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Skin selector developed by XJONX. Skins created by various members of the IF Skin Zone.


 

 DV's Creations, sans jobs.
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.


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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.
================================================


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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.


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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.

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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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