand much more sulphur in their food, water and air. Ascended daemons and stronger become healthier the longer they breath in sulphur tainted air, making the daemons of Enkhingi even more powerful than when on the World of Arl.Common types
CommonNo cost and no special abilities, this is the common daemonic type and what everybody becomes unless they choose otherwise. It is possible to convert from this to another type if there is no special cost with the other type.
Shroud
The wings at Metamorphose, Ascension and Demigod are lost. In their place comes the ability to expel a thick smoke from their back. If they remain in one place then it will soon be too thick to see through. When Ascended this smoke has an adverse effect on oxygen content and when a Demigod it starts to contain sulphur.
Reaper
The daemon takes on a skeletal appearance and loses 25% of their toughness. In battle however this changes as every time they kill something they regain 1% of the normal toughness up to a bonus of 25%. Every 60 seconds that they do not kill something they fall back 1% towards the 25% negative. The cost of being a reaper is that all stages of progression must be bought by the slaughter of many rather than a few special beings.
Enduring
Enduring daemons are tough, very tough. Their flesh is 50% tougher but their agility half what it would normally be. With this toughness comes extra weight impeding their ability to fly, an Ascended enduring daemon can fly only as well as a Metamorphosed common daemon.
Uncommon types
ShifterShifter daemons are trickier than most as they can alter their appearance at will. All growth bonuses are instead altered to be twice as strong and give a bonus to both health recovery and stamina recovery. Shifters can as the name implies change shape, they cannot grow larger or smaller but can change species if wished. Changing shape takes 5 minutes and drains three quarters of the full stamina of the shifter (so you must be rested to shift).
Hunter killer
Hunter killers have one desire, to take down mages and special beings. All size bonuses are swapped for both an agility bonus and a time speed difference. The latter allows the hunter killer to experience time at a % slower speed and thus have more time to think and react to sudden changes. Instead of wings the hunter killer will gain the ability to first sense the presence of a magic in an area of 50m, then when ascended extend this to 100m and know the direction of all mages in the area and when at demigod to extend it to 150m and know the exact location of all mages in that area. To become a hunter killer, all kills must be of mages or special beings.
Disruptor
Disruptor daemons have the ability to disrupt other daemonic life forms. All size bonuses are halved but in return the attacks (not spells) of a disruptor daemon do twice the original size bonus. This combines with the energy field ability gained at ascension.
Regenerator
When a regenerator daemon is hurt in any way they are unable to cast spells until the damage is healed. Regenerator daemons however regenerate damage very quickly. A limb can be regrown in 3 minutes but it takes 10 times as long to regenerate a wound caused by magic or anything with an energy field ability. In addition, cold temperatures will slow wound regeneration until at freezing point it stops. Temperatures above 15 degrees C will not help or hinder regeneration.
Rare types
LegerdemainAll size bonuses are halved for legerdemain daemons, in return all spells cast within the miscast cap have no effects at all and when a spell does miscast, it's cooldown is not started. The cost of all this is that at least half of the deaths required to progress must be caused by magic or by summoned creatures.
Splitter
Splitters are able to reform themselves into a number of smaller versions of themselves. Each part is completely autonomous but can be no smaller than a a child. For any two parts to recombine they must be touching. Killing one part causes each other part to take a fraction of damage equal to the remaining number of parts, killing one of three halves the health of the remaining two. To become a splitter, all kills must have had their minds devoured either through a psychic spell or physically by the daemon.
Traveller
The bonuses gained from transfiguration are lost but instead the stamina reserve of the daemon is increased by 100% per level. Additionally the weight of the daemon is lowered by 25% and the wings enlarged by 100%. This makes the daemon less agile in the air but able to fly far further and in glide in cooler climates.
Thirster
Thirsters are often called immortals. All size bonuses are lost and replaced by a strength, agility and toughness bonus of the same amount. They are unable to be healed magically and nor will they heal over time, instead they must kill, the closer to them their victim the more life force is absorbed. Thirsters are completely immune to any spells that sap life force, stamina or deal direct "health" damage. To progress as a thirster, all kills used for progression must be by your direct action, either blade or spell. Summoned creatures do not count as direct action in this case.