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Post by Durn Wed Nov 10, 2010 5:53 pm

~Seraphim † Song~

Enemies
Flesh Wyrm
Bone Geist
Wretched
Haunt
Ink Fox *LOCKED*
Ember Inkwraith *LOCKED*
Nightling *LOCKED* [Image]
Tree Horror *LOCKED* [Image]
Twin Blackhunter *LOCKED* [Image]
Stitchwork Wight *LOCKED* [Image]
Grasp of Hell *LOCKED* [Image]
Slithering Ant *LOCKED* [Image]

Demon Journal
Nal the Altruistic *LOCKED* [Image]
Unnamed Silence *LOCKED* [Image]
Wandering Armor *LOCKED* Image]

Bosses
Telrius *LOCKED* [Image]
The Sepulcher *LOCKED* [Image]

THE TRANSMARINE ENEMIES
Forest Gremlin
Tropical Roc *LOCKED*
Willow Bear *LOCKED*
Flying Catfish *LOCKED*

THE TRANSMARINE BOSSES
Kellan / Marx / Ophelia *LOCKED*
Marais Florailis *LOCKED*
C'talar Aram *LOCKED*


Last edited by Durn on Mon Mar 28, 2011 1:55 pm; edited 21 times in total
Durn
Durn
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Post by Durn Wed Nov 10, 2010 7:28 pm

Gender: N/A
Age: N/A
Level: 1
Appearance:
Spoiler:
Profession: Flesh Wyrm - Born from the rapid corruption of a human's soul, Flesh Wyrms are poorly formed Menneskelig Avvikelse with little to no control over their actions. Extremely hostile and violent, Flesh Wyrms are commonly the cause of violent and gruesome murders. Although they're quick and agile, their actual movements are much less than graceful.
Weapon: Crooked Talons
Armor: Swollen Flesh
Accessory: Skull Helmet

A-Ability: Unruly Slaughter
+ Enraged Rush: The angered Flesh Wyrm violently thrashes its claws about and dives forward toward its target. All foes between the user and its target take 80% Attack damage. 120% Atk Dmg [Chance of Bleed]. Range: 3 Cells. 10 MP. Neutral Element.
+ Gore: The Flesh Wyrm jabs its serrated talons into a previously opened wound, causing the target to feel a massive amount of pain. Potency is doubled against Bleeding targets. 70% Atk Dmg. Range: Adjacent Cell. 6 MP. Neutral Element.

A-Ability: Item

A-Ability: Item

R-Ability: N/A

S-Ability:
+ Quickening Rampage: The creature's sheer determination to eat your flesh has driven it into a new state of carelessness and rage. [+1 Act per Turn][-30% Accuracy]

Release: Havoc - The fleshy creature unleashes its true insanity, causing it to violently spazz out and thrash its talons out in pain. 150% Atk Dmg to all foes surrounding the user [Chance of Bleed].

HP: 20
MP: 20
Atk: 4 (+1 from Crooked Talons)
Def: 2 (+1 from Swollen Flesh)(+1 from Skull Helmet)
Int: 1 (+0 from Crooked Talons)
Spr: 2 (+1 from Swollen Flesh)
Move: 2 (+2 from Flesh Wyrm Profession)


Last edited by Durn on Wed Nov 10, 2010 7:30 pm; edited 1 time in total
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Post by Durn Wed Nov 10, 2010 7:30 pm

Gender: N/A
Age: N/A
Level: 2
Appearance:
Spoiler:
Profession: Bone Geist - Malicious and mischievous, Bone Geists enjoy torturing their foes by slithering around, unnoticed, and playing tricks on their prey. These creatures also hold the power of possessing inanimate objects.
Weapon: Touch of Insanity [Added Effect - Confusion]
Armor: Tough Bones
Accessory: Extended Spine [Immune - Confusion]

A-Ability: Playful Terror
+ Possession: The Bone Geist melts into the nearest piece of scenery and uses it to violently attack its foes. All pieces of scenery have different effects and attacks. The piece of scenery used is destroyed at the end of the current Enemy Phase. ? Dmg. Range: Infinite. 8 MP. Dark Element.
+ Bone Spike: Digging its claws into the ground, the shade molds its claws into a sharpened spike that jets out of the ground and impales a random foe. Low chance of Instant Death. 150% Atk Dmg. Range: Infinite. 14 MP. Dark Element.
+ Simulacrum: The Bone Geist reads the target’s memory and unleashes a shadow resembling the target’s previously used ability. If the target hasn’t used an ability in the current battle, the last ability the target used in the previous battle is mimicked. The element of the selected ability is automatically transformed into a Dark-based attack. N/A Dmg. Range: 3 Cells. MP Cost = Copied ability’s MP Cost. Dark Element.

A-Ability: Item

A-Ability: Item

R-Ability: N/A

S-Ability:
+ Demonic Rejuvenation: Whenever the caster uses Possession, its health is restored to 100%.

Release: Trick Gone Wrong - It’s all fun and games until somebody loses an eye. 200% Int Dmg. Can cause Blind.

HP: 10
MP: 60
Atk: 2 (+1 from Touch of Insanity)
Def: 3 (+1 from Tough Bones)
Int: 2 (+2 from Touch of Insanity)
Spr: 3 (+2 from Tough Bones)
Move: 2 (+2 from Bone Geist Profession)
Durn
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Post by Durn Wed Nov 10, 2010 10:31 pm

Gender: N/A
Age: N/A
Level: 4
Appearance:
Spoiler:
Profession: Wretched - Being deformed, human-like creatures, these medium-level Menneskelig Avvikelse have drifted far from their original human state and have devolved into a caveman-like humanoid. Most Wretched have below average intelligence and wield large, jagged blades.
Weapon: Stone Claymore
Armor: Tough Skin
Accessory: Demonic Horns

A-Ability: Nightmare Blade
+ Tyrannical Uppercut: The Wretched shoves its blade deep within the target's chest, lifts its blade upwards, and then smashes it down in the opposite direction from which the target came. Target is moved to the opposite side of the user. Can cause Broken Bones. 140% Attack Damage. Range: Adjacent Cell. 12 MP. Neutral Element.
+ Roar of Shadows: The Wretched lets out a terrifying roar that enhances its nearby allies. All damage done causes an additional 20% Dark damage. Stacks up to 200%. Range: Nearby Cells. 10 MP. Dark Element.

A-Ability: Item

A-Ability: Item

R-Ability:
+ Lethargy: If a slowed foe attacks the Wretched, the attacker will receive 50% of the damage caused.

S-Ability:
+ Shadow's Grasp: Any foe within the range of Roar of Shadows has its movement reduced by 50% as long as the user is affected by Roar of Shadows.

Release: Terror Reap - The Wretched slashes its darkened blade against the target's throat. 10% chance of Instant Death and 25% chance of Fear.

HP: 30 (+5 from Demonic Horns)
MP: 40
Atk: 7 (+2 from Stone Claymore)
Def: 5 (+1 from Tough Skin)
Int: 3 (+0 from Stone Claymore)
Spr: 4 (+1 from Tough Skin)(+1 from Demonic Horns)
Move: 2 (+0 from Wretched Profession)

Skill Points: 0
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Post by Durn Sun Nov 14, 2010 3:30 pm

Gender: N/A
Age: N/A
Level: 5
Appearance:
Spoiler:
Profession: Haunt
Weapon: Manifestation of Darkness [Dark Element - Basic Attacks]
Armor: Achromatic Cloak [Resist Water / Resist Fire / Resist Wind]
Accessory: Insanity's Brooch [Null Mental Status]

A-Ability: Arcane Manipulation
+ Faerie Spark: A flash of energy ignites upon the target's chest, burning a few of the mana veins that run through the target's body, causing it to lose 10% of its maximum mana. 120% Int Dmg. Range: 5 Cells. 9 MP. Arcane Element.
+ Arcana Fulmination: An abnormal amount of arcane power begins to course through the caster's veins, enhancing the next spell cast. Next Magical Ability has a guaranteed chance at scoring a Critical. N/A Damage. Range: Self. 8 MP. Arcane Element.

A-Ability: Charming Charms of... Charmship?
+ Special Effects: Charm Stockpile:

- The Charmer moves about in a sexy fashion, increasing the amount of Charm Effect it holds by 1. [+1 Charm Effect][Unlocks Second Stockpile Move] 1 MP.

- The Charmer seems to move closer to the enemy, but it is actually just walking very slowly in one place and giving off a small illusion. [+2 Charm Effect][Unlocks Third Stockpile Move] 2 MP.

- The Charmer rubs its lips with lipstick. [+3 Charm Effect] 3 MP.

+ Special Effects: Charm Release: The Charmer unleashes all of her stockpiled "Charm Effect" on an enemy. The results can be: 10 Piercing Damage, Infatuation, Confusion, or Knock-out. The more stock of "Charm Effect," the greater the chance of there being more than one effect. [All Stockpiled Charm Effect is reset to 0, not counting equipped items] 0 MP. Neutral Element.

A-Ability: Silent Speech
+ Chakram Throw: The user hurls shadowy, circular blades at its target, swinging them in a way so that they slice the enemy and return like boomerangs. 2 Hits. 100% Attack Damage. Range: 4 Cells. 7 MP. Dark Element.
+ Quickening: A fast paced dance, just watching can invigorate the body, forcing adrenaline to pump through their veins. Casts Haste. Range: Self and Adjacent Cells. 18 MP.

A-Ability: Demonic Mayhem
+ Rage: Summons a demon of rage that spreads anger and distress throughout the enemy party. Summons Rage. Range: Adjacent cell. 9 MP. 1 SC.

- Berserktouch: Causes an enemy to lose its cool with a single touch. 100% Atk Dmg. Range: Adjacent cell. High chance of Berserk. 6 MP.

+ Insanity: Summons a demon of insanity that spreads confusion and delusions throughout the enemy party. Summons Insanity. Range: Adjacent cell. 9 MP. 1 SC.

- Confusiontouch: Rends the enemy's mind into a crazed frenzy of meaningless thoughts that drives it mad. 100% Atk Dmg. Range: Adjacent cell. High chance of Confusion. 6 MP.

A-Ability: Drawings
+ Triceratops: The user draws a fierce triceratops in its sketchpad, bringing it forth into reality with powerful magic. Range: Adjacent Cell. 18 MP. Dark Element.

R-Ability:
+ Re-Decomposition: Whenever the Haunt enters a Critical State, it dissipates and appears 5 cells away from the nearest enemy.

S-Ability:
+ Copy Ability: The Haunt has an unlimited amount of A-Ability subsections that can be copied from opponents. Can only use abilities from copied subsections on the foe in which the A-Ability was copied.

Release: Swallow - 100% Piercing Intellect Damage. Dark Element.

HP: 140
MP: 295
Atk: 7 (+1 from Manifestation of Darkness)
Def: 6 (+1 from Achromatic Cloak)
Int: 8 (+2 from Manifestation of Darkness)
Spr: 6 (+1 from Achromatic Cloak)
Move: 2 (+2 from Haunt Profession)

Skill Points: 0
Durn
Durn
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Post by Durn Thu Nov 18, 2010 3:55 pm

Gender: N/A
Age: N/A
Level: 1
Appearance:
Spoiler:
Profession: Forest Gremlin - A goblin-like creatures who lives within a dense forest, secluded from civilization. It spends its time spreading mischief to all who pass through its territory. Usually comes in groups of four or more.
Weapon: Dull Teeth
Armor: Scaled Flesh
Accessory: String [Just a piece of string.]

A-Ability: Trickery
+ Confusion Spiral: The Gremlin rapidly spins around its target, causing a massive amount of confusion to both the target and nearby party members. The little guy also might throw in a kick to the shin every couple spins. Chance of Confusion to target and adjacent foes. 2 Hits. 80% Attack Damage. Range: 2 Cells. 10 MP. Neutral Element.
+ Poison Breath: The Gremlin burps slightly, emitting a noxious gas that may intoxicate all who inhale its fumes. Can cause Poison. 100% Intellect Damage. Range: 3 Cells. 7 MP. Earth Element.

A-Ability: Item

A-Ability: Item

R-Ability: N/A

S-Ability:
+ Shift: Whenever the Gremlin physically attacks a foe, there is a chance that the Gremlin and its target will swap an item in their respective inventories.

Release: Explosion - The Gremlin casts a magical spell that causes it to bloat up and explode, causing damage to all foes within 3 cells. 150% Piercing Intellect Damage.

HP: 10
MP: 20
Atk: 2 (+1 from Dull Teeth)
Def: 1 (+1 from Scaled Flesh)
Int: 1 (+0 from Crooked Talons)
Spr: 2 (+1 from Scaled Flesh)
Move: 2 (+2 from Forest Gremlin Profession)
Durn
Durn
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Posts : 9672
Join date : 2009-10-30
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Post by Durn Fri Nov 19, 2010 6:50 pm

SS Boss 5: Illeria of Nothingness

Gender: Female
Age: N/A
Level: --
Appearance:
Spoiler:
Profession: Death's Concubine - "Shroud me in your cloak of darkness, Let me sail away on your breeze, May your wind blow out my candle, And I will rest my head on thee,"
Weapon: Ulqinox [Chance of Eradication]
Armor: Midnight's Guise
Accessory: Withering Lilac

A-Ability: Coquette: Ruined/of blackness

+ Dull Moonhook: Illeria gently slashes her blade upward, leaving behind a trail of black energy that quickly launches toward a target. Leaves behind a trail of Black Fire Cells as it heads toward the target. 150% Int Dmg. Range: Line. 20 MP. Fire Element.

+ Roar of Corruption: Illeria screeches a hateful yell cursed with the corruption of souls that instantly fixes the party's HP to 1%. Cannot be cast on a turn where Illeria has taken any form of damage. N/A Dmg. Range: Foes. 184 MP. Dark Element.

+ Shadowy Armageddon: Illeria casts a magical spell that instantly causes all Black Fire Cells to erupt into massive explosions of demonic flames. All foes standing within 2 cells of a Black Fire Cell takes damage equal to 50% of their remaining health and is inflicted with the Black Fire status. Destroys all Black Fire Cells. N/A Dmg. Range: Board. 64 MP. Dark Element.

+ The Burning Underworld: Illeria instantly consumes all White Fire Cells on the board and converts then into Black Fire Cells and spits them back at her foes. [Number of White Fire Cells consumed] Randomized Hits. 30% Int Dmg + 10% for each White Fire Cell consumed. Range: Foes. 25 (+5 per Cell) MP. Dark Element.

+ Black Heart: All Black Fire Cells within 3 cells of the target are instantly launched at the target with great force, causing a massive amount of damage. Chance of Addle. Chance of Burn. [Number of Black Fire Cells launched] Hits. 110% Int Dmg per Hit. Range: Foe. 22 MP. Fire Element.

A-Ability: Coquette: Blank/of whiteness

+ Shining Moonhook: Illeria gently slashes her blade upward, leaving behind a trail of white energy that quickly launches toward a target. Leaves behind a trail of White Fire Cells as it heads toward the target. 150% Int Dmg. Range: Line. 20 MP. Fire Element.

+ Aurora of Purity: Illeria chants a mystical hymn of a soothing tone that heals all allies for 100% of their maximum health. Cannot be cast on a turn where Illeria has taken any form of damage. N/A Dmg. Range: Allies. 112 MP. Dark Element.

+ Luminous Eradication: Illeria casts a magical spell that instantly causes all White Fire Cells to erupt into massive explosions of demonic flames. All foes standing within 2 cells of a White Fire Cell takes damage equal to 50% of their remaining health and is inflicted with the White Fire status. Destroys all White Fire Cells. N/A Dmg. Range: Board. 64 MP. Dark Element.

+ The Shining Heavens: Illeria instantly consumes all Black Fire Cells on the board and converts then into White Fire Cells and spits them back at her foes. [Number of Black Fire Cells consumed] Randomized Hits. 30% Int Dmg + 10% for each Black Fire Cell consumed. Range: Foes. 25 (+5 per Cell) MP. Dark Element.

+ White Heart: All White Fire Cells within 3 cells of the target are instantly launched at the target with great force, causing a massive amount of damage. Chance of Addle. Chance of Burn. [Number of White Fire Cells launched] Hits. 110% Int Dmg per Hit. Range: Foe. 22 MP. Fire Element.

R-Ability:
+ Gray Matter: Whenever a Black Fire Cell spawns in the location in which a White Fire Cell already exists (or vice versa), both cells combine to create a Gray Fire Cell. A Gray Fire Cell functions as both a Black Fire Cell and a White Fire Cell, and whenever it is used for an ability, the damage this Cell causes is doubled.

S-Ability:
+ Protection: As long as Illeria is standing within 3 cells of one of her allies, her defenses and maximum HP are increased by 50%. [Stackable]

Release: Pyro-Dark Eclipse - 100% Piercing Int Dmg. Fire Element.

HP:
MP:
Atk:
Def:
Int:
Spr:
Move: 2 (+1 from Death's Concubine Profession)

Skill Points: 0
Durn
Durn
Hermit Sage
Hermit Sage

Posts : 9672
Join date : 2009-10-30
Age : 63
Location : I do not approve of double entendres.

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Post by Durn Sat Dec 04, 2010 10:27 pm

SS Boss 3: Elice Forrester

Gender: Female
Age: N/A
Level: --
Appearance:
Spoiler:
Profession: Reverse-Musician - Her tunes are tainted with death and torment; her voice is strewn with strenuous memories; it was all her mother's fault. It was her fault her child became so inside out. [Basic Attack: Int Based][Range: All Enemies][Dark Element][Chance of Depression]
Weapon: Mother's Suffering [It's a piano, you pervert!]
Armor: Envy's Cloth [Absorb Dark]
Accessory: Blood Tattoo [Immune Bleed Effects]

A-Ability: Silent Song

+ Gray Sonata: Elice gently presses against a single key on her piano over and over again, miraculously creating a mellifluous tone that rapidly becomes foul, eating at the souls of her opponents. Drain Life [100%]. 130% Int Dmg. Range: Enemies. 82 MP. Dark Element.

+ Anima Un-Amoroso: Elice smashes her fists against her mother's keys, causing them to fly off of the base of the piano and turn into jet black, shadowy ravens. The ravens then target the opposing party and, beaks pointed, dive directly at them. 10 randomized hits. 150% Int Dmg. Range: Enemies. 48 MP. Dark Element.

+ Harmonics: Elice begins to play a beautiful chain of notes that slowly continues on as she begins to play other tunes. Activates De-Harmonics. N/A Dmg. Range: Self. 5 MP. Holy Element.

-- De-Harmonics: Elice's piano gradually becomes more and more quiet as her melodies literally fly right out of her piano and around the party, gently strangling them as she plays on. Chance of Strangulate. N/A Dmg. Range: Enemies. 32 MP. Dark Element.

-- -- Finale Harmonia: Elice can no longer stand her suffering and takes her rage out upon her piano, flipping it over, causing all of its keys to fly everywhere. The original base to the piano then combusts into black flames that engulf the party, which is then followed by another barrage of raven-keys. 11 Hits. Last 10 randomized. 300% Int Dmg [Explosion][1st Hit]. 150% Int Dmg [Ravens][2nd-11th Hits]. Range: Enemies. Locks MP. Dark Element.

+ Breathless Symphony: Elice plays a magical, harmonious spell which is cast upon the enemy party, locking down their source of spell energy. Causes Silence. N/A Dmg. Range: Enemy Party. 42 MP. Dark Element.

+ Sharp: Elice slams her fingers down upon the keys of her piano, causing a screeching, irritating noise to emit from her instrument. 150% Int Dmg. Range: Enemy Party. 22 MP. Dark Element.

A-Ability: N/A

R-Ability:
+ Winds of Remorse: Whenever an enemy is occupying a cell within 3 cells of Elice, that enemy is knocked 5 cells back and takes 20% INT Dmg during the next Calculation Phase.

S-Ability:
+ Emotional Plague: Whenever an enemy is afflicted with a status condition, all other enemies within 2 cells of that enemy are also afflicted with the same status condition. Applies for status inflicted by other party members too.

Release: End-Life - 100% Piercing Int Dmg. Dark Element.

HP:
MP:
Atk:
Def:
Int:
Spr:
Move: 2 (-2 from Reverse Musician Profession)

Skill Points: 0
Durn
Durn
Hermit Sage
Hermit Sage

Posts : 9672
Join date : 2009-10-30
Age : 63
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Post by Durn Fri Feb 25, 2011 4:26 pm

Memory Order

Battle Theme: https://www.youtube.com/watch?v=oFQFqVuZi0Y&feature=related
Gender: Female
Age: Unknown
Level: --
Appearance:
Spoiler:
Profession: Dimensionalist
Weapon: Tome of Saphir - Chapter VII
Armor: Gown of Infinite Dimensions
Accessory: Desepoir Insignia III

A-Ability: Expelled Demonology

+ Sagherlm: Conjuring up the abyssal, black demon of a thousand maws, the caster fires it at her target as if it was a projectile. Exploding upon contact into multitudes of fangs and serrated canines, the demon viciously mangles all foes caught within its violent rage. Chance of Bleeding. Hits all foes within surrounding cells of the target. 170% Intellect Damage. Range: Foe. 0 MP. Dark Element.

+ Uralmagaan: The caster summons the cunning demon of theft, creating a 5x5-cell aura of shadowy energy around the target. At the end of the next Player Phase, the aura brutally leeches all energy from any foe within the vicinity of the attack. Causes all foes within Shadow Aura cells to instantly have their health sapped to Critical levels. The caster absorbs all damage caused as Health. N/A Damage. Range: Foe. 0 MP. Dark Element.

+ Karukhyll: The caster summons the ominous demon of nightmares, who casts a spell of unending sleep upon the enemy party, causing all foes to instantly become inflicted with Deep Sleep. N/A Damage. Range: All Foes. 0 MP. Dark Element.

+ Medugrhm: The demonic entity of torture enters the plane of humans, unleashing myriad tendrils of darkness upon the party, wrapping them in life-siphoning bindings that slowly leech away at their souls. Can cause Sap. Can cause Disable. 150% Intellect Damage. Range: 3 Foes. 0 MP. Dark Element.

+ Hellmouth: The caster summons the Gatekeeper of Hell, allowing it to unlock three rifts that lead into Hell, causing multiple demons of various types to flood into the human world. Summons 3 Hell Rifts. N/A Damage. Range: 3 Random Cells. 0 MP. Dark Element.

A-Ability: Saphir Magic

+ Hvitur Hrossa: A small, yet devastating beam of pure white energy shoots out from the caster's index finger, causing unmeasurable amounts of destruction to the targeted area. Transforms all cells beneath and around the target into Crater Cells. Damages foes in cells surrounding the target. 200% Intellect Damage. Range: Foe. 0 MP. Arcane Element.

+ Svartur Gja: The caster forces her palm unto the ground, causing a large fissure of shadowy energy to open up from the path between her and her target. Can cause Blind. 150% Intellect Damage. Range: Column. 0 MP. Dark Element.

+ Bjartur Kassi: An invisible, yet immobile box of pure energy arises around the target and slowly contracts, becoming smaller and smaller until the target is contorted into a massive ball of flesh. After the process is complete, the cube implodes, crushing the target further. Can cause Instant Death. Can cause Disable. 10 Hits. 100% Intellect Damage. Range: Foe. 0 MP. Dark Element.

+ Martrod Auga: The target's left eye becomes pure black. As the target stares into the darkened eye, it quickly experiences a three-and-a-half millisecond's worth of absolute torture and despair. 50% Hit Chance. Chance of Trauma. 300% Intellect Damage. Range: Foe. 0 MP. Dark Element.

+ Sjon Rista: A blade of pure, raw power is conjured upon the target's left hand. Motioning her arm slightly to the left, the blade extends outward and lashes out at all foes within its path. 230% Intellect Damage. Range: Frontal Cone. 0 MP. Arcane Element.

+ Ljos Eldgos: A circle of unbelievably strong power and force erupts around the target. Although not hitting the target itself, all foes within 2 cells of the target take damage. Can cause Paralysis. 400% Intellect Damage. Range: Foe. 0 MP. Arcane Element.

+ Omerkingur Baklun: The caster chants an ominous incantation, causing the targets to become surrounded by various afflictions and atrocities of all kinds. Chance of Misfortune. Chance of Apathy. Chance of Petrify. Chance of Disable. Chance of Immobilization. Chance of Poison. N/A Damage. Range: 2 Foes. 0 MP. Dark Element.

+ Puls af Null: The caster emits an abysmal blare of raw energy and demonic power, consuming all foes within a few feet of her body. Must be announced as "Charging" the turn before use. Causes Oblivion. N/A Damage. 0 MP. Dark Element.

+ Eldur Domur: A slight flicker of fire magic is hurled at the target, erupting into a grandiose ball of raging flames upon contact. Can cause Severe Burn. 190% Intellect Damage. Range: Foe. 0 MP. Fire Element.

R-Ability:
+ Property Reverse: Whenever Memory casts a spell that would do more damage if it were Attack-based, the foe's Defense and Spirit are swapped solely for the attack. Indirect targets are not affected by this ability.

S-Ability:
+ Altered Reality: All foes standing within 2 cells of Memory instantly gain a weakness to the Dark element. If a foe already has a weakness to Dark, it does not gain a quadruple weakness.

Release: A New Dimension - 100% Piercing Int Damage. Arcane Element.

HP:
MP:
Atk:
Def:
Int:
Spr:
Move: 2 (+0 from Dimensionalist Profession)

Skill Points: 0
Durn
Durn
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Hermit Sage

Posts : 9672
Join date : 2009-10-30
Age : 63
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