Eternal Dream
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Eternal Dream: Online

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Kurio
Masquerade
Zerifachias
Silver
Durn
9 posters

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Eternal Dream: Online Empty Eternal Dream: Online

Post by Durn Fri Nov 16, 2012 9:12 pm



Crison Artiel, the Weed of the Heart
[Home Tree - The Backwards Wood - Accident Site]
Spoiler:

Soul Flytrap
[Home Tree - The Backwards Wood - Accident Site]
Spoiler:

Bleeding Tooth Fungus
[Home Tree - The Backwards Wood - Accident Site]
Spoiler:

Doll's Eye
[Home Tree - The Backwards Wood - Accident Site]
Spoiler:

Plant Guardsman
[Home Tree - The Backwards Wood - Accident Site]
Spoiler:

Laughing Wall (Possessing Tree)
[Home Tree - The Backwards Wood - Accident Site]
Spoiler:

---~---

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
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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Durn Fri Nov 16, 2012 9:14 pm


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
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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Durn Fri Nov 16, 2012 9:14 pm

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
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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Durn Fri Nov 16, 2012 9:15 pm

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
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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Durn Fri Nov 16, 2012 9:15 pm

Previous Patch Notes


Nightmare Run Version 1.0.2 Patch Notes
Spoiler:


Last edited by Durn on Sat Dec 22, 2012 5:12 pm; edited 2 times in total
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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Durn Fri Nov 16, 2012 9:15 pm

Name: Durn
Gender: Male
Age: 18 [July 16th]
Appearance:
Spoiler:
Profession: Geomancer [Basic 2 Cell] - Exposed to the grueling nature of the earth, a geomancer has crafted an affinity with stone, using it in order to enhance his own limbs for combat.
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
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Join date : 2009-10-30
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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Silver Fri Nov 16, 2012 9:44 pm

Name: Terra (Silver)

Age: 17 (May 13)

Gender: Male

Appearance:
Spoiler:
Profession: Empath- "I feel for you as you feel for yourself." The one who claims this profession is gifted with exceptional extrasensory for emotions and is able to not only feel and act upon them with amazing precision, but also manipulate and reform them as well.
Spoiler:

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

+TranquilityDetects 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.

+FuryAscertains 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:

A-Ability: Associate *LOCKED*

Spoiler:

A-Ability: Manifestation *LOCKED*

Spoiler:

R-Ability:

+OveremotionalEmotions 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:

+ExtrasensoryThe 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 CrushCreates 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
Silver
Silver
Prince of Dreams
Prince of Dreams

Posts : 9523
Join date : 2009-11-29
Age : 28
Location : I stand at a crossroads and stare at a question.

https://www.facebook.com/pages/Xavier-Rains/314656341904106

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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Zerifachias Fri Nov 16, 2012 10:21 pm

Name: Zeri
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:

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
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Totes-Mcgoats
Totes-Mcgoats

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Join date : 2009-11-01
Age : 32
Location : Naletia

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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Masquerade Sat Nov 17, 2012 9:05 am

Name: Masquerade the Hopeful / Grimdark Masquerade
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:

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
Masquerade
Masquerade
Eternal Dreamer
Eternal Dreamer

Posts : 16381
Join date : 2009-10-28
Age : 32
Location : Home or work. Or some post-apocalyptic dream.

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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Kurio Sat Nov 17, 2012 11:06 am

Name: Kuori
Gender: Male
Age: 17
Appearance:
Spoiler:
Profession: Self-Proclaimed Tactician - I've played Fire Emblem, Final Fantasy Tactics, Yggdra Union, and all sorts of other stuff. I can command an army easy! [All According to Plan]

*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:


---------~---------

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:


Last edited by Kurio on Wed Jun 12, 2013 11:17 am; edited 18 times in total
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Age : 29
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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Cerani Sat Nov 17, 2012 11:07 pm

Name: Cerani
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:

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

Spoiler:


Last edited by Cerani on Fri Jun 07, 2013 12:16 am; edited 14 times in total
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Cerani
Right Hand of Destruction
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Age : 32

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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Vergil Mon Nov 19, 2012 11:37 am

Name: Vergil
Gender: Male
Age: 20 [June 12th]
Appearance:
Spoiler:
Profession: Thaumanaut – A nomad connected to otherworldly planes that utilizes unconventional might. The title loosely means “traveler of wonder.” [Psychosomatic Retrograde]

*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.

---------~---------
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.


---------~---------
Awakening:

+ 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
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Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread

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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Gist Sat Jan 04, 2014 10:06 pm

Name: Gist
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:

~ 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
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Posts : 650
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Age : 28
Location : Texas

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Eternal Dream: Online Empty Re: Eternal Dream: Online

Post by Allindur, the Lightfoot Tue Feb 04, 2014 7:57 am

Name: Allindur
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:

---------~---------

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:
Allindur, the Lightfoot
Allindur, the Lightfoot
Fleeting Dreamer
Fleeting Dreamer

Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!

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