Adventures of Naletia: City of the Abyss (CP Thread)
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Adventures of Naletia: City of the Abyss (CP Thread)
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Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Adventures of Naletia: City of the Abyss (CP Thread)
Status Diaries
Positive:
Bravery - Boosts Atk by x1.5 for three turns.
Bubble - Temporarily doubles HP for three turns. At the end of the three turns, HP is halved.
Confidence - At the pinnacle of Morale, grants 15% Evade and Crit Chance and increases the dominant attacking stat by 30%. Critical Hit Damage is x2 instead of x1.5. This mode lasts 5 turns and transfers through battles. Using Final Judgment while this effect is active resets Morale to 3 ticks.
Covered - Upon application, this unit no longer takes damage from targeted attacks and spells. Instantly dispelled once the unit Covering reaches Critical condition.
Covering - Upon application, this unit takes the damage from a Covered unit. Instantly dispelled once this unit reaches Critical condition.
Faith - Boosts Int by x1.5 for three 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.
Immunity - Afflicted becomes immune to negative status effects for 3 turns.
Intangible - Afflicted is immune to physical damage, but takes x1.5 damage from magic attacks.
Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.
Invisible - Afflicted cannot be targeted for 3 turns.
Protect - Reduces all physical damage taken by 50% for 3 turns.
Regen - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns.
Shell - Reduces all magical damage taken by 50% for 3 turns.
Veil - Increases evasion by 25% for 3 turns.
Negative:
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover EN 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.
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/Mesmerize - 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 half of the damage the afflicted deals with any attack for 3 turns.
Daze - Afflicted cannot use abilities for 1 turn.
Deprotect - Increases physical damage taken by 50% for 3 turns.
Deshell - Increases magical damage taken by 50% 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 act for 3 turns and actively attempts to avoid the unit that inflicted this status.
Frail - Afflicted is unable to recover HP for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes x1.5 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.
Nightmare - Afflicted takes 15% Max HP DMG each turn for as long as Sleep is applied. Sleep MUST be applied to the afflicted before Nightmare.
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 each turn for 3 turns. This unit also takes x1.5 damage from magical damage.
Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit or an ability designed to break stone.
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.
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 15% Max HP damage per turn for 2 turns.
Shock - Afflicted cannot move or take action for 1 turn.
Shrink - All physical attacks deal 1 damage and all physical damage taken is doubled for 3 turns.
Silence - Afflicted cannot execute any INT-based abilities.
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.
Slump - A state reached when a unit has no Morale or is applied after using a D-Ability. The afflicted has -15% Evade, -15% Crit, -50% Crit Damage, -20% Atk and Int. Also, EN cannot regenerate or replenish for 3 turns. If a D-Ability was used, EN is automatically reduced to 0. Slump is alleviated when the afflicted's Morale reaches 4, or if their EN is fully recharged.
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.
Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.
Weak - Afflicted's physical attacks do 15% less damage than normal and knockback effects are doubled in strength.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns. The first Lightning elemental ability to hit the afflicted removes this status.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Positive:
Bravery - Boosts Atk by x1.5 for three turns.
Bubble - Temporarily doubles HP for three turns. At the end of the three turns, HP is halved.
Confidence - At the pinnacle of Morale, grants 15% Evade and Crit Chance and increases the dominant attacking stat by 30%. Critical Hit Damage is x2 instead of x1.5. This mode lasts 5 turns and transfers through battles. Using Final Judgment while this effect is active resets Morale to 3 ticks.
Covered - Upon application, this unit no longer takes damage from targeted attacks and spells. Instantly dispelled once the unit Covering reaches Critical condition.
Covering - Upon application, this unit takes the damage from a Covered unit. Instantly dispelled once this unit reaches Critical condition.
Faith - Boosts Int by x1.5 for three 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.
Immunity - Afflicted becomes immune to negative status effects for 3 turns.
Intangible - Afflicted is immune to physical damage, but takes x1.5 damage from magic attacks.
Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.
Invisible - Afflicted cannot be targeted for 3 turns.
Protect - Reduces all physical damage taken by 50% for 3 turns.
Regen - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns.
Shell - Reduces all magical damage taken by 50% for 3 turns.
Veil - Increases evasion by 25% for 3 turns.
Negative:
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover EN 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.
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/Mesmerize - 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 half of the damage the afflicted deals with any attack for 3 turns.
Daze - Afflicted cannot use abilities for 1 turn.
Deprotect - Increases physical damage taken by 50% for 3 turns.
Deshell - Increases magical damage taken by 50% 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 act for 3 turns and actively attempts to avoid the unit that inflicted this status.
Frail - Afflicted is unable to recover HP for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes x1.5 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.
Nightmare - Afflicted takes 15% Max HP DMG each turn for as long as Sleep is applied. Sleep MUST be applied to the afflicted before Nightmare.
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 each turn for 3 turns. This unit also takes x1.5 damage from magical damage.
Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit or an ability designed to break stone.
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.
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 15% Max HP damage per turn for 2 turns.
Shock - Afflicted cannot move or take action for 1 turn.
Shrink - All physical attacks deal 1 damage and all physical damage taken is doubled for 3 turns.
Silence - Afflicted cannot execute any INT-based abilities.
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.
Slump - A state reached when a unit has no Morale or is applied after using a D-Ability. The afflicted has -15% Evade, -15% Crit, -50% Crit Damage, -20% Atk and Int. Also, EN cannot regenerate or replenish for 3 turns. If a D-Ability was used, EN is automatically reduced to 0. Slump is alleviated when the afflicted's Morale reaches 4, or if their EN is fully recharged.
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.
Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.
Weak - Afflicted's physical attacks do 15% less damage than normal and knockback effects are doubled in strength.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns. The first Lightning elemental ability to hit the afflicted removes this status.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Adventures of Naletia: City of the Abyss (CP Thread)
Enemy Profiles:
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Adventures of Naletia: City of the Abyss (CP Thread)
Neutral Profiles:
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Adventures of Naletia: City of the Abyss (CP Thread)
Irene Mila
Female, ?? (??, ???)
Appearance:
Profession: Ancient Wanderer - One who has traveled across both time and space, a wanderer and bearer of a terrible and ancient curse, doomed to search for a legend that may no longer exist, she wanders eternally. (Pursuit)
Pursuit - When chasing down an enemy, Irene can take an extra step. Increases Move by 1 when moving towards an enemy unit.
Weapon: ??? - A very large and intricate sword with only a single edge.
Armor: Brace of the Metal God - A sturdy ring of metal that surrounds the wearer's waistline.
Accessory: Hardened Gloves - Strong gloves that protect the wearer's hands.
A-Ability: Qualagbog
Descending Strike - The user leaps into the air and rains down fire upon the user's target, hitting the target with a barrage of molten fury before diving upon the target, slicing the target in half. The user then jumps back to the user's original positioning. 80% Atk Fire DMG per hit. 5 hit barrage. 120% Atk DMG diving strike. 3 cell range. 12 EN.
Tuning Blade - The user taps the user's weapon slightly, creating a ringing that fills the air. Silence follows and a deadly aura surrounds the user, giving the user a menacing appearance. Increases Atk by 30%. 4 EN.
R-Ability: Reckless Assault - After entering a new stance, the wanderer's basic attack gains an Assault charge that can be used to double the damage output of one hit.
S-Ability: Stance Switch - The wanderer is an expert in matters of both traveling and fighting and can optimize her ability in battle to better fit for what is needed of her. In essence, switching stances alters the wanderer's attack and defense stats and grants certain bonuses. More bonuses can be purchased for 1 Skill Point each up to a maximum of 5.
Protection - Passively increases Def and Spr by 10%. Also decreases the effectiveness of enemy ranged attacks against this unit by 15%. Allows this unit to Defend, reducing incoming damage by an additional 10% and partially recovering EN.
Onslaught - Passively increases Atk by 15%. Also decreases the effectiveness of enemy melee attacks against this unit by 20%. Grants a second hit on Basic Attacks.
Massacre - Passively increases Atk by 20%. Decreases the effectiveness of enemy physical attacks by 10%. Increases range of Basic Attacks to include all enemies in surrounding cells.
Hunt - Passively increases Atk and Def by 10%. Decreases the effectiveness of enemy magical attacks by 20%. Movement gained from Pursuit is tripled.
Guardian - Passively increases Def and Spr by 20%. Decreases the effectiveness of all enemy attacks against this unit by 10%. May also absorb damage dealt to nearby allies.
Final Judgment: March of the Dead Kings - As the battle drags on, the wasteland grows, creating a shadow of despair and death. To the beat of the burning sun, corpses rise from the depths of the sands of time, creating an army of the dead to march down the battlefield one last time. For one last time, the warriors of old do battle, and not even the living will survive this onslaught of destruction. All enemies takes 70% Piercing Atk DMG per turn for 5 turns. During any point of the duration of this ability, if an enemy drops below 50% HP, they are immediately executed. At the end of the duration, the kings of old deal one final blow, leaving no chance of survival. 150% Piercing Atk DMG to a single target.
Level: 1
Progress: 0/30
Stats:
HP: 35/35 (+10 from Hardened Gloves)
EN: 50/50
Atk: 5 (+10 from ???)
Def: 4 (+6 from Brace of the Metal God)
Int: 1 (+2 from ???)
Spr: 2 (+3 from Brace of the Metal God)
Move: 2 (+1 from Ancient Wanderer profession)
Evade: 4%
Crit: 3%
Morale: (//////////)
Battle-Ready Stats:
Female, ?? (??, ???)
Appearance:
- Spoiler:
Profession: Ancient Wanderer - One who has traveled across both time and space, a wanderer and bearer of a terrible and ancient curse, doomed to search for a legend that may no longer exist, she wanders eternally. (Pursuit)
Pursuit - When chasing down an enemy, Irene can take an extra step. Increases Move by 1 when moving towards an enemy unit.
Weapon: ??? - A very large and intricate sword with only a single edge.
Armor: Brace of the Metal God - A sturdy ring of metal that surrounds the wearer's waistline.
Accessory: Hardened Gloves - Strong gloves that protect the wearer's hands.
A-Ability: Qualagbog
Descending Strike - The user leaps into the air and rains down fire upon the user's target, hitting the target with a barrage of molten fury before diving upon the target, slicing the target in half. The user then jumps back to the user's original positioning. 80% Atk Fire DMG per hit. 5 hit barrage. 120% Atk DMG diving strike. 3 cell range. 12 EN.
Tuning Blade - The user taps the user's weapon slightly, creating a ringing that fills the air. Silence follows and a deadly aura surrounds the user, giving the user a menacing appearance. Increases Atk by 30%. 4 EN.
R-Ability: Reckless Assault - After entering a new stance, the wanderer's basic attack gains an Assault charge that can be used to double the damage output of one hit.
S-Ability: Stance Switch - The wanderer is an expert in matters of both traveling and fighting and can optimize her ability in battle to better fit for what is needed of her. In essence, switching stances alters the wanderer's attack and defense stats and grants certain bonuses. More bonuses can be purchased for 1 Skill Point each up to a maximum of 5.
Protection - Passively increases Def and Spr by 10%. Also decreases the effectiveness of enemy ranged attacks against this unit by 15%. Allows this unit to Defend, reducing incoming damage by an additional 10% and partially recovering EN.
Onslaught - Passively increases Atk by 15%. Also decreases the effectiveness of enemy melee attacks against this unit by 20%. Grants a second hit on Basic Attacks.
Hunt - Passively increases Atk and Def by 10%. Decreases the effectiveness of enemy magical attacks by 20%. Movement gained from Pursuit is tripled.
Guardian - Passively increases Def and Spr by 20%. Decreases the effectiveness of all enemy attacks against this unit by 10%. May also absorb damage dealt to nearby allies.
Final Judgment: March of the Dead Kings - As the battle drags on, the wasteland grows, creating a shadow of despair and death. To the beat of the burning sun, corpses rise from the depths of the sands of time, creating an army of the dead to march down the battlefield one last time. For one last time, the warriors of old do battle, and not even the living will survive this onslaught of destruction. All enemies takes 70% Piercing Atk DMG per turn for 5 turns. During any point of the duration of this ability, if an enemy drops below 50% HP, they are immediately executed. At the end of the duration, the kings of old deal one final blow, leaving no chance of survival. 150% Piercing Atk DMG to a single target.
Level: 1
Progress: 0/30
Stats:
HP: 35/35 (+10 from Hardened Gloves)
EN: 50/50
Atk: 5 (+10 from ???)
Def: 4 (+6 from Brace of the Metal God)
Int: 1 (+2 from ???)
Spr: 2 (+3 from Brace of the Metal God)
Move: 2 (+1 from Ancient Wanderer profession)
Evade: 4%
Crit: 3%
Morale: (//////////)
Battle-Ready Stats:
- Code:
HP: 45/45
EN: 50/50
Atk: 15
Def: 10
Int: 3
Spr: 5
Move: 3
Evade: 4%
Crit: 3%
Morale: ([color=#0000ff]/////[/color]/////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
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