Cerani's Manatorium Dormitory
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Cerani's Manatorium Dormitory
Why did I call it that? Nobody knows!
Darragh Loxley - Complete
Tannas - Complete
Zhaoyang - Incomplete
Authurius - Incomplete
Henna - Incomplete
Fenix - Very Incomplete
Darragh Loxley - Complete
Tannas - Complete
Zhaoyang - Incomplete
Authurius - Incomplete
Henna - Incomplete
Fenix - Very Incomplete
Last edited by Cerani on Wed Dec 18, 2013 3:57 pm; edited 5 times in total
Cerani- Right Hand of Destruction
- Posts : 5482
Join date : 2009-10-29
Age : 32
Re: Cerani's Manatorium Dormitory
Name: Darragh Loxley (dammit!)
'That's pronounced DARE-uh, for those of you unfamiliar with the Gaelic silent w sound.'
Age: 25
Gender: Male
Level: Maxed out, bitches.
Appearance:
Profession: Lancer - Though this is technically what he is, this one has been stripped of his wealth and limited title, left with nothing but the lance and armor on his back. [Lancebearer]
Weapon: Saturnite Fist - A beautiful and ornate lance forged of a strange, blue metal. [Weapon Reach]
Shield: The Hopeful Shield - A shield made of bright steel with a single pink rose insignia emblazoned on the front.
Armor: Scales of the Star Dragon - Plate armor made from the scales of the interdimensional dragon himself.
Accessory: Crimson Sash - Long, red sash made from an impossibly soft but strong material. Upon closer inspection, it is decorated with intricate interwoven designs.
Accessories: Signet Ring - Small but highly valuable ring with a royal insignia on it.
Accessories: Dragon Scroll - Scroll of some kind of brilliant white parchment with indecipherable lettering on it. No, it won't blind you if you try to read it.
A-Ability: Knightly Or Some Such
+ Guard - Loxley sets his stance, ready to take a fall for an ally. Covers one ally. Range: One Ally. Cost: 6
+ Courtesy - The knight gifts a bit of his own health to an ally. Range: One Ally. Cost: --
+ Lance Fall - Displaying a remarkably slow movement, the knight basically lets his heavy lance fall on an enemy, gravity doing the work for him. 140% Atk damage. 90% chance to hit. Range: 2 cells. Cost: 8
+ Grant - Casts Protect. Range: Self or 3 cells. Cost: 8
+ Relax - Loxley stops doing anything and takes out his pipe, lighting up for a quick smoke of the old bluebrush. Recovers 10% Max HP and casts Shell. Range: Self and surrounding cells (allies). Cost: 16
A-Ability: Let's Step It Up
+ Pierce - Darragh thrusts his lance forward with a strike aimed to pierce armor. 110% Atk damage, inflicts Armor Break. Range: 2 cells. Cost: 10
+ Jump - Darragh jumps high in the sky, taking a minute to come back down where he lands with a deadly strike on an opponent. 150% Atk (Wind) damage, high chance of Critical Hit. Takes 2 turns to cast, for the first turn Darragh is treated as if removed from the battlefield and cannot be damaged or healed by any means. Lands in cell adjacent to target. Range: 4 cells. Cost: 6
+ Wide Sweep - Swings weapon in a wide strike intended to knock over or disable an opponent. 120% Atk damage, Stuns an opponent. Chance of Immobilize. Cost: 12
+ Lancet - Steals lifeforce from an opponent. Absorbs HP and MP from an opponent equal to 75% Darragh's Atk stat. Range: 2 cells. Cost: 16
+ Guardian - Darragh sets his stance and powers himself up for heavy battle. Increases Def and Spr by 50% for three turns. Range: Self. Cost: 20
+ Blessing - Grants Veil and Regen to an ally. Range: 3 cells. Cost: 14
A-Ability: Take This!
+ Sky Grinder - Attacks an opponent several times before launching them in the sky and jumping after them, impaling them by the time they crash to the ground for fatal amounts of damage. 120% Atk damage, five strikes then again for 180% Atk (Wind) damage, last strike high chance of Critical Hit. Range: 2 cells. Cost: 32
+ Shield Bash - Darragh rushes an opponent with his shield. 150% Atk damage. Chance of Disable. Range: 2 cells. Cost: 14
+ Charity - The knight gifts some of his health to his allies. Range: Allied Party. Cost: --
+ Sentinel - Loxley sets himself up as the main target. Covers all allies for two turns. Range: Allied Party. Cost: 12
+ Lionheart - "I may not be the Lionheart or even like him, but you still won't stop me!" Grants Darragh Invincibility for ONE TURN. Cannot be used two turns in a row. Range: Self. Cost: 12
A-Ability: Ah, Good
+ Highwind - 200% Atk (Wind) damage, high chance of Critical Hit. Ignores physical resistances and Protect. Takes 2 turns to cast, for the first turn Darragh is treated as if removed from the battlefield and cannot be damaged or healed by any means. Lands in cell adjacent to target. Range: 4 cells. Cost: 24
+ We're The Good Guys - "I mean really. We're supposed to win." Bestows Regen, MP Regen, Protect, and Shell on all allies. Range: Allied Party. Cost: 48
R-Ability: This Only Gets Harder, You Know - Every turn Darragh takes damage, his stats increase by 5% (minus HP and MP, yeah). Stacks up to 3 times.
S-Ability: Yes, I'm Valiant - Darragh's HP and Def are increased by 25%.
D-Ability: Titan Crash - Dramatically leaps an impossible height in the sky, beyond the point where he can be seen, then reappears riding a meteoric spike of rock an dust towards an enemy. As mentioned, quite dramatic. 200% Piercing Atk damage, Knockback 3 cells. User lands in cell adjacent to target before Knockback is applied. Range: Single Enemy.
-- Adamantine - Utilises the cosmic energy made available by the previous attack to create a nigh impenetrable armor. Increases Darragh's defensive stats by 30%, halves all damage taken.
-- Veil of the Dragon - Casts ancient magicks on allies and friends to keep them safe from the harshest of blows. Casts Float and Reflect effect that lasts five turns, heals all allies by 75% Darragh's Def per turn for five turns. At the end of these five turns, any damage that any allies would have taken, half of it is inflicted on the enemy party. Range: Allied Party.
F-Ability - Star Fall - Now powered by fantastic energies of the Moirai, rushes an opponent and impales them with the power of the stars. 300% Piercing Atk damage, 100% Piercing Atk damage to cells surrounding the target. Chance of Oblivion and Blind in cells affected. Range: 6 cells.
Stats:
HP: 25
MP: 15
DD: 0/10
Atk: 4
Def: 3
Int: 1
Spr: 2
Evasion: 3%
Movement: 2 cells (+2 from Dragoon Profession)(+1 from Dragon Step)
Battle Stats:
'That's pronounced DARE-uh, for those of you unfamiliar with the Gaelic silent w sound.'
Age: 25
Gender: Male
Level: Maxed out, bitches.
Appearance:
- Spoiler:
Profession: Lancer - Though this is technically what he is, this one has been stripped of his wealth and limited title, left with nothing but the lance and armor on his back. [Lancebearer]
- Spoiler:
- Lancer > Heavy Lancer > Hussar > Dragoon
Lancer - Though this is technically what he is, this one has been stripped of his wealth and limited title, left with nothing but the lance and armor on his back. [Lancebearer]
*Lancebearer: Wield weapons with reach (2+ cells).
Heavy Lancer - Still rather titleless but coming up in the world, this type of lancer is more heavily armored than others and is often among the last to fall. [Stalwart][Unbreakable][+1 Basic Attack]
*Stalwart: Physical damage taken -20%.
*Unbreakable: Defensive stats cannot be lowered by any means.
Hussar - By now, the lancer is much more than he used to be, far more experienced in battle than before and and a sight to behold. [True Strike][Shieldbearer][+2 Basic Attacks]
*True Strike: Attacks cannot miss.
*Shieldbearer: Really? You don't know what this means?
Dragoon - If you don't have that knight title by now, you sure as hell deserve it. [Dragon Step][Saturnite][+3 Basic Attacks]
*Dragon Step: Move +1 and can walk on water, air, and environmental cells with no hindrance or ill effect.
*Saturnite: Physical damage taken -50%. Replaces Stalwart.
Weapon: Saturnite Fist - A beautiful and ornate lance forged of a strange, blue metal. [Weapon Reach]
Armor: Scales of the Star Dragon - Plate armor made from the scales of the interdimensional dragon himself.
Accessory: Crimson Sash - Long, red sash made from an impossibly soft but strong material. Upon closer inspection, it is decorated with intricate interwoven designs.
Accessories: Dragon Scroll - Scroll of some kind of brilliant white parchment with indecipherable lettering on it. No, it won't blind you if you try to read it.
A-Ability: Knightly Or Some Such
+ Guard - Loxley sets his stance, ready to take a fall for an ally. Covers one ally. Range: One Ally. Cost: 6
+ Courtesy - The knight gifts a bit of his own health to an ally. Range: One Ally. Cost: --
+ Grant - Casts Protect. Range: Self or 3 cells. Cost: 8
A-Ability: Let's Step It Up
+ Jump - Darragh jumps high in the sky, taking a minute to come back down where he lands with a deadly strike on an opponent. 150% Atk (Wind) damage, high chance of Critical Hit. Takes 2 turns to cast, for the first turn Darragh is treated as if removed from the battlefield and cannot be damaged or healed by any means. Lands in cell adjacent to target. Range: 4 cells. Cost: 6
+ Wide Sweep - Swings weapon in a wide strike intended to knock over or disable an opponent. 120% Atk damage, Stuns an opponent. Chance of Immobilize. Cost: 12
+ Lancet - Steals lifeforce from an opponent. Absorbs HP and MP from an opponent equal to 75% Darragh's Atk stat. Range: 2 cells. Cost: 16
+ Guardian - Darragh sets his stance and powers himself up for heavy battle. Increases Def and Spr by 50% for three turns. Range: Self. Cost: 20
+ Blessing - Grants Veil and Regen to an ally. Range: 3 cells. Cost: 14
A-Ability: Take This!
+ Shield Bash - Darragh rushes an opponent with his shield. 150% Atk damage. Chance of Disable. Range: 2 cells. Cost: 14
+ Charity - The knight gifts some of his health to his allies. Range: Allied Party. Cost: --
+ Sentinel - Loxley sets himself up as the main target. Covers all allies for two turns. Range: Allied Party. Cost: 12
+ Lionheart - "I may not be the Lionheart or even like him, but you still won't stop me!" Grants Darragh Invincibility for ONE TURN. Cannot be used two turns in a row. Range: Self. Cost: 12
A-Ability: Ah, Good
+ We're The Good Guys - "I mean really. We're supposed to win." Bestows Regen, MP Regen, Protect, and Shell on all allies. Range: Allied Party. Cost: 48
R-Ability: This Only Gets Harder, You Know - Every turn Darragh takes damage, his stats increase by 5% (minus HP and MP, yeah). Stacks up to 3 times.
S-Ability: Yes, I'm Valiant - Darragh's HP and Def are increased by 25%.
D-Ability: Titan Crash - Dramatically leaps an impossible height in the sky, beyond the point where he can be seen, then reappears riding a meteoric spike of rock an dust towards an enemy. As mentioned, quite dramatic. 200% Piercing Atk damage, Knockback 3 cells. User lands in cell adjacent to target before Knockback is applied. Range: Single Enemy.
-- Veil of the Dragon - Casts ancient magicks on allies and friends to keep them safe from the harshest of blows. Casts Float and Reflect effect that lasts five turns, heals all allies by 75% Darragh's Def per turn for five turns. At the end of these five turns, any damage that any allies would have taken, half of it is inflicted on the enemy party. Range: Allied Party.
F-Ability - Star Fall - Now powered by fantastic energies of the Moirai, rushes an opponent and impales them with the power of the stars. 300% Piercing Atk damage, 100% Piercing Atk damage to cells surrounding the target. Chance of Oblivion and Blind in cells affected. Range: 6 cells.
Stats:
HP: 25
MP: 15
DD: 0/10
Atk: 4
Def: 3
Int: 1
Spr: 2
Evasion: 3%
Movement: 2 cells (+2 from Dragoon Profession)(+1 from Dragon Step)
Battle Stats:
- Spoiler:
- Projected stats subject to change outside of battle.
Lvl 1:
HP: 31 (25 +6 Yes, I'm Valiant)
MP: 20 (15 +5 Crimson Sash)
DD: 0/10
Atk: 5 (4 +1 Saturnite Fist)
Def: 5 (3 +1 Scales of the Star Dragon +1Yes, I'm Valiant)
Int: 1
Spr: 2
Evasion: 3%
Movement: 4 cells (2 +2 from Lancer Profession)
Lvl 5:
HP: 50 (40 +10 Yes, I'm Valiant)
MP: 30 (25 +5 Crimson Sash)
DD: 0/10
Atk: 6 (5 +1 Saturnite Fist)
Def: 11 (8 +1 Scales of the Star Dragon +2 Yes, I'm Valiant)
Int: 1
Spr: 3
Evasion: 3% ?
Movement: 4 cells (2 +2 from Lancer Profession)
Lvl 10: (projected)
HP: 50 (+13 Yes, I'm Valiant)
MP: 40
DD: 0/10
Atk: 8
Def: 11 (+3 Yes, I'm Valiant)
Int: 1
Spr: 7
Evasion: 3% ?
Movement: 4 cells (2 +2 from Heavy Lancer Profession)
Lvl 15: (projected)
HP: 65 (+16 Yes, I'm Valiant)
MP: 45
DD: 0/10
Atk: 10
Def: 15 (+4 Yes, I'm Valiant)
Int: 1
Spr: 12
Evasion: 3% ?
Movement: 4 cells (2 +2 from Heavy Lancer Profession)
Lvl 20: (projected)
HP: 80 (+20 Yes, I'm Valiant)
MP: 55
DD: 0/10
Atk: 12
Def: 19 (+5 Yes, I'm Valiant)
Int: 1
Spr: 16
Evasion: 3% ?
Movement: 4 cells (2 +2 from Hussar Profession)
Last edited by Cerani on Thu Dec 19, 2013 2:09 am; edited 7 times in total
Cerani- Right Hand of Destruction
- Posts : 5482
Join date : 2009-10-29
Age : 32
Re: Cerani's Manatorium Dormitory
Name: Tannas
Age: 24
Gender: Male
Level: Bitches be maxed.
Appearance:
Profession: Master of Elements - "Finally. Finally, I have mastered my art and destruction at my fingertips. [Synergy][Piercing Magic][Adept][Elemental Aegis][Mastery]
Weapon: Claws of the Magi - Clawed gauntlets that don't appear to be much at first glance, but every inch is etched with old glyphs and runes, most of which the true meaning is lost but undoubtedly speak of an ancient, unbridled power.
Armor: The Battlemage's Attire - Once worn by the most legendary battlemage, the armor is old and much of the fabric is gone, leaving behind the plates of the armor itself and the tattered remains of the red and black robes. It's magic is still strong.
Accessory: Phoenix Feather Earring - An earring made with real silver and the long gossamer feathers of a rare Iris Phoenix attached to it. A gift from someone very dear.
Accessory: Discerning Circlet - A silver circlet wrapped with thin gold and dotted with sapphires, said to grant the wearer the ability to know lie from truth. Whether or not this is true is unknown.
Accessory: Snake's Eye - A corroded black gemstone, damaged and worn down from time in spaces between reality.
A-Ability: Control - One of the first and most important lessons as an elementalist: control over the elements themselves.
+ Fire - Draws a glowing red glyph that seems to shimmer before punched, causing a burst of fire. 110% Int (Fire) damage. 50% Chance of Burn. Range: 3 three cell long T-shape. Cost: 8
+ Earth - A jagged, bright green glyph is drawn before being taken in and pushed out, creating a jagged shard of rock. 110% int (Earth) damage. 10% chance that damage will be Piercing. Range: 3 cells. Cost: 8
+ Water - Draws a blue, wavering collection of symbols before carefully taking and throwing it in a precise direction. 110% Int (Water) damage. Inflicts Wet. Range: 4 cells. Cost: 6
+ Air - Draws a yellow glyph that seems to fade in and out, and when energy is forced through it blades of wind strike out. 110% Int (Wind) damage. 50% Chance of Blind. Range: Straight Line, 3 cells. Cost: 8
A-Ability: Precision - The second most important lesson: precision. If you're not precise and accurate, your time is wasted.
+ Ice: Draws a cyan colored symbol and actually kicks it, sending ice shards flying at an enemy. 120% Int (Ice) damage. 40% Chance of Freeze. Range: 3 cells. Cost: 12
+ Thunder: Draws a violet colored symbol that crackles visibly with energy and claps hands together behind it, summoning a strike of lightning. 120% Int (Thunder) damage. 50% Chance of Paralysis. Range: 4 cells. Cost: 14
+ Firestorm - 120% Int (Fire) damage, 4 hits. If targets affected are Burned, will upgrade to Severe Burn. Range: 2 layers of Surrounding Cells. Cost: 16
+ Tremor - 120% Int (Earth) damage, 4 hits. Chance of Staggering targets affected. Range: 3 layers of Surrounding cells. Cost: 20
+ Wave - 110% Int (Water) damage, 5 hits. Range: All cells front of user, must pick a linear direction. Targets affected have chance of being Soaked. Cost: 24
+ Whirlwind - 100% Int (Air) damage, 6 hits. Persists for two rounds afterward, 100% Int (Air) damage each round. Range: 4 cells, surrounding cells of target area. Cost: 22
A-Ability: Balance - The third lesson teaches the balance between all things. Every element has its opposite to keep in check, as do you.
+ Light - Draws a white rune that flashes when completed, sending out a pulse of light energy. 120% Int (Light) damage. 30% Chance of Frail. Range: All enemies. Cost: 16
+ Dark - Draws a black rune that seems to writhe with dark tendrils, when completed it bathes the battlefield with darkness. 120% Int (Dark) damage. Chance of Confusion. Range: All enemies. Cost: 16
+ Electro Discharge - 110% Int (Thunder) damage, 8 hits. 10% Chance of Disintegration. Range: Single enemy. Cost: 24
+ Icicle Crash - 110% Int (Ice) damage, 8 hits. If target is Frozen, will upgrade to Deep Freeze. Range: Single enemy. Cost: 28
+ Hail and Brimstone - 200% Int (Fire/Ice) damage. Targets affected have a chance of being either Burned or Frozen. Persists for three rounds. Requires two turns to cast. Range: Enemy Party. Cost: 36
+ Lion's Tempest - 200% Int (Earth/Air) damage. Targets affected have a chance of being Blinded. Persists for three rounds. Requires two turns to cast. Range: Enemy Party. Cost: 28
+ Perfect Storm - 200% Int (Water/Thunder) damage. Targets affected have a chance being either Wet or Paralysed. Persists for three rounds. Requires two turns to cast. Range: Enemy Party. Cost: 44
A-Ability: Release - This final lesson teaches of the release of self. Forget what you have learned, and let go of any illusion of command. The elements have only responded to your pleading and negotiation. Lucky you, you know their language.
+ Holy - 130% Int (Light) damage, 9 hits. 10% Chance of Oblivion. Range: 4 cells. Cost: 54
+ Tenebre's Revenge - 120% Int (Dark) damage), 12 hits. 60% Chance of Confusion. Range: 4 cells. Cost: 50
+ Dichotomy - 250% Int (Light/Dark) damage. Persists for two rounds. Requires two turns to cast. Range: Enemy party. Cost: 32
R-Ability: Take It Back! - Tannas recovers MP each turn equal to half of the total damage he causes.
S-Ability: Chainspell - Tannas starts battle with Doublecast, lasts five turns.
Chainspell II - Tannas starts battle with Triplecast, lasts five turns.
D-Ability: Primordium - Concentrates pure, unaltered energy until it explodes in a wave. 100% Piercing Int damage. Chance of Deshell. Range: Enemy Party.
-- Focus - Focuses the pathways in oneself to facilitate mass destruction for a relatively short time. Increases Damage Output by 30%, and decreases all MP costs by 30% for three rounds. If Doublecast is active on Tannas, it is changed into Triplecast.
-- Magic Circle - Places an enclosed circle of protective glyphs around Tannas. Under this effect, Tannas takes 75% less damage and is affected by a Reflect effect that cannot be dispelled for two rounds. I love rhyming.
F-Ability: Meteoric Storm - Calls down a cosmic storm from places beyond reckoning. 150% Int damage, chance of Seal to all affected. Range: Enemy Party.
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1
Def: 2
Int: 4
Spr: 3
Evade: 2%
Move: 2 cells (+0 from Master of Elements profession)
Battle Stats:
Age: 24
Gender: Male
Level: Bitches be maxed.
Appearance:
- Spoiler:
Profession: Master of Elements - "Finally. Finally, I have mastered my art and destruction at my fingertips. [Synergy][Piercing Magic][Adept][Elemental Aegis][Mastery]
- Spoiler:
- Elementalist > Black Mage > Elemental Adept > Master of Elements
Elementalist - "You'd think it was self-explanatory. For those more on the idiotic side, I cast magic pertaining to our realm's elements. Simple enough?" [Apprenticeship]
*Apprenticeship: Intelligence and MP stats innately increased by 15%
Black Mage - "No longer am I a powerless novice to be mocked and ridiculed . . ." [Synergy][Journeyman]
*Synergy: Absorbs MP from spells and skills used on Tannas
*Journeyman: Int and MP are innately increased by 30%. Replaces Apprenticeship.
Elemental Adept - "I am certainly a force to be reckoned with. You would do well to afford me the courtesy of not underestimating me." [Piercing Magic][Elemental Affinity][Adept]
*Piercing Magic: Attacks will ignore elemental resistances and immunities, apply damage as normal.
*Elemental Affinity: Resists all elements.
*Adept: Int increased by 30%. Base MP doubled. Replaces Journeyman.
Master of Elements - "Finally. Finally, I have mastered my art and destruction is at my fingertips." [Elemental Aegis][Mastery]
*Elemental Aegis: Immune to attacks and skills with an Element. Replaces Elemental Affinity.
*Mastery: Can cast any skill with a single Element again as part of the same Act action. Other costs still apply.
Weapon: Claws of the Magi - Clawed gauntlets that don't appear to be much at first glance, but every inch is etched with old glyphs and runes, most of which the true meaning is lost but undoubtedly speak of an ancient, unbridled power.
Armor: The Battlemage's Attire - Once worn by the most legendary battlemage, the armor is old and much of the fabric is gone, leaving behind the plates of the armor itself and the tattered remains of the red and black robes. It's magic is still strong.
Accessory: Phoenix Feather Earring - An earring made with real silver and the long gossamer feathers of a rare Iris Phoenix attached to it. A gift from someone very dear.
Accessory: Discerning Circlet - A silver circlet wrapped with thin gold and dotted with sapphires, said to grant the wearer the ability to know lie from truth. Whether or not this is true is unknown.
Accessory: Snake's Eye - A corroded black gemstone, damaged and worn down from time in spaces between reality.
A-Ability: Control - One of the first and most important lessons as an elementalist: control over the elements themselves.
+ Fire - Draws a glowing red glyph that seems to shimmer before punched, causing a burst of fire. 110% Int (Fire) damage. 50% Chance of Burn. Range: 3 three cell long T-shape. Cost: 8
+ Earth - A jagged, bright green glyph is drawn before being taken in and pushed out, creating a jagged shard of rock. 110% int (Earth) damage. 10% chance that damage will be Piercing. Range: 3 cells. Cost: 8
+ Water - Draws a blue, wavering collection of symbols before carefully taking and throwing it in a precise direction. 110% Int (Water) damage. Inflicts Wet. Range: 4 cells. Cost: 6
+ Air - Draws a yellow glyph that seems to fade in and out, and when energy is forced through it blades of wind strike out. 110% Int (Wind) damage. 50% Chance of Blind. Range: Straight Line, 3 cells. Cost: 8
A-Ability: Precision - The second most important lesson: precision. If you're not precise and accurate, your time is wasted.
+ Ice: Draws a cyan colored symbol and actually kicks it, sending ice shards flying at an enemy. 120% Int (Ice) damage. 40% Chance of Freeze. Range: 3 cells. Cost: 12
+ Thunder: Draws a violet colored symbol that crackles visibly with energy and claps hands together behind it, summoning a strike of lightning. 120% Int (Thunder) damage. 50% Chance of Paralysis. Range: 4 cells. Cost: 14
+ Firestorm - 120% Int (Fire) damage, 4 hits. If targets affected are Burned, will upgrade to Severe Burn. Range: 2 layers of Surrounding Cells. Cost: 16
+ Tremor - 120% Int (Earth) damage, 4 hits. Chance of Staggering targets affected. Range: 3 layers of Surrounding cells. Cost: 20
+ Wave - 110% Int (Water) damage, 5 hits. Range: All cells front of user, must pick a linear direction. Targets affected have chance of being Soaked. Cost: 24
+ Whirlwind - 100% Int (Air) damage, 6 hits. Persists for two rounds afterward, 100% Int (Air) damage each round. Range: 4 cells, surrounding cells of target area. Cost: 22
A-Ability: Balance - The third lesson teaches the balance between all things. Every element has its opposite to keep in check, as do you.
+ Light - Draws a white rune that flashes when completed, sending out a pulse of light energy. 120% Int (Light) damage. 30% Chance of Frail. Range: All enemies. Cost: 16
+ Dark - Draws a black rune that seems to writhe with dark tendrils, when completed it bathes the battlefield with darkness. 120% Int (Dark) damage. Chance of Confusion. Range: All enemies. Cost: 16
+ Electro Discharge - 110% Int (Thunder) damage, 8 hits. 10% Chance of Disintegration. Range: Single enemy. Cost: 24
+ Icicle Crash - 110% Int (Ice) damage, 8 hits. If target is Frozen, will upgrade to Deep Freeze. Range: Single enemy. Cost: 28
+ Hail and Brimstone - 200% Int (Fire/Ice) damage. Targets affected have a chance of being either Burned or Frozen. Persists for three rounds. Requires two turns to cast. Range: Enemy Party. Cost: 36
+ Lion's Tempest - 200% Int (Earth/Air) damage. Targets affected have a chance of being Blinded. Persists for three rounds. Requires two turns to cast. Range: Enemy Party. Cost: 28
+ Perfect Storm - 200% Int (Water/Thunder) damage. Targets affected have a chance being either Wet or Paralysed. Persists for three rounds. Requires two turns to cast. Range: Enemy Party. Cost: 44
A-Ability: Release - This final lesson teaches of the release of self. Forget what you have learned, and let go of any illusion of command. The elements have only responded to your pleading and negotiation. Lucky you, you know their language.
+ Holy - 130% Int (Light) damage, 9 hits. 10% Chance of Oblivion. Range: 4 cells. Cost: 54
+ Tenebre's Revenge - 120% Int (Dark) damage), 12 hits. 60% Chance of Confusion. Range: 4 cells. Cost: 50
+ Dichotomy - 250% Int (Light/Dark) damage. Persists for two rounds. Requires two turns to cast. Range: Enemy party. Cost: 32
R-Ability: Take It Back! - Tannas recovers MP each turn equal to half of the total damage he causes.
S-Ability: Chainspell - Tannas starts battle with Doublecast, lasts five turns.
Chainspell II - Tannas starts battle with Triplecast, lasts five turns.
D-Ability: Primordium - Concentrates pure, unaltered energy until it explodes in a wave. 100% Piercing Int damage. Chance of Deshell. Range: Enemy Party.
-- Focus - Focuses the pathways in oneself to facilitate mass destruction for a relatively short time. Increases Damage Output by 30%, and decreases all MP costs by 30% for three rounds. If Doublecast is active on Tannas, it is changed into Triplecast.
-- Magic Circle - Places an enclosed circle of protective glyphs around Tannas. Under this effect, Tannas takes 75% less damage and is affected by a Reflect effect that cannot be dispelled for two rounds. I love rhyming.
F-Ability: Meteoric Storm - Calls down a cosmic storm from places beyond reckoning. 150% Int damage, chance of Seal to all affected. Range: Enemy Party.
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1
Def: 2
Int: 4
Spr: 3
Evade: 2%
Move: 2 cells (+0 from Master of Elements profession)
Battle Stats:
- Spoiler:
- All projected stats are subject to change outside of battle.
Lvl 1:
HP: 15
MP: 34 (25 +5 Phoenix Feather Earring +4 Apprenticeship)
DD: 0/10
Atk: 1
Def: 2
Int: 6 (4 +1 Claws of the Magi +1 Apprenticeship)
Spr: 4 (3 +1 Battlemage's Attire)
Evade: 2%
Move: 2 cells (2 +0 Elementalist)
Lvl 5: (projected)
HP: 25
MP: 40 (+6 Apprenticeship)
DD: 0/10
Atk: 1
Def: 3
Int: 9 (+1 Apprenticeship)
Spr: 4
Evade: 2% ?
Move: 2 cells (2 +0 Elementalist)
Lvl 10: (projected)
HP: 35
MP: 55 (+17 Journeyman)
DD: 0/10
Atk: 1
Def: 5
Int: 13 (+4 Journeyman)
Spr: 8
Evade: 2%
Move: 2 cells (2 +0 Black Mage)
Lvl 15: (projected)
HP: 50
MP: 70 (+21 Journeyman)
DD: 0/10
Atk: 1
Def: 7
Int: 17 (+5 Journeyman)
Spr: 11
Evade: 2%
Move: 2 cells (2 +0 Black Mage)
Lvl 20: (projected)
HP: 55
MP: 80 (+80 Adept)
DD: 0/10
Atk: 1
Def: 11
Int: 22 (+7 Journeyman)
Spr: 14
Evade: 2%
Move: 2 cells (2 +0 Elemental Adept)
Last edited by Cerani on Thu Dec 19, 2013 1:02 am; edited 2 times in total
Cerani- Right Hand of Destruction
- Posts : 5482
Join date : 2009-10-29
Age : 32
Re: Cerani's Manatorium Dormitory
Name: Zhaoyang AKA Lǎohǔ cóng Tiāntáng
Age: ????
Gender: Male
Level: Maxed the fuck out.
Appearance:
Profession: King of Stars - The king has returned. [Immune Dark][Immune Light][Resist Fire][Resist Thunder][Astral Affinity][Veil of Stars][King's Command][Minor Immunity?]
Weapon: Red Lion's Tooth - Won and broken off after facing down one's betrayer, worn now as a grisly trophy. [Damage: Int][Range: 4 Cells]
Armor: Crown of Stars - A bright, shimmering crown that looks as though it's made of tiny stars, it floats above the wearer's head.
Accessory: Star Dragon's Claw - A gift from the interdimensional dragon, now stylishly worn as an earring.
Accessory: Unlimited Moon - Gold necklace with some kind of bold moon pendant attached.
Accessory: Saving Grace - A trinket on a string from a very dear friend. It appears to be the flint and hammer of a pistol.
A-Ability: Retroflexion
+ Impulse - A small pulse of pyrokinetic energy is fired at an enemy. 110% Int (Fire) damage. Range: 4 cells. Cost:
-- Lash - Three more bolts of fire that burn like an aftershock. Req: lvl 10, 10% SG. 120% Int (Fire) damage, 3 hits. Chains with Impulse. Range: 4 cells. Cost:
-- Resound - A strike that causes a localised explosion on impact. Req: lvl 20, 40% SG. 160% Int (Fire) damage. Chains with Lash. Range: 4 cells. Cost:
+ Alignment - The stars align for one who longs for them. Increases Int and Evasion by 20% for the remainder of the battle. Usable Once per Battle. Range: Self. Cost:
-- Quickening - Draws on the power of one's homeland further for a short time. Further increases Evasion by 20% (or whatever you'll allow) for five rounds. Req: lvl 10, 50% SG. Range: Self. Cost:
+ Burst - A beam of light is called to a spot on the battlefield, scorching any within. 130% Int (Light) damage. Range: 5 cells. Cost:
-- Erupt - Focuses the beam of light into a devastating ray. Req: lvl 20, 60% SG. 150% Int (Light) damage. 50% Chance to cause Blind. Separate from Burst. Range: 5 cells, surrounding cells of target cell.
-- Ray - A devastating beam of divine light crashes onto the battlefield, charring anything unlucky enough to be called foe. Req: lvl 30, 80% SG. 250% Int (Light) damage. 30% Chance of Petrify. Range: All enemies. Cost:
+ Dim Star - Drops a small orb of bright light on the battlefield that eventually explodes. 100% + (10% for every round undetonated) Int (Light) damage. Range: Cells surrounding the cell the orb is dropped in. Cost:
-- Starburst - Drops what seems like a star itself on the battlefield, exploding with light and divine fire. Req: lvl 30, 75% SG. 180% Int (Light) damage, persisting 100% Int (Light) damage for two rounds after. Range: 3 layers of cells surrounding the cell the orb is dropped in. Cost:
+ Thunder Blast - Zhaoyang roars ferociously with a clap of thunder, and lightning strikes an opponent. 130% Int (Thunder) damage. 60% Chance of Paralysis. Range: 3 cells. Cost:
-- Echo - The clap of thunder echoes back, magically amplified. Req: lvl 15, 30% SG. 140% Int (Thunder) damage. 30% Chance of Silence. Chains with Thunder Blast. Range: Enemy party.
-- Thunder Ray - Calls down bolts of thunderous energy to savagely strike down an enemy. Req: lvl 30, 20% SG. 30 120% Int (Thunder) damage, 6 hits. Range: 4 cells. Cost:
+ Burning Gaze - An incensing glare is cast straight through an enemy. 140% Int (Fire) damage. Range: Straight Line. Cost:
-- Scorch - A scorching roar of fiery energy that blasts forward, sizzling foes. Req: lvl 20, 60% SG. 180% Int (Fire) damage. Range: 3 straight lines, centered on cell in the direction cast and in front of Zhaoyang. Cost:
+ Steel - Zhaoyang infuses his body with mana, hardening it and his soul against assault. Increases Zhaoyang's Def and Spr by 30% for 3 rounds. Range: Self. Cost:
-- Fortify - Fortifies the Star's natural mana cycles in order to replenish his energy. Req: lvl 10, 25% SG. Casts MP Regen. Range: Self. Cost:
-- Spur - The Star spurs himself on to unleash destruction on his foes. Req: lvl 20, 70% SG. Grants Triplecast. Must link to Fortify. Range: Self. Cost:
+ Flare - A bright flare of light pervades the battlefield, bathing enemies in an impressive display of supernatural might. 130% Int (Light) damage. Range: All Enemies. Cost:
-- Flashbang - Explodes in a blinding flash of divine light, debilitating all nearby enemies. Req: lvl 25, 35% SG. 80% Chance of Blind, 80% Chance of Silence. Range: 3 layers of surrounding cells. Cost:
A-Ability: Ascension
+ Great King's Roar - Lets out a frighteningly powerful roar that would make any mortal quiver in fear. Increases damage output by 30% for five turns. Inflicts Fear for one turn. Range: Enemy Party/Self. Cost:
+ Predestination - The cosmic ability to affect reality in ways most mortals do not understand. Can move a single target to any cell on the battlefield. Range: Single target. Cost:
+
+
R-Ability: Heavenly Body- "Fallen I may be, but my soul still belongs to the heavens above." Any enemy that attacks Zhaoyang from a surrounding cell are met with a strange pulse of unnatural energy. 50% Int damage to all enemies in surrounding cells and a 75% chance of Confusion as long as there is no immunity.
S-Ability: King's Wrath - Having lost patience for the fight, Zhaoyang goes into a terrifying rage. Gives Fallen One Doublecast and refills MP by 50%. Usable after 5 rounds.
D-Ability: Soul Shatter - Zhaoyang and his victim are temporarily transported to a separate dimension where the Fallen One is his true size, regal and all-powerful. Zhaoyang stares into his victim's soul and, finding it unworthy, lets out a mighty soul-shattering roar! Instant Death or 200% Piercing Int (Light) damage. Range: Single Enemy.
-- Judgement -
-- Stardust Ray - yes I did just make that reference, haven't you been paying attention?
F-Ability Cosmic Memory - 150% Piercing Int (Light) damage. Range: All Enemies.
Stats:
HP:
MP:
DD: 0/10
Atk:
Def:
Int:
Spr:
Evade:
Move:
Age: ????
Gender: Male
Level: Maxed the fuck out.
Appearance:
- Spoiler:
Profession: King of Stars - The king has returned. [Immune Dark][Immune Light][Resist Fire][Resist Thunder][Astral Affinity][Veil of Stars][King's Command][Minor Immunity?]
- Spoiler:
- Fallen One > King of Stars
Fallen One - This is one who has fallen from its place in the skies and now may never find its way back. [Resist Dark][Resist Light][Astral Entity]
*Astral Entity: Zhaoyang has an innate stat called Star Gauge, that goes from 0 to 100%. It will passively increase 5% per turn in battle. At different levels of the Gauge being filled, higher skills will become available, each of which will be described below. However, certain skills will not be available regardless until Zhaoyang has reached particular levels, as also will be described below. Basic attacking in a turn will increase the Gauge by 5% that turn. Taking significant damage in a turn will increase the Gauge by 10% that turn. If Zhaoyang is KO'd, the Gauge will freeze at its current percentage even if revived. The Gauge will reset to 0% once a new battle begins.
King of Stars - The king has returned. [Immune Dark][Immune Light][Resist Fire][Resist Thunder][Veil of Stars][King's Command][Minor Immunity]
*Veil of Stars: Passively increases Spr by 20%, and mana regenerates by 10% Max MP per turn.
*King's Command: This trigger action will become available once per turn when a being is summoned. Once activated all summoned creatures are banished.
*Minor Immunity: A lesser Immunity? I don't know what this is, help me. D:
Weapon: Red Lion's Tooth - Won and broken off after facing down one's betrayer, worn now as a grisly trophy. [Damage: Int][Range: 4 Cells]
Armor: Crown of Stars - A bright, shimmering crown that looks as though it's made of tiny stars, it floats above the wearer's head.
Accessory: Star Dragon's Claw - A gift from the interdimensional dragon, now stylishly worn as an earring.
Accessory: Unlimited Moon - Gold necklace with some kind of bold moon pendant attached.
Accessory: Saving Grace - A trinket on a string from a very dear friend. It appears to be the flint and hammer of a pistol.
A-Ability: Retroflexion
+ Impulse - A small pulse of pyrokinetic energy is fired at an enemy. 110% Int (Fire) damage. Range: 4 cells. Cost:
-- Lash - Three more bolts of fire that burn like an aftershock. Req: lvl 10, 10% SG. 120% Int (Fire) damage, 3 hits. Chains with Impulse. Range: 4 cells. Cost:
-- Resound - A strike that causes a localised explosion on impact. Req: lvl 20, 40% SG. 160% Int (Fire) damage. Chains with Lash. Range: 4 cells. Cost:
+ Alignment - The stars align for one who longs for them. Increases Int and Evasion by 20% for the remainder of the battle. Usable Once per Battle. Range: Self. Cost:
-- Quickening - Draws on the power of one's homeland further for a short time. Further increases Evasion by 20% (or whatever you'll allow) for five rounds. Req: lvl 10, 50% SG. Range: Self. Cost:
+ Burst - A beam of light is called to a spot on the battlefield, scorching any within. 130% Int (Light) damage. Range: 5 cells. Cost:
-- Erupt - Focuses the beam of light into a devastating ray. Req: lvl 20, 60% SG. 150% Int (Light) damage. 50% Chance to cause Blind. Separate from Burst. Range: 5 cells, surrounding cells of target cell.
-- Ray - A devastating beam of divine light crashes onto the battlefield, charring anything unlucky enough to be called foe. Req: lvl 30, 80% SG. 250% Int (Light) damage. 30% Chance of Petrify. Range: All enemies. Cost:
+ Dim Star - Drops a small orb of bright light on the battlefield that eventually explodes. 100% + (10% for every round undetonated) Int (Light) damage. Range: Cells surrounding the cell the orb is dropped in. Cost:
-- Starburst - Drops what seems like a star itself on the battlefield, exploding with light and divine fire. Req: lvl 30, 75% SG. 180% Int (Light) damage, persisting 100% Int (Light) damage for two rounds after. Range: 3 layers of cells surrounding the cell the orb is dropped in. Cost:
+ Thunder Blast - Zhaoyang roars ferociously with a clap of thunder, and lightning strikes an opponent. 130% Int (Thunder) damage. 60% Chance of Paralysis. Range: 3 cells. Cost:
-- Echo - The clap of thunder echoes back, magically amplified. Req: lvl 15, 30% SG. 140% Int (Thunder) damage. 30% Chance of Silence. Chains with Thunder Blast. Range: Enemy party.
-- Thunder Ray - Calls down bolts of thunderous energy to savagely strike down an enemy. Req: lvl 30, 20% SG. 30 120% Int (Thunder) damage, 6 hits. Range: 4 cells. Cost:
+ Burning Gaze - An incensing glare is cast straight through an enemy. 140% Int (Fire) damage. Range: Straight Line. Cost:
-- Scorch - A scorching roar of fiery energy that blasts forward, sizzling foes. Req: lvl 20, 60% SG. 180% Int (Fire) damage. Range: 3 straight lines, centered on cell in the direction cast and in front of Zhaoyang. Cost:
+ Steel - Zhaoyang infuses his body with mana, hardening it and his soul against assault. Increases Zhaoyang's Def and Spr by 30% for 3 rounds. Range: Self. Cost:
-- Fortify - Fortifies the Star's natural mana cycles in order to replenish his energy. Req: lvl 10, 25% SG. Casts MP Regen. Range: Self. Cost:
-- Spur - The Star spurs himself on to unleash destruction on his foes. Req: lvl 20, 70% SG. Grants Triplecast. Must link to Fortify. Range: Self. Cost:
+ Flare - A bright flare of light pervades the battlefield, bathing enemies in an impressive display of supernatural might. 130% Int (Light) damage. Range: All Enemies. Cost:
-- Flashbang - Explodes in a blinding flash of divine light, debilitating all nearby enemies. Req: lvl 25, 35% SG. 80% Chance of Blind, 80% Chance of Silence. Range: 3 layers of surrounding cells. Cost:
A-Ability: Ascension
+ Great King's Roar - Lets out a frighteningly powerful roar that would make any mortal quiver in fear. Increases damage output by 30% for five turns. Inflicts Fear for one turn. Range: Enemy Party/Self. Cost:
+ Predestination - The cosmic ability to affect reality in ways most mortals do not understand. Can move a single target to any cell on the battlefield. Range: Single target. Cost:
+
+
R-Ability: Heavenly Body- "Fallen I may be, but my soul still belongs to the heavens above." Any enemy that attacks Zhaoyang from a surrounding cell are met with a strange pulse of unnatural energy. 50% Int damage to all enemies in surrounding cells and a 75% chance of Confusion as long as there is no immunity.
S-Ability: King's Wrath - Having lost patience for the fight, Zhaoyang goes into a terrifying rage. Gives Fallen One Doublecast and refills MP by 50%. Usable after 5 rounds.
D-Ability: Soul Shatter - Zhaoyang and his victim are temporarily transported to a separate dimension where the Fallen One is his true size, regal and all-powerful. Zhaoyang stares into his victim's soul and, finding it unworthy, lets out a mighty soul-shattering roar! Instant Death or 200% Piercing Int (Light) damage. Range: Single Enemy.
-- Judgement -
-- Stardust Ray - yes I did just make that reference, haven't you been paying attention?
F-Ability Cosmic Memory - 150% Piercing Int (Light) damage. Range: All Enemies.
Stats:
HP:
MP:
DD: 0/10
Atk:
Def:
Int:
Spr:
Evade:
Move:
Cerani- Right Hand of Destruction
- Posts : 5482
Join date : 2009-10-29
Age : 32
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