Eternal Dream: Online
+5
Kurio
Masquerade
Zerifachias
Silver
Durn
9 posters
Page 1 of 1
Eternal Dream: Online
E D : O
Zone Progress
The Backwards Wood
Welcome to the Nightmare
The Three Musketeers
The Three in the Nest
The Trio at the Pond
Learning True Pain
How to Sense Pain
Alive
That Which Can Speak
The Demons Against Us
Boxface and Stripe
---~---
Enemies
Crison Artiel, the Weed of the Heart
[Home Tree - The Backwards Wood - Accident Site]
- Spoiler:
- Gender: Female
Age: Unknown
Appearance:- Spoiler:
Weapon: --
Armor: --
Accessory: -----------~---------A-Ability: Soul Blossoms
+ Soul Flytrap: Crison Artiel plants a seed beneath the soil of a nearby cell. After one idle turn, the seed grows into a Soul Flytrap. Upon growth, all foes within surrounding cells of the seed have 20% of their Max HP absorbed by the Soul Flytrap, half of which is then added to the Soul Flytrap as additional Max HP.
(D: -- / A: Plants Soul Flytrap Seed / R: Any / MP: 10 / E: Dark)
+ Bleeding Tooth Fungus: Crison Artiel plants a seed beneath the soil of a nearby cell. After one idle turn, the seed bursts into the sky and lands in five random cells within 4 cells of the designated seed cell. These fives cells proceed to sprout Bleeding Tooth Fungus. Due to the corrosive fumes emitted by the fungus, any foe standing within an adjacent cell of a Bleeding Tooth Fungus during its sprouting turn has a 50% chance of Bleeding.
(D: -- / A: Plants Bleeding Tooth Fungus Seeds x5 / R: Any / MP: 12 / E: Dark)
+ Dragonvine: Crison Artiel plants a seed beneath the soil of a nearby cell. After one idle turn, the seed grows into a Dragonvine. Upon growth, the Dragonvine quickly loses its stability and explodes in a a furious blast of dark energy that affects all units within 2 cells of the Dragonvine. If a Bleeding Tooth Fungus is damaged by the Dragonvine blast, it also explodes, emitting the same explosion that may spread to other nearby Bleeding Tooth Fungus.
(D: 140% INT @ Explosion / A: Plants Dragonvine Seed / R: Any / MP: 14 / E: Dark)
+ Bloodhunter Moss: Crison Artiel plants a seed beneath the soil of a nearby cell. After one idle turn, the seed grows into a small colony of Bloodhunter Moss, which functions as a cell-modifier rather than an actual unit. Twice per turn, the Bloodhunter Moss source may spread outward into a surrounding cell until it can no longer convert cells within 3 cells of the source. As enemies stand on the Bloodhunter Moss, 10% of their Max HP is sapped and equally distributed to all active plants currently atop Bloodhunter Moss.
(D: -- / A: Plants Bloodhunter Moss Seed / R: Any / MP: 12 / E: Dark)
+ Doll's Eye: Crison Artiel plants a seed beneath the soil of a nearby cell. After one idle turn, the seed grows into a Doll's Eye plant. Upon growth, all foes staring at the plant's odd, eye-like structure within surrounding cells will be afflicted with Petrify.
(D: -- / A: Plants Doll's Eye Seed / R: Any / MP: 10 / E: Dark)---------~---------R-Ability:
+ Throbbing Heart of Weeds: Upon taking damage, Crison Artiel siphons HP from a nearby plant within 5 cells equal to the amount of damage taken.---------~---------S-Ability:
+ Plant Guardsman: At the beginning of the battle, Crison Artiel summons a single Plant Guardsman in an adjacent cell.---------~---------LVL: 5
HP: 105 / 105
MP: 180 / 180
ATK: 1
DEF: 5
INT: 10
SPR: 6
MOVE: 2 (+0 from Weed of the Heart Profession)---------~---------Loot: ?
Soul Flytrap
[Home Tree - The Backwards Wood - Accident Site]
- Spoiler:
- Gender: --
Age: --
Appearance:- Spoiler:
Weapon: --
Armor: --
Accessory: -----------~---------A-Ability: Eater of the Unseen
+ Spectral Bite: The Soul Flytrap's body enters an ethereal state for a short period of time as it crunches its maw against the chest of its target, leaving it physically unharmed yet brutally injured in the soul. Deals unseen damage that does not affect the target's HP until the Soul Flytrap has been killed.
(D: 150% ATK / A: Damage = Unseen / R: 1 / MP: 8 / E: Dark)
+ Soul Purge: The Soul Flytrap expunges the target's soul with an acidic liquid that is squirted from the plant's mouth, effectively increasing all unseen damage that has been dealt to the target by 75%.
(D: -- / A: Increases Unseen dealt by 75% / R: 3 / MP: 8 x # Successful Strikes vs Target by Caster / E: Dark)---------~---------R-Ability:
+ Ethereal Detonation: Activates upon the Soul Flytraps death, dealing damage to all foes within 3 cells equal to 40% ATK times the amount of successful spells cast by the Soul Flytrap while alive.---------~---------S-Ability:
+ Toxic Body: Passively applies Poison to any foe standing within a 2 cell radius of the Soul Flytrap for a timespan greater than 2 turns.---------~---------LVL: 5
HP: 45 / 45
MP: 80 / 80
ATK: 8
DEF: 4
INT: 2
SPR: 4
MOVE: 2 (+0 from Soul Flytrap Profession)---------~---------Loot: ?
Bleeding Tooth Fungus
[Home Tree - The Backwards Wood - Accident Site]
- Spoiler:
- Gender: --
Age: --
Appearance:- Spoiler:
Weapon: --
Armor: --
Accessory: -----------~---------A-Ability: Decaying Presence
+ Squirt: The fungi spits a horrid, yellow liquid into the target's face. More often than not, yellow liquid is not something one should get all over their skin.
(D: -- / A: 75% Plague / R: 3 / MP: 6 / E: Dark)
+ Splatter: The fungi spits an atrociously unpleasant, brown goop into the target's face. More often than not, brown good is not something one should get all over their skin. In some cases, the goop might even cause severe cases of internal bleeding!
(D: -- / A: 75% Blood Loss / R: 3 / MP: 8 / E: Dark)---------~---------S-Ability:
+ Toxic Body: Passively applies Poison to any foe standing within a 2 cell radius of the Bleeding Tooth Fungus for a timespan greater than 2 turns.---------~---------LVL: 5
HP: 20 / 20
MP: 40 / 40
ATK: 2
DEF: 3
INT: 1
SPR: 5
MOVE: 2 (-2 from Bleeding Tooth Fungus Profession)---------~---------Loot: ?
Doll's Eye
[Home Tree - The Backwards Wood - Accident Site]
- Spoiler:
- Gender: --
Age: --
Appearance:- Spoiler:
Weapon: --
Armor: --
Accessory: -----------~---------A-Ability: Eye Magic
+ Hyper Beam: Charging a brutal, condensed ball of magic through its iris, the Doll's Eye pierces its target with a magma-hot beam of pure energy.
(D: 130% INT / A: High Critical Chance / R: 3 / MP: 12 / E: Dark)---------~---------S-Ability:
+ Toxic Body: Passively applies Poison to any foe standing within a 2 cell radius of the Dolls' Eye for a timespan greater than 2 turns.---------~---------LVL: 5
HP: 35 / 35
MP: 30 / 30
ATK: 2
DEF: 5
INT: 8
SPR: 6
MOVE: 2 (-2 from Doll's Eye Profession)---------~---------Loot: ?
Plant Guardsman
[Home Tree - The Backwards Wood - Accident Site]
- Spoiler:
- Gender: --
Age: --
Appearance:- Spoiler:
Weapon: --
Armor: --
Accessory: -----------~---------A-Ability: Natural Endurance
+ Overgrowth: A flurry of natural energy bursts from the Guardsman's being, enchanting all nearby allies with the power of nature for a short period of time.
(D: -- / A: Haste / R: Surrounding Cells / MP: 14 / E: Earth)
+ Consume: The Guardsman wanders to a nearby tree, uprooting it and consuming it in order to restore 20% of its Maximum HP.
(D: -- / A: Destroys Tree, +20% Max HP Heal to Self / R: 1 / MP: 10 / E: Earth)---------~---------S-Ability:
+ Iron Strikes: Instead of applying damage equal to 100% of the user's ATK, basic attacks generated from this unit deal damage equal to 120% ATK.---------~---------LVL: 5
HP: 150 / 150
MP: 50 / 50
ATK: 7
DEF: 5
INT: 6
SPR: 5
MOVE: 2 (+1 from Plant Guardsman Profession)---------~---------Loot: ?
Laughing Wall (Possessing Tree)
[Home Tree - The Backwards Wood - Accident Site]
- Spoiler:
- Gender: --
Age: --
Appearance:- Spoiler:
Weapon: --
Armor: --
Accessory: -----------~---------A-Ability: Wallin' It Up
N/A---------~---------S-Ability:
+ Spit Seed: Upon death, a random seed is placed in the Laughing Wall's death cell.---------~---------LVL: 5
HP: 30 / 30
MP: 30 / 30
ATK: 6
DEF: 3
INT: 3
SPR: 3
MOVE: 2 (-2 from Laughing Wall Profession)---------~---------Loot: ?
---~---
Achievements
Achievements
Achievement Points: 020
Acquired Achievements:
[20] PROTECT THE WEAK - Defeat the Arrival - Part D encounter without allowing Leon to be KO'd.
Achievements In Progress:
-
Failed Achievements:
-
Last edited by Durn on Tue Feb 04, 2014 2:23 pm; edited 50 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online
Inventory
Consumables
Brass Key x5 - Unlocks 1 adjacent Locked Chest upon use.
Mana Potion x1 - Restores 10 MP upon use.
Potion x1 - Restores 15 HP upon use.
Scroll of Paralyzation Cure x1 - Removes 1 Paralyzation Debuff upon use.
Scroll of Poison Cure x1 - Removes 1 Poison Debuff upon use.
Materials
Black Skull x7 - A hollow, blackened skull with a mysterious red gem imprinted in its forehead, this trinket's terrifying power may be extracted for mystical purposes.
Dark Fang x2 - Serrated and sharper than the most expensive kitchen knife, this black fang may be used to craft highly effective daggers.
Earth Essence x2 - A neon-green, spherical orb of pure energy that could be utilized to craft powerful elemental gear.
Fire Essence x1 - A burnt-orange, spherical orb of pure energy that could be utilized to craft powerful elemental gear.
Ghostly Crawler x3 - An insectoid, crusted creature that wiggles with unknown magical properties.
Poisonous Leaf x4 - A leaf spanning approximately the size of one's palm, if wafted, it may spread toxic particles through the air.
Shadow Essence x3 - An onyx-black, spherical orb of pure energy that could be utilized to craft powerful elemental gear
Seed of Corruption x5 - An ominous, decaying seed that exudes a venomous, dark power.
Silk Cloth x7 - Relatively unfrayed, woven textiles that have managed to retain their fine, white hue.
Vile Leather x4 - Tough pads of rough, black leather that may be crafted into fine pieces of leather armor.
Weapons
N/A
Armor
N/A
Accessories
Elastic Bracelet x1 - [+1 SPR] Honestly, Durn has probably forgotten that he even wears this anymore.
Strategy for Dummies x1 - [+5 MP] You know, I never realized how odd the handwriting from Ancient China was.
Ring of Neverfold x1 - [+5 MP] Simple golden ring destined to possess no power at creation, nor would it gain power.
Key Items
N/A
Current Spirit: 1440
Last edited by Durn on Thu Jun 06, 2013 11:18 pm; edited 29 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online
Bestiary
Humanoid
Maddened Soldier (Location: The Pond of Selfish Desires/Number Defeated: 2/Gold: 50)
Beast
Necrobat (Location: The Hanging Tree/Number Defeated: 2/Gold: 25)
Undead
Hanging Man (Location: The Hanging Tree/Number Defeated: 6/Gold: 30)
Lost Soul (Location: The Pond of Selfish Desires/Number Defeated: 6/Gold: 30)
Lynched (Location: The Hanging Tree/Number Defeated: 2/Gold: 40)
Savant of the Hanged (Location: The Hanging Tree/Number Defeated: 1/Gold: 150)
Reptilian
N/A
Demon
N/A
Insect
Dream Mantis (Location: The Pond of Selfish Desires/Number Defeated: 1/Gold: 50)
Plant
Corpse Flower (Location: The Pale Garden/Number Defeated: 8/Gold: 25)
Eyeris (Location: The Pale Garden/Number Defeated: 2/Gold: 35)
Scarecrow Witch (Location: The Pale Garden/Number Defeated: 1/Gold: 180)
Aquatic
N/A
Elemental
N/A
Machine
N/A
Last edited by Durn on Thu Apr 25, 2013 4:10 pm; edited 14 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online
Afflictionary
Positive:
Bravery - ATK is increased by x1.5 for 3 turns.
Bubble - HP doubles for 3 turns. When the effect ends, HP is halved.
Covered - Damage is taken by a Covering ally. Instantly fades when the Covering ally reaches Critical status.
Covering - Afflicted takes damage for a Covered ally. Instantly fades when the afflicted reaches Critical status.
Faith - INT is increased by x1.5 for 3 turns.
Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns. Afflicted can also travel over impassable cells.
Haste - Afflicted can take 2 move actions and 2 act actions per turn for 3 turns.
Health Regeneration - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns.
Immune - Afflicted becomes immune to negative status effects for 3 turns.
Intangible - Afflicted is immune to physical damage.
Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.
Invisible - Afflicted cannot be directly targeted for 3 turns, but may still be damaged by indirect and area-of-effect means. Unless specified otherwise, this status is instantly removed upon inflicting damage, though taking damage does not remove the status.
Mana Regeneration - MP increases by 5% Max MP at the beginning of the recipient's turn for 5 turns.
Protect - Reduces all physical damage taken by 50% for 3 turns.
Shell - Reduces all magical damage taken by 50% for 3 turns.
Spirit Bond - Damage taken is split equally among all units affected by Spirit Bond.
Veil - Increases evasion by 50% for 3 turns.
Negative
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover MP for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed.
Bleeding - Afflicted loses 12% Max HP per turn for 3 turns. Can stack up to 3 times.
Blind - Attacks and skills have a 50% chance of missing for 3 turns.
Blood Loss - Afflicted loses 25% Max HP in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.
Burn - Afflicted takes 12% Max HP damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.
Charm - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies.
Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy. Is cured upon physical attack.
Critical - An automatic status placed on a character when HP reaches 25% or less and remains on the character until the HP of the afflicted is higher than 25% of its Max HP.
Curse - Afflicted becomes the victim of a curse and takes damage equal to have of the damage the afflicted deals with any attack for 3 turns.
Daze - Afflicted cannot attack or use a skill for 1 turn.
Deprotect - Doubles all physical damage taken for 3 turns.
Deshell - Doubles all magical damage taken for 3 turns.
Disable - Afflicted can no longer take action for 3 turns.
Doom - Afflicted experiences Instant Death after 5 turns.
Drain - Afflicted loses 15% Max HP per turn for 3 turns. HP damage is absorbed by the one who inflicted the status as HP.
Fear - Afflicted is unable to move or act for 3 turns. Is cured upon being attacked by any means.
Frail - Afflicted is unable to recover HP for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes twice as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.
Immobilize - Afflicted can no longer move for 3 turns.
Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.
Mana Drain - Afflicted loses 15% Max MP per turn for 3 turns. MP damage is absorbed by the one who inflicted the status as MP.
Misfortune - Afflicted has a 60% chance of skill failure for 3 turns.
Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.
Paralyze - Afflicted can no longer move or take action for 3 turns.
Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit.
Plague - Afflicted takes 8% Max HP damage per turn for 3 turns and cannot be healed by spells or skills of any sort. Items will still recover HP properly.
Poison - Afflicted takes 8% Max HP damage per turn for 3 turns.
Repulsion - Afflicted cannot be within 3 cells of any unit. All units within 3 cells of the afflicted are pushed away.
Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns.
Sap - HP is reduced by 15% Max HP per turn for 5 turns.
Seal - Afflicted can no longer move or take action for 3 turns.
Severe Poison - Afflicted takes 17% Max HP damage per turn for 2 turns.
Shrink - All physical attacks deal 1 damage and all physical damage taken is doubled for 3 turns.
Silence - Afflicted cannot execute any INT-based skills or INT-based basic attacks.
Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon physical attack.
Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns.
Stasis - Afflicted is unable to move or act for a short period of time, and cannot be damaged, healed, or afflicted with status during this time.
Stop - All Player Phases are skipped for the afflicted character for 3 turns.
Stun - Afflicted cannot move or take action for 1 turn.
Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.
Weak - Max HP of the afflicted is reduced by 15% for 3 turns.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Last edited by Durn on Sat Dec 22, 2012 5:16 pm; edited 10 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online
Previous Patch Notes
Nightmare Run Version 1.0.2 Patch Notes
- Spoiler:
- General
- Evasion stat has been added.
Durn- EVADE has been increased to 3%.
Silver- EVADE has been increased to 2%.
Zeri- EVADE has been increased to 1%.
- S-Ability "I Have An Idea" now caps at 200% INT.
Masquerade- EVADE has been increased to 2%.
- Spirit Scathe MP cost reduced to 12 from 14.
Kuori- EVADE has been increased to 2%.
- Innate "All According to Plan" will now be noted at every Battle Complete screen.
Xenosaga- EVADE has been increased to 5%.
- Swift Attack MP cost increased to 14 from 12.
Allindur- EVADE has been increased to 4%.
Cerani- EVADE has been increased to 3%.
Vergil- EVADE has been increased to 3%.
- Telos of the Hourglass MP cost reduced to 6 from 12.
- Simulacrum MP cost reduced to 8 from 12.
Last edited by Durn on Sat Dec 22, 2012 5:12 pm; edited 2 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online
Name: Durn
Gender: Male
Age: 18 [July 16th]
Appearance:
Weapon: Bronze Ring [+1 ATK] - An old ring. Durn isn't quite sure if he can slip it off his finger anymore.
Armor: T-Shirt and Jeans [+1 DEF] - Daily apparel that happened to be worn during the transition into Eternal Dream: Online.
Accessory: Cloak of Shadows [+7 HP][+2% EVADE] - A rugged, black cloak sewn together with a special cotton harvested only by the Scarecrows of the Backwards Wood. It's not comfortable, but it provides wonderful camouflage.
A-Ability: Geo Armaments
+ Static Veil: Durn shifts the polarization and magnetic orientation of the earth around him, causing it to rise up around his body in the form of a shield which absorbs damage equal to 100% DEF. When the shield fades, all foes within surrounding cells take damage equal to 75% of what was absorbed. Range: Self. 10 MP. Earth Element.
+ Jewel Paw: Durn elongates his arm toward a nearby ally, causing the limb to extend into a cascade of gems which encompass the ally in a grasp of amethyst fingers, protecting them from oncoming attacks. Covers ally. Range: 3. 6 MP. Earth Element.
R-Ability:
+ Granite Shell: Upon receiving any instance of physical damage, Durn sprouts granite scales at the site of the attack, increasing his DEF by 25% of the damage taken for 3 turns. Durn may have several Granite Shells active at the same time, each increasing his DEF by a different amount.
S-Ability:
+ Crystalline Regeneration: Upon reaching a critical state, Durn is granted HP Regen and MP Regen for 5 turns. The HP Regen is extended, for 3 turns, to all allies he is currently covering. Only activates once per battle.
D-Ability:
+ Final December - A large array of violet, ruby, and other chromatic gems and crystals instantly jet out from Durn's current location, brutally eviscerating any foes caught within the serrated jewels, potentially severing limbs and puncturing vital organs. 50% Blood Loss. 150% Piercing ATK. Range: 3 Layers of Surrounding Cells. 0 MP. Earth Element.
LVL: 4
EXP: 2 / 16
SP: 0
HP: 35 / 35 (+7 from Cloak of Shadows)
MP: 20 / 20
ATK: 4 (+1 from Bronze Ring)
DEF: 6 (+1 from T-Shirt and Jeans)
INT: 1
SPR: 5
EVADE: 3% (+2% from Cloak of Shadows)
MOVE: 2 (+1 from Geomancer Profession)
Affinity:
{-------------------------} [0] Silver
{-------------------------} [0] Zeri
{-------------------------} [0] Masquerade
{-------------------------} [0] Kuori
{/------------------------} [3] Cerani
{-------------------------} [0] Allindur
{-------------------------} [0] Vergil
{-------------------------} [0] Gist
Gender: Male
Age: 18 [July 16th]
Appearance:
- Spoiler:
Weapon: Bronze Ring [+1 ATK] - An old ring. Durn isn't quite sure if he can slip it off his finger anymore.
Armor: T-Shirt and Jeans [+1 DEF] - Daily apparel that happened to be worn during the transition into Eternal Dream: Online.
Accessory: Cloak of Shadows [+7 HP][+2% EVADE] - A rugged, black cloak sewn together with a special cotton harvested only by the Scarecrows of the Backwards Wood. It's not comfortable, but it provides wonderful camouflage.
A-Ability: Geo Armaments
+ Static Veil: Durn shifts the polarization and magnetic orientation of the earth around him, causing it to rise up around his body in the form of a shield which absorbs damage equal to 100% DEF. When the shield fades, all foes within surrounding cells take damage equal to 75% of what was absorbed. Range: Self. 10 MP. Earth Element.
+ Jewel Paw: Durn elongates his arm toward a nearby ally, causing the limb to extend into a cascade of gems which encompass the ally in a grasp of amethyst fingers, protecting them from oncoming attacks. Covers ally. Range: 3. 6 MP. Earth Element.
R-Ability:
+ Granite Shell: Upon receiving any instance of physical damage, Durn sprouts granite scales at the site of the attack, increasing his DEF by 25% of the damage taken for 3 turns. Durn may have several Granite Shells active at the same time, each increasing his DEF by a different amount.
S-Ability:
+ Crystalline Regeneration: Upon reaching a critical state, Durn is granted HP Regen and MP Regen for 5 turns. The HP Regen is extended, for 3 turns, to all allies he is currently covering. Only activates once per battle.
D-Ability:
+ Final December - A large array of violet, ruby, and other chromatic gems and crystals instantly jet out from Durn's current location, brutally eviscerating any foes caught within the serrated jewels, potentially severing limbs and puncturing vital organs. 50% Blood Loss. 150% Piercing ATK. Range: 3 Layers of Surrounding Cells. 0 MP. Earth Element.
LVL: 4
EXP: 2 / 16
SP: 0
HP: 35 / 35 (+7 from Cloak of Shadows)
MP: 20 / 20
ATK: 4 (+1 from Bronze Ring)
DEF: 6 (+1 from T-Shirt and Jeans)
INT: 1
SPR: 5
EVADE: 3% (+2% from Cloak of Shadows)
MOVE: 2 (+1 from Geomancer Profession)
Affinity:
{-------------------------} [0] Silver
{-------------------------} [0] Zeri
{-------------------------} [0] Masquerade
{-------------------------} [0] Kuori
{/------------------------} [3] Cerani
{-------------------------} [0] Allindur
{-------------------------} [0] Vergil
{-------------------------} [0] Gist
Last edited by Durn on Wed Feb 05, 2014 2:06 pm; edited 30 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online
Name: Terra (Silver)
Age: 17 (May 13)
Gender: Male
Appearance:
Level: 4
Exp: 2/16
Weapon: Memoir- Simply crafted bracelet with a metal plate that reads: "Memory." (Damage: Int) (Range: 4 Cells)
Armor: Promise- Iron ring made with a small silver and crimson insignia.
Accessory: Gift- Strange sphere of glass that seems to hold some sort of importance.
A-Ability: Cognition
+Tranquility – Detects the inner calm and fluid state within another and latches onto the feeling so as to become even more peaceful. No Damage. +20% Def and Spr for Three Turns. Range: Self. 10 MP.
---Extrasensory - Tranquil State: Increases the user's evasion by 5% and makes basic attacks harder to dodge. Magnified: Increases the user's evasion by 10% and grants the user Sure Hit status.
+Fury – Ascertains the seething ire deep within another and absorbs its energy to place one's self in an even greater rage than before. No Damage. +2 Basic Attacks for Three Turns. Range: Self. Level MP.
---Extrasensory - Furious State: Gives all enemy-targeted attacks a 20% chance to inflict Berserk on the target. Magnified: Gives all enemy-targeted attacks a 40% chance of causing Blood Loss.
A-Ability: Associate *LOCKED*
A-Ability: Manifestation *LOCKED*
R-Ability:
+Overemotional – Emotions are powerful and dangerous things if one doesn't know how to handle them. When the user enters an emotional state, any enemy in a surrounding cell can be overwhelmed by the same emotions much to the point that it becomes too much to handle and they receive a 10% reduction to their offensive and defensive stats. Stacks three times per enemy.
S-Ability:
+Extrasensory – The user is gifted not only with the ability to take on and understand another's emotions, but is exceptionally gifted with the ability to use them as a foundation for his own actions. Places the user into a certain state based on the last ability used from Cognition, which gives the user's additional effects. This state lasts for three turns unless another Cognition ability is used, in which case the former state is dispelled and the new state begins.
D-Ability:
+Emotion Crush – Creates an extreme connection with a target before ripping their ability to feel from them. Never again will they feel anything. 200% Pierce Int Damage. Bestows Null Emotion; 10% Stat Reduction to Offensive and Defensive Stats. Range: 4 Cells. 0 MP.
Stats:
Next Level: Mp, Int, Spr
Hp: 25
Mp: 30
Atk: 1 (+0 from Memoir)
Def: 4 (+0 from Promise)
Int: 7 (+1 from Memoir) (+1 from Gift)
Spr: 4 (+1 from Promise)
Evade: 2%
Move: 2 Cells (+0 from Empath Profession)
Skill Points: 0
Affinity:
Durn: 0 [Interwebs Crush]
Feelings: Friendly
Zeri: 0 [Mentor]
Feelings: Friendly
Masquerade: 3 [Pops]
Feelings: Worried
Kuori: 0 [Slave]
Feelings: Friendly
Allindur: 3 [Friend]
Feelings: Worried
Cerani: 0 [Dude? Duuuuuuuddddddeeee.]
Feelings: Gurl, dat Hair. 'nuff said.
Vergil: 0 [He shall be my squishy =3]
Feelings: I laff him and his funnies~
Gist: 0 [Curiouser and Curiouser]
Feelings: Friendly
Age: 17 (May 13)
Gender: Male
Appearance:
- Spoiler:
- Spoiler:
- Shielding: The user has learned to create a field of energy around himself that prevents other's emotions from influencing him if he does not want them to. Null Emotion.
Projection: The user is able to manipulate energy with great skill so that his abilities reach immense lengths. Range of All Attacks +2.
Active-Purge: When faced with adversity that could shake him, the user can choose to draw back and calm himself. Whenever the user receives a negative status effect, the user can choose to automatically cast Purge so long as he has the Mp to do so.
Empath's Gift: From the strange sphere a bright light burst forth, dousing all nearby in a certain radiant aura. The user is gifted a specialized accessory slot titled Empath's Gift. Empath's Gift replaces Gift in the party's inventory, and, in addition to the effects it grants, can be used as an item once per battle to grant 10% Mp Recovery to Allied Units in adjacent cells of the user for Three Turns.
Level: 4
Exp: 2/16
Weapon: Memoir- Simply crafted bracelet with a metal plate that reads: "Memory." (Damage: Int) (Range: 4 Cells)
Armor: Promise- Iron ring made with a small silver and crimson insignia.
Accessory: Gift- Strange sphere of glass that seems to hold some sort of importance.
A-Ability: Cognition
+Tranquility – Detects the inner calm and fluid state within another and latches onto the feeling so as to become even more peaceful. No Damage. +20% Def and Spr for Three Turns. Range: Self. 10 MP.
---Extrasensory - Tranquil State: Increases the user's evasion by 5% and makes basic attacks harder to dodge. Magnified: Increases the user's evasion by 10% and grants the user Sure Hit status.
+Fury – Ascertains the seething ire deep within another and absorbs its energy to place one's self in an even greater rage than before. No Damage. +2 Basic Attacks for Three Turns. Range: Self. Level MP.
---Extrasensory - Furious State: Gives all enemy-targeted attacks a 20% chance to inflict Berserk on the target. Magnified: Gives all enemy-targeted attacks a 40% chance of causing Blood Loss.
- Spoiler:
- +Glee – Locates the light and happy joys within another and takes it in one's own hands to spread amongst those around one's self. No Damage. +15% Damage Output for Five Turns Range: Self + Adjacent Cells. ? MP.
---Extrasensory - Gleeful State: Increases the user's Atk and Int by 10% Magnified: Increases the user's offensive and defensive stats by 15%
+Misery – Buries deep within another and reveals the target's depression, taking it into one's self and creating a sort of connection with the target that throws them off balance. No Damage. Chance of Hesitation for 5 Turns. Range: 3 Cells. ? MP.
---Extrasensory - Miserable State: Gives the user's basic attacks a chance of inflicting a random negative status effect. Magnified: Gives the user's basic attacks a chance of inflicting a random negative status effect with a chance of spreading to the rest of the enemy party.
+Attraction – Delves deep into the emotions of another and illuminates a hidden lust for another before latching onto it and feeling the effects of such powerful love. 100% Int Healing. Range: 4 Cells. ? MP.
---Extrasensory - Attracted State: There is a chance that attackers will become charmed upon attacking the user. Magnified: There is a chance that attackers will become totally infatuated upon attacking the user.
+Frustration – Unveils the pain buried deep within another and magnifies it on one's self before releasing it in a powerful projection of energy which scathes all it touches. 120% Int Damage. 50% Chance of Critical Hit. Range: 3 Straight Cells. ? MP.
---Extrasensory - Frustrated State: Increases the user's damage output by 20% Magnified: Increases the user's damage output and critical hit rate by 30%
+Hope – Pinpoints feelings of hope which drive the spirit and connects with them so as to provide enough power to defy death itself. No Damage. Revives Target with 25% Max Hp. Range: 3 Cells. ? MP.
---Extrasensory - Hopeful State: The user survives fatal blows with 1 Hp. Magnified: The user survives fatal blows with 1 Hp and gains Regen status.
+Panic – Connects with another's feelings of utter terror and makes them one's own before releasing them to cripple the target. No Damage. -10% Def and Spr for Five Turns. Range: 3 Cells. ? MP.
---Extrasensory - Panicked State: The user's move is increased by one and he gains a second act action. Magnified: The user gains the ability to teleport and a second act action.
A-Ability: Associate *LOCKED*
- Spoiler:
- +Connection – Locks in on another's emotions and creates a spiritual connection which binds the user to the target. No Damage. Creates a connection with the target that provides them with the effects of Extrasensory States the user is in. Only one connection can be created at a time. Range: 4 Cells. ? MP.
+Collective Connection – Locks into not one, but everyone who allies themselves with the user's emotions and creates a powerful bond with each of them. No Damage. Creates a connection with the target that provides them with the effects of Extrasensory States the user is in. Range: All Allies. ? MP.
+Alter – Keys into another's emotional state and alters it to the user's whim in either a positive or negative way.
---Positive – Alters the emotional state of the target and makes it positive. No Damage. Bestows 1 Random Positive Status Effect. Range: 3 Cells [No Self]. ? MP.
---Negative – Alters the emotional state of the target and makes it negative. No Damage. Increases susceptibility to Negative Statuses. Range: 3 Cells [No Self]. ? MP.
+Analyze – Dissects the emotions of another and looks at the connections they have with the user in order to analyze the reasoning behind their mannerisms and understand them better. No Damage. Libra Effect: Reveals target's weaknesses, resistances, and other important information. Range: Single Enemy. ? MP.
+Magnify – Bolsters the user's emotional state to further increase the aftereffects of those emotions on the user. No Damage. Transforms Extrasensory States into magnified versions of themselves for Five Turns. Magnified Extrasensory States can only be experienced by the user; units affected by Connection or Collective Connection experience regular states. Range: Self. ? MP.
+Amplify – Senses the emotions of another and places greater emphasis on them to further advance the effects of their emotional state. No Damage. Different Effect based on Target: Increases Stat Reductions by 25% for their duration (Enemies). Increases Stat Boosts by 25% for their duration (Allies). Range: 4 Cells. ? MP.
+Overwhelm – Locks into another's emotions and not only magnifies their effects, but also enhances the latent emotions and feelings buried deep within the target, which causes them to be overpowered by their sentiments leading them to being intensely crippled. No Damage. Changes the Target's S-Ability to Overwhelmed for Five Turns. Overwhelmed: The target's offensive and defensive stats are lowered by 10% and they have a 25% chance of hesitating. Range: 4 Cells. ? MP.
+Purge – Draws back from everyone else's emotions and focuses solely on cleansing the user's energy in order to remove the effects of those emotions, both good and bad, from the user. No Damage. Removes all buffs and debuffs from the user that were not bestowed or inflicted by the user. Range: Self. ? MP.
+Bolster Sentiments – Secures a full understanding of the emotional state of the user's allies, which invigorates the user and bolsters his emotional and mental might to unforeseen levels. No Damage. +40% Int for Three Turns; +20% Critical Hit Rate for Three Turns; +2 Move for Three Turns. Cannot be used if none of the user's allies are conscious. Range: Self. ? MP.
A-Ability: Manifestation *LOCKED*
- Spoiler:
- +Harmonious Flow – Draws upon the immense feelings of tranquility in the surrounding area and utilizes them to conjure a stream of crystalline water that flows in such a serene manner that those that see it can not help but relax. 110% Int Damage. -15% Def and Spr for Five Turns. Range: All Enemies. ? MP. Water Elemental.
+Raging Tremor – Takes in the furious and ever-burning anger permeating the air and utilizes it to cause the very ground the user is standing on to shake violently. 140% Int Damage. Range: 2 Layers of Surrounding Cells. ? MP. Earth Elemental.
+Remnants of Peace – Comprehends the feelings of peace in the air and then shatters them with cold judgement and iron disbelief, manifesting the broken paradise into shards of ice that scatter amidst the battlefield. 120% Int Damage. 50% Chance of Deshell; 50% Chance of Deprotect. Range: 4 Cells; Fan-shape. ? MP. Ice Elemental.
+Grand Merriment – Releases the user's inner feelings of glee and joy into a powerful shower of light that rejuvenates those under it and keeps them in similar spirits. No Damage. Bestows Bubble; Bestows Regen; Bestows Mp Regen. Range: All Allies. ? MP. Light Elemental.
+Sorrow's Storm – Reflects on the misery that hides deep within those around the user and manipulates it to form a dark cloud that conforms around the user's target before releasing the pent up anguish within in the form of a vicious lightning storm. 80% Int Damage. 8 Hits. Range: 6 Cells. ? MP. Lightning Elemental.
+Flames of Desire – Latches onto feelings of lust and clamoring within the heart of another and manifests it in the form of a passionate stream of fire that scorches all it touches. 150% Int Damage. 50% Chance of Burn; 50% Chance of Infatuation. Hits All in the Way. Range: 4 Cells; Linear. ? MP. Fire Elemental.
+Prideful Bearings – Acknowledges feelings of pride and bolsters them to new heights while also bolstering adrenaline and confidence within the user's target to enhance their battle capabilities. No Damage. +20% Atk or Int (Dominant Stat) for Five Turns; +20% Critical Hit Rate for Five Turns; +20% Critical Damage for Five Turns. Range: 3 Cells. ? MP.
+Cheerful Fruition – Shares one's feelings of absolute exuberance with those around the user, manifesting them in the form of a brilliant glow which warms all who it touches and heals even their greatest wounds. 150% Int Healing [Target]; 100% Int Healing [Similar Targets]. Range: 5 Cells + Similar Targets. ? MP.
+Irritation's Outburst – Harnesses one's irritation and annoyance and projects them into the air around the user before directing it physically to form a burst of lightning which strikes down the user's target. 130% Int Damage. Dispels Beneficial Effects. Range: Straight Line (Horizontal/Vertical/Diagonal); One Direction. ? MP. Lightning Elemental.
+Ambition's Drive – Channels one's feelings of desire and enthusiasm and releases them in an arc of wind that whirls around the user and fills him with great energy. No Damage. Reduces Mp Costs by 50% for Three Turns. Range: Self. ? MP. Wind Elemental.
+Vortex of Trepidation – Forces one's fears out of one's body, manifesting them into a pool of blackness which spills out onto the battlefield and consumes a large radius around the user which heavily damages all within it when placed and can cause terrible side effects from which the targets may never recover. 100% Int Damage. Creates Trepidation Pool Cells in 2 Cell Radius around the User. Entering a Trepidation Pool Cell has a high chance of inflicting one random negative status; targets can receive a total of four random statuses from this effect. Trepidation Pool Cells only last Five Turns. Range: 2 Cell Radius. ? MP. Darkness Elemental.
+Resolute Allegiance – Connects with the ties shared amongst the user and his allies and strengthens them to the point that they manifest into a collective shield that remains resolute throughout even the most difficult challenges. No Damage. Increases Def and Spr by 5% per Ally standing (excluding the user) for Five Turns; Boost decreases by 5% per Ally KOed and does not increase if they are revived; If the user is KOed then the boost is dispelled. Cannot be used if none of the user's allies are conscious. Range: All Allies. ? MP.
+Utter Indifference – Manipulating one's lack of concern and utter disinterest, the user projects his lack of feeling onto the target, crippling them severely. No Damage. High Chance of Weak for Five Turns; High Chance of Apathy for Five Turns; Reduces Offensive and Defensive stats by 15% for Five Turns. Range: 4 Cells. ? MP.
+The Awakening – Pulls back from the emotions that permeate the area around the user and focuses on one's connection with them, manifesting that connection in the form of a pulsing aura which the user then strengthens, ultimately awakening within him the utmost power that is and will ever be available to him. No Damage. Bestows Doublecast for Five Turns; Bestows Flying for Five Turns; -20% Damage Taken for Five Turns. Range: Self. ? MP.
R-Ability:
+Overemotional – Emotions are powerful and dangerous things if one doesn't know how to handle them. When the user enters an emotional state, any enemy in a surrounding cell can be overwhelmed by the same emotions much to the point that it becomes too much to handle and they receive a 10% reduction to their offensive and defensive stats. Stacks three times per enemy.
S-Ability:
+Extrasensory – The user is gifted not only with the ability to take on and understand another's emotions, but is exceptionally gifted with the ability to use them as a foundation for his own actions. Places the user into a certain state based on the last ability used from Cognition, which gives the user's additional effects. This state lasts for three turns unless another Cognition ability is used, in which case the former state is dispelled and the new state begins.
D-Ability:
+Emotion Crush – Creates an extreme connection with a target before ripping their ability to feel from them. Never again will they feel anything. 200% Pierce Int Damage. Bestows Null Emotion; 10% Stat Reduction to Offensive and Defensive Stats. Range: 4 Cells. 0 MP.
Stats:
Next Level: Mp, Int, Spr
Hp: 25
Mp: 30
Atk: 1 (+0 from Memoir)
Def: 4 (+0 from Promise)
Int: 7 (+1 from Memoir) (+1 from Gift)
Spr: 4 (+1 from Promise)
Evade: 2%
Move: 2 Cells (+0 from Empath Profession)
Skill Points: 0
Affinity:
Durn: 0 [Interwebs Crush]
Feelings: Friendly
Zeri: 0 [Mentor]
Feelings: Friendly
Masquerade: 3 [Pops]
Feelings: Worried
Kuori: 0 [Slave]
Feelings: Friendly
Allindur: 3 [Friend]
Feelings: Worried
Cerani: 0 [Dude? Duuuuuuuddddddeeee.]
Feelings: Gurl, dat Hair. 'nuff said.
Vergil: 0 [He shall be my squishy =3]
Feelings: I laff him and his funnies~
Gist: 0 [Curiouser and Curiouser]
Feelings: Friendly
Last edited by Silver on Tue Jan 07, 2014 9:02 pm; edited 37 times in total
Re: Eternal Dream: Online
Name: Zeri
Age: 21 [April 28]
Gender: Male
Appearance:
Profession: Novelist - A writer, reader, and a thinker all compiled into one. With swift, deft movements of a pen and paper, a Novelist can cause problems or fix them. (Writ of Passage)
Writ of Passage - Basic attacks have an infinite range.
Weapon: Nearly Broken Pen - It's nearly broken!
Armor: Nearly Ripped Knapsack - It's nearly ripped!
Accessory: Glasses - They help me seeeeeee...
A-Ability: New Ideas
+ Spur of the Moment - A thought suddenly comes to Zeri, and he has to write it down very quickly in order to not lose it. He has a tendency to forget things, after all. Bestows Haste. Self only. 8 MP.
+ Draw a Fucking Map! - Zeri has a 'duh' moment, and draws a small map on a spare piece of paper, listing the locations of every enemy on the field. Sometimes he can find secrets. Tracks the enemies and makes them 20% easier to hit for 3 turns. Range: Battlefield. 8 MP.
R-Ability: I Have A Better Idea - Once Zeri reaches the maximum number of stacks of I Have An Idea, his basic attacks ignore 20% of his target's SPR stat.
S-Ability: I Have An Idea - With multiple ideas of how to harm the opposition, Zeri sometimes has to bundle them up into one attack. Increases the potency of every consecutive basic attack by 20% up to a cap of 200%.
Awakening: I'm Just Going To Kill All The Bad Guys Now - Tired of everything that's been happening recently, Zeri just writes the names of every enemy on his paper while picturing their image in his mind. They usually die after forty seconds if he doesn't write a reason for the death. (100% Piercing Int DMG to all enemies)(Light Elemental)(May cause Doom)
LVL: 4
Progress: 0/10
Skill Points: 0
Stats:
HP: 35 / 35
MP: 25 / 25
Atk: 1
Def: 3 (+1 from Nearly Ripped Knapsack)
Int: 6 (+1 from Nearly Broken Pen) (+1 from Glasses)
Spr: 5
Move: 2 (+0 from Novelist Profession)
Evade: 1%
AFFINITY:
Durn: 0 [BEST FRIENDS 5EVER]
Feelings: Nice hair
Sliv: 0 [Elsa]
Feelings: Let it go, man. Let it go.
Masq: 0 [Oathbreaker]
Feelings: Why am I never surprised.
Kuori: 3 [Asian]
Feelings: Also an excellent meatshield.
Butters: 0 [Mah Brotha]
Feelings: Whatchu got homie
Vergil: 3 [Srs?]
Feelings: Forreal?
Gist: 0 [Uhhhhhhhhhhhhhhh)
Feelings: idefk
Age: 21 [April 28]
Gender: Male
Appearance:
- Spoiler:
Profession: Novelist - A writer, reader, and a thinker all compiled into one. With swift, deft movements of a pen and paper, a Novelist can cause problems or fix them. (Writ of Passage)
Writ of Passage - Basic attacks have an infinite range.
Weapon: Nearly Broken Pen - It's nearly broken!
Armor: Nearly Ripped Knapsack - It's nearly ripped!
Accessory: Glasses - They help me seeeeeee...
A-Ability: New Ideas
+ Spur of the Moment - A thought suddenly comes to Zeri, and he has to write it down very quickly in order to not lose it. He has a tendency to forget things, after all. Bestows Haste. Self only. 8 MP.
+ Draw a Fucking Map! - Zeri has a 'duh' moment, and draws a small map on a spare piece of paper, listing the locations of every enemy on the field. Sometimes he can find secrets. Tracks the enemies and makes them 20% easier to hit for 3 turns. Range: Battlefield. 8 MP.
- Spoiler:
- + Infinity - Zeri creates a space of his own design, surrounding himself with an aura of superiority that is difficult to dispel. While in this space, Zeri is able to attack much faster than normal. Creates an Infinity cell in the cell Zeri is currently standing. As long as Zeri remains in this cell, it cannot be dispelled and Zeri is able to execute 2 additional Basic Attacks per turn. Infinity cell is not enhanced by Haste or Slow. ? MP.
+ Infinity Repulsion - Zeri surrounds himself with a distinctive aura that repels attacks and enemies alike. It expands on the previous aura that was placed both physically and magically. Expands the previously placed Infinity cell to all cells surrounding Zeri. Enemies cannot step into these surrounding cells and physical projectiles are automatically blocked. The original Infinity cell remains, but the Infinity Repulsion will only last for 3 turns at most. An Infinity cell is required in order to use Infinity Repulsion. ? MP
+ Infinity Convergence - Zeri uses the aura that is surrounding him and directs its power at a particular enemy in order to destroy the target's own auras. Deals no damage, but Seals the target. Infinity Convergence consumes the Infinity cell, which means an Infinity cell is required in order to cast Infinity Convergence. ? MP.
+ Infinity Combustion - Zeri creates a dangerous aura around himself that will immediately set fire to anything that gets too close. By using the aura that Zeri has already created, he can do this. Deals 80% Piercing Int DMG to the first enemy to step into an adjacent cell to Zeri's Infinity cell. Also sets that enemy on fire, which deals 30% of that enemy's Spr stat as Piercing damage. Consumes the Infinity cell. ? MP.
+ Infinity Release - Zeri releases all of the pent up energy in his aura and it expands outward, covering the entire battlefield. For a time, all of Zeri's attacks are boosted in power and cannot be avoided. Zeri obtains all the bonuses of Infinity as well as Sure Hit for 3 turns. Consumes the Infinity cell. ? MP.
R-Ability: I Have A Better Idea - Once Zeri reaches the maximum number of stacks of I Have An Idea, his basic attacks ignore 20% of his target's SPR stat.
S-Ability: I Have An Idea - With multiple ideas of how to harm the opposition, Zeri sometimes has to bundle them up into one attack. Increases the potency of every consecutive basic attack by 20% up to a cap of 200%.
Awakening: I'm Just Going To Kill All The Bad Guys Now - Tired of everything that's been happening recently, Zeri just writes the names of every enemy on his paper while picturing their image in his mind. They usually die after forty seconds if he doesn't write a reason for the death. (100% Piercing Int DMG to all enemies)(Light Elemental)(May cause Doom)
LVL: 4
Progress: 0/10
Skill Points: 0
Stats:
HP: 35 / 35
MP: 25 / 25
Atk: 1
Def: 3 (+1 from Nearly Ripped Knapsack)
Int: 6 (+1 from Nearly Broken Pen) (+1 from Glasses)
Spr: 5
Move: 2 (+0 from Novelist Profession)
Evade: 1%
AFFINITY:
Durn: 0 [BEST FRIENDS 5EVER]
Feelings: Nice hair
Sliv: 0 [Elsa]
Feelings: Let it go, man. Let it go.
Masq: 0 [Oathbreaker]
Feelings: Why am I never surprised.
Kuori: 3 [Asian]
Feelings: Also an excellent meatshield.
Butters: 0 [Mah Brotha]
Feelings: Whatchu got homie
Vergil: 3 [Srs?]
Feelings: Forreal?
Gist: 0 [Uhhhhhhhhhhhhhhh)
Feelings: idefk
Last edited by Zerifachias on Sat Feb 01, 2014 7:16 pm; edited 12 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Eternal Dream: Online
Name: Masquerade the Hopeful / Grimdark Masquerade
Gender: Male
Age: 20
Level: 4
Next Level: 2/16
Appearance:
Profession: Seer of Hope - With naught but bountiful optimism to share, the one who claims this profession not only believes in hope itself, but has been gifted with the power to see it manifested in many different forms, along with seeing hopeful outcomes to be experienced in the future. The longer a battle persists, the closer to hope one becomes. (Future Hope)
*Future Hope: Every 5 Player Phases, all enemies are marked with Signs of Hope which reduces all of their stats indefinitely by 5%. Stacks indefinitely.
Profession: Grimdark Seer - Forced to the edge of sanity due to a string of unbelievably agonizing circumstances, the one who claims this profession loses composure and devotes oneself to the Gods of the Furthest Ring in order to possess unrivaled power in exchange for one's true virtue. (Seething Aura)
*Seething Aura: Nearby foes have a chance of being afflicted with Pain and Misfortune. Enemies in the aura take 10% more damage from the user only.
Weapon: Twin Needles - Harnesses for magical power, they're actually just a couple of long metal needles. (Damage: INT)(Range: 4 cells)
Armor: Seer's Robe - The typical robe given to an ascended Seer.
Accessory: Third Eye Choker - A crimson band adorning a single, petrified eye that seems to gaze endlessly into something that cannot be seen by humankind.
A-Ability: A Brighter Day / A Darker Night:
+Radiant Mark: Erases the target's view of the present to force them to think about the future, or to reflect on their past. 110% Int Dmg. Range: 4 cells. Places target under Thoughtful status. Targets under Thoughtful status have a 10% chance to be Blinded by the user's basic attacks and skills. Stacks up to 10 times. 8 MP. Light elemental.
+Ethos Flare: Conjures violet flash of light tinged with darkness that clings to the target's very spirit. 130% Int Dmg. Range: 4 cells. Marks target with Ethos status. Targets with Ethos status take 10% more damage from the user's spells. Stacks up to 5 times. 11 MP. Dark elemental.
+Spirit Scathe: Fires a beam of concentrated light forward that burns the skin and tears at the fabrics of the target's spirit, disrupting their flow of mana. 80% Int Dmg. Range: 4 cells, linear, one direction; hits all in line of fire. Damages target's MP by 50% of the damage dealt by this attack. Lowers target SPR by 10% for 5 turns. 12 MP. Light elemental.
+Grand Convergence: Calls columns of gravitational energy surging towards oneself where it is gathered and harnessed to unleash a mighty burst. 90% Int Dmg (columns.) 150% Int Dmg (explosion.) Range: Straight line, cardinal directions (columns); 2 layers of surrounding cells (explosion.) 16 MP. Dark elemental.
R-Ability: None.
S-Ability: Bountiful Optimism - Recovers MP equal to 2% Max MP each turn.
Dreaded Victory - Magical damage output increases by 10% each turn. Stacks up to 10 times. User is placed under Doom status upon reaching the last stack, and the turn after the max stack is reached, all stacks are removed and cannot be built up again until Doom is removed.
Awakening: End of the World (Darkness) - When he, the Seer, loses hope, that is how you know that the world is finally at its end. Relinquishing all hopes and dreams, he essentially dooms the existence of all things, welcoming a cloud of encroaching darkness to take hold of everything, crushing it beneath the sheer overwhelming force of shadows, but those who maintain their hope even in these desperate times will be spared. The others will be lost forever... Deals 100% Piercing Int damage to all enemies on the battlefield. Chance of Oblivion.
Stats:
HP: 25 (+5 from Third Eye Choker)
MP: 30 (+5 from Third Eye Choker)
Atk: 0 (+0 from Twin Needles)
Def: 3 (+0 from Seer's Robe)
Int: 8 (+1 from Twin Needles)
Spr: 5 (+1 from Seer's Robe)
Evasion: 2%
Movement: 2 cells (+0 from Seer of Hope profession)
Skill Points: 1
Affinity:
Durn ~ 0 [Friend]
Feelings Spec: Satisfied
Silver ~ 3 [Good Friend]
Feelings Spec: Worried
Zeri ~ 0 [Partner in Crime]
Feelings Spec: Bitchin'
Kuori ~ 0 [Friend]
Feelings Spec: Satisfied
Cerani ~ 0 [Best Friend]
Feelings Spec: Ecstatic
Vergil ~ 0 [Acquaintance]
Feelings Spec: Awesomesauce
Gist ~ 0 [Friend]
Feelings Spec: Shingeki no EDO
*Brackets dictate the kind of relationship Masq has with the person.
*Feelings Spec indicates what Masq's current feelings are towards the person.
Gender: Male
Age: 20
Level: 4
Next Level: 2/16
Appearance:
- Spoiler:
Profession: Seer of Hope - With naught but bountiful optimism to share, the one who claims this profession not only believes in hope itself, but has been gifted with the power to see it manifested in many different forms, along with seeing hopeful outcomes to be experienced in the future. The longer a battle persists, the closer to hope one becomes. (Future Hope)
*Future Hope: Every 5 Player Phases, all enemies are marked with Signs of Hope which reduces all of their stats indefinitely by 5%. Stacks indefinitely.
Profession: Grimdark Seer - Forced to the edge of sanity due to a string of unbelievably agonizing circumstances, the one who claims this profession loses composure and devotes oneself to the Gods of the Furthest Ring in order to possess unrivaled power in exchange for one's true virtue. (Seething Aura)
*Seething Aura: Nearby foes have a chance of being afflicted with Pain and Misfortune. Enemies in the aura take 10% more damage from the user only.
Weapon: Twin Needles - Harnesses for magical power, they're actually just a couple of long metal needles. (Damage: INT)(Range: 4 cells)
Armor: Seer's Robe - The typical robe given to an ascended Seer.
Accessory: Third Eye Choker - A crimson band adorning a single, petrified eye that seems to gaze endlessly into something that cannot be seen by humankind.
A-Ability: A Brighter Day / A Darker Night:
+Radiant Mark: Erases the target's view of the present to force them to think about the future, or to reflect on their past. 110% Int Dmg. Range: 4 cells. Places target under Thoughtful status. Targets under Thoughtful status have a 10% chance to be Blinded by the user's basic attacks and skills. Stacks up to 10 times. 8 MP. Light elemental.
+Ethos Flare: Conjures violet flash of light tinged with darkness that clings to the target's very spirit. 130% Int Dmg. Range: 4 cells. Marks target with Ethos status. Targets with Ethos status take 10% more damage from the user's spells. Stacks up to 5 times. 11 MP. Dark elemental.
+Spirit Scathe: Fires a beam of concentrated light forward that burns the skin and tears at the fabrics of the target's spirit, disrupting their flow of mana. 80% Int Dmg. Range: 4 cells, linear, one direction; hits all in line of fire. Damages target's MP by 50% of the damage dealt by this attack. Lowers target SPR by 10% for 5 turns. 12 MP. Light elemental.
+Grand Convergence: Calls columns of gravitational energy surging towards oneself where it is gathered and harnessed to unleash a mighty burst. 90% Int Dmg (columns.) 150% Int Dmg (explosion.) Range: Straight line, cardinal directions (columns); 2 layers of surrounding cells (explosion.) 16 MP. Dark elemental.
- Spoiler:
- +Brilliant Barrage: Formulates spheres of pure light and elongates them into a multitude of needles before firing them off in a terrible torrent. 80% Int Dmg. Range: 6 cells. 6 hits. Last hit Stuns the target for one turn. Places a stack of Riddled on the target. Getting hit with this skill while having 3 stacks of Riddled yields a high chance of Instant Death. ? MP. Light elemental.
+Nova Shockwave: Draws in energy forming a blazing aura around oneself akin to starlight which proceeds to grow more and more unstable over time, quivering and trembling with its own power before being released in a mighty wave as a result of a massive explosion. 170% Int Dmg (surrounding cells.) 130% Int Dmg (all other enemies.) Range: Surrounding cells (explosion); all other enemies (shockwave.) ? MP.
+Soaring Ambition: Launches a might beacon of hope in the form of a radiant phoenix that flies in a regal arc over the battlefield, bolstering the morale of allies who view it while striking fear in the hearts of the doomed foes. Enemies are Feared for 2 turns. Allies gain Bravery and Faith for 2 turns and become immune to all roots, disables, fears, silences, and blinds for the same duration. Range: All. ? MP.
+Black Hole: Warps the fabric of space and guides it into forming a black hole that draws everything not rooted to the ground towards it for a certain amount of time after which it implodes causing a cataclysm of a magnitude based on how much it absorbed. Creates Black Hole in target cell. All objects and units are drawn towards it by 1 cell per turn for 5 turns. Objects can be absorbed into the Black Hole. Upon duration end, deals 120% Int Dmg plus 10% for each object absorbed. Range: 6 cells (planting); all surrounding cells (explosion). Casting the skill a second time in the first two turns refreshes the duration and increases the rate of drawing to 3 cells per turn. ? MP.
+Hallowed Prison: Calls down thick bars of solidified light from the heavens to surround a foe and imprison it, slowly purifying its soul for the duration of its incarceration. 110% Int Dmg. Range: 4 cells. Immobilizes target. Damage persists for the duration of Immobilize. ? MP. Light elemental.
+Macro Cosmos: Minimizes the sizes of the planets in the great expanse and brings them down to the battlefield to be manipulated at the will of the user. Creates World of Shadow, Wasteland Planet, Ethereal Moon, and Grand Solaris. Range: 6 cell radius. ? MP.
>Alignment: Moves all astral bodies present on the battlefield to positions more favorable to the manipulator. Moves World of Shadow, Wasteland Planet, Ethereal Moon, and Grand Solaris a certain distance equal to or less than the user's Move stat + 2 cells. Range: Set. ? MP.
>Detonate: Causes the end of an astral body resulting in a super nova that has varying effects based on which astral body was set to come to an end.
---World of Shadow: Becomes a super nova that radiates a massive amount of darkened energy that singes everything good present in those exposed. 200% Int Dmg. Range: All surrounding cells. Chance of Blind. Chance of Misfortune. Chance of Curse. Chance of Pain. Chance of Apathy. The target is unable to use attacks of the Light element. ? MP. Dark elemental.
---Wasteland Planet: Becomes a super nova that unleashes a horrid energy that renders every living thing around it into an arid husk of what it used to be. 160% Int Dmg. Range: All surrounding cells. Target stats -10% for 5 turns. Chance of Weak. Chance of Frail. ? MP. Earth elemental.
---Ethereal Moon: Becomes a super nova with the capabilities of reducing the corporeal to ash leaving behind nothing but an ethereal form. 180% Int Dmg. Range: All surrounding cells. Targets become Intangible for 3 turns. ? MP. Light elemental.
---Grand Solaris: Becomes a frightening super nova with the innate power to destroy galaxies far and wide in a massive explosion the likes of which none have ever seen, the intense heat threatening to obliterate everything in existence. 240% Int Dmg. Range: 2 layers of surrounding cells. Destroys all objects in range, including other astral bodies. Chance of Oblivion. Survivors of Oblivion are subject to being Stunned for 1 turn while become Severely Burned and Weakened. ? MP. Fire elemental.
R-Ability: None.
S-Ability: Bountiful Optimism - Recovers MP equal to 2% Max MP each turn.
Dreaded Victory - Magical damage output increases by 10% each turn. Stacks up to 10 times. User is placed under Doom status upon reaching the last stack, and the turn after the max stack is reached, all stacks are removed and cannot be built up again until Doom is removed.
Awakening: End of the World (Darkness) - When he, the Seer, loses hope, that is how you know that the world is finally at its end. Relinquishing all hopes and dreams, he essentially dooms the existence of all things, welcoming a cloud of encroaching darkness to take hold of everything, crushing it beneath the sheer overwhelming force of shadows, but those who maintain their hope even in these desperate times will be spared. The others will be lost forever... Deals 100% Piercing Int damage to all enemies on the battlefield. Chance of Oblivion.
Stats:
HP: 25 (+5 from Third Eye Choker)
MP: 30 (+5 from Third Eye Choker)
Atk: 0 (+0 from Twin Needles)
Def: 3 (+0 from Seer's Robe)
Int: 8 (+1 from Twin Needles)
Spr: 5 (+1 from Seer's Robe)
Evasion: 2%
Movement: 2 cells (+0 from Seer of Hope profession)
Skill Points: 1
Affinity:
Durn ~ 0 [Friend]
Feelings Spec: Satisfied
Silver ~ 3 [Good Friend]
Feelings Spec: Worried
Zeri ~ 0 [Partner in Crime]
Feelings Spec: Bitchin'
Kuori ~ 0 [Friend]
Feelings Spec: Satisfied
Cerani ~ 0 [Best Friend]
Feelings Spec: Ecstatic
Vergil ~ 0 [Acquaintance]
Feelings Spec: Awesomesauce
Gist ~ 0 [Friend]
Feelings Spec: Shingeki no EDO
*Brackets dictate the kind of relationship Masq has with the person.
*Feelings Spec indicates what Masq's current feelings are towards the person.
Last edited by Masquerade on Fri Jan 17, 2014 2:38 pm; edited 26 times in total
Re: Eternal Dream: Online
Name: Kuori
Gender: Male
Age: 17
Appearance:
*All According to Plan - Kuori himself gains an extra 1 EXP at the end of every battle.
Weapon: Feathered Fan - Though it's only made with chicken feathers rather than something like say, phoenix feathers, it still gets the job done for looking very classy.
Armor: Old Mantle - Kuori has worn this through several hundred battles, though it had always been from the safety of behind his computer screen.
Accessory: Bottle of Rage - A small bottle that jails a helpless ball of red energy that seems to bounce tirelessly amidst its container. [+1 INT][PASSIVE: Upon taking damage, gives the user +2 INT for 3 turns. Duration is refreshed upon all instances of damage. Does not stack]
A-Ability: Sun Zi Bing Fa
+ Raven Scout - Kuori releases his raven, Beatrice, to strike at his enemy and peck their eyes out. [100% INT Dmg. Range: 5 cells. Chance of Blind. 7 MP]
---Prepared: Ravenous Flock - As one becomes two and two becomes many, Beatrice calls for a flock of its own kind to assault the target that Kuori chooses. [100% INT Dmg per hit, 3 hits. Range: 5 cells. Chance of Bleeding]
+ Chinese Tea - Nothing like herbal tea to calm the mind and soothe the soul. [Range: Self. 20% HP/MP recovery. 12 MP]
---Prepared: Cherry Blossom Viewing - Falling cherry blossoms on a pleasant spring afternoon is the perfect accompaniment to tea. [20% HP/MP recovery. Range: Allied Party]
R-Ability:
+ Deception - "When we are able to attack, we must seem unable. When using our forces we must seem inactive." Whenever Kuori takes damage, there is a 50% chance he will gain Preparation. If he does not gain Preparation instead his next ability will cost 50% less MP. Does not stack.
S-Ability:
+ Preparation - "Many calculations lead to victory. Few calculations to defeat." Whenever Kuori spends two consecutive turns without taking damage he gains Preparation. The next time he uses an A-Ability Kuori will use his Preparation charge to use an empowered version of the Ability with no increase in MP cost.
Awakening:
+ Tactician's Final Hand - "If we attack strategically from the flank...oh who am I kidding? Let's just morph and eat them." Kuori's last resort is hardly considered a 'tactic' or 'strategy.' He simply uses his power to grant a significant increase to strength for him and his allies and commands a charge straight for the enemy. [Grants 25% increase to damage output and decreased damage taken for 3 turns. Range: Allied Party]
Level: 4
Exp: 3/16
HP: 30 / 30
MP: 35 / 35
ATK: 1
DEF: 4
INT: 6 (+1 from Feathered Fan) (+1 from Bottle of Rage)
SPR: 3 (+1 from Old Mantle)
EVADE: 2%
MOVE: 2 (+0 from Self-Proclaimed Tactician Profession)
Skill Points: 0
Affinity:
Gender: Male
Age: 17
Appearance:
- Spoiler:
*All According to Plan - Kuori himself gains an extra 1 EXP at the end of every battle.
Weapon: Feathered Fan - Though it's only made with chicken feathers rather than something like say, phoenix feathers, it still gets the job done for looking very classy.
Armor: Old Mantle - Kuori has worn this through several hundred battles, though it had always been from the safety of behind his computer screen.
Accessory: Bottle of Rage - A small bottle that jails a helpless ball of red energy that seems to bounce tirelessly amidst its container. [+1 INT][PASSIVE: Upon taking damage, gives the user +2 INT for 3 turns. Duration is refreshed upon all instances of damage. Does not stack]
---------~---------
A-Ability: Sun Zi Bing Fa
+ Raven Scout - Kuori releases his raven, Beatrice, to strike at his enemy and peck their eyes out. [100% INT Dmg. Range: 5 cells. Chance of Blind. 7 MP]
---Prepared: Ravenous Flock - As one becomes two and two becomes many, Beatrice calls for a flock of its own kind to assault the target that Kuori chooses. [100% INT Dmg per hit, 3 hits. Range: 5 cells. Chance of Bleeding]
+ Chinese Tea - Nothing like herbal tea to calm the mind and soothe the soul. [Range: Self. 20% HP/MP recovery. 12 MP]
---Prepared: Cherry Blossom Viewing - Falling cherry blossoms on a pleasant spring afternoon is the perfect accompaniment to tea. [20% HP/MP recovery. Range: Allied Party]
- Spoiler:
+ Howling Gale - Kuori swings his fan, creating a strong gust of wind that repels enemies who attempt to come near. [Range: 3 cells. Pushes target back 3 cells. ? MP]
---Prepared: Hurricane - Kuori uses his fan to create a dangerous whirlwind that catches his targets and disorients them. [120% Wind INT Dmg. Range: 5 cells and surrounding cells of the target. Chance of Confusion]+ Mudtrap - With a wave of his fan the ground underneath Kuori's target becomes soft and unstable, causing the target to sink into the earth. [Range: Any enemy. High chance of Immobilize. ? MP]
---Prepared: Landslide - Kuori releases a trap which was already set up that causes several metric tons of mud, dirt, gravel, rocks, and whatever else is in the area to bury the target. [160% Earth INT Dmg. Range: Enemy party. Chance of Disable. Chance of Immobilize]+ Exhaust - Kuori saps the strength of an enemy with the purpose to demoralize. [Range: 5 cells. Reduce damage output and increase damage taken by 15%. ? MP]
---Prepared: Sabotage - When your weapons are dulled, your ardor damped, your strength exhausted and your treasure spent then no man, however wise, will be able to avert the consequences. [Range: Enemy party. Removes all beneficial effects on the targets. The targets have a 50% chance of failure on their next Act action]+ Detain - Kuori springs a carefully-laid trap on the target to incapacitate and render them helpless. [Range: Any enemy. High chance of Disable. ? MP]
---Prepared: Recruitment - Captured soldiers should be kindly treated and kept. Such will be the way to use the conquered foe to augment our own strengths. [Range: Any enemy. High chance of Charm. If successful the target's Charm status may not be dispelled by external means]+ Dark Cloud - A large flock of ravens cover the sky, the feathers that fall, though few and far in between, somehow provide a superior protection for Kuori and his allies. [Range: Allied party. Grants Immunity. ? MP]
---Prepared: Borrowed Munitions - The story of Zhugeliang's achievement in 'borrowing' arrows from the opposing army is one known to almost all tacticians. [Range: Allied party. Reduces damage taken and the chance of all negative status effects by 75% for 1 turn. Converts the reduced damage to MP]
---------~---------
R-Ability:
+ Deception - "When we are able to attack, we must seem unable. When using our forces we must seem inactive." Whenever Kuori takes damage, there is a 50% chance he will gain Preparation. If he does not gain Preparation instead his next ability will cost 50% less MP. Does not stack.
---------~---------
S-Ability:
+ Preparation - "Many calculations lead to victory. Few calculations to defeat." Whenever Kuori spends two consecutive turns without taking damage he gains Preparation. The next time he uses an A-Ability Kuori will use his Preparation charge to use an empowered version of the Ability with no increase in MP cost.
---------~---------
Awakening:
+ Tactician's Final Hand - "If we attack strategically from the flank...oh who am I kidding? Let's just morph and eat them." Kuori's last resort is hardly considered a 'tactic' or 'strategy.' He simply uses his power to grant a significant increase to strength for him and his allies and commands a charge straight for the enemy. [Grants 25% increase to damage output and decreased damage taken for 3 turns. Range: Allied Party]
---------~---------
Level: 4
Exp: 3/16
HP: 30 / 30
MP: 35 / 35
ATK: 1
DEF: 4
INT: 6 (+1 from Feathered Fan) (+1 from Bottle of Rage)
SPR: 3 (+1 from Old Mantle)
EVADE: 2%
MOVE: 2 (+0 from Self-Proclaimed Tactician Profession)
Skill Points: 0
---------~---------
Affinity:
- Spoiler:
- Durn: 0
Relationship: Gaming-Skype-Buddy
Feelings: Friendly
Terra: 0
Relationship: Facebook-Buddy
Feelings: Friendly
Zeri: 3
Relationship: Gaming-Steam-Buddy
Feelings: Friendly
Masquerade: 0
Relationship:S&MFriend
Feelings: Friendly
Allindur: 0
Relationship:Gay LoverFriend
Feelings: Friendly
Cerani: 0
Relationship: Creation and Destruction
Feelings: Friendly
Xenosaga: 0
Relationship: Fellow Asian
Feelings: Friendly
Vergil: 3
Relationship: Cannon Fodder
Feelings: Uncaring
Last edited by Kurio on Wed Jun 12, 2013 11:17 am; edited 18 times in total
Kurio- Masochistic Kitty Kat Maid
- Posts : 8939
Join date : 2009-10-30
Age : 29
Location : I dunno 3:
Re: Eternal Dream: Online
Name: Cerani
Age: 21 (May 26)
Gender: Female
Level: 4
Next Level: 2/16
Appearance:
Profession: Swordsperson - "Hey, I'm just random like that. Plus, I really like swords. I could teach you a lot . . . but I'd have to charge." [Combatant]
Weapon: Iron Sword - Something so nondescript is perfect for a beginner, as crude as it is.
Armor: Starter Clothes - Just clothes. You shouldn't expect to stop much with these, but don't worry. You'll move up to real armor soon.
Accessory: Class Ring - You've actually worn it so much, it's become part of your ensemble. [+1 Atk]
A - Ability: Swordspersonship - "So we're continuing the use of this word, are we? Cool, cool. Just don't let it go to your head. Weirdo."
+ Smash - A powerful attack that can leave the enemy stunned. Relies more on the weight of the sword than using its edge. 130% Atk. Inflicts Stun. Range: Adjacent Cell. Cost: 9 MP.
+ Hit and Slash - Hit the target with the sword’s pommel, then turn and slash for extra damage. 2 Hits, 120% Atk each. High chance of Critical on second hit. Range: Adjacent Cell. Cost: 10 MP.
+ Flourish - Usually serving no real tactical purpose, this flourish is designed to take advantage of one's speed and instinct. Increases Basic Attack count by one. Max Uses: 1 Range: Self. Cost: 8 (scales with level upon hitting 8).
+ Stick It - "-Where the sun shines!" Increases damage output by 50% for three turns. Range: Self. Cost: 8 (scales with level upon hitting 8) MP.
+ Breaker - A sudden, furious attack meant more to sunder a weapon than truly attack an enemy. 110% Atk damage. Inflicts Weapon Break. Chance to break increases with each use on the same enemy. Range: Adjacent Cell. Cost: 8 MP.
+ Guard - Sets ready stance and calls a protective shield+ Guard - [i]Sets ready stance and calls a protective shield around the swordsperson, knowing a magic user is nearby. Casts Shell. While in Guard Stance, the following abilities may be linked once with others. Range: Self. Cost:
-- Dampen - Casts a small dampening field around an enemy. Lowers Int by 50%. Range: 5 cells. Cost:
-- Mage Slayer - Uses a mages assets against itself. Causes damage equal to the amount of remaining MP an enemy has. Range: 3 cells. Cost:
R - Ability: Swift Recovery - A swordsperson can be utterly relentless, surviving to fight even after they should be quite dead. If Cerani takes enough damage to the point that it would KO her, instead she remains at 1 HP and gains Regen and increased movement (by 2). After triggered, this ability will not be able to trigger again until five turns later.
S - Ability: Metaphorically Self-Serving - Lemme just take advantage of that. Cerani's self-buffs are 50% more effective.
D - Ability: Massive Attack - "Okay, so I might be a little cranky." 200% Piercing Atk damage. Good chance of Weak. Range: Any one enemy.
Stats:
HP: 25/25
MP: 30/30
Atk: 11 (8 +1 from Iron Sword +1 from Class Ring +1 Combatant)
Def: 6 (4 +1 from Starter Clothes +1 Combatant)
Int: 0
Spr: 4
Move: 3 (2 +1 from Swordsperson Profession)
Evade: 3%
Skill Points: 0
Affinity
Age: 21 (May 26)
Gender: Female
Level: 4
Next Level: 2/16
Appearance:
- Spoiler:
Profession: Swordsperson - "Hey, I'm just random like that. Plus, I really like swords. I could teach you a lot . . . but I'd have to charge." [Combatant]
- Spoiler:
- Combatant - "I'm not really a violent person. Honest." Atk and Def are passively increased by 10%.
Weapon: Iron Sword - Something so nondescript is perfect for a beginner, as crude as it is.
Armor: Starter Clothes - Just clothes. You shouldn't expect to stop much with these, but don't worry. You'll move up to real armor soon.
Accessory: Class Ring - You've actually worn it so much, it's become part of your ensemble. [+1 Atk]
A - Ability: Swordspersonship - "So we're continuing the use of this word, are we? Cool, cool. Just don't let it go to your head. Weirdo."
+ Smash - A powerful attack that can leave the enemy stunned. Relies more on the weight of the sword than using its edge. 130% Atk. Inflicts Stun. Range: Adjacent Cell. Cost: 9 MP.
+ Hit and Slash - Hit the target with the sword’s pommel, then turn and slash for extra damage. 2 Hits, 120% Atk each. High chance of Critical on second hit. Range: Adjacent Cell. Cost: 10 MP.
+ Stick It - "-Where the sun shines!" Increases damage output by 50% for three turns. Range: Self. Cost: 8 (scales with level upon hitting 8) MP.
+ Breaker - A sudden, furious attack meant more to sunder a weapon than truly attack an enemy. 110% Atk damage. Inflicts Weapon Break. Chance to break increases with each use on the same enemy. Range: Adjacent Cell. Cost: 8 MP.
+ Guard - Sets ready stance and calls a protective shield+ Guard - [i]Sets ready stance and calls a protective shield around the swordsperson, knowing a magic user is nearby. Casts Shell. While in Guard Stance, the following abilities may be linked once with others. Range: Self. Cost:
-- Dampen - Casts a small dampening field around an enemy. Lowers Int by 50%. Range: 5 cells. Cost:
-- Mage Slayer - Uses a mages assets against itself. Causes damage equal to the amount of remaining MP an enemy has. Range: 3 cells. Cost:
R - Ability: Swift Recovery - A swordsperson can be utterly relentless, surviving to fight even after they should be quite dead. If Cerani takes enough damage to the point that it would KO her, instead she remains at 1 HP and gains Regen and increased movement (by 2). After triggered, this ability will not be able to trigger again until five turns later.
S - Ability: Metaphorically Self-Serving - Lemme just take advantage of that. Cerani's self-buffs are 50% more effective.
D - Ability: Massive Attack - "Okay, so I might be a little cranky." 200% Piercing Atk damage. Good chance of Weak. Range: Any one enemy.
Stats:
HP: 25/25
MP: 30/30
Atk: 11 (8 +1 from Iron Sword +1 from Class Ring +1 Combatant)
Def: 6 (4 +1 from Starter Clothes +1 Combatant)
Int: 0
Spr: 4
Move: 3 (2 +1 from Swordsperson Profession)
Evade: 3%
Skill Points: 0
Affinity
- Spoiler:
- Durn: 4 [Feel Like We Just Met Again]
Feelings: Very Warm
Silver: 0 [My Brother From Another Mother]
Feelings: Awesome
Zeri: 0 [My First Bromance]
Feelings: Pretty Good
Masq: 0 [One Half of the Justin Sandwich]
Feelings: Awesome
Kuori: 0 [Once A God, Now A Friend]
Feelings: Good
Xeno: 4 [Indescribable]
Feelings: Really Good
Allindur: 0 [Flirty Acquaintance]
Feelings: Something that rhymes with Ood
Vergil: 0 [Acquaintance]
Feelings: Fine, not properly introduced
Last edited by Cerani on Fri Jun 07, 2013 12:16 am; edited 14 times in total
Cerani- Right Hand of Destruction
- Posts : 5482
Join date : 2009-10-29
Age : 32
Re: Eternal Dream: Online
Name: Vergil
Gender: Male
Age: 20 [June 12th]
Appearance:
*Psychosomatic Retrograde – All of Vergil's ATK based attacks apply to the enemy's SPR instead of DEF, and all of his INT based attacks apply to the enemy's DEF instead of SPR.
Weapon: Heirloom Shamsir – A dull sword meant for decorative display as opposed to combative purposes. [+1 ATK]
Armor: Leather Jacket – It'll go out of style when I say it does. [+1 DEF]
Accessory: Broken Dreamcatcher – An old keepsake charm meant to ward off nightmares. There seems to be something strange about it at a second glance. [+1 SPR]
+ Telos of the Hourglass: The clutches of death surround Vergil's weapon as he eviscerates his target dealing 100% [ATK/INT] + the percent of Vergil's missing health as ATK or INT damage depending on whichever will deal the most damage. [Range: 1][6 MP]
+ Simulacrum Pact: Vergil spends half of his current health to summon a being of the occult known as the “Simulacrum.” The Simulacrum has HP equal to the amount spent, no defenses, and the same movement as Vergil, as well as being able to perform INT-based basic attacks equal to Vergil's ATK. If Vergil's HP before using the ability was an odd number, then the Simulacrum will be immune to ATK based attacks, and if it was an even number, it will be immune to INT based attacks. Vergil can only have one active Simulacrum at a time. [8 MP]
+ Antagonist: When Vergil or a Simulacrum attacks an enemy with the highest health, the damage is increased equal to 30% of his SPR.
+ Metempsychosis – Vergil is afflicted with stasis for three turns in which he is unaffected by all abilities but cannot act. After the stasis expires, he gains double movement, an extra 2 cells of range for his attacks, and his basic attacks deal 100% ATK and INT piercing damage for two turns.
LVL: 4
EXP: 0 / 16
SP: 0
HP: 25 / 25
MP: 25 / 25
ATK: 4 [+1 from Heirloom Shamsir] [5]
DEF: 3 [+1 from Leather Jacket] [4]
INT: 5
SPR: 5 [+1 from Broken Dreamcatcher] [6]
EVADE: 3%
MOVE: 2 [+1 from Thaumanaut Profession] [3]
Durn: 0
Feelings: Just a small town girl...
Silver: 0
Feelings: Livin' in a lonely world...
Zeri: 3
Feelings: Took a midnight train going anywhere...
Masquerade: 0
Feelings: Just a city boy...
Kuori: 3
Feelings: Born and raised in South Detroit...
Xenosaga: 0
Feelings: Took the midnight train going anywhere...
Allindur: 0
Feelings: A singer in a smoky room...
Cerani: 0
Feelings: A smell of wine and cheap perfume...
Gender: Male
Age: 20 [June 12th]
Appearance:
- Spoiler:
Full image at https://2img.net/h/oi45.tinypic.com/2zizrro.jpg
*Psychosomatic Retrograde – All of Vergil's ATK based attacks apply to the enemy's SPR instead of DEF, and all of his INT based attacks apply to the enemy's DEF instead of SPR.
Weapon: Heirloom Shamsir – A dull sword meant for decorative display as opposed to combative purposes. [+1 ATK]
Armor: Leather Jacket – It'll go out of style when I say it does. [+1 DEF]
Accessory: Broken Dreamcatcher – An old keepsake charm meant to ward off nightmares. There seems to be something strange about it at a second glance. [+1 SPR]
---------~---------
A-Ability: Gemini+ Telos of the Hourglass: The clutches of death surround Vergil's weapon as he eviscerates his target dealing 100% [ATK/INT] + the percent of Vergil's missing health as ATK or INT damage depending on whichever will deal the most damage. [Range: 1][6 MP]
+ Simulacrum Pact: Vergil spends half of his current health to summon a being of the occult known as the “Simulacrum.” The Simulacrum has HP equal to the amount spent, no defenses, and the same movement as Vergil, as well as being able to perform INT-based basic attacks equal to Vergil's ATK. If Vergil's HP before using the ability was an odd number, then the Simulacrum will be immune to ATK based attacks, and if it was an even number, it will be immune to INT based attacks. Vergil can only have one active Simulacrum at a time. [8 MP]
---------~---------
S-Ability: + Antagonist: When Vergil or a Simulacrum attacks an enemy with the highest health, the damage is increased equal to 30% of his SPR.
---------~---------
Awakening:R-Ability:
+ Verdict of the Abacus: Every third time Vergil or his Simulacrum receives damage or is targeted by an enemy ability, Vergil gains an extra cell of range for his attacks and additional damage dealt by Antagonist increases by an extra 10% of Vergil's SPR.
---------~---------+ Metempsychosis – Vergil is afflicted with stasis for three turns in which he is unaffected by all abilities but cannot act. After the stasis expires, he gains double movement, an extra 2 cells of range for his attacks, and his basic attacks deal 100% ATK and INT piercing damage for two turns.
---------~---------
LVL: 4
EXP: 0 / 16
SP: 0
HP: 25 / 25
MP: 25 / 25
ATK: 4 [+1 from Heirloom Shamsir] [5]
DEF: 3 [+1 from Leather Jacket] [4]
INT: 5
SPR: 5 [+1 from Broken Dreamcatcher] [6]
EVADE: 3%
MOVE: 2 [+1 from Thaumanaut Profession] [3]
---------~---------
Affinity:Durn: 0
Feelings: Just a small town girl...
Silver: 0
Feelings: Livin' in a lonely world...
Zeri: 3
Feelings: Took a midnight train going anywhere...
Masquerade: 0
Feelings: Just a city boy...
Kuori: 3
Feelings: Born and raised in South Detroit...
Xenosaga: 0
Feelings: Took the midnight train going anywhere...
Allindur: 0
Feelings: A singer in a smoky room...
Cerani: 0
Feelings: A smell of wine and cheap perfume...
Last edited by Vergil on Fri Jun 21, 2013 10:26 am; edited 5 times in total
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Eternal Dream: Online
Name: Gist
Gender: Female
Age: 18 [November 20]
Level: 4
Progress: 0/16
Appearance:
Profession: Insecure Protector: The one who claims this Profession is not sure of which steps she wants to take for herself, but she wants to make sure that her friends aren't put in her place. [Eternal Bond]
*Eternal Bond - Gist has a permanent, one-sided Affinity bonus of 10% with all party members. Affinity for any given character may not ever decrease below 10%.
Weapon: Brass Knuckles: Metal rings to attach to the hand, lending for a packed punch. [BA: Physical, Range: Adjacant]
Armor: White Shirt: Just a shirt that hasn't gotten dirty yet.
Accessory: Topaz Teardrop: A small stone of topaz, fashioned in the shape of a drop of liquid. The sentimental value has some... questionable origin. [+5 HP]
A-Ability: Unwavering Protection
+ Defense Curl: The user curls within to herself, trying to shut herself from the world and keep harm away. Bestows Protect and increases base DEF by 10% for 3 turns. Stat increase may not stack with multiple applications. Range: Self. Element: Neutral. 10 MP.
+ Winged Feet The user wills for herself to wish all her pain away and keep it there. Bestows Veil for 3 turns. Range: Self. Element: Arcane. 10 MP.
R-Ability: Withholdance: - Upon receiving damage, 20% of it is restored as MP for the user.
S-Ability: True Friendship: - When activated, the User Covers all Surrounding Allies. This effect fades 5 Turns after activation. If another instance of Covering/Covered comes upon the user, this takes priority. This ability may only be used once per battle.
D-Ability: True Conviction: - Gist puts on her big girl panties and steps up to the plate. A barrage of destruction spews from her mouth and onto the opposition without distinction. 100% ATK Damage, 8 + Age (randomized) Hits. Chance of Poison. Range: All Enemies. Element: Neutral. 0 MP.
~ Stats ~
HP: 25 (+5 from Topaz Teardrop)
MP: 30
Atk: 6 (+1 from Brass Knuckles)
Def: 6 (+1 from White Shirt)
Int: 1 (+0 from Brass Knuckles)
Spr: 6 (+0 from White Shirt)
Evasion: 3%
Movement: 2 (+1 from Insecure Protector)
Skill Points: 0
~ Affinity ~
Durn ~ {//////////} [The GM]
Feelings: Distant
Silver ~ {//////////} [Kinsman]
Feelings: Closer, but not quite the same.
Zeri ~ {//////////} [Author]
Feelings: qq
Kuori ~ {//////////} [Panda]
Feelings: Post you phoque
Cerani ~ {//////////} [DnD Pls]
Feelings: Well, well, well~
Vergil ~ {//////////} [1x1 Lover]
Feelings: Yesssssssssss...
Masq ~ {//////////} [Guiding Sage]
Feelings: Totally stoked.
Allindur ~ {//////////} [An Acuqintance]
Feelings: Where have you gone?
Gender: Female
Age: 18 [November 20]
Level: 4
Progress: 0/16
Appearance:
- Spoiler:
Profession: Insecure Protector: The one who claims this Profession is not sure of which steps she wants to take for herself, but she wants to make sure that her friends aren't put in her place. [Eternal Bond]
*Eternal Bond - Gist has a permanent, one-sided Affinity bonus of 10% with all party members. Affinity for any given character may not ever decrease below 10%.
Weapon: Brass Knuckles: Metal rings to attach to the hand, lending for a packed punch. [BA: Physical, Range: Adjacant]
Armor: White Shirt: Just a shirt that hasn't gotten dirty yet.
Accessory: Topaz Teardrop: A small stone of topaz, fashioned in the shape of a drop of liquid. The sentimental value has some... questionable origin. [+5 HP]
A-Ability: Unwavering Protection
+ Defense Curl: The user curls within to herself, trying to shut herself from the world and keep harm away. Bestows Protect and increases base DEF by 10% for 3 turns. Stat increase may not stack with multiple applications. Range: Self. Element: Neutral. 10 MP.
+ Winged Feet The user wills for herself to wish all her pain away and keep it there. Bestows Veil for 3 turns. Range: Self. Element: Arcane. 10 MP.
R-Ability: Withholdance: - Upon receiving damage, 20% of it is restored as MP for the user.
S-Ability: True Friendship: - When activated, the User Covers all Surrounding Allies. This effect fades 5 Turns after activation. If another instance of Covering/Covered comes upon the user, this takes priority. This ability may only be used once per battle.
D-Ability: True Conviction: - Gist puts on her big girl panties and steps up to the plate. A barrage of destruction spews from her mouth and onto the opposition without distinction. 100% ATK Damage, 8 + Age (randomized) Hits. Chance of Poison. Range: All Enemies. Element: Neutral. 0 MP.
~ Stats ~
HP: 25 (+5 from Topaz Teardrop)
MP: 30
Atk: 6 (+1 from Brass Knuckles)
Def: 6 (+1 from White Shirt)
Int: 1 (+0 from Brass Knuckles)
Spr: 6 (+0 from White Shirt)
Evasion: 3%
Movement: 2 (+1 from Insecure Protector)
Skill Points: 0
- Battle-Ready Stats:
- Code:
[color=blue]G[/color]ist (Insecure Protector)
HP: 30 / 30
MP: 30 / 30
ATK: 7
DEF: 7
INT: 1
SPR: 6
EVADE: 3%
MOVE: 3
~ Affinity ~
Durn ~ {//////////} [The GM]
Feelings: Distant
Silver ~ {//////////} [Kinsman]
Feelings: Closer, but not quite the same.
Zeri ~ {//////////} [Author]
Feelings: qq
Kuori ~ {//////////} [Panda]
Feelings: Post you phoque
Cerani ~ {//////////} [DnD Pls]
Feelings: Well, well, well~
Vergil ~ {//////////} [1x1 Lover]
Feelings: Yesssssssssss...
Masq ~ {//////////} [Guiding Sage]
Feelings: Totally stoked.
Allindur ~ {//////////} [An Acuqintance]
Feelings: Where have you gone?
Last edited by Gist on Wed Jun 04, 2014 9:37 pm; edited 7 times in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Eternal Dream: Online
Name: Allindur
Gender: Male
Age: 20 [February 28th]
Appearance:
Profession: Shadow Walker - Someone who received the power to twist shadow and darkness to his or her own desire. There is more to this darkness than just absence of light. Something that hungers.(Dark Will)
Dark Will - Shadows and Darkness cover every inch of the Shadow Walker's mind, fusing body and soul and dragging them partially into the dark realm. The Shadow Walker has Resistance to Shadow.
Weapon: Noob Sword - A beginner's magic sword. "Beginner" pretty much sums up this weapon.[+1 Int]
Armor: Usual Clothing - Everyday clothing usually worn to college. Now will have to do as an armor.[+1 Def]
Accessory: Scarf - A loose scarf. Doesn't really ward off any cold, but is quite fashionable.[+5 MP]
---------~---------
A-Ability: Shadow Bending
+Shadow Jump - The Shadow Walker lives up to his title by diving into his own shadow, only to reapear at that of an enemy, sword ready to strike. Deal 100% Int Dmg to an enemy and moves adjacent to it. Range: 3 cells. Cost: 6 MP
-Shadow Orb: Ambush - The Shadow Walker can grant a gift to the shadows, and in exchange, carry a little bit of them with him. Ambush's Range is 1 Cell greater, and the target has a high chance of being Immobilized.
+Devouring Plague - Unleashes a virulent shadow to feast on a target. Afflicted target takes 100% Int Shadow Dmg every turn, returning half of the mitigated damage as HP to the caster. Lasts 3 turns. Range: 3 cells. Cost: 10 MP.
-Shadow Orb: Consuming Plague - With a tiny sacrifice, the Shadow Walker can make the shadows all the more voracious. Consuming Shadows return MP as well as HP. Aditional HP drain from an extra Shadow Orb will not become MP, only the Plague's base drain.
---------~---------
S-Ability:
+Coalescent Shadows - The Shadow Walker acts as a magnet for the deathly power he bends. As death and suffering occur around him, dark powers gather, eager to witness. Every time a unity takes damage up to 3 cells from Allindur, he has a 25% chance to gain a Shadow Orb.
Shadow Orb - A crystallized sphere of darkness. Ressonates with dark magic and can be absorbed as a mean to fuel sinister powers. As long as Allindur has at least 1 Shadow Orb, he regenerates HP equal half of all the damage he deals. A Shadow Orb can be spent to cast upgraded versions of his Abilities.
R-Ability:
+Shadow Dance - Allindur lets himself go into the rhythm of the battle. Every time he deals damage, there is a 50% chance to enter in a Shadow Dance. The dance is chosen in the begining of his turn and lasts for the entire turn.
Underdark Samba - It's so intense you can't even breath. Allindur can take 2 actions this turn.
Black Waltz - It's all about rhythm, finding the perfect time. The first Ability Allindur casts this turn costs no MP.
Rumba Oscura - Sometimes the best move is the most aggressive one. Allindur's attacks and Abilities pierce 50% of all foes' Spr for the entire turn.
---------~---------
Awakening:
+ Fading Light - The Shadow Walker snuffs the light out of all enemies. 50% Piercing Shadow Int Dmg to all enemies. Fading Light absorbs 100% of it's damage as HP and can grant Shadow Orbs regardless of how far it's foes are. Inflicts Looming Darkness on all damaged.
Looming Darkness - The shadows corrupt and consume the afflicted's essence. Any attempt to heal them by any means will deal 100% Piercing Int Dmg to the afflicted and negate the heal, consuming the debuff. If dispelled, deals 100% Piercing Int Dmg to the dispeller. This target can grant Shadow Orbs no matter how far from Allindur it is. Lasts 3 turns or until consumed.
---------~---------
LVL: 4
EXP: 2 / 16
Skill Points: 0
HP: 25/25
MP: 20/20 (+5 from Scarf)[25]
SO: 0/10
ATK: 3
DEF: 2 (+1 from Usual Clothing)[3]
INT: 7 (+1 from Noob Sword)[8]
SPR: 3
MOVE: 2 (+1 from Shadow Walker Profession)[3]
---------~---------
Gender: Male
Age: 20 [February 28th]
Appearance:
- Spoiler:
Profession: Shadow Walker - Someone who received the power to twist shadow and darkness to his or her own desire. There is more to this darkness than just absence of light. Something that hungers.(Dark Will)
Dark Will - Shadows and Darkness cover every inch of the Shadow Walker's mind, fusing body and soul and dragging them partially into the dark realm. The Shadow Walker has Resistance to Shadow.
Weapon: Noob Sword - A beginner's magic sword. "Beginner" pretty much sums up this weapon.[+1 Int]
Armor: Usual Clothing - Everyday clothing usually worn to college. Now will have to do as an armor.[+1 Def]
Accessory: Scarf - A loose scarf. Doesn't really ward off any cold, but is quite fashionable.[+5 MP]
---------~---------
A-Ability: Shadow Bending
+Shadow Jump - The Shadow Walker lives up to his title by diving into his own shadow, only to reapear at that of an enemy, sword ready to strike. Deal 100% Int Dmg to an enemy and moves adjacent to it. Range: 3 cells. Cost: 6 MP
-Shadow Orb: Ambush - The Shadow Walker can grant a gift to the shadows, and in exchange, carry a little bit of them with him. Ambush's Range is 1 Cell greater, and the target has a high chance of being Immobilized.
+Devouring Plague - Unleashes a virulent shadow to feast on a target. Afflicted target takes 100% Int Shadow Dmg every turn, returning half of the mitigated damage as HP to the caster. Lasts 3 turns. Range: 3 cells. Cost: 10 MP.
-Shadow Orb: Consuming Plague - With a tiny sacrifice, the Shadow Walker can make the shadows all the more voracious. Consuming Shadows return MP as well as HP. Aditional HP drain from an extra Shadow Orb will not become MP, only the Plague's base drain.
- Spoiler:
+ Shadow Flame - The Shadow Walker summons a sphere of black fire to sear at the body and soul of his enemy. 120% Shadow Int Dmg. 50% chance to make the target Weak to Shadow. Range: 3 cells. Cost: 10 MP.
-Shadow Orb: Shadow Bomb - By infusing the flame with a sprite of darkness, it grow all the greater, all the more unstable. Shadow Bomb affects all cells adjacent to the target as well.+ Shadow Mend - Light is not the only thing capable of mending wounds. It's just the least painful thing. Heals HP equal to 100% Int. Range: 3 cells. Cost: 6 MP
-Shadow Orb: Stitch - An infusion of darkness can do wonders to one's health. In addition to the healing, Stitch gives the target Bravery or Faith, as appropriate for class, for one turn.
---------~---------
S-Ability:
+Coalescent Shadows - The Shadow Walker acts as a magnet for the deathly power he bends. As death and suffering occur around him, dark powers gather, eager to witness. Every time a unity takes damage up to 3 cells from Allindur, he has a 25% chance to gain a Shadow Orb.
Shadow Orb - A crystallized sphere of darkness. Ressonates with dark magic and can be absorbed as a mean to fuel sinister powers. As long as Allindur has at least 1 Shadow Orb, he regenerates HP equal half of all the damage he deals. A Shadow Orb can be spent to cast upgraded versions of his Abilities.
R-Ability:
+Shadow Dance - Allindur lets himself go into the rhythm of the battle. Every time he deals damage, there is a 50% chance to enter in a Shadow Dance. The dance is chosen in the begining of his turn and lasts for the entire turn.
Underdark Samba - It's so intense you can't even breath. Allindur can take 2 actions this turn.
Black Waltz - It's all about rhythm, finding the perfect time. The first Ability Allindur casts this turn costs no MP.
Rumba Oscura - Sometimes the best move is the most aggressive one. Allindur's attacks and Abilities pierce 50% of all foes' Spr for the entire turn.
---------~---------
Awakening:
+ Fading Light - The Shadow Walker snuffs the light out of all enemies. 50% Piercing Shadow Int Dmg to all enemies. Fading Light absorbs 100% of it's damage as HP and can grant Shadow Orbs regardless of how far it's foes are. Inflicts Looming Darkness on all damaged.
Looming Darkness - The shadows corrupt and consume the afflicted's essence. Any attempt to heal them by any means will deal 100% Piercing Int Dmg to the afflicted and negate the heal, consuming the debuff. If dispelled, deals 100% Piercing Int Dmg to the dispeller. This target can grant Shadow Orbs no matter how far from Allindur it is. Lasts 3 turns or until consumed.
---------~---------
LVL: 4
EXP: 2 / 16
Skill Points: 0
HP: 25/25
MP: 20/20 (+5 from Scarf)[25]
SO: 0/10
ATK: 3
DEF: 2 (+1 from Usual Clothing)[3]
INT: 7 (+1 from Noob Sword)[8]
SPR: 3
MOVE: 2 (+1 from Shadow Walker Profession)[3]
---------~---------
- Spoiler:
{-------------------------} Durn [0]
Relationship: *gasp* Tank! Protect me!
Feelings: Heeey buddy...may I come back to the game pleeeeeeeaaaaaase?
{///----------------------} Terra(Silver) [3]
Relationship: *gasp* Dps! Kill it!
Feelings: Fun fact: Terra is Earth in my mother language.
{-------------------------} Zeri [0]
Relationship: *gasp* Writer!Write...down stuff...or something...
Feelings: Zerizerizeri. Sorry, but your name is just funny to say. Zerizerizeri.
{///----------------------} Masquerade [3]
Relationship: *gasp* Healer! Heal som-wait a minute, you are no healer!
Feelings: Nice dress brah.
{-------------------------} Kuori [0]
Relationship: *gasp* Kuori! *hug attack*
Feelings: My favourite asian.
{-------------------------} Xenosaga[0]
Relationship: Kinda missy right now.
Feelings: Hello! Is anybody hoooome?
{-------------------------} Cerani[0]
Relationship: *gasp* This character has red hair! Flirt with it!
Feelings: How you doin'?
{-------------------------} Gist[0]
Relationship: *gasp* Another tank! Save meeeee! *hugs*
Feelings: That wasn't all that harsh. I feel like I'm missing something...
{-------------------------} Vergil[0]
Relationship: A singer in a smoky room, I guess.
Feelings: No time for feelings, too busy laughing at posts.
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
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