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| Member Join Date: May 1999 Location: Southern California Posts: 2,216 Thanks: 0 Thanked 0 Times in 0 Posts | <center> </center>...A land of fantasy...a land of beauty...this land is called Algrita... ...A land of constant war...a land of constant death...this land is called Algrita... ...A land with no king...a land with no law...this land is called Algrita... ...A land with many barons...a land with many forces...this land is called Algrita... ...A land in a myth...a land in a tale...this land is called Algrita... ...A land for you...a land for me...this land is called Algrita... <center> </center>Welcome to Algrita. Algrita is a country surrounded by mountains and bordered by the sea. It has no form of government, no kings, no laws or anything to keep it in order. Many try to conquer Algrita. These people are from many a place. Some are Barons that currently dwell in Algrita. Some are from Ieirembor, where the Elven folk of those isles come to Algrita in order to make peace. Some are from the rough mountainous lands of Telsheiryn, where warriors of all races come to Algrita in order to take it over. Some from the land of Aroind, where the Paladins come to Algrita in an attempt to purify the land. Some from the forests of Loaurimm, where the nomadic people of the forest come to Algrita to fight for their protection. Some from the wicked depths of Darpannen, where the evil creatures dwelling there simply come to Algrita to destroy everything. All of these people come and go to Algrita, because they are driven by one thing...cause... Their causes to fight all differ, and now you must choose which cause to fight for... <center> </center>The country of Algrita is just a single country in the land of Asmarand. I will provide a MAP that you can view, mainly to get a clearer picture of the land. (It's a bit hard to read, just save it and zoom in and look and such, you won't need it too much, at least not to get to pinpoint areas) You must choose 1 of the 6 main territories to be located in, and they are as follows (The numbers below indicate show a scale of what that nation or groups power is compared to the others. 0-3 is weak, 4-7 is average, and 8+ high): Population: The number of people the country has. Land: The size of the land that your country owns. Military: The strength of the military in terms of power, size, and the abiility to defend their country. Resources: The amount of natural resources your country has. Economy: Your country's money and basically how well they are doing. BARONS Population: 11 Land: 9 Military: 7 Resources: 15 Economy: 3 Info/History: The Barons live in Algrita. Consisting of many different barons, they each have their own territory. They aren't the friendlist of people, and often quarrel and fight with other baron territories. They consist mainly of humans and don't like other races. Goals: The Barons of Algrita are defending off other invaders, and at the same time, trying to establish a stable government and economy. Each head baron may or may not have their own personal goals, but that is unknown. IEIREMBOR Population: 8 Land: 6 Military: 9 Resources: 10 Economy: 9 Info/History: The people of Ieirembor live on the 5 Isles of Ierembor. They are mainly of the royal elven race, and can survive for aeons. They are friendly to others that enter, as long as it is a friendy visit. Their naval and ground power is one of the greatest in the entire land of Asmarand. Goals: The Ieiremborian people are peaceful, and wish to fight to end all fighting. They want to show the rest of the land how to live in peace and harmony with nature. TELSHEIRYN Population: 10 Land: 6 Military: 10 Resources: 3 Economy: 5 Info/History: Telsheiryn is a rugged mountainous area filled with creatures just a rough. They deplete their countries resources rather quickly and then turn to their next source. Consisting of mainly Orcs, Goblins, and other ugly bulky monsters, they rely on muscle power. They will seldom welcome other creatures (Dwarves and Gnomes more than others), and if they do, it is because that creature would be a great asset. Goals: The people of Telsheiryn are far worse than the barons as far as resources, economy, and table manners. They deplete their resources and and quickly, and then target other places. Algrita has an abundance of resources, so they have joined the war to win it over. AROIND Population: 7 Land: 7 Military: 6 Resources: 7 Economy: 8 Info/History: The people of Aroind live above Algrita. They are very noble and peaceful people, and fight for their cause, which is to spread their religion. Their main fighting force are the holy paladins. Goals: With all of the war and savage baron territories, the Aroindians have set out to purify all of the people in this war, and to help make peace. LOAURIMM Population: 8 Land: 5 Military: 7 Resources: 16 Economy: 8 Info/History: The people of Loaurimm Forest used to live an isolated life with a simple yet effective lifestyle. Recently, all of the fighting and tearing down of their forest has provoked them so much that they have gathered themselves in order to end it all. The people consist of the Forest Elves, Humans, Fairis, and other creatures. Goals: Since this war over Algrita has stirred up all of the wildlife and disturbed their forests and homes, the people of the forest have rallied together to fight to stop all fighting. DARPANNEN Population: 9 Land: 7 Military: 11 Resources: 2 Economy: 0 Info/History: Much like the Telsheiryn, the Darpannen country is a land filled with evil creatures. They pollute the land and make it unusable for others. They live in a mountainous/volcanic area. The land is dark around them, and they don't respect it at all. Many cuthroats and villainous creatures dwell here, including Sorcerers, Dark Elves, and even Humans. Goals: The people of Darpannen are far worse than even the people of Telsheiryn. They have virtually no economy or resources, and live to kill. <center> </center>In order to join, fill out this little sign-up chart. Name: Your name. Age: Make it up Sex: Male or Female. Race: You can be any race you want. A word of advise, try to stay around the same race as the country you join is consisted of. You could be a human and live with a race that doesn't like humans much, but your story may be a bit tougher. You can be a dragon, a demon, make up a new race, pretty much anything. Be creative. [img]tongue.gif[/img] Weapon: Bow, Sword, Lance, etc. Don't say specific things like "Ninja Swords" or "Tohenkishu Reverse Nanjas" Bio: A short bio, you don't truly need it, but chances are I'll like your character more and update more for you Country: Pick a card, any card. Oops, wrong...whatever, just choose a country (Split 1000 between the following 2) HP: Keeps you alive. MP: You need this to use magic and skills. (Split 500 between the following 5) Attack: Your physical attack. Defense: Your physical defense. M. Attack: Your magical attack. M. Defense: Your magical defense. Speed: Determines who goes first in a battle, may determine more things later down the road. Skills: You can have as many as you want. You won't gain them all right away. Just tell me its name and what it does. don't say actual numbers for damage, or duration. Overdrive: A powerful ultimate technique that you can only do once the gauge is filled up to 100%. <center> </center>Have fun. [img]tongue.gif[/img] [ August 23, 2003, 03:09 PM: Message edited by: Yasashi Yoake ] |
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| | #6 |
| Guest | I said you didn't make the land names. Because I'm positive you didn't draw that map. Name: Liaranfel Silverwing Age: 125 (about 20) Sex: Male Race: Forest Elf Weapon: Bow Bio: Liaranfel is more or less a run-of-the-mill forest elf. He loves the woods and nature, and will do anything to protect them. Since the barons of Algrita have invaded their land and began to destroy the forest, he has decided it is his duty to protect the forests of Loaurimm. HP: 700 MP: 300 Attack: 110 Defense: 90 M. Attack: 80 M. Defense: 100 Speed: 120 Skills: As many as I want? Heh. ATTACK Double Shot: Fires two shots per round. Shots may be at multiple targets. Compatible with other shot enhancers. Flaming Arrow: Infuses arrow with fire, raising damage. Freezing Arrow: Infuses arrow with ice, raising damage. Shocking Arrow: Infuses arrow with lightning, raising damage. Triple Shot: Fires three shots per round. Shots may be at multiple targets. Compatible with other shot enhancers. Gaia's Arrow: Infuses arrow with earth, raising damage. Zeus's Arrow: Infuses arrow with air, raising damage. Poseidon's Arrow: Infuses arrow with water, raising damage. Perfect Arrow: Doubles all damage of arrows from Liaranfel's quiver. Automatic. Arrow of Darkness: Infuses arrow with darkness, greatly raising damage. Arrow of Light: Infuses arrow with holy, greatly raising damage. Quadruple Shot: Fires four shots per round. Shots may be at multiple targets. Compatible with other shot enhancers. Perfect Bow: Doubles all damage from Liaranfel's bow. Automatic. Master of Archery: Doubles all damage with any bow or arrow. Automatic. DEFENSE/HEALING Forest's Breath: Heals a small amount of HP. Forest's Antidote: Heals poison. Forest's Shield: In melee, allows a defensive bonus as if Liaranfel was wielding a shield. Forest's Brace: Blocks a little damage each turn. Lasts 3-5 rounds. Forest's Touch: Heals a medium amount of HP. Forest's Purification: Heals all status effects. Forest's Fruits: Heals a small-medium amount of HP for all in the party. Forest's Guarding: Blocks a medium amount of damage each turn. Lasts 3-5 rounds. Forest's Gift: Heals a large amount of HP. Forest's Harvest: Heals a large amount of HP for all in the party. Forest's Barrier: Blocks a large amount of damage each turn. Lasts 3-5 rounds. Forest's Sacrifice: Heals all HP and status effects. STATUS Seek: Raises attack and accuracy. Listen: Raises defense and evade. Focus: Raises magical attack and magical defense. Rush: Raises speed and evade. Foresight: Raises attack and evade. Harden: Raises magical defense and defense. Adrenaline: Raises attack and speed. Crystal: Raises attack, accuracy and evade. Battlefield Veteran: Raises all stats. Battlefield Master: Greatly raises all stats. Battlefield Legend: Immensely raises all stats. Overdrive: Lord of the Bow: First, triples attack and magical attack stats, heals all HP and MP, then deals either immense damage or the potential damage of all of his attack moves combined. Prince Toad, the shroom-o-doom [ August 23, 2003, 06:33 PM: Message edited by: Prince Toad ] |
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| | #7 |
| Guest | Name: Shade Age: 18 Sex: Male Race: Half demon Weapon: Swords Bio: A young half demon from darpannen, he has been taught in the ways of the assassin. Now on his own, he'll take any job. Country: Darpannen (Split 1000 between the following 2) HP: 700 MP: 300 (Split 500 between the following 5) Attack: 150 Defense: 0 M. Attack: 125 M. Defense: 75 Speed: 150 Skills: (if it goes up by level, if possible could you make it go in order for each section. ---Demon skills--- Transform: Transforms into a huge demon. Costs mp every round. His demon skills cost nothing, but he can't maintain his demon form for long. Shade can use any ability he has in human form in his demon form. Shade's stats, except for mp are 300 higher in demon form. Shadow walk: A skill he inherited due to his demon nature, he can walk in the shadow dimension. While there shade is completely undetectable. He cannot be attacked, or attack. Costs mp/round. He can use this in either form. Shadow sense: While in demon form, nothing can be hidden from shade. He can use this in human form, but it costs him mp. Demon Fire: While in demon form, Shade can breath fire. This attack deals heavy damage and ignores m. defense. Dark aura: While in demon form, Shade emits a dark aura that lowers health every round. Demon Regeneration: while in demon form Shade has automatic regeneration ---- Normal skills Dark Knife: creates a knife out of energy which Shade can fight with or toss at the enemy. The knife can't be parried or countered, and enemy can't break, dispel or disarm it. Backstab: If hidden, physical attacks deal double damage. Shadow Strike: While shadow walking, shade can attack, but cannot be attacked. This is not an attack on its own, i have to use an actual attack or spell Shadow Dodge: When attacked, Shade shadow walks for a moment so the attack misses. Costs mp to use and basically ignores the attack. Deadly precision: For some extra mp any attack will automatically hit. It penetrates barriers too. Slit throat: If successful, enemy dies in 3 rounds Dark barrier: Surrounds both shade and the enemy in a barrier. Shade's lowers damage by 1/2, and gives regeneration. Shade's opponent's raises damage and gives a poison which can't be healed by any way besides getting rid of the barrier. Barrier destructions only effect either shade or the opponent. It's the caster's choice. Blood drain: Can drain life with a physical attack and gives it to shade Eternal darkness: covers the area in darkness. Enemy can't see, holy skills don't work at all. Enemy can't use healing magic. Spirit drain: Can drain mp with a physical attack and gives it to Shade Warp: Wars out of opponent's view. Power drain: Drains energy stored up for an overdrive and gives it to shade Shadow Blast: Blasts the enemy with dark magic for heavy damage. Deals double damage against enemies of holy/light types. Has a low chance of autokill Life Slash: Enemy loses 1/2 of max health. Dragon of darkness: Summons a dragon, with the same stats as Shade's demon form. The dragon can attack (it gets three attacks per round, claw, claw bite), fly, tail slam (one attack that is 10% stronger than a single attack, and has a very high chance of stun for one round) or use its breath weapon, which deals heavy dark damage, and has a low chance of autokill. Overdrive: Assassinate: If successful, enemy is killed. If it fails, enemy is reduced to 1/4 max hp without overdrive going up from that damage, and poisoned. |
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| | #8 |
| Join Date: Jul 2000 Location: NY,USA Gender: Posts: 5,025 Thanks: 1 Thanked 26 Times in 24 Posts | This should be fun. ^_^ Name:Edan Age: 20 Sex: ??? or Male. Race: Fire Elemental. Weapon: None. Bio: Lives to burn and destroy everything to the ground. He was originally summoned by a mage. Country: Loaurimm. HP: 1000 MP: 0 Attack:0. Defense:120. M. Attack:150. M. Defense:120. Speed:110. Skill Fire Aura: Everything he touches is set on fire. When touching a source of fuel for fire heals HP. Takes extra damage from water. Overdrive: Full Flame: Heals All HP and Shoots Intense Flames in all directions within 20 feet. |
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| | #9 |
| Guest | Name: Kigai Kuro Age: 1734 Sex: Male Race: Vampire drake (half vampire/half dragon) Weapon: dual swords Bio: His father was a vampire, he seduced his mother who was in a humanoid form, and Kigai was born. He didn't always live in Darpannen, he was actually born in the Loaurimm Forest. His mother died shortly after Kigai's birth, from an unknown disease. Kigainever knew his father, he had left once Kigai's mother died, and was said to have run away to Darpannen. Kigai was raised by a few of the mid-wifes from the village, and once he had become of age he sent off to find and kill his father. His thirst for revenge was satisfied after years of searching and finally dispencing of his father. He has since wandered about the continent randomly killing those who crossed his path. Country: Darpannen HP: 550 MP: 450 Attack: 200 Defense: 100 M. Attack: 50 M. Defense: 100 Speed: 50 Skills: - Heal1: heals small amount HP - Heal2: heals medium amount HP - Heal3: heals large amount HP - Full Heal: fully heals HP - Cure: Heals all status effects - Drain1: Kigai sucks the blood of his opponent, draining a small portion of thier health and replenishing his. - Drain2: Kigai sucks the blood of his opponent, draining a medium portion of thier health and replenishing his. - Drain3: Kigai sucks the blood of his opponent, draining a large portion of thier health and replenishing his. - Full Drain: Kigai sucks the blood of his opponent, draining thier health and replenishing all of his. - Soul Drain1: this steals a small amount of MP from the enemy replenishing Kigai's MP - Soul Drain2: this steals a medium amount of MP from the enemy replenishing Kigai's MP - Soul Drain3: this steals a large amount of MP from the enemy replenishing Kigai's MP - Soulless: this steal all of the MP from the enemy replenishing Kigai's MP - Shield1: creates a barrier around Kigai for a certain amount of time, increasing his defense by a small amount - Shield2: creates a barrier around Kigai for a certain amount of time, increasing his defense by a medium amount - Shield3: creates a barrier around Kigai for a certain amount of time, increasing his defense by a large amount - Fly: This allows Kigai to fly for a certain amount of time, making him untouchable by melee attacks, and reducing accuracy with ranged attacks - Parry1: This increases Kigai's chance to parry an attack by a small amount - Parry2: This increases Kigai's chance to parry an attack by a medium amount - Parry3: This increases Kigai's chance to parry an attack by a large amount - Counter1: This increases Kigai's chance to counter an attack by a small amount - Counter2: This increases Kigai's chance to counter an attack by a medium amount - Counter3: This increases Kigai's chance to counter an attack by a large amount - Call to Arms: This increases the entire unit's defense by a small amount - Brotherhood: This increases the entire unit's defense by a medium amount - Morale: This increases the entire unit's defense by a large amount - First Aid: this heals a small amount of health for the entire unit - Medic: This heals a medium amount of health for the entire unit - G-Unit: This heals a lare amount of health for the entire unit - Pheonix Down: This fully heals the entire unit - Destruction Aura: This causes lasting damage to all enemies from the next attack - Shurekin: Kigai throws a Shurekin(ninja star) - Toasty: Kigai's swords burst into flames and gives a chance for more damage and to burn his opponent - Scissor: this allows Kigai to temporarily disable the opponents weapon by cutting thier limb - Dream Walker: Kigai tears open a gate into the dream world, and enters, making him untouchable and he is able to attack his opponents mind, removing thier defense. - A Fire Inside: This increases Kigai's stats by a small amount for a certain period of time - The Fire Grows: This increases Kigai's stats by a medium amount for a certain period of time - Inferno: This greatly increases Kigai's stats for a cetain period of time - Transformation: Kigai turns into a gigantic dragon, turning him into a killing machine(greatly increase all stats), and bringing new life to(fully heal) him. Overdrive: Heartless: Kigai plunges his hand into the enemies chest, grasps thier heart, rips it from thier chest and consumes it. [ August 23, 2003, 09:51 PM: Message edited by: superunknown ] |
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| | #10 |
| Guest | Name: Arbmu Age: 26 Sex: Male Race: Silmon. Pretty much half-elves who took up sailing. Are extremely quick with their hands, but for some reason have a distaste for shields. Weapon: Sword Bio: Father was almost legendary captian of a military vessel. Arbmu lacks the charisma for such a job, and has always felt out of place. Has left home to do something other than splutter in front of nobility. Country: Ieirembor Stats HP: 650 MP: 350 Attack: 140 Defense: 120 M Attack: 60 M Defense: 70 Speed: 110 Skills Support: Sea Shanty: Arbmu sings a naval song and increases all allies attack and defense by a small amount Sailor's Song: Arbmu sings a song and increases all allies attaack, defense, and speed. Tale of the Waves: Arbmu recites a legendary epic of a courageous captain. All allies recieve fairly high bonuses to all stats. Gentle Breeze: One character is healed slightly, and all allies recieve miniscule healing. Tradewinds: One character recieves a good amount of healing, and all allies recieve a small amount of healing too. Winds of Change: Arbmu can convert hp to mp or his mp to hp for himself or others (costs a bit more for others). All Hands on Deck!: Arbmu recieves fairly small stat boosts to all stats for a long time. Wave Shield: All damage taken is reduced. Storm Shield: All damage taken is greatly reduced 2X: Arbmu makes himself two times as fast as usual. He gets twice the attacks as usual. All spells cost more. 4X: Same as above except four times as fast. Attack Wrathful Winds: Summons slightly damaging winds, that have a chance of immobilizing an enemy for 1 turn. Silent Sea: Selected enemy can't cast any type of spells. High Waves: One enemy takes damage that is ignores M. Def. Stormy Weather: All enemies take heavy damage. Typhoon: All enemies take incredible amount of damage. Anybody who lives through this cannot take their next turn. After casting this, Arbmu cannot cast any spells for some amount of time. Poseidon's Wrath: Arbmu summons Poseidon to do battle for a short time. Poseidon has incredible stats. After casting this Arbmu may not cast any spells for the entire battle. Also, Arbmu gives up his next turn. Overdrive: Leviathan. Arbmu is completely healed (hp, mp, and status effects) and summons Leviathan. Leviathan does incredible damage. If the battle still does not end, Leviathan stays as an ally for a short time. [ August 24, 2003, 08:27 PM: Message edited by: Lord Umbra: My Life As A Spy Fan ] |
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| | #11 |
| Member Join Date: May 1999 Location: Southern California Posts: 2,216 Thanks: 0 Thanked 0 Times in 0 Posts | I'm not allowed on the PC except for the weekends. This should end by next week, that's the only reason why I haven't updated. All of your characters looks wonderful though. If I can, I'll post a lobby and get your characters started tonight. |
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| | #12 |
| Guest | Name:Joash Ter Yasta Age: 396 Sex: Male Race:A strange mix between a Dwarf and a Human Weapon:Swords,Axes, Prayer Bio:Long ago, the Arionds came across a new type of science, hailed among all. The Fusion. Untested, the Ariond scientests needed to find if they could use this to increase the population and army. However, the tests did not work on animals, and noone wanted to apply for testing. They decided to take the the baddest, meanest inmate they found in Ariond. Joash Yasta, convicted for 30 murders, 1 kidnapping, 15 robberies, 1 count of loitering and jaywalking, 20 counts of disturbing the peace, 10 counts of manslaughter, and 5 counts of veichcal brutality. They wanted to see if the fusion could work using Dwarf blood. It worked, but, unfortonaly, it's permanent. He learned how to deal with this change, was in extenive psciatric and pycological care, and leaned how to use the Dwarf weapon of choice, the axe. Add 10 more counts of murder, and 6 more counts of manslaughter. After the government wathed him, they came to one thing. "We need this man in the army." And that's how it went from there. Country:Aroind (Split 1000 between the following 2) HP:500/500 MP:500/500 (Split 500 between the following 5) Attack: 110/110 Defense: 100/100 M. Attack: 100/100 M. Defense: 90/90 Speed: 100/100 Skills: With Sword; X Slash:Self Explanatory. Spin slash:Spins repeatedly,Until you can only see a line of him, then reaches tword opponant while spinning. Sword Shot: With a swift slash of the sword, a blue energy line comes from it. Sword Uppercut:Again, Self explanatory. Get SWOWD: Upgrade Sword By 2x. Jump Slash: Ya kno' what? I'm not even gonna say it. With axe; Axe Slash:.... Lumberin':Attacks at side of opponants waist for 2 turns. Axeuriken: Throws Axe at opponant. Jump Slash Sigh)Mole Skills, Yo?: Digs under opponant, pulls opponant under, slices him up, then pops him back up, and comes back up. With Prayer; Heal Blink....Blink..)Poison:Uhhh....Yeah... God's Fury: Allow to attack twice, but cannot use Overdrive Skill or any prayer skills. Can only be used once. Overdrive:The Manslayer Slaughtering Rage: Upgades Sword to SWOWD, Attacks with both axe and sword at lighting speed, knocks opponant down, slash opponant at lighting speed with both weapons, Picks up opponant by neck, Slashs at his/her Stomach, slams dow to goung, lightning coming down and stikes opponant, an runs over opponant with 18 Wheeler, throwing and SWOWD Dow at opponant, then grabs weapons, and jumps back to side. |
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| | #13 |
| Guest | Name: Quale Avalon Age: 16 Sex: Male Race: Half Human/Half Elf Weapon: Whip Bio: Wanderer is the best way to describe Quale with one word. Born to a human father and elven mother, he has always been curious about both societies, and many of the other races of the world. Though he lives wherever his travels may bring him, Ieirembor is his one true home, sticking with nature as most elves would. He has been brought to battle because his home is in jeopardy, and to pursue his dream of a world without war. Country: Ieirembor HP: 650 MP: 350 Attack: 95 Defense: 90 M. Attack: 105 M. Defense: 100 Speed: 110 Skills: Attack- Duo Strike- attacks twice with his whip (can be used with other weapon enhancers) Whiplash- a stronger physical attack (only slightly stronger than normal) with a chance to paralyze the opponent (can be used with other weapon enhancers) Venom Strike- a physical attack that has a high chance of poisoning the enemy (random poison level, from very low HP loss to lots of HP loss) Sting- a physical attack that ignores defense Shatter- can either break any barrier on the enemy or, if no barrier is in effect, break a random piece of equipment Vital Strike- a physical attack that drains HP from the opponent Mystic Strike- a physical attack that drains MP from the opponent Dancing Whip- does 3 random strikes to any opponents in battle for normal damage each (can be used with other weapon enhancers) Disarming Whip- does slight physical damage and has a high chance of disarming the enemy of its weapon for a few turns Whirl Whiplash- attacks all enemies for normal damage (can be used with other weapon enhancers) Blazing Whip- whip is enchanted with fire, slightly increasing damage and giving a chance to burn (like poison, except attack goes down as well) Blizzard Whip- whip is enchanted with ice, slightly increasing damage and giving a chance to freeze (a few turns of not being able to do anything, takes more damage but lasts shorter when attacked with fire while frozen) Thunder Whip- whip is enchanted with lightning, slightly increasing damage and giving a chance to paralyze Windslash Whip- whip is enchanted with wind, moderately increasing damage and giving a chance to confuse the enemy Earthquake Whip- whip is enchanted with earth, moderately increasing damage and giving a chance to reduce all enemies’ stats slightly Aqua Whip- whip is enchanted with water, moderately increasing damage and giving a chance to reduce enemy’s speed and evade greatly Heaven’s Whip- whip is enchanted with holiness, greatly increasing damage and giving a chance to silence, blind, and stun the enemy. Demon’s Whip- whip is enchanted with darkness, greatly increasing damage and giving a chance to burn, freeze, and confuse the enemy. Rainbow Whip- whip is enchanted with all the elements, immensely increasing damage and having a chance to do any or all of the elemental whip effects Parry- (automatic) increases evade by a little and when an attack is evaded, does a fraction of the amount of damage that would’ve been taken to the opponent Counter- (automatic) has a good chance of physically attacking after taking damage (except from an effect like poison) (can be used with other weapon enhancers) Hamedo- (automatic) has a moderate chance of physically attacking before an opponent’s physical attack and has a small chance of negating the enemy’s attack altogether (can be used with other weapon enhancers) Falling Star- 1-3 stars fall upon random enemies for moderate non-elemental damage Wind Tunnel- whip is spun around at a speed so incredible that it causes a mini tornado to suck in an enemy. That enemy either dies right there, or is paralyzed for two turns at an automatic critical condition Desperation Strike- depending on the HP, a different amount of attacks are done (lower HP=more attacks) (can be used with other weapon enhancers) Blessed Seed- a seed is thrown on the ground, and for every turn for # turns, a random effect is done: 1-HP is drained from one enemy and shared among the party 2-MP is drained from one enemy and shared among the party 3-the party is protected by a barrier that helps defend against physical and magical attacks for # turns 4- all enemies can’t do physical attacks for # turns 5- all enemies can’t use spells for # turns 6- all enemies can’t use items for # turns 7- one enemy has an HP drop ( ½, ¼, or down to 1) 8- Quale’s HP goes down to 1 Healing/Support- Pure Water- heals a little HP Healing Aura- heals a medium amount of HP Restoring Ivy- heals a large amount of HP Nature’s Gift- heals all HP Healing Winds- heals a little HP to the party Stream of Recovery- heals a medium amount of HP to the party Nature’s Blessing- heals a large amount oh HP to the party Nature’s Bounty- heals a medium amount of HP and MP Fresh Breeze- restores a little HP each turn for # turns Gale of Hope- restores a little HP for all allies each turn for # turns Water of Life- revives a fallen ally with half HP Nature’s Light- revives a fallen ally with full HP Divine Light- if killed, is revived with half HP Nature’s Protection- if killed, is revived with full HP Stone Shield- increases defense against physical attacks Star Shield- increases defense against magical attacks Nature’s Shield- increases defense against both physical and magical attacks Rainbow Barrier- absorbs all elemental attacks on the party and raises damage of elemental attacks from the party Purify- heals any status effect Nature’s Veil- protects party from any status effect for # turns and dispels any current status effect on the party Time Rush- increases speed and has a chance of allowing twice the amount of attacks if gap between enemy’s speed and ally's speed is great enough Time Lag- lowers one enemies speed and has a chance of allowing twice the amount of attacks if gap between enemy’s speed and ally's speed is great enough Strengthen- increases attack Fortify- increases defense Sage’s Knowledge- increases magic attack Mystic Endurance- increases magic defense Eagle Eye- increases accuracy Smoke Screen- increases evade Energy Rush- increases attack and speed and nullifies any spells attempting to stun or paralyze Clear Vision- increases accuracy and evade and increases chance to critical hit Defender- increases defense and magic defense and has a small chance to block all incoming damage each turn Mana Boost- increases magic attack and magic defense and has a chance to strengthen a spell’s damage each time one is used Starlight Shine- increases all stats slightly Moonlight Shine- increases all stats moderately Nature’s Shine- increases all stats greatly Overdrive: Nature’s True Power- heals HP and MP of all party, rids the party of any status effects, and does intense damage to all enemies with that amount of damage repeated each turn to the enemies for # turns BTW, these spells aren't in the order that I want to learn them, just in the order I thought them up. |
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| | #16 |
| Member Join Date: May 1999 Location: Southern California Posts: 2,216 Thanks: 0 Thanked 0 Times in 0 Posts | I'm not allowed on the PC except for weekends. This computer just got reformatted yesterday. I am sneaking on right now, but I can't stay on long enough to update this. I was busy the last 2 weekends, this weekend (and friday) should be a slow weekend for me, so I'll try to update. |
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| | #17 |
| 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 | well, considering the fact that this form is sorta... umm... DEAD, you won't have to worry bout much [img]graemlins/pikasmd.gif[/img] [img]graemlins/shoot2.gif[/img] [img]graemlins/shoot.gif[/img] [img]graemlins/shoot4.gif[/img] [img]graemlins/shoot3.gif[/img] ^ People who killed us and the forum |
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| | #20 |
| Member Join Date: May 1999 Location: Southern California Posts: 2,216 Thanks: 0 Thanked 0 Times in 0 Posts | I haven't. I just haven't had time. I wanted to start it again now that everything is dead and all, but I have a huge school project due in 5 days. I may work on it if I feel like it sometime soon. |
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