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Adventures of Naletia: Back to Dust

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Post by Zerifachias Fri Feb 12, 2016 7:31 pm

~Chapter One: The Ancestry Tournament~

Part One: The Grand Colosseum


Summary: Amezi was once a completely barren wasteland of a continent, with no hopes of civilization ever being considered a possibility. Through great effort and loving care, the Elvennahn have made this place their new home, turning the once-desert into a grand paradise. Rich streams of water and honey flow through this land and the timeless race has opened its borders to welcome travelers of all nationalities. Humans and elves from every corner of the world have come to the Oasis Cathedral to witness the celebration of an Elvennahn anniversary.

Party Level: 2

Progress: 3/20

Inventory

Consumables:

Medic Salve (x4) - A salve meant to be rubbed on a wounds. It heals injury with time. (Restores 20% Max HP over 3 turns)

Ether Shard (x2) - A tiny shard meant to reinvigorate magical energies. (Applies MP Regen)

Hibiscus Leaf (x2) - The leaf of a flower that helps alleviate minor poisons by killing bacteria. (Cures Poison)

Weapons/Armor/Accessories:

N/A

Materials:

Molten Shell (x1) - A small carapace ripped off the body of a fire elemental. It has uses in the creation of fire-retardant armor.

Key Items:

Colosseum Pass (x2) - A ticket made of silvery paper that allows one entry into the Colosseum's tournament.

Evidence of Betrayal (x2) - A condemning piece of writing. One came from Lord Renvari and another from a man called Aster. What is the connection between them? We need more of these to find out.


Last edited by Zerifachias on Sat Jun 04, 2016 7:03 pm; edited 3 times in total
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Post by Zerifachias Fri Feb 12, 2016 7:31 pm

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. Also may indicate a "ready and waiting" status...

Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.


Last edited by Zerifachias on Fri Feb 12, 2016 8:08 pm; edited 1 time in total
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Post by Zerifachias Fri Feb 12, 2016 7:32 pm

???

Monster: Human
Class: Warrior
Level: 3
Quantity: 2

Weapon: Cutlass

A-Ability: Cut Down

A Cut Above - Slashes in an upward fashion. 120% Atk DMG. Chance of Bleeding. Effective against Flying targets. 6 EN

Parry - Readies the blade for an incoming attack. Upon successful blocking, counters for 140% Atk DMG. 10 EN.

R-Ability: N/A

S-Ability: Parrying Initiative - Parry can affect basic attacks made on the previous Player turn with a lower success rate.

Stats:

HP: 40/40
EN: 50/50
Atk: 7
Def: 3
Int: 0
Spr: 2
Crit: 3%
Evade: 2%
Move: 3

Monster: Human
Class: Archer
Level: 3
Quantity: 1

Weapon: Bow (ranged - 4 cells)

A-Ability: Ricochet

Seven Star - Fires an arrow that splits into seven pieces, bounding randomly across the battlefield. 80% Atk DMG. 7 randomized hits. 8 EN.

Pinpoint Shot - Takes careful aim before shooting. 120% Atk DMG. High Critical Hit Chance. 3 cell range. 6 EN.

R-Ability: N/A

S-Ability: Hunter's Toxins - Basic attacks apply Poison.

Stats:

HP: 35/35
EN: 50/50
Atk: 8
Def: 3
Int: 0
Spr: 3
Crit: 3%
Evade: 4%
Move: 3

Monster: Human
Class: Mage
Level: 3
Quantity: 1

Weapon: Tome (ranged magical - 4 cells)

A-Ability:

Fireball - Hurls a sphere of magic fire at a target. 140% Int DMG. Chance of Burn. 4 cell range. 6 EN. 8 MP.

Magic Shell - Covers an ally with a protective shell. While this ability is active, the ally takes 20% less damage from all sources. Indefinite duration while this unit is active. 10 EN. 20 MP.

R-Ability: N/A

S-Ability: Warped Barriers - Casting Magic Shell once protects all allies instead of a single unit.

Stats:

HP: 30/30
EN: 50/50
MP: 65/65
Atk: 1
Def: 1
Int: 6
Spr: 4
Crit: 2%
Evade: 1%
Move: 2


Last edited by Zerifachias on Sat Jun 11, 2016 11:30 am; edited 5 times in total
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Post by Zerifachias Fri Feb 12, 2016 7:32 pm

Notes on Elemental Convergence:

When it comes to the Elements, it is clear to note that each one has a strength and a weakness, whether it be through the type of magic being used, the style of the caster, or even the most basic of them all: difference in power. Sometimes the difference in power fluctuates, but this is not a common phenomenon. There is a firm truth to one thing though, and that is that some Elements are strong against other Elements, and weak to others.

Fire:
Resists Fire (30%). Resists Ice (20%). Resists Wind (10%).

Lightning:
Resists Lightning (30%). Resists Fire (10%).

Water:
Resists Water (20%). Resists Fire (30%).

Wind:
Resists Earth (20%). Resists Lightning (20%).

Ice:
Resists Ice (30%). Resists Wind (20%).

Earth:
Resists Lightning (50%).

Light:
Resists Light (20%)

Dark:
Resists Dark (20%)


Last edited by Zerifachias on Mon Feb 15, 2016 7:24 pm; edited 1 time in total
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Post by Zerifachias Fri Feb 12, 2016 7:32 pm

Vensi Lanadie
Female, 27? (April 3)

Appearance:
Spoiler:

Profession: Invocation - All elves are born with magic in their blood. It goes without saying that talent will always lie with the elves concerning magic, and this one is no different. By using a variety of spells, this unit is able to invoke the elements to do her will. (Ancestor's Magic)

Ancestor's Magic - This unit's ancient blood grants a slight advantage against enemy mages. This unit slightly resists all Elements. (10% Resist All)

Weapon: Vocal Gem - A gem that sits on a black leather choker around her neck. It glows purple and acts as a catalyst for casting spells.
Armor: Shimmering Barrier - A closely tied barrier that surrounds the unit.
Accessory: Fashionable Trinkets - A collection of jewelry that serves no other purpose than aesthetics.

A-Ability: Chanting

Pyra Mysteris - This unit conjures three lines of magic fire that swirl around her arm for a moment before being released into the battle. The bolts seek out the target and strike it down, burning it. 120% Int DMG. Chance of Burn. 3 cell range. Fire Elemental. 6 EN. 8 MP.

Levinstrike - A bolt of concentrated magic fires from this unit's hand, striking a target with enough energy and power to make their heart stop beating. 130% Int DMG. May cause Shock. Small chance of Paralysis. 3 cell range. Lightning Elemental. 8 EN. 12 MP.

Spoiler:

A-Ability: Item

R-Ability: Adaptable Resistance - While under the effects of Elemental Convergence, this unit gains resistance to that element tree. Resistances gained last for 3 turns and if an ally is the target of an elemental attack, this unit is able to share her resistances with that ally.

S-Ability: Elemental Convergence - This unit has access to a great deal of magical energy and different elements. By using multiple elements, this unit can gain special powers that allow her to continue an onslaught of magic or empower herself or allies.

Fire - Increases Int and Burn chance by 10% for three turns. Stacks up to 2 times. No cooldown.

Lightning - Quickens the caster, granting Doublecast for two turns. 4 turn cooldown.

Water - Heals this unit for 20% of the damage dealt. The heal can be transferred to an ally, but if transferred this goes on a 2 turn cooldown.

Wind - Knockbacks the targeted enemy or enemies up to 3 cells away. Enemies that collide with obstacles take % Max HP DMG dependent on the hardness of the obstacle. Medium speed. 3 turn cooldown.

Earth - Bestows Protect and Shell on this and adjacent allied units. 6 turn cooldown.

Ice - Leaves a mist in the air that interferes with many things, including one's resistance to magic. Reduces Spr of enemies within 3 cells of the ability's final location by 20%. 3 turn cooldown.

Light - Burns all enemies for 10% Piercing Int DMG. No cooldown.

Dark - The next attack or ability used does double damage. 2 turn cooldown.

Final Judgement: Era of the Changeling - As one of the Elvennahn, this unit is able to take on most any form. With that, she is able to change her abilities and powers at a moments notice, turning weaknesses into strengths and strengths into weaknesses. When assuming a powerful form, this unit unleashes a myriad of elemental energies that assault the battlefield, destroying anything it comes in contact with. 150% Piercing Elemental Int DMG to any unit within 3 cells. The Element chosen coincides with each individual enemy's weakness. Allows the changing into Forms and Powerful Forms. (Changeling)

Stats:

Level: 1
Progress: 22/30

HP: 34/34
EN: 52/52
MP: 40/40
Atk: 1
Def: 2
Int: 5 (+1 from Vocal Gem) (+1 from Fashionable Trinkets)
Spr: 4 (+1 from Shimmering Barrier)
Crit: 4%
Evade: 2%
Move: 2 (+0 from Invoker Profession)

Skill Points: 0

~

Changeling - This unit is capable of changing into many forms, gaining powers and losing others with every shape shift. Basic Forms are limitless and have little effect on the battlefield, but Powerful Forms allow this unit to erase weaknesses and unleash destructive magic. To gate early power, only basic forms are allowed at the moment, with chances to unlock more powerful forms later. Basic Forms will be recorded as they show in battle and in regular play.

Basic Forms:

Eagle - Swaps Atk and Int. Grants +6 Movement and +20% Evade. Can only use basic attacks, but can use them while moving. Flying unit.

Gigantebar - Swaps Atk and Int. Grants +4 Atk. Can throw allies across the battlefield. Access to Magic is cut off.

Drakkouis - Grants +6 Atk; +2 Int. Grants Flight. A-, S-, and R-Abilities no longer work. Drains 5 MP per turn this form is active. Can use Fireball for AoE magic Fire DMG (4 EN) or a melee attack that bleeds (2 EN).

Powerful Forms: N/A


Last edited by Zerifachias on Sat Jun 11, 2016 11:04 am; edited 6 times in total
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Post by Vergil Fri Feb 12, 2016 7:45 pm

Iris Xildeth
Female, 29 (November 26)

Appearance:
Spoiler:

Playlist:
New Year's Day - Kill Or Be Killed
Wildpath - Buried Moon
Amberian Dawn - Magic Forest
Poets Of The Fall - Daze
Louna - Fight Club
Within Temptation - In The Middle Of The Night
Celldweller - Birthright (Beta 1.0)

Profession: Errant - A knight that serves no lord or country, wandering the lands to hone their abilities and seek their true calling. (Heavy Basic Attack) (Arms Ignition)

Heavy Basic Attack - This unit delivers hard-hitting swings that deal devastating impact but are much harder to land. (130% ATK and -20% Accuracy for basic attack modifier)

Arms Ignition - This unit does not equip accessories. Instead, this unit's weapon can have a blessing bestowed upon it for additional effects under an Enchantment equipment slot. Enchantments are bound to the weapon and cannot be unequipped and re-equipped to another weapon by normal means.


Weapon: Crimson Claymore - A blade forged from tempered steel layered over with thin sheets of a peculiar red metal.
Armor: Plate of No Sovereign - An armor and garb assembled without a crest or emblem, signifying the knight's allegiance to no one.
Enchantment: Blessing of Dominance - Allows the user's weapon to ignore any effect or affliction that would reduce or negate this unit's damage. (Bound to Crimson Claymore)

A-Ability: Anti-Chivalry

Indomitable - Breaks free from any movement-impairing or action-disabling affliction(s) and this unit gains an additional 33% base chance to resist the same afflictions removed while this ability is on cooldown. 3 Turn Cooldown. 8 EN.
(20+ Adrenaline spent): This unit gains an additional 2 cells of Movement while Indomitable is on cooldown

Topple - Attempts to overwhelm an opponent by slamming into them with a high-speed shoulder tackle, and once the target has fallen to a vulnerable position they may be subject to a brutal stamp. Topple deals 100% Atk DMG and may cause Prone and does not factor in the user's weapon for damage calculation. Instead, the Def provided by the unit's armor is added to this unit's base Atk. When a unit is afflicted with Prone, they are knocked off their feet and must consume an Act Action to attempt to get up at a 40% base chance to succeed. If they choose to expend a Move Action in addition to their attempt, this is raised to a guaranteed success. Against targets that are already Prone, Stunned, Sleeping, or otherwise Incapacitated, this ability becomes Curb Stomp. Consumes both Movement and Act Actions to use with the maximum range of this ability being the end of this unit's movement path. 5 EN.
(30+ Adrenaline Spent): This attack now guarantees Prone.

---Curb Stomp - Swiftly brings down the user's foot on the back of the head of a helpless victim with a singular gruesome strike, grinding the heel in for good measure. Deals 150% Atk DMG ignoring the target's Evasion and half the target's Def. Like Topple, this ability applies this unit's armor stats instead of weapon in damage calculation, however the currently equipped Enchantment will apply. Adjacent Cell Range. 8 EN.
(80+ Adrenaline Spent): This attack now becomes Impale.

------Impale - The user brings down their weapon, driving it into the victim's back and through the ground. Executes a target below 20% Max HP. Adjacent Cell Range. 14 EN.

A-Ability: Item

R-Ability: Revanchism - Whenever this unit or an ally receives damage or a negative affliction from an enemy, this unit generates 3 Adrenaline for every instance of damage (counting every individual hit from multi-hit attacks) and 10 Adrenaline for every affliction placed. If Adrenaline reaches the max amount by this ability, then this unit is healed for 20% Max HP the next time Adrenaline is spent.

S-Ability: Bloodbath - At the end of this unit's every turn, this unit builds up 5 Adrenaline for every enemy unit that has this unit within their own basic attack range. As a Free Action, this unit may spend Adrenaline to either empower an ability or bestow an effect listed below. Whenever this unit consumes Adrenaline, ALL Adrenaline currently gained is spent regardless of the minimum requirement for any given effect or ability.

20+ Adrenaline - This unit regains 20% Max EN.

40+ Adrenaline - During the next Enemy Phase, this unit prepares Intercede.

Intercede - The next basic attack or ability that would deal direct damage towards this unit or an ally in an adjacent cell has a 40% Base Chance of being Parried with the enemy receiving a basic attack from this unit if they are within range.

60+ Adrenaline - This turn, this unit may perform additional basic attacks at normal cost + an additional 50% EN of the previous basic attack used.

80+ Adrenaline - For the next 4 turns after this effect is applied, this unit will gain Crit and Accuracy equal to the current amount of Adrenaline gained.

100 Adrenaline - The next attack by this unit will inflict unavoidable Piercing Damage, with no ability or effect being able to activate in response.

Final Judgement: TBA

Stats:

Level: 1
Progress: 22/30

HP: 40/40
EN: 54/54
ADR: 0/100
Atk: 5 (+1 from Crimson Claymore)
Def: 4 (+1 from Plate of No Sovereign)
Int: 1
Spr: 2
Crit: 3%
Evade: 3%
Move: 2 (+1 from Errant Profession)

Skill Points: 0


Last edited by Vergil on Sat Jun 04, 2016 7:13 pm; edited 4 times in total
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Post by Masquerade Fri Feb 12, 2016 8:05 pm

Leopold Argrund Churchill
Male, 25 (October 11)

Appearance:
Spoiler:

Profession: Arbiter - With the penchant for dallying on both sides of struggle between light and darkness, the one who claims this profession uses his knowledge of good and evil to settle disputes and bring final resolution to battles. (Light of Salvation/Epitome of Sin)

*Light of Salvation/Epitome of Sin: When this unit seeks Redemption, healing granted is increased by 10% and positive status bestowed by this unit increases by one turn.  When this unit falls into Depravity, damage dealt to enemy units is increased by 10% with a boosted 10% critical hit chance for single target basic attacks and skills.

Weapon: Two-Faced Saber - Thin blade attached to an eloquent gilded hilt.  It has a light appearance in general, but when turned the right way one could swear it was coated in darkness.
Armor: Garb of Balance - Beautiful overcoat divided into a pure white side and a pure black side.
Accessory: Angel's Wing - Gold hoop earring with a chain attached from which hangs a small sculpted angel's wing.

A-Ability: Conflict's End:

+Promise/Swirling Sorrow: Engages in a sacred promise to uphold the light of good thereby reaping its benefits, keeping them to oneself or sharing with those who need it.  100% Atk HP Recovery.  Range: 3 cells.  4 EN.  6 MP. / Unleashes a torrent of ghouls at a foe causing them to relent.  80% Atk Dmg.  Range: 4 cells.  Efforts to move towards the user by the target result in the target moving away from the user on the next turn only.  Target cannot be affected by this skill twice in a row.  4 EN.  8 MP.

+Non-Violence Pact/Heinous Desire: Covers the field in a blessing that prevents harm from being exchanged between two parties.  No damaging basic attacks or abilities can be used for 1 turn (both parties will be affected by this at least once.)  Range: All.  10 EN.  15 MP. / Yearns to enact in horrendous sin and therefore aims to get the most out of doing just that.  Increases damage dealt by 20% for 3 turns.  Range: Self.  4 EN.  6 MP.

Spoiler:

A-Ability: Item

R-Ability: Sudden Change to the Chosen Path - Whenever an ally falls below 30% Max HP, allows the user to take a free action when next possible to immediately seek Redemption.  Likewise when an enemy falls below 30% Max HP, allows the user to take a free action when next possible to immediately fall into Depravity.

S-Ability: Redemption/Depravity - This unit begins in a neutral stance and is able to cast all skills.  Once a certain skillset is chosen, the other skillset is locked and a gauge appears to measure one's Virtue or Vice.  When the gauge is full, the user may execute a Free Action allowing one to transition to the other skillset and thus resetting the gauge and locking the previous skillset from use.

Final Judgement: Era of Peace/Age of Chaos (Light/Dark) - While redeemed, one heralds the coming of angels to bring forth light unto the land.  In this light, all rejoice and surrender themselves and their sinful ways allowing the utmost peace and tranquility to overcome all.  However, while depraved, one ushers in the darkest demons and presences to further tempt the vulnerable souls, leading them into chaos as an evil pied piper, the victims dancing to their own moral demise, the painful consequences of which shall be stained upon their soul and emblazoned upon their bodies.  Under Redemption, heals all allies for 100% Piercing Atk HP Recovery and bestows Regen upon them for 5 turns.  Under Depravity, all enemies take 100% Piercing Atk Dmg with survivors taking 50% more damage for 3 turns and being subject to Confusion, Pain, and Burn.

Stats:

Level: 1
Progress: 22/30

HP: 40 (+5 from Angel's Wing)
EN: 52
MP: 34
Atk: 5 (+1 from Two-Faced Saber)
Def: 3 (+1 from Garb of Balance)
Int: 1 (+0 from Two-Faced Saber)
Spr: 4 (+0 from Garb of Balance)
Crit: 3%
Evade: 3%
Move: 2 cells (+1 from Arbiter Profession)

Skill Points: 0

Battle-Ready Stats:


Code:
HP: 45/45
EN: 52/52
MP: 34/34
Atk: 6
Def: 4
Int: 1
Spr: 4
Crit: 3%
Evade: 3%
Move: 3 cells
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