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| | #1 |
| Senior Member Join Date: Sep 2001 Location: A generic place such as a house Gender: Posts: 3,860 Thanks: 514 Thanked 136 Times in 105 Posts | Era Battle: Tiran Tiran Race: Caster Level 1, 0/100 Exp, 0 Exp Total, 0 Excess Ability Points, 0 Excess Stat Points Health: 180/180 Energy: 200/200 Attack: 30 Defense: 50 Resistance: 45 Agility: 60 Advantage Over: Casters Disadvantage Against: Soldiers Water Abilities(0 Skill Points(0/3 To Next Skill)) Wave- Deals .80(24) damage to an enemy.(A wave is sent towards an enemy dealing moderate damage). Rain- Deals .70(21) damage to nearby enemies(9 energy).(Rain drops down, damaging nearby enemies for minor damage). Bubble- Causes an enemy to deal half damage for 5 turns(7 energy).(A bubble surrounds an enemy, reducing damage caused by an enemy temporarily). Fire Abilities(0 Skill Points(0/3 To Next Skill)) Fireball- Deals 1.00(30) damage to an enemy.(Sends a fireball towards an enemy for moderate damage). Lava Bubble- Disables an enemy’s defense for 2 turns(6 energy).(A lava bubble surrounds an enemy, briefly disabling their defenses). Magma Wall- Neither allies nor enemies can attack for 1 turn(8 energy).(A large wave of magma sprouts up and then cools between allies and enemies, allowing both sides to recover quickly). Earth Abilities(0 Skill Points(0/3 To Next Skill)) Lightning Strike- Deals 1.00(30) damage to an enemy.(A bolt of lightning strikes an enemy for moderate damage). Bolt- Deals 1.20(36) damage and stuns an enemy 1 turn(10 energy).(A bolt of lightning hits an enemy and stuns them briefly). Quake- Both allies and enemies in region have 70% accuracy for 3 turns(10 energy).(The ground shakes, causing both allies an enemies within the region to have lower accuracy for a duration of time). Wind Abilities(0 Skill Points(0/3 To Next Skill)) Wind Slash- Deals .90(27) damage to an enemy.(A gust of wind attacks an enemy for moderate damage). Gale Gust- Deals .80(24) damage, ignoring defenses(7 energy).(A gust of wind cuts into an enemy while breaching through defenses). Tornado Gust- Lowers an enemy’s accuracy to 50% for 3 turns(6 energy).(A gust of wind spins an enemy around, dropping accuracy temporarily). Equipment: Orb- Orb Of Elements Head- Body- Accessory- Accessory- Accessory- Accessory- 400 Gold Orb Of Elements(Equipped)- Allows the use of all magics without any advantages or disadvantages in any field Vine(x4)- Deal 1.20 damage to an enemy(must be close to enemy) Light Shield(x2)- Doubles defense for 5 turns in battles. Can be activated outside battles Minor Healing Potion(x2)- Recover 100 health Minor Energy Potion(x3)- Recover 50 energy Base Stats: Health: 30 Energy: 50 Attack: 10 Defense: 25 Resistance: 15 Agility: 20 -------------------- You start out in the capital of Ferlysson. You are in the center of the town. A thin stream of water surrounds the center of town, with trees that have sprouted from the streams. The insides of the trees are carved out and serve as houses, shops, or towers. You look around and notice a few shops and people around. You can: - Talk to some people - Check the shops - Patrol and defend against any attackers - Go to The Scorched Ruins - Go to The Snare Trap - Go to The Battlefield - Investigate The Flare |
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| | #3 |
| Senior Member Join Date: Sep 2001 Location: A generic place such as a house Gender: Posts: 3,860 Thanks: 514 Thanked 136 Times in 105 Posts | February, 1000: After a month of the invasions of the races, you finally set out to do whatever you can to help your people. The soldiers have set up a small base to the southwest of The Snare Trap, assumed to attempt to destroy The Snare Trap for a direct entrance to Ferlysson. To prevent this, you decide to investigate The Flare and find any ways to prevent their attack. You leave Ferlysson and head south through The Snare Trap. As you head towards The Flare, you notice a soldier walking across the perimeter of The Snare Trap looking to find a safe route in. You can: - Attack the soldier - Ignore the soldier and continue towards The Flare |
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