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| DarkValkyr |
Posted: Jun 21 2007, 03:38 PM
|
![]() Fallen Angel ![]() Group: Veteran Posts: 2,296 Member No.: 177 Joined: 4-April 05 |
I've removed all my previous weapon and ability creations and are making new ones.
Raver Badge Type: Badge Weight: Negligible Attributes: Maintenance (Can't steal/disarm/break) Wielder: Garyuu Fangloup Appearance: Regular badge pinned on Fangloup's clothes, doesn't take any of his 6 badge choices. Black badge with a white skeleton symbol on it, with a cross beneath. Abilities: -SOS Boost: Increases stats of Fangloup and his Partner for their next attack. -Resist Sound (P): Resist Sound-based moves Save the Friend Type: Dagger Weight: 1 Kg Attributes: Maintenance, Speed-based damage, Ranged or Melee attack Wielder: Cochran Kline Appearance: Medium-sized Jambiya made of gold, decorated with a darksteel blade. Abilities: -Parry Up (P): Increase chance to parry attacks. -Formless Critical (P): Critical hits using Fight or Dagger Toss command ignores armor. Riviera Type: Tome Weight: 4 Kg Attributes: Maintenance, Power-based damage, Ranged attack Wielder: Seth'eus Appearance: Large blue book, covered in golden runes with old yellowed pages with a strange cyan glow. Abilities: -Re-rise: Repair an ally's equipment and allows them to equip it. Requires one Runic Charge. -Synthesize: Synthesize an item for use. Requires two Runic Charges. White Lightning Type: Saber Weight: 4 Kg Attributes: Maintenance, Holy damage Wielder: Cliff Matthiews Appearance: A whitesteel sword shining brilliantly white. Abilities: -Holyra: Deals moderate holy damage over an area. -White Wave: Usable with Blue Thunder, recovers HP of allies in a short line, including self. If SP is over 50%, then length of line increases. If below, it recovers poison, blind and silence. Blue Thunder Type: Saber Weight: 4 Kg Attributes: Maintenence, Thunder damage Wielder: Cliff Matthiews Appearance: A bluesteel sword, glowing bright blue. Abilities: -Thundara: Deals moderate thunder damage over an area. -Blue Wave: Usable with White Lightning, deals thunder and holy damage to enemies in a line. If SP is over 50%, accuracy increases. If SP is below 50%, damage increases. -------------------- |
| DarkValkyr |
Posted: Jun 21 2007, 03:49 PM
|
![]() Fallen Angel ![]() Group: Veteran Posts: 2,296 Member No.: 177 Joined: 4-April 05 |
Monsters:
Tiny Mandragora Race: Mandragora HP: Low ATK: Medium DEF: Medium POW: Low RES: Low EVA: High Physical Description: A cute looking monster which resembles an onion on legs and arms. It's head is bigger than it's body, so it uses it's head to attack. Abilities: -Head Butt: Obvious... Stuns enemy. -Wild Oats: Decreases enemies Defense by pouring wild grass over the enemy. -Scream: Decreases enemy Resistance by screaming. Is an area attack. -Poison Grass: Releases sharp blades of grass to attack enemy. Other Notes: Seen in grasslands. ================================================ Mandragora Race: Mandragora HP: High ATK: High DEF: Medium POW: Low RES: Low EVA: High Physical Description: see tiny mandragora, only bigger. The parents of the babies are much stronger than the younger ones. Abilities: -Everything a Tiny Mandragora has. -Photosynthesis: Gives Regen to self. -Counter(Passive) -Double Attack(Passive) -Dream Flower: Inflicts sleep on all nearby opponents. Other notes: Seen in the more dangerous parts (with harder monsters) to search for items dropped by travellers. ================================================ Race: Yagudo Description: Yagudo's are a race of bird-like-humans, they are covered in black feathers, and are usually aggresive. After the Crystal War, Windurst has made a pact with them for peace, by offering them food and drink every once in a while. Yagudo has a large variety of jobs, making them a threat in groups. The magicians wear ceremonial beak masks on their beak. The leader of the magicians most of the time wear special Headdresses. Yagudo Initiate HP: Above Average MP: Low ATK: High DEF: Medium POW: Low RES: Medium SPD: High EVA: Above Average Abilities: -Passive: Double attack: Attacks twice with claws. -Feather Storm: Attacks enemy using feathers. may Blind enemy. -Flying Kick: Jumps in the air and release a volley of kicks. -Leg Sweep: Does an area attack that hurts enemies, and may stun them. Other notes: a Monk who attacks with his bare hands/claws. Yagudo Acolyte Job: White Mage HP: Medium MP: High ATK: Low DEF:Medium POW: Above Average RES: High SPD: High EVA: Above Average Abilities: -Feather Storm: Attacks enemy using feathers. may Blind enemy. Spells: -Dia: Does low damage an opponent with holy element. Causes damage-over time. -Banish: Damage an opponent with pure holy element. Medium damage. -Cure: Heals low amount of HP. -Paralyze: Paralyzes an enemy, may prevent him from doing anything (60% chance), lasts 3 turns. Other notes: Attacks with a Club. Wears a beak ornament. Paralyze is dangerous, get rid of it quickly before it annoys you. Always seen with other Yagudo. Yagudo Scribe Job: Black Mage HP: Low MP: Very High ATK: Very Low DEF: Below Average POW: High RES: High SPD High EVA: Above Average Abilities: -Feather Storm: Attacks enemy using feathers. may Blind enemy. Spells: -Poison: Poisons an enemy. -Stone: Does low earth elemental damage. -Blind: Blinds an enemy. -Water: Does low water elemental damage. Other notes: Attacks with a Staff. Wears Beak ornament. Almost always seen with other Yagudo. Yagudo Mendicant Job: Summoner (Stats and abilities are same like Yagudo Scribe) Spells: -Fire Elemental : Summons a Fire Elemental as a battle companion, and does Fire Damage on enemies. -Air Elemental : Summons a Wind Elemental as a Battle Companion, and does Wind Damage on enemies. -Earth Elemental: Summons an Earth Elemental as a battle companion. Does Earth Damage on enemies. Other Notes: Attacks with a club, wears beak ornament. Almost always seen with other Yagudo. Almost always prepared with an Elemental buddy. Yagudo Persecutor Job: Samurai HP: Above Average MP: Low ATK: Very High DEF: Medium POW: Low RES: High SPD: Above Average EVA: High Abilities: -Feather Storm: Attacks enemy using feathers. may Blind enemy. -Flying Kick: Jumps in the air and release a volley of kicks. -Leg Sweep: Does an area attack that hurts enemies, and may stun them. -Third Eye: Anticipate and avoid the next attack. Other Notes: Attacks with Great Katana. Yagudo Piper Job: Bard HP: Medium MP: Medium ATK: Medium DEF: Medium POW: Medium RES: High SPD: High EVA: High Abilities: -Feather Storm: Attacks enemy using feathers. may Blind enemy. -Flying Kick: Jumps in the air and release a volley of kicks. -Leg Sweep: Does an area attack that hurts enemies, and may stun them. Spells: -Foe Requiem: Gives damage over time to all opponents. Similar to poison, but uncurable by a spell, until song stops playing. -Valor Minuet: Gives all allies Attack Bonus. -Knight's Minne: Gives all allies Defense Bonus. -Army's Paeon: Gives healing over time to all allies. Similar to Regen, but cannot be dispelled by a spell, until song stops playing. Other notes: Attacks with a sword, always found with other Yagudo ================================================ Race Name: Moblin (Should be goblin but seeing as we already have that....) Race Discriptor: Moblins are great evolutions of Goblins, because Moblins are very sophisticated and have built many machines, and even live underground in their own city, Movalpolos. The Moblins love to travel Vana Diel, so they sent out many Moblins aboveground to explore. Unlike other Beastmen like the Yagudo, most Moblins who just plainly love to explore do not attack other people, but over the time, Moblins on aboveground forgot that rule... Moblins are divided into two groups on aboveground: Armored Moblins and Traveller Moblins. Moblins all attack on sight most of the time. [Armor Moblins]: These Moblins wear heavy armor, and carry very little as they are more into battle and protecting the Traveller Moblins. Name: Moblin Tinkerer HP: High MP: Medium ATK: Medium DEF: Medium POW: Medium RES: Medium SPD: Medium EVA: Medium Abilities: -Bomb Toss: Throws a bomb at enemies to create heavy damage, but may backfire and blow self up (instant self KO) although it still hurts units around him, but damage for self explosion varies depending on Moblin's HP. -Moblin Rush: Performs a 3 hit attack with weapon that knocks back enemy. Magic: -Bio: Poison and damages enemy. -Aero: Weak Wind Elemental spell. -Water: Weak Water Elemental Spell. -Drain: Drains enemy HP. Other Notes: Talk about average stats...Uses Sword as weapon. Seen with other Moblins. Moblin Butcher HP: High MP: Low ATK: High DEF: High POW: Low RES: Low SPD: Medium EVA: Low Abilities: -Same as Moblin Tinkerer -Enrage: Taunts an enemy to force them to attack you. Magic: -None Other notes: Attacks using axe, determined to protect others. [Moblin Travellers]: These Moblins wear lighter armor but have giant bags, containing anything they have found on their journey. Moblin Thug HP: Medium MP: Low ATK: Medium DEF: Low POW: Low RES: Low SPD: High EVA: High Abilities: -Same as Moblin Tinkerer Magic: -None Other Notes: Attacks using a Knife. Does his work most of the time with other Thugs, or alone. Moblin Weaver HP: Medium MP: Medium ATK: Low DEF: Low POW: Medium RES: Medium SPD: Medium EVA: Medium Abilities: -Same as Moblin Tinkerer Magic: -Dia: Does low damage an opponent with holy element. Causes damage-over time. -Banish: Damage an opponent with pure holy element. Medium damage. -Cure: Heals low amount of HP. -Paralyze: Paralyzes an enemy, may prevent him from doing anything (60% chance), lasts 3 turns. -Double Cast: uses 2 spells at once. Other Notes: Attacks using Knife. Moblin Ambusher HP: Medium MP: Low ATK: High DEF: Low POW: Low RES: Low SPD: High EVA: Medium Abilities: -Bomb Toss: Throws a bomb at enemies to create heavy damage, but may backfire and blow self up (instant self KO) although it still hurts units around him, but damage for self explosion varies depending on Moblin's HP. -Moblin Rush: Performs a 3 hit attack with weapon that knocks back enemy. -Sonic Boom: Creates a sonic explosion over an area. Other Notes: Attacks using a Crossbow, seen with other Moblins most of the time. Moblin Gambler HP: Low MP: High ATK: Low DEF: Low POW: High RES: High SPD: Medium EVA: Medium Abilities: -None Magic: -Blaze Spikes: Creates a wall of flame around self. Enemies who attack you get attacked by fire for low damage in return. -Fire: Attacks enemy for fire based damage. -Drain: Drains enemy's HP -Aspir: Drains enemy's MP -Stonera: Attacks enemies for earth based damage. -Blind: Blinds an enemy. -Poisonga: Poisons enemies over an area. -Bind: Halt's an enemies movement, causing Don't Move status. Other Notes: Attacks with a staff, seen with other Moblins all the time, almost always has Blaze Spikes ready before battle. Moblin Leecher HP: Low MP: High ATK: Low DEF: Low POW: Medium RES: High SPD: Medium EVA: Medium Abilities: -none. Magic: -Cure: Heals low amount of HP. -Paralyze: Paralyzes an enemy, may prevent him from doing anything (60% chance), lasts 3 turns. -Diara: Attacks enemies over an area for medium light damage, causes damage over time. -Banisra: Attacks enemies with pure holy elemental damage, causes medium damage to enemies over a wide area. -Blink: Creates 3 shadows over self, Shadows will take physical damage for the caster, but they dissapear when attacked, however, Shadows dissapear when the enemy attacks with magic, or area attacks. Other Notes: Found with other Moblins always, almost always has blink ready when about to fight, uses Clubs as weapon. ================================================ Antica Species A race that resemebles powerful ant warriors on two legs. They hide in ancient civilizations after killing and making the previous inhabitants extinct. Found in dessert ruins, not to be trifled with. Attacks all who enter their domain. Detects by sound. Anticans are weak to wind, strong against earth and darkness. Antican Decurio HP: High MP: Medium ATK: Medium DEF: Very High POW: Low RES: Medium SPD: Slow EVA: Low MOV: Short JMP: Short Notes: Is a paladin antican. Quite slow with all it's heavy gear. Take advantage of this and kill it in one turn to prevent it from healing. Abilities: -Holy Blade: Holy slash does medium holy damage. -Blitz: Accurate, though weaker attack. -Saint Cross: Deals holy damage to nearby units. -Shield Bash: Knocks unit back and stuns them. -Feeler: Improves accuracy of self. -Cura: Moderate healing spell. -Barrier: Casts protect and shell. -Signal Decurio: Unleash a powerful combo with other Paladin Anticans. Antican Auxillarius HP: Very High MP: Very low ATK: Very High DEF: Medium POW: Very low RES: Low SPD: Medium EVA: Medium MOV: Medium JMP: Medium Notes: Is a warrior antican. Attacks quick and suddenly, then goes back into the defensive. Kill this antican first if you find diffrent varieties, this one can butcher a party apart given an oppurtunity. Abilities: -Beatdown: Inacurate, but deadly attack. -Blitzkreig: Unleashes several slashes followed by a finishing strike, then backslides away. Deals incredible damage -Sandstorm Slash: Spin-slashes around self constantly, and if standing on sand, will cause blindness. -Stone Sculpture: Long range attack where Antican sweeps sword on floor foward, and unleashes debris onto target. Deals damage if not rock or sand. If floor is rock or sand, will petrify target. -Crunch: Bites target with huge jaws. Extreme damage. -Hellbinder: If standing next to KO'd unit, Antican can charge for one turn to hellbind the unit. -Signal Auxilarius: Unleash a strong combo with all Warrior anticans. Antican Essedarius HP: Medium MP: Very Low ATK: High DEF: Low POW: Low RES: High SPD: Very Fast EVA: High MOV: Very Far JMP: High Notes: A Ranger antican, it uses longbows. It attacks from a very long distance, and can run away well. A good stratergy when fighting is to leave these guys last, due to their high evasion. Merely immobilize, disable, addle, sleep or blind to make mincemeat out of them. Abilities: -Double Strafe: Shoots an enemy twice. -Double Bow: Transforms bow into 2 crossbows, fires a very wide long ranged attack in front of it, then it turns back into the longbow. -Ballista: Fires a large magical arrow that has a medium width range, it knocks enemies back and it doesn't stop when it hits an opponent, so one might be hit more than once with it. -Heart Stopper: An attack that can instantly KO a target along with dealing medium damage. -Hibernate: Sleeps for one turn to cure status effects. -Trackshot: Super long ranged attack, is sure to hit it's target even so. Super high accuracy, but attack is only 1/10'th. -Signal Essedarius: A long ranged combo with other Ranger anticans. Antican Faber HP: Low MP: Very High ATK: Low DEF: Very Low POW: Very high RES: Very High SPD: Fast EVA: Medium MOV: Far JMP: Very High Notes: A black mage Antican. Should be killed after the warriors. Attack with high accuracy attacks. Kill immidiately if it charges for an ancient spell. Abilities: -Stonega: A very high damaging earth attack. -Shadaga: A very high damaging dark attack. -Break: Petrify an enemy. -Sleepga: Sleeps enemies over an area. -Quake: Ancient magic deals supreme earth damage to a target.. Requires 1 turn charge. -Death: Instant KO to an enemy. -Curse: Ancient magic halves all stats of a target, including Max HP and MP. Requires 1 turn charge. ================================================ Name: Galkan Spirit Sometimes, Galka that were killed mercilessly by the Antica begin to wander in revenge. Some even stalk the outside world, and murder people. It is very rare to find one, but if found, it is best to be left alone. If aggravated, many parties can be decimated. In the deeper parts of Kuftal, many Galka were lined up to be slain when the Antica had taken over the entire domain. These Galka carry the largest anger, and now are rampant in such a large group that the Antica had to seal it off. HP: Extremely High MP: Very Low ATK: Extremely High DEF: Extremely High INT: Medium RES: Infinitely High SPD: Medium MOV: Some flying, some teleporting, some on foot. Medium speed. JMP: Very Low, but are good climbers. Notes: They use a very wide variety of weapons. Abilities: -(Passive)Master Slash: All attacks have long range and wide range. Accuracy varies on distance. -(Passive)Warcry of the Galka: Occasionally shotus a warcry that causes enemies to run in fear at a medium chance, and 100% removes 3 status enhancements. -(Passive)Spiritual Tear: During attacks, there is a chance to release an enemy from its body, sending his spirit out into the battle. In this form, the enemy will evade all magic damage, but take more damage from spiritual attacks. When the enemy spirit is KO'd, then the enemy's spirit returns to its body and becomes hellbinded. Otherwise, in three turns, the enemy's spirit returns into his body and becomes KO'd only. -Lifesprinkler: A powerful five hit attack that steals a massive amount of HP and distributes it to all allies. ================================================ Renau Knight The spirit of the great knight which slew countless in duels alone has been born in the dark realm, awaken with sorrow and revenge (oh so cliche) of his hidden past. HP: Extremely High MP: Extremely High ATK: High DEF: High INT: High RES: High SPD: High EVA: High ACC: High MOV: Far JMP: High Abilities: A-Ability: Renau Sorcery Stun: Has a medium chance of causing an enemy to be paralyzed. The paralysis may cause an enemy to lose his turn. Lasts 4 turns. (i.e pokemon) Blink: Improves evasion of the caster by a moderate amount for 3 turns. Phalanx: Recover 10% HP after every hit if attack damage is over 10%. Otherwise, damage is nullified. Lasts 3 turns. Stoneskin: On the first turn after casting, caster will be granted Expert Guard status. For the next two turns afterwards, caster will ignore all damage below 20%, unless in that particular turn the caster is hit more than twice. Lasts 3 turns, as described above. Regen: Recover 10% HP every turn. Lasts 3 turns. Refresh: Recover 10% MP every turn. Lasts 3 turns. Blind: Blinds an enemy. Lasts 5 turns. Poison II: Enemy loses 15%HP every turn. Lasts 5 turns. Bright Flash: Used in crowd control. Super powerful flash that 100% makes all units faint for 2 turns. There have been no known methods to evade this move. R-Ability: Counterbreak: If an enemy attempts to use an R-Ability that involves attacking him physically, the Renau Knight will cancel and nullify that R-Ability for 1 turn. S-Ability: Doublebuff: Allows the Renau Knight to cast either 2 status enhancement spell at once or 2 status abnormality spells at once. C-Ability: Conversion: Convert's own HP into MP and MP into HP. ================================================ Name: Sahagin Firstborn HP: Medium MP: Low ATK: Medium DEF: Medium POW: Medium RES: Low SPD: Medium EVA: Medium A firstborn sahagin is usually declared a fighter. They wield powerful spears and handle magic. They usually act as a Sahagin Prince's royal guards, but are as nowhere powerful as the Sahagin Royal Guards at all. Notes: Weak to Lightning, Travels in groups of randomly between 4-9 with other first borns or weaker Sahagin, usually appears in watery areas and can jump out without notice. Swims very well. Spells/Skills: Watera: Tier 2 Water spell. Aqua Spikes: All attacking enemies will recieve small water damage. Lasts for remainder of battle. Enwater: Enchant weapon with Water element, and deals extra water damage as an aftereffect when hitting an enemy. Lasts until cancelled willingly. Force of Skill: Passive move allows them to attack twice at full efficiency. Name: Sahagin Waterlancer HP: Medium MP: Medium ATK: High DEF: Low POW: High RES: Low SPD: Low EVA: High Sahagin Waterlancers usually form the backbone of main attack forces of Sahagin kingdoms. Though their armor is crude and weak at times, their fighting skill is deadly along with sharp, poison coral spears. They wield water magic as well. Note: Weak to lightning. Attacks have chance to poison. Swims very well, likes to make ambushes. Usually appears in groups of 4-9, sometimes with one or more Sahagin Firstborn. Skills/Abilities: Water: Tier 1 Black Magic water spell. Water Jump: Leap out of water with incredible speed and perform Jump. This move does splash damage, and high damage to main target. Water Secretion: This semi-passive move allows the Sahagin to slide along the floor, granting SPD to be High and EVA to be very high. Automatically activated once the Sahagin touches water and goes back to land. This lasts for a very long period of 30 minutes. ================================================ -------------------- |
| DarkValkyr |
Posted: Jan 29 2009, 03:16 AM
|
![]() Fallen Angel ![]() Group: Veteran Posts: 2,296 Member No.: 177 Joined: 4-April 05 |
Homam Manpolas
Type: Accessory, Gauntlets User: None, quest reward Weight: 2 Kg Effects: Artifact, Celerity Description: A bright blue plated glove, made of mythril, mysidia alloy and terrarrium. It's comforting and has a strap to adjust size. Used since ancient times by well-known warriors passed down for generations, because of its runic enchantments, which read 'Artifact' and 'Celerity'. Traits Artifact: Equipment cannot be stolen or broken, but has higher chance to disarm. Celerity: Grants a minor increase in speed, allows a 15% chance to attack thrice using fight. Pharaoh Staff Type: Staff User: None, quest reward Weight: 5 Kg Effects: Artifact, Potency, Everliving Description: A silver shafted staff with a bright blue gemstone attached on top. Three inscriptions of runes are made on its simple design on the shaft: Artifact, Potency, and Everliving. Traits Artifact: Equipment cannot be stolen or broken, but has higher chance to disarm. Potency: Healing spell effects are increased, buffs and debuffs last longer. Everliving: Grants Zombie status, but nullifies damage from healing spells. Koenig's Shield Type: Shield User: None, quest reward Weight: 10 Kg Effects: Artifact, Tank Description: A large blue shield of orichalcum decorated with gold. It has two large Runic enchantments on its front: Artifact, and Tank. Traits Artifact: Equipment cannot be stolen or broken, but has higher chance to disarm. Tank: Grants Vigilance, DEF UP and higher shield block rate, at cost of halving attack. Ajase Bead Necklace Type: Accessory, Necklace User: None, quest reward Weight: 4 Kg Effects: Artifact, Druidism Description: A simple brown bead necklace with string to tie it together like the ones Yagudo wear, but is quite sturdy. The beads are adorned with runes meaning Artifact and Druidism. Traits Artifact: Equipment cannot be stolen or broken, but has higher chance to disarm. Druidism: Enhances wind, water, and earth element spells and nature spell effects. Moonlit Bangles Type: Accessory, Bracers User: None, quest reward Weight: 1.5 Kg Effects: Artifact, Moonburst, Moonlight Description: Simple yellow and blue bangles of gold and silver. It shines brilliant colours at night. It bears inscriptions barely visible, saying 'Artifact', 'Moonburst' and 'Moonlight'. Traits Artifact: Equipment cannot be stolen or broken, but has higher chance to disarm. Moonburst: Attack twice in night time, and strengthens spells and skills, only during the moon's presence. Reduces strength of spells and skills during daytime. Moonlight: Glows and emanates moonlike- light indoors, behaving like the moon and bears all its properties, but doesn't activate Moonburst. -------------------- |
| DarkValkyr |
Posted: Jan 29 2009, 03:19 AM
|
![]() Fallen Angel ![]() Group: Veteran Posts: 2,296 Member No.: 177 Joined: 4-April 05 |
Bosses
============== Mum-rah Undead Hume White Mage -HP: High -MP: Very High -ATK: High -DEF: Moderate -POW: Very High -RES: Moderate -SPD: Moderate -EVADE: Low Appearance: A mummified hume with pale blue skin, zombified. Abilities: -Dark Renewal: Recovers HP by a fair amount. -Repose: Sleeps enemies within range. -Blighted Shine: Deals holy damage to enemies within range. -Protega: Greatly enhances defense of allies within range. -Shellga: Greatly enhances resistance of allies within range. -Regenga: Grants regen to allies within range. -Hastega: Grants haste to allies within range. -Dark Revival: Resurrects an undead ally. -Ancient Spirits of Evil: Unwraps the bandages around Mum-rah, revealing tattered white mage gear, with a rune embedded onto his chest. Adds new traits and enables certain spells (ASE). -Hexa Strike (ASE) - Pummel the enemy with his maul, dealing damage 6 times. -Atonement (ASE) - A more powerful version of holy which extends to nearby enemies, dealing high holy damage. -Fortune's Arc (ASE) - Deals high holy damage to all enemies by unlocking the latent power within the rune on his chest. Usable every 2 turns and requires 1 turn charge time. Traits: -Resist Poison -Resist Silence -Auto-Regen -Auto-Protega (ASE) -Auto-Shellga (ASE) -Auto-Life (ASE) -Spirit Surge - When Mum-rah is defeated, his corpse will vanish and spirits appear to attack foes until his resurrection counter resets. ============= Raginov Undead Bangaa Dragon Monk -HP: Very High -MP: Low -ATK: High -DEF: Moderate -POW: Low -RES: Moderate -SPD: High -EVA: High Appearance: A spiritual embodiment of a Bangaa-Ruga, with a hazy purple aura around him, apparently coming from the rune on his chest. His eyes appear determined for something. Abilities -Healer: Perform Chakra, but on an ally. -Stigma Ether: Cleanse all allies of all status abnormalities. -Reviva: Revive an ally, or grant them Reraise status. -Dragon Kick: Perform two consecutive side-somersault kicks. Damage is based on physical attack, but is drastically stronger with using Wu Long Kyahan. -Ether Fist: Ochiudo's Kote: Form an ether-made glove which doubles attack and evasion, but lose 15% HP on use. Lasts for the whole battle. Cannot be dispelled. -Ether Fist: Hara-Ate: Form an ether-made Kenpogi which doubles accuracy and defense, but lose 15% HP on use. Lasts for whole battle. Cannot be dispelled. -Ether Fist: Shinobi Hachigame: Form an ether-made Hachimaki which raises resistances by a single level. Lasts for whole battle. Cannot be dispelled. -Ether Fist: Byakko's Haidate: Create an ether-made hakama which improves chances of kick attacks occuring. Lasts for whole battle. Cannot be dispelled. -Ether Fist: Wu Long Kyahan: Create an ether-made Kyahan which increases the damage caused by kick attacks. Lasts for whole battle. Cannot be dispelled. -Ether Fist: Ether Belt: Create a sash which improves chances of critical hits and guarding. Lasts for whole battle. Cannot be dispelled. -Ether Fist: Final Rune: Uses up all of the Ether gear to blast a powerful energy sphere which guarantes an OHKO on an enemy. Traits -Counterstance: React to any and all attacks and spells and abilities with a physical attack. For long-ranged opponents and magicians, retaliate by sending an ether spirit to attack instead. It only does 75% of normal attack damage. -Dragon Kick: Occasionally attacks will include a kick which does an extra 50% than a normal attack would. -Max HP UP: Increases max HP to 125%. -Mantra: Spreads traits to all allies. -Strike Rune: When all Ether Gear is worn, attacks have a chance to cut 25% of an enemy's HP. ============= Ga'dho Softstep Quadav Thief -HP: Moderate -MP: Low -ATK: Moderate -DEF: High -POW: Low -RES: Very Low -SPD: High -EVA: High A standard brown-skinned and brown-shelled Quadav, wearing a skullcap and dark blue gauntlets that appear imbued with magical power, and has a rune embedded onto his shell. He is the brother of Gu'dho Staggershell. Abilities: -Head Butt: Stuns a single enemy with low damage if it hits. -Shark Bite: Lunge at an enemy and strike, causing a holy explosion for high holy damage. -Shell Guard: Grants a defense bonus to self. -Accelerate: Grants haste to self. -Hide: Grants vanish status to self. -Perfect Dodge: Evades all physical attacks when used for 5 turns, usable at critical HP. Traits: -Triple Attack: Attacks thrice with the fight command. -Diamondshell: Attacks from behind him have no effect. -Sneak Attack: Attacks aimed at behind enemies have bonus damage, accuracy and critical hit rate. -Falling Leaf: Attacks that Ga'dho evades will cause him to slip behind the attacker and strike them from behind. -------- Gu'dho Staggershell Quadav Paladin -HP: Very High -MP: Moderate -ATK: Moderate -DEF: Very High -POW: Low -RES: Low -SPD: Low -EVA: Low A brown-shelled and brown-skinned Quadav wearing heavier armor and a helm. He wears bright metallic gauntlets that appear to have more power than they let on. His shell, too, has a rune embedded on it. Abilities: -Cura: Recovers HP of allies within range. -Flash: Guarantees a 2-turn blind effect on an enemy that sees it. -Head Butt: Stuns an enemy for a turn and causes low damage if it hits. -Seraph Blade: Strike an enemy in a swift motion with the sword for holy damage. -Wall: Grants protect and shell to self. -Shell Guard: Grants a defense boost effect to self. -Ore Lob: Tosses a powerful explosive ore that explodes on contact, dealing high damage to enemies within range. -Magical Airy Wall: Grants immunity to ranged and magical attacks for 5 turns. Usable at critical HP. Traits: -Vigilance: Gu'dho takes normal damage from attacks from behind and the side. -Diamondshell: Gu'dho takes no damage from attacks from behind. -Retaliation: Gu'dho counters with a Head Butt if he blocks an attack with his shield. -Synergy: Gu'dho and Ga'dho share HP and also share status effects. =========== -------------------- |
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