Obtaining traits


You can win more traits by using your Kitsunegami/s. 

Check out the unlockable traits list below (click to expand each section).    Accessories are free and you can add them/remove them as you wish.



unlockable trait at 3 tails

Horns are optional and avilable since the third tail (check the Kitsunegamis Unlockable System for more info).
Maximum 2 horns. They can be different type, size, colour, etc.
To exceed the maximum number of horns you need to get a "rare trait" (Kitsunegamis Rare traits )  by opening an O-MIKUJI .

Here there are some horns examples, but if you have got another type of horns you can use them!
Once you add horns to the design the following drawings must show the Kitsunegami having them.

kistunegamis_guide___horn_types_by_zauri

For more horn types or suggestions contact an admin.


unlockable trait at WINING THE BODY BADGE

Wings are optional and available if you get the BODY BADGE (check QUESTS AND BADGES for more info). Maximum 2 wings.
To exceed the maximum number of wings you need to get a "rare trait" (Kitsunegamis Rare traits ) by opening an O-MIKUJI .

Wings are very open to design. They can be animal based, elemental shape (if the Kitsunegami is Elemental type), objects, clothes, or abstract forms. They can be different type, size, colour, etc. Once you add wings to the design the following drawings must show the Kitsunegami having them.
Here there are some wings examples:

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kioshi_flying_by_zauriart_dde1p64-fullvi

If you have doubts about your wings design you can contact an admin and ask for an opinion.


unlockable trait at DIFFERENT STAGES (EACH STAGE FURTHER FOR MORE POWERFUL MAGIC)

Each TYPE have got 1 inherent magic. This is a lower magical effect the Kitsunegami can make since the first tail, and is highly linked to its theme and type.

INHERENT MAGIC BY TYPE:

- ASTRAL'S INHERENT MAGIC: Levitation. Astral Kitsunegamis can not be affected by gravity at will. They can apply this magic to themselves and other creatures. They can use this magic since the first tail. The more tails they grow, the wider the effect. At higher tails (7, 8, 9) they can revert this effect, making the pressure of gravity increase instead of low.
- ELEMENTAL'S INHERENT MAGIC: Element Bending. Elemental Kitsunegamis can control the element their theme alludes to, since the first tail. They start with some basic control and they increase this power each tail they grow.

- FOLKLORICAL'S INHERENT MAGIC: Illussions. Folklorical Kitsunegamis can create illussions near them, even around other creatures. They can be visible to everybody or displayed directly into somebody's mind. If they are touched or the mind presents a high resistance, they banish. They can use this magic since the first tail.
- MYTHICAL'S INHERENT MAGIC: Thaumaturgy. Mythical Kitsunegamis can manifest minor wonders (deep soothing voice, increased voice, presence pressure, minor lights, harmless tremors, etc) since their first tail.

- SENTIMENTAL'S INHERENT MAGIC: Empathy area. Sentimental Kitsunegamis can create a zone were their feelings or other creatures feelings are exposed and shared, since tail one. At a higher number of tails (7, 8 , 9) the Kitsunegami can modify directly those feelings.
- ESSENTIAL'S INHERENT MAGIC: Essence boost. Essencial Kitsunegamis can increase or low other creatures feelings about the essence their theme is based on. At a higher number of tails (7, 8 , 9) the Kitsunegami can modify directly those feelings.

- FLORAL'S  INHERENT MAGIC: Healing. Floral Kitsunegamis can increase their or other creatures's health by the properties of the plants they represent and wear. At higher number of tails (7, 8 , 9) the Kitsunegami can do the reverse effect and "poison".
- FAUNIAL'S  INHERENT MAGIC:  Trailing. Kitsunegamis from Faunial type can track other creatures extremely well since the first tail. At higher number of tails (7, 8 , 9) Faunial Kitsunegamis can inspire other creatures using the symbolism their totemic animal represents.

GENERAL MAGIC

General Magic is developed when the Kitsunegami earns the MIND BADGE. By growing its mind the Kitsunegami can now control a wider range of magic! Kitsunegamis can use their magic to do any lower magical effect. For big magical effects, the magic must be somehow related to their theme. It can be represented in many ways, and you are free to show it in the drawings or not (If the Kitsunegami is using the magic you may want show it, but if the Kitsunegami is for example sleeping you may not draw it).

DEITY MAGIC

Once the Kitsunegami has developed his body, mind, heart and soul by getting all 4 BADGES, it develops "deity magic". The Kitsunegami can perform big magical effects of any type and huge magical effects of it's themed magic.
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unlockable trait at 4 tails

Aura is available since the fourth tail (check the Kitsunegamis Unlockable System for more info). The aura must be somehow related to the theme. It can be represented in many ways, and you are free to show it in the drawings or not.
The Kitsunegami can expand or contract his/her aura as he/she wishes. Example of aura:

yuri_system_explanation_5_tails_by_zauri

For Yuri, The Star Light, his aura is spreading white light and sparkles.


unlockable trait at 7 tails

Halos are available since the 7th tail on(check the Kitsunegamis Unlockable System for more info). Maximum 3 Halos per kitsunegamis.

To exceed the maximum number of halos you need to get a "rare trait" (Kitsunegamis Rare traits ) by opening an O-MIKUJI . To make a Halo theme related (showing other materials and objects) you need to get a "legendary trait" by opening an O-MIKUJI.

Halos are optional.

kitsunegamis_traits___halo_by_zauriart_d

If you have got doubts about your halo design you can contact an admin and ask for an opinion.


unlockable feature at 8 tails

Rites are available since the 8th tail on. More than a magic spell, rites are special spiritual ceremonies that the Kitsunegami can perform to create special effects on objects, creatures or places.
A dance to purify a place, a prey to make a sacred object, those type of things.

Examples of result of rites can be Omamoris, O-mikujis and O-fudas.
An Omamori is a protective talisman. O-mikujis are fortune papers. The Kitsunegami makes the fortune wheel roll for who opens the O-mikuji.  Ofudas are paper sheets with special writing on it, usually made to seal or protect something.

Enchanting a place to have a special effect would be another example.

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unlockable traits for free. no minimum tails required. good luck at getting them!

You can make your Kitsunegami have got rare and legendary traits for free! But they are hard to get. You can get them by opening fortune papers (O-MIKUJI ) and getting the best results of the fortune. You can win O-MIKUJIs by participating in quests and events. To open them, contact an admin in the Feedback Centre and tell how many fortune papers you wish your Kitsunegami to open.

The O-mikuji results probabilities are:
  • 10% Great blessing : 1 Legendary trait.
  • 15% Middle Blessing: 1 Rare trait.
  • 20% Blessing : Lucky state or 1 Omamori.
  • 35% Half blessing:  1 Energy Vial.
  • 20% Curse: ill state.

kitsunegamis_rare_traits_by_zauriart_dd3

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