The Adventures of Naletia: Ancient Civilization (CP Thread)
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The Adventures of Naletia: Ancient Civilization (CP Thread)
Current Chapter:
Tutorial Chapter: 00~A - The Colosseum
Summary: The Colosseum. A place in the center of the Capital City in Isandu, where warriors from all across the continent join together for a contest of strength and ability. It is here where our two heroes meet, joined together by fate. But for what purpose? To them, that does not matter. All that matters is the strength of the two and their combined forces.
Inventory:
Medicine:
+ Medicinal Herb (x2) - Restores 10 HP upon use.
+ Antidotal Herb (x2) - Cures one debuff of Poison upon use.
+ Magic Water (x1) - Restores 10 MP upon use.
+ Stamina Root (x1) - Restores 20 EN upon use.
Weapons/Armor/Accessories:
None.
Alchemy Items:
None.
Key Items:
+ Silver Bank - A small storage chest that keeps tabs on the amount of silver the party has. It transports any and all money entered into it to the bank. Works like a check card at shops.
+ Map of Isandu - A scroll of paper surrounded by a light metal to protect the map from erosion. It maps out all the places of Isandu.
~
Map of Isandu:
+ Capital City
-Colosseum Entrance
--Colosseum Warrior's Room
--The Pit
+ Miracle Forest
Tutorial Chapter: 00~A - The Colosseum
Summary: The Colosseum. A place in the center of the Capital City in Isandu, where warriors from all across the continent join together for a contest of strength and ability. It is here where our two heroes meet, joined together by fate. But for what purpose? To them, that does not matter. All that matters is the strength of the two and their combined forces.
Inventory:
Medicine:
+ Medicinal Herb (x2) - Restores 10 HP upon use.
+ Antidotal Herb (x2) - Cures one debuff of Poison upon use.
+ Magic Water (x1) - Restores 10 MP upon use.
+ Stamina Root (x1) - Restores 20 EN upon use.
Weapons/Armor/Accessories:
None.
Alchemy Items:
None.
Key Items:
+ Silver Bank - A small storage chest that keeps tabs on the amount of silver the party has. It transports any and all money entered into it to the bank. Works like a check card at shops.
+ Map of Isandu - A scroll of paper surrounded by a light metal to protect the map from erosion. It maps out all the places of Isandu.
~
Map of Isandu:
+ Capital City
-Colosseum Entrance
--Colosseum Warrior's Room
--The Pit
+ Miracle Forest
Last edited by Zerifachias on Thu Jul 19, 2012 7:46 am; edited 2 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: The Adventures of Naletia: Ancient Civilization (CP Thread)
Inflictionary:
Positive:
Regen - The afflicted regains HP equal to 15% of their Max HP each turn for 10 turns.
MP Regen - The afflicted regains MP equal to 5% of their Max MP each turn for 5 turns.
Bubble - The afflicted's HP is doubled for 3 turns, but it is halved when it returns to normal.
Protect - The afflicted takes 50% less damage from physical attacks for three turns. This move cannot be used while Shell is active.
Shell - The afflicted takes 50% less damage from magical attacks for 3 turns. This move cannot be used while Protect is active.
Mighty Guard - The afflicted has Protect, Shell, Null Fire (1), Null Water (1), Null Lightning (1), and Null Ice (1) cast onto him/herself for 3 turns.
Float - The afflicted becomes immune to Earth-based attacks and can cross over almost all nature cells, but takes double damage from Wind-based attacks for 3 turns.
Haste - The afflicted may take 2 actions instead of 1 each turn for 3 turns.
Enlarge - The afflicted grows in size, doubling their attack power for 3 turns.
Protect - The afflicted takes 50% less damage from physical attacks for 3 turns.
Shell - The afflicted takes 50% less damage from magical attacks for 3 turns.
Invisible - The afflicted cannot be targeted for 3 turns.
Negative:
Sleep - The afflicted can no longer move or act, but they are waken by taking damage or by certain medicinal items and magic. If the sleeper is woken by an attack, that attack becomes critical.
Deep Sleep - A more advanced version of Sleep. Under this status, only the most severe amounts of damage can waken the afflicted, as well as a few medicinal items and magic.
Nightmare - A vicious affliction in which the HP of the victim is sapped away by a terrible nightmare. 10% Max HP DMG each turn for as long as the afflicted is asleep.
Exhaustion - After the use of a Final Judgement (D-Ability), the user is afflicted with exhaustion, which cuts attack, defence, intelligence, and spirit in half. It also reduces movement to 1. This is to prevent anyone from carelessly throwing their ultimate attack all over the place.
Burn - The afflicted suffers from a scorch mark made by fire or other substances. 12% Max HP DMG each turn for 3 turns.
Severe Burn - The afflicted suffers from a much more severe scorch mark made by fire or other substances. 17% Max HP DMG each turn for 5 turns.
Poison - The afflicted suffers from a terrible substance in their bodies, slowly leeching their health away. 14% Max HP DMG each turn for 3 turns.
Toxin - The afflicted suffered from an extremely bad poison in their bodies. 21% Max HP DMG each turn for 4 turns.
Venom - The afflicted is Stopped and takes 17% Max HP DMG for 3 turns.
Stop - The afflicted can no longer move, act, or otherwise. Time has halted for them.
Slow - The afflicted may only take a turn once every 2 turns instead of 1.
Shrink - The afflicted shrinks in size, halving their Atk power for 3 turns.
Petrify - The afflicted is turned to stone. Obviously, they cannot do anything while in this state.
Broken - This can only happen if the afflicted was first Petrified. The afflicted is now KO'ed by being broken into pieces. They can be revived afterwards.
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover MP by any means for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed while Berserk.
Blind - Attacks 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
Bleeding - The afflicted loses 10% Max HP each turn until restored to full health. Enemy attacks have a higher chance of being critical hits.
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 have of the damage the afflicted deals with any attack for 3 turns.
Deprotect - Doubles all PHYSICAL damage taken for 3 turns.
Deshell - Doubles all MAGICAL damage taken for 3 turns.
Disable - Afflicted can no longer take action for 3 turns.
Doom - Afflicted experiences Instant Death after 5 turns.
Frail - Afflicted is unable to recover HP by any means for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes twice as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.
Immobilize - Afflicted can no longer move for 3 turns.
Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.
Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.
Paralyze - Afflicted can no longer move or take action for 3 turns.
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.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Hypothermia - The afflicted takes damage equal to 10% of their Max HP each turn for 5 turns. At the 5th turn, they suffer 40% Current HP damage.
Embarrassment - The afflicted is so distraut by a certain...event...that they automatically flee from battle. (Eject)
Eject - The afflicted is kicked out of the battle for the remainder of the battle.
Concussion - The afflicted is subject to such extreme pain that they are unable to move for awhile, and take damage every turn for 5 turns. 10% HP DMG each turn. Paralysis.
Vulnerable - The afflicted becomes vulnerable to the next attack done by an enemy, regardless of the element.
Positive:
Regen - The afflicted regains HP equal to 15% of their Max HP each turn for 10 turns.
MP Regen - The afflicted regains MP equal to 5% of their Max MP each turn for 5 turns.
Bubble - The afflicted's HP is doubled for 3 turns, but it is halved when it returns to normal.
Protect - The afflicted takes 50% less damage from physical attacks for three turns. This move cannot be used while Shell is active.
Shell - The afflicted takes 50% less damage from magical attacks for 3 turns. This move cannot be used while Protect is active.
Mighty Guard - The afflicted has Protect, Shell, Null Fire (1), Null Water (1), Null Lightning (1), and Null Ice (1) cast onto him/herself for 3 turns.
Float - The afflicted becomes immune to Earth-based attacks and can cross over almost all nature cells, but takes double damage from Wind-based attacks for 3 turns.
Haste - The afflicted may take 2 actions instead of 1 each turn for 3 turns.
Enlarge - The afflicted grows in size, doubling their attack power for 3 turns.
Protect - The afflicted takes 50% less damage from physical attacks for 3 turns.
Shell - The afflicted takes 50% less damage from magical attacks for 3 turns.
Invisible - The afflicted cannot be targeted for 3 turns.
Negative:
Sleep - The afflicted can no longer move or act, but they are waken by taking damage or by certain medicinal items and magic. If the sleeper is woken by an attack, that attack becomes critical.
Deep Sleep - A more advanced version of Sleep. Under this status, only the most severe amounts of damage can waken the afflicted, as well as a few medicinal items and magic.
Nightmare - A vicious affliction in which the HP of the victim is sapped away by a terrible nightmare. 10% Max HP DMG each turn for as long as the afflicted is asleep.
Exhaustion - After the use of a Final Judgement (D-Ability), the user is afflicted with exhaustion, which cuts attack, defence, intelligence, and spirit in half. It also reduces movement to 1. This is to prevent anyone from carelessly throwing their ultimate attack all over the place.
Burn - The afflicted suffers from a scorch mark made by fire or other substances. 12% Max HP DMG each turn for 3 turns.
Severe Burn - The afflicted suffers from a much more severe scorch mark made by fire or other substances. 17% Max HP DMG each turn for 5 turns.
Poison - The afflicted suffers from a terrible substance in their bodies, slowly leeching their health away. 14% Max HP DMG each turn for 3 turns.
Toxin - The afflicted suffered from an extremely bad poison in their bodies. 21% Max HP DMG each turn for 4 turns.
Venom - The afflicted is Stopped and takes 17% Max HP DMG for 3 turns.
Stop - The afflicted can no longer move, act, or otherwise. Time has halted for them.
Slow - The afflicted may only take a turn once every 2 turns instead of 1.
Shrink - The afflicted shrinks in size, halving their Atk power for 3 turns.
Petrify - The afflicted is turned to stone. Obviously, they cannot do anything while in this state.
Broken - This can only happen if the afflicted was first Petrified. The afflicted is now KO'ed by being broken into pieces. They can be revived afterwards.
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover MP by any means for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed while Berserk.
Blind - Attacks 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
Bleeding - The afflicted loses 10% Max HP each turn until restored to full health. Enemy attacks have a higher chance of being critical hits.
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 have of the damage the afflicted deals with any attack for 3 turns.
Deprotect - Doubles all PHYSICAL damage taken for 3 turns.
Deshell - Doubles all MAGICAL damage taken for 3 turns.
Disable - Afflicted can no longer take action for 3 turns.
Doom - Afflicted experiences Instant Death after 5 turns.
Frail - Afflicted is unable to recover HP by any means for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes twice as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.
Immobilize - Afflicted can no longer move for 3 turns.
Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.
Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.
Paralyze - Afflicted can no longer move or take action for 3 turns.
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.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Hypothermia - The afflicted takes damage equal to 10% of their Max HP each turn for 5 turns. At the 5th turn, they suffer 40% Current HP damage.
Embarrassment - The afflicted is so distraut by a certain...event...that they automatically flee from battle. (Eject)
Eject - The afflicted is kicked out of the battle for the remainder of the battle.
Concussion - The afflicted is subject to such extreme pain that they are unable to move for awhile, and take damage every turn for 5 turns. 10% HP DMG each turn. Paralysis.
Vulnerable - The afflicted becomes vulnerable to the next attack done by an enemy, regardless of the element.
Last edited by Zerifachias on Thu Jul 19, 2012 7:45 am; edited 2 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: The Adventures of Naletia: Ancient Civilization (CP Thread)
Enemy Profiles:
Trent Lvl 1
Profession: Tree Herder
Weapon: N/A
Armor: N/A
Accessory: N/A
A-Ability: Tree Sap
+ Brunt Blow - A heavy blow with branches/roots/trunk/etc that may blow the target away. 120% Atk DMG. Sends the target back 3 cells. Adjacent cell. 7 MP. 8 EN
+ Lash - A long swipe with a branch or root that can hit a target from a distance. The move is slow though, and easier to dodge. 140% Atk DMG. 3 cell range. 25% chance of Miss. 7 MP. 10 EN.
R-Ability: None
S-Ability: Tree Sap - Being attacked through any means releases a peculiar sap from the tree, infused with magic that absorbs elements that might harm the tree. All attacks pitted against the Tree Herder are automatically changed to Neutral.
Judgement: N/A
Stats:
EN: 50
HP: 40
MP: 21
Atk: 7
Def: 9
Int: 2
Spr: 3
Move: 2 (-1 from Tree Herder Profession)
Evade: 1%
Morale: (//////////)
Greenie, Spotted, Hangin' Lvl 1
Profession: Giant Tree Frog
Weapon: N/A
Armor: N/A
Accessory: N/A
A-Ability: Echoed Voice
+ Gathered Croak - Alone, the voice is nothing, but when combined with more frogs, this ability becomes dangerous. 0% Piercing Int DMG. Damage output increases by 10% with each frog that joins the song. Damage calculations are not done until the end of the turn in which the song starts. Hits all enemies. 10 MP. 10 EN.
+ Sap Sucker - The frog takes some time to suck away some magical sap from the tree it is attached to. Restores 10 MP. 6 EN
R-Ability: None
S-Ability: Final Voice - If only one Tree Frog is alive to use Gathered Croak, the damage output of the ability is randomized from anywhere between 0% and 100% Int.
Judgement: N/A
Stats:
EN: 50
HP: 18
MP: 10
Atk: 0
Def: 2
Int: 6
Spr: 4
Move: 2 (+0 from Tree Frog Profession)
Evade: 4%
Morale: (//////////)
Trent Lvl 1
Profession: Tree Herder
Weapon: N/A
Armor: N/A
Accessory: N/A
A-Ability: Tree Sap
+ Brunt Blow - A heavy blow with branches/roots/trunk/etc that may blow the target away. 120% Atk DMG. Sends the target back 3 cells. Adjacent cell. 7 MP. 8 EN
+ Lash - A long swipe with a branch or root that can hit a target from a distance. The move is slow though, and easier to dodge. 140% Atk DMG. 3 cell range. 25% chance of Miss. 7 MP. 10 EN.
R-Ability: None
S-Ability: Tree Sap - Being attacked through any means releases a peculiar sap from the tree, infused with magic that absorbs elements that might harm the tree. All attacks pitted against the Tree Herder are automatically changed to Neutral.
Judgement: N/A
Stats:
EN: 50
HP: 40
MP: 21
Atk: 7
Def: 9
Int: 2
Spr: 3
Move: 2 (-1 from Tree Herder Profession)
Evade: 1%
Morale: (//////////)
Greenie, Spotted, Hangin' Lvl 1
Profession: Giant Tree Frog
Weapon: N/A
Armor: N/A
Accessory: N/A
A-Ability: Echoed Voice
+ Gathered Croak - Alone, the voice is nothing, but when combined with more frogs, this ability becomes dangerous. 0% Piercing Int DMG. Damage output increases by 10% with each frog that joins the song. Damage calculations are not done until the end of the turn in which the song starts. Hits all enemies. 10 MP. 10 EN.
+ Sap Sucker - The frog takes some time to suck away some magical sap from the tree it is attached to. Restores 10 MP. 6 EN
R-Ability: None
S-Ability: Final Voice - If only one Tree Frog is alive to use Gathered Croak, the damage output of the ability is randomized from anywhere between 0% and 100% Int.
Judgement: N/A
Stats:
EN: 50
HP: 18
MP: 10
Atk: 0
Def: 2
Int: 6
Spr: 4
Move: 2 (+0 from Tree Frog Profession)
Evade: 4%
Morale: (//////////)
Last edited by Zerifachias on Tue Jul 24, 2012 8:07 pm; edited 6 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: The Adventures of Naletia: Ancient Civilization (CP Thread)
Soundtracks:
Tutorial 00~A:
+Bloody Introductions
Chapter 01~1:
+Forest of Miracles
Completed Chapters:
Tutorial 00~A:
Tutorial Battle!
Objective: Beat each other up and prove your superiority!
Special Things to Note: Playing only until 50% HP. No experience will be gained from this battle. The use of Judgement abilities is prohibited.
Chapter 01~1:
Miracle Forest
Objective: Defeat the wolf pack!
Special Things to Note: None
Achievements Earned:
None.
Map Exploration:
None Available at the moment...
Tutorial 00~A:
+Bloody Introductions
Chapter 01~1:
+Forest of Miracles
Completed Chapters:
Tutorial 00~A:
Tutorial Battle!
Objective: Beat each other up and prove your superiority!
Special Things to Note: Playing only until 50% HP. No experience will be gained from this battle. The use of Judgement abilities is prohibited.
Chapter 01~1:
Miracle Forest
Objective: Defeat the wolf pack!
Special Things to Note: None
Achievements Earned:
None.
Map Exploration:
None Available at the moment...
Last edited by Zerifachias on Thu Jul 19, 2012 7:44 am; edited 4 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: The Adventures of Naletia: Ancient Civilization (CP Thread)
Name: Nemile Wetyna
Age: 18
Gender: Female
Appearance:
Level: 1
Progress: 30/50
Profession: Paladin - The one who claims this profession is a master of defense and can wield heavy weapons and shields. They are known to be very protective of allies, often taking blows for them. Paladins are almost always accompanied by a beast pet that they tamed. (Equips: Swords; Axes; Lances)(Shieldbearer)
-Shieldbearer - Permits the Paladin to bear a shield as well as a weapon. Cannot be used when a two-handed weapon is equipped.
Weapon: Copper Sword - A sword made of the cheapest metal known to man. It's sharp, but it isn't nearly as powerful as iron.
Shield: Leather Shield - A simple shield made of beast hide. (Block Chance: 5%)
Armor: Adamantite Boots - Extremely durable boots made from a rare metal. Reforging these is very easy, however, so it is better to upgrade the boots rather than buy new ones.
Vanity Attire: Xanite Dress - A dress made from a very durable fabric-like metal. It's red color seems to bring out all the beauty of it's wearer. (No stats - Vanity item)
Accessory: Knight Gloves - White gloves made from a fabric-like metal known as Xanite, which is a very easy metal to change the colors of. (+1 Atk)
A-Ability: Right To Survival
+ Temper - The user sharpens the user's blade and hardens the user's shield with natural energies, allowing the user to better defend the user's self. Increases Atk and Def by 10%. Self only. Cannot be stacked. 8 MP. 6 EN.
+ Energy Field - The user casts a weak magic that surrounds an enemy and prevents the enemy from reaching full power with a magnetic field. 80% Int DMG. Decreases target Atk and Int by 10%. 3 cell range. Cannot be stacked. 7 MP. 6 EN.
A-Ability: Item
R-Ability:Paladin's Gift - When an ally's HP reaches less than 50%, the paladin automatically gives 50% of her own current HP to that ally.
S-Ability: Regeneration - An ancient magic stirs in the paladin at certain intervals, allowing the paladin to recover HP. Recovers 15% HP every Player Phase. (Passive)
Companion Ability: Mount - Allows the Paladin to ride her companion and combine their stats in moderation to increase attack and defensive power.
Judgement: Holy Lance - The paladin borrows energy from the life around her, which she has protected many times before, and uses it to create an enormous, white lance that glows with a brilliant, holy light. The paladin throws the lance at the enemy, which explodes into a majestic pillar of white, pure energy that pierces even the heavens with holy light. 200% Piercing Atk DMG. Light Elemental. 6 cell range. Enemies in the surrounding cells take 100% Piercing Atk DMG.
Stats:
EN: 50
HP: 47 [+6 for each level]
MP: 24 [+3 for each level]
Atk: 4 (+1 from Copper Sword)(+1 from Knight Gloves)
Def: 5 (+1 from Adamantite Boots)(+1 from Leather Shield)
Int: 3 (+0 from Copper Sword)
Spr: 4 (+0 from Adamantite Boots)
Move: 2 (+1 from Paladin Profession)
Evade: 3%
Morale: (//////////)
Skill Points: 0
~
Nemile's Companion:
Name: Ralufikan "Ralu"
Age: 7
Gender: Male
Appearance: *See the wyvern in Nemile's photo*
Level: 1
Progress: 30/50
Profession: Wyvern (Companion) - A companion of Nemile. Wyverns are powerful, aerial beasts that glide across the sky with their massive wingspan and swoop silently down on their prey. They are able to do heavy damage to enemies, but are very weak to magic as a result of always being in the air. (Flying)
A-Ability: Do A Barrel Roll!
+ Peregrine Swoop - An aerial attack that is executed by climbing high into the skies and then shooting back to the earth and smashing into the target with heavy force at high speeds. 140% Atk DMG. 3 cell range. 8 MP. 10 EN.
+ Poisonous Bite - A fierce bite with sharp fangs that sometimes injects poison into the target's bloodstream, envenoming them. 110% Atk DMG. Chance of Poison. Adjacent cell range. 6 MP. 8 EN.
+ Rush - A heavy tackle that can cause even the sturdiest of enemies to buckle under the immense weight of the wyvern. 130% Atk DMG. Straight line. Attacks all in the way. 12 MP.
A-Ability: N/A
R-Ability:Tail Swipe - When attacked from a surrounding or adjacent cell, the wyvern spins around and lashes out with his long tail to attack the attacker and any enemy nearby. 100% Atk DMG counter.
S-Ability: Assault Expert - As a predator, the wyvern is very good at attacking, but is weak when it comes to defense against magic. 10% of Spr goes to Atk power.
Judgement: Devourer of Souls - A deep intake of breath from the wyvern causes the target's soul to be sucked out and devoured by the wyvern, thus breaking the target's spirit and annihilating the target's physical and mental form. 200% Piercing Atk DMG. Disables target. Immobilizes target. May cause Curse. 4 cell range.
Stats:
EN: 50
HP: 45 (+6 for every level)
MP: 21 (+2 for every level)
Atk: 5 (+1 from Assault Expert)
Def: 6
Int: 2
Spr: 3 (-1 from Assault Expert)
Move: 2 (+2 from Wyvern Profession)
Evade: 5%
Morale: (//////////)
Skill Points: 0
~~
Companion Form:
A-Ability: Wyvern Knight
+ Temper Swoop - With Nemile using her magic to temper her blade and Ralu's horns, the duo swoop down from above and ram into the enemy with an immense amount of force. 140% Atk DMG. 3 cell range. Increases Atk and Def by 10%. 12 MP. 16 EN.
+ Poisonous Field - Using Ralu's poisonous fangs as a medium, Nemile fires her mana through her companion's fangs and at the enemy, assaulting them and causing serious debilitating effects. 100% Int DMG. 3 cell range. May cause Poison. Lowers target Atk and Int by 10%. Cannot be stacked. 9 MP. 14 EN.
EN: 100 (Nemile's + Ralu's)
HP: 50 (1/2 Nemile's + 1/2 Ralu's)
MP: 25 (1/2 Nemile's + 1/2 Ralu's)
Atk: 8 (1/2 Nemile's + 1/2 Ralu's)[x1.3]
Def: 8 (1/2 Nemile's + 1/2 Ralu's)[x1.2]
Int: 3 (1/2 Nemile's + 1/2 Ralu's)[x1.0]
Spr: 3 (1/2 Nemile's + 1/2 Ralu's)[x1.1]
Move: 4
Evade: 4%
Age: 18
Gender: Female
Appearance:
- Spoiler:
Level: 1
Progress: 30/50
Profession: Paladin - The one who claims this profession is a master of defense and can wield heavy weapons and shields. They are known to be very protective of allies, often taking blows for them. Paladins are almost always accompanied by a beast pet that they tamed. (Equips: Swords; Axes; Lances)(Shieldbearer)
-Shieldbearer - Permits the Paladin to bear a shield as well as a weapon. Cannot be used when a two-handed weapon is equipped.
Weapon: Copper Sword - A sword made of the cheapest metal known to man. It's sharp, but it isn't nearly as powerful as iron.
Shield: Leather Shield - A simple shield made of beast hide. (Block Chance: 5%)
Armor: Adamantite Boots - Extremely durable boots made from a rare metal. Reforging these is very easy, however, so it is better to upgrade the boots rather than buy new ones.
Vanity Attire: Xanite Dress - A dress made from a very durable fabric-like metal. It's red color seems to bring out all the beauty of it's wearer. (No stats - Vanity item)
Accessory: Knight Gloves - White gloves made from a fabric-like metal known as Xanite, which is a very easy metal to change the colors of. (+1 Atk)
A-Ability: Right To Survival
+ Temper - The user sharpens the user's blade and hardens the user's shield with natural energies, allowing the user to better defend the user's self. Increases Atk and Def by 10%. Self only. Cannot be stacked. 8 MP. 6 EN.
+ Energy Field - The user casts a weak magic that surrounds an enemy and prevents the enemy from reaching full power with a magnetic field. 80% Int DMG. Decreases target Atk and Int by 10%. 3 cell range. Cannot be stacked. 7 MP. 6 EN.
- Spoiler:
- + Punishment - The user punishes the enemy with a heavy attack in revenge for assaulting a comrade. Can only be used if an ally was attacked the previous turn, but prevents the target from attacking the next turn. 150% Atk DMG. Adjacent cell. 8 MP.
+ Expensive Healing - The user trades the user's own stamina and health to regenerate an ally's health by the amount of health lost. 10 EN for each interval of 1/4 HP lost by the user.
+ Magic Mirror - The user casts a mirror shield to surround the user's body that can cause magic to bounce back at the caster. Be careful, this works with healing magic too. Self only. Bestows Reflect. 10 MP. 10 EN.
+ Hardened Shield - The user uses an inner energy to strengthen the sturdy nature of the user's shield, allowing the user to better block attacks. Increases Block Chance when equipped with a shield by 20%. 16 MP. 10 EN.
+ Weapon Strike - Allows the user to attack an enemy in different ways, depending on the type of weapon the user has equipped.
---Dragon Slash - A heavy slashing maneuver that can pierce even dragon scales. 120% Atk DMG. Does 20% more damage to Dragons. Adjacent cell range. 8 MP. 6 EN.
---Mercurial Thrust - A speedy attack that lunges the user with the user's spear bared at a target, running them through with the sharp weapon. 80% Piercing Atk DMG. This attack is impossible to dodge and has a range of 3 cells. 10 MP. 8 EN.
---Executioner - An incredibly powerful downward swing that beheads weaker enemies and severely wounds otherwise. Instantly kills minor enemies with less than 10% HP. 170% Atk DMG. Adjacent cell range. 24 MP. 12 EN.
+ Rising Temperatures - Coating the paladin's blade in flames, the user slashes at the foe, a large trail of fire following the blade and erupting upon contact with the user's target. 160% Atk DMG. May cause Burn. Adjacent cell range. 12 MP. 8 EN. Fire Elemental.
+ Element Shuffle - The paladin quickly hides her blade from view of the enemy, already beginning to change the user's elemental affinity to something different. Chooses an element and becomes affiliated with it in intimate ways. Boosts that element's damage output and resistance by 10%. 12 MP. 10 EN.
---Elemental Swing - The paladin suddenly reveals the paladin's element by swinging her blade down upon a target, a trail of her element closely following the blade and wrapping around the target to engulf the target. 120% Atk DMG. Chosen element. Adjacent cell range. 7 MP. 4 EN.
A-Ability: Item
R-Ability:
S-Ability: Regeneration - An ancient magic stirs in the paladin at certain intervals, allowing the paladin to recover HP. Recovers 15% HP every Player Phase. (Passive)
Companion Ability: Mount - Allows the Paladin to ride her companion and combine their stats in moderation to increase attack and defensive power.
Judgement: Holy Lance - The paladin borrows energy from the life around her, which she has protected many times before, and uses it to create an enormous, white lance that glows with a brilliant, holy light. The paladin throws the lance at the enemy, which explodes into a majestic pillar of white, pure energy that pierces even the heavens with holy light. 200% Piercing Atk DMG. Light Elemental. 6 cell range. Enemies in the surrounding cells take 100% Piercing Atk DMG.
Stats:
EN: 50
HP: 47 [+6 for each level]
MP: 24 [+3 for each level]
Atk: 4 (+1 from Copper Sword)(+1 from Knight Gloves)
Def: 5 (+1 from Adamantite Boots)(+1 from Leather Shield)
Int: 3 (+0 from Copper Sword)
Spr: 4 (+0 from Adamantite Boots)
Move: 2 (+1 from Paladin Profession)
Evade: 3%
Morale: (//////////)
Skill Points: 0
~
Nemile's Companion:
Name: Ralufikan "Ralu"
Age: 7
Gender: Male
Appearance: *See the wyvern in Nemile's photo*
Level: 1
Progress: 30/50
Profession: Wyvern (Companion) - A companion of Nemile. Wyverns are powerful, aerial beasts that glide across the sky with their massive wingspan and swoop silently down on their prey. They are able to do heavy damage to enemies, but are very weak to magic as a result of always being in the air. (Flying)
A-Ability: Do A Barrel Roll!
+ Peregrine Swoop - An aerial attack that is executed by climbing high into the skies and then shooting back to the earth and smashing into the target with heavy force at high speeds. 140% Atk DMG. 3 cell range. 8 MP. 10 EN.
+ Poisonous Bite - A fierce bite with sharp fangs that sometimes injects poison into the target's bloodstream, envenoming them. 110% Atk DMG. Chance of Poison. Adjacent cell range. 6 MP. 8 EN.
A-Ability: N/A
R-Ability:
S-Ability: Assault Expert - As a predator, the wyvern is very good at attacking, but is weak when it comes to defense against magic. 10% of Spr goes to Atk power.
Judgement: Devourer of Souls - A deep intake of breath from the wyvern causes the target's soul to be sucked out and devoured by the wyvern, thus breaking the target's spirit and annihilating the target's physical and mental form. 200% Piercing Atk DMG. Disables target. Immobilizes target. May cause Curse. 4 cell range.
Stats:
EN: 50
HP: 45 (+6 for every level)
MP: 21 (+2 for every level)
Atk: 5 (+1 from Assault Expert)
Def: 6
Int: 2
Spr: 3 (-1 from Assault Expert)
Move: 2 (+2 from Wyvern Profession)
Evade: 5%
Morale: (//////////)
Skill Points: 0
~~
Companion Form:
A-Ability: Wyvern Knight
+ Temper Swoop - With Nemile using her magic to temper her blade and Ralu's horns, the duo swoop down from above and ram into the enemy with an immense amount of force. 140% Atk DMG. 3 cell range. Increases Atk and Def by 10%. 12 MP. 16 EN.
+ Poisonous Field - Using Ralu's poisonous fangs as a medium, Nemile fires her mana through her companion's fangs and at the enemy, assaulting them and causing serious debilitating effects. 100% Int DMG. 3 cell range. May cause Poison. Lowers target Atk and Int by 10%. Cannot be stacked. 9 MP. 14 EN.
EN: 100 (Nemile's + Ralu's)
HP: 50 (1/2 Nemile's + 1/2 Ralu's)
MP: 25 (1/2 Nemile's + 1/2 Ralu's)
Atk: 8 (1/2 Nemile's + 1/2 Ralu's)[x1.3]
Def: 8 (1/2 Nemile's + 1/2 Ralu's)[x1.2]
Int: 3 (1/2 Nemile's + 1/2 Ralu's)[x1.0]
Spr: 3 (1/2 Nemile's + 1/2 Ralu's)[x1.1]
Move: 4
Evade: 4%
Last edited by Zerifachias on Thu Jul 19, 2012 7:41 am; edited 6 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: The Adventures of Naletia: Ancient Civilization (CP Thread)
Name: Aria Slade
Age: 24
Gender: Female
Appearance:
Profession: Elementalist- The one who claims this profession draws power from the elements and uses them as her weapon in any situation. (Elemental Affinity)
Elemental Affinity: The basis for affiliation with all of the elements. The user reduces any and all elemental damage taken by 5% and increases elemental damage dealt by 5%
Level: 1
Exp: 0/50
-------------------
Weapon: Elemental Mastery- The powerful bond between an Elementalist and the elements. The element the user is able to attack with depends on the atmosphere. (Damage: Int) (Range: 3 Cells) (Biome Elemental)
Armor: Lacy Headband- A headband which is frilly and lacy with a strange blue flower attached to one end.
Vanity Attire: Traveler's Dress- What a woman wears when she travels, its pretty revealing... what? Don't look at me like that. How else is a woman supposed to get anywhere? Walking? Pssh. Yeah right.
Accessory: Glowing Crystal- A small crystal that is charged with mana that causes it to glow slightly. (+1 Int)
-------------------
A-Ability: Elemental Chaining
+ Heat- The user conjures a minor flicker of flame and slings it at her target.
(Damage: 100% Int/Effect: --/Range: 5 Cells/Mp: 6/EN: 4/Element: Fire)
--- Ignite- The user causes the small amount of flame to burst as it begins to engulf her target.
(Damage: 120% Int/Effect: Burn 50%/Range: Set/Mp: /EN: /Element: Fire)
--- Burst- The user causes the flames enveloping her target to burst outwards in all directions before collapsing back in on her target.
(Damage: 140% Int/Effect: Severe Burn 50%/Range: Set + All Surrounding Cells/Mp: /EN: /Element: Fire)
+ Chill- The user conjures a hardened ball of ice that is flung at her target.
(Damage: 120% Int/Effect: --/Range: 3 Cells/Mp: 6/EN: 4/Element: Ice)
--- Expand- The user causes the ball to burst and cling to the body before spreading out among the target.
(Damage: 80% Pierce Int/Effect: Freeze 50%/Range: Set/Mp: /EN: /Element: Ice)
--- Spear- The user conjures an icicle in front of her target and then causes it to thrust itself forward through her target.
(Damage: 140% Int/Effect: Blood Loss 50%/Range: Set/Mp: /EN: /Element: Ice)
A-Ability: Item
-------------------
R-Ability:
+ Elemental Blessing- The elements bless the user with their power and return to her when she needs them most. Whenever the user takes damage, she recovers 50% of the damage as Mp.
-------------------
S-Ability:
+ Elemental Body- The user is supercharged with the elements, containing it in her bloodline so that she may hold onto the different types in her body directly. Increase Mp and Int by 20% passively.
-------------------
Companion Ability:
+ Harmonize- Whenever the user and her companion target the same opponent, the target takes 10% more damage from each of their attacks.
-------------------
D-Ability: Winter Blossom- The user surrounds herself in large petals made of ice mana that protect her from any and all attacks for a short amount of time.
(Damage: --/Effect: Invincible/Range: Self/Mp: --/Element: Ice)
--- Winter Bloom- The user then activates the petals surrounding her causing it to raise into the air and then bloom revealing her at the center. With another movement, the petals harden into shards of ice stronger than any metal which are then flung at the opposition.
(Damage: 100% Pierce Int/Effect: Blood Loss 25%/Range: All Enemies/Mp: --/Element: Ice)
-------------------
Stats:
EN: 50
Hp: 26 [+3 for every level]
Mp: 46 [+6 for every level](+9 from Elemental Body)
Atk: 2 (+0 from Elemental Mastery)
Def: 3 (+0 from Lacy Headband)
Int: 5 (+1 from Elemental Body)(+1 from Elemental Mastery)(+1 from Glowing Crystal)
Spr: 6 (+1 from Lacy Headband)
Move: 2 (+0 from Elementalist Profession)
Evade: 4%
Morale: (//////////)
-------------------
Skill Points: 0
Name: Nocturne
Age: 1
Gender: Male
Appearance:
Profession: Fennec Fox Kit (Companion)- While many are playful and high energy pets, Nocturne is something of a mystery. It may very well just be his bond with Aria, but he does nothing before listening to her orders first. Adept in all sorts of attacks and skills, he's a master of none.
Level: 1
Exp: 0/50
-------------------
A-Ability: Freelance
+ Bounce Spiral- The user jumps up and spins around before landing on his target.
(Damage: 100% Atk/Effect: --/Range: 4 Cells/Mp: 5/EN: 6/Element: --)
+ Sweet Lullaby- The user lets loose a series of calls in different tones that form a soothing melody.
(Damage: --/Effect: Sleep 75%/Range: 2 Layers of Surrounding Cells/Mp: 12/EN: 8/Element: --)
-------------------
A-Ability: N/A
-------------------
R-Ability:
+ Connection- The user is very close to his master, so close that he'd do anything to help her. Whenever the user's master is unable to complete casting a spell because she doesn't have enough Mp, he can spend his Mp to allow her to cast the spell. Requires the user's master to have Mp remaining. The user's master's Mp is drained to 0 and any excess cost is drained from the user's Mp.
-------------------
S-Ability:
+ Magician's Familiar- The user is bound to his master in such a strong manner that he is able to borrow some of her power for himself. The user's Int is increased by 20% passively.
-------------------
D-Ability: Safe and Sound- The user calls upon an immense light to pierce the darkness and dread that surrounds them. This light shines brightly upon him and gives him the power to protect the only person that matters to him.
(Damage: --/Effect: +25% Atk/+25% Int/Haste [3 Turns]/Range: Self/Mp: --/Element: Light)
-------------------
Stats:
EN: 50
Hp: 38 [+5 for each level]
Mp: 30 [+4 for each level]
Atk: 5
Def: 3
Int: 5 (+1 from Magician's Familiar)
Spr: 3
Move: 2 Cells (+2 from Fennec Fox Kit Profession)
Evade: 6%
Morale: (//////////)
-------------------
Skill Points: 0
Age: 24
Gender: Female
Appearance:
- Spoiler:
Profession: Elementalist- The one who claims this profession draws power from the elements and uses them as her weapon in any situation. (Elemental Affinity)
Elemental Affinity: The basis for affiliation with all of the elements. The user reduces any and all elemental damage taken by 5% and increases elemental damage dealt by 5%
Level: 1
Exp: 0/50
-------------------
Weapon: Elemental Mastery- The powerful bond between an Elementalist and the elements. The element the user is able to attack with depends on the atmosphere. (Damage: Int) (Range: 3 Cells) (Biome Elemental)
Armor: Lacy Headband- A headband which is frilly and lacy with a strange blue flower attached to one end.
Vanity Attire: Traveler's Dress- What a woman wears when she travels, its pretty revealing... what? Don't look at me like that. How else is a woman supposed to get anywhere? Walking? Pssh. Yeah right.
Accessory: Glowing Crystal- A small crystal that is charged with mana that causes it to glow slightly. (+1 Int)
-------------------
A-Ability: Elemental Chaining
+ Heat- The user conjures a minor flicker of flame and slings it at her target.
(Damage: 100% Int/Effect: --/Range: 5 Cells/Mp: 6/EN: 4/Element: Fire)
(Damage: 120% Int/Effect: Burn 50%/Range: Set/Mp: /EN: /Element: Fire)
--- Burst- The user causes the flames enveloping her target to burst outwards in all directions before collapsing back in on her target.
(Damage: 140% Int/Effect: Severe Burn 50%/Range: Set + All Surrounding Cells/Mp: /EN: /Element: Fire)
+ Chill- The user conjures a hardened ball of ice that is flung at her target.
(Damage: 120% Int/Effect: --/Range: 3 Cells/Mp: 6/EN: 4/Element: Ice)
(Damage: 80% Pierce Int/Effect: Freeze 50%/Range: Set/Mp: /EN: /Element: Ice)
--- Spear- The user conjures an icicle in front of her target and then causes it to thrust itself forward through her target.
(Damage: 140% Int/Effect: Blood Loss 50%/Range: Set/Mp: /EN: /Element: Ice)
- Spoiler:
- + Shock- The user calls down a single bolt of lightning to strike her target.
(Damage: 120% Int/Effect: --/Range: 4 Cells/Mp: /EN: /Element: Lightning)
--- Jump- The user forces the bolt to separate and shock not only the user's target again but also shock another target.
(Damage: 120% Int/Effect: --/Range: Set + Other Target/Mp: /EN: /Element: Lightning)
--- Return- The user causes all lightning bolts to return to the sky from whence they came only to have them be rejected and split into many bolts which rain down upon the opposition.
(Damage: 160% Int/Effect: --/Range: All Enemies/Mp: /EN: /Element: Lightning)
+ Splash- The user conjures a ball of water over a target's head which then drops on top of them.
(Damage: 80% Int/Effect: Wet 50%/Range: 6 Cells/Mp: /EN: /Element: Water)
--- Soak- The user causes the water left on her target to rise up and collect with more conjured water which is then dropped on her target again.
(Damage: 100% Int/Effect: Wet 50%/Range: Set/Mp: /EN: /Element: Water)
--- Drown- The user causes all of the water that has soaked her target to collect and form a bubble around said target. The bubble then begins to fill with water and harden, possibly drowning her target with no way of them getting out.
(Damage: 120% Int/Effect: Drown 15%/Range: Set/Mp: /EN: /Element: Water)
+ Gust- The user creates a small arc of wind which is then fired at her target.
(Damage: 100% Int/Effect: +10% Damage for every Cell traveled/Range: Straight Line/Mp: /EN: /Element: Wind)
--- Gale- The user creates two small whirlwinds which are then sent at her target, picking them up and dropping them.
(Damage: 140% Int/5% Max Hp/Effect: --/Range: Single Target [Previous Attack]/Mp: /EN: /Element: Wind)
--- Tempest- The user creates a strong whipping of winds around her target which lifts them up and begins to spin them faster and faster. They keep spinning until they are either given release and dropped to the ground or ejected.
(Damage: 180% Int/10% Max Hp/Effect: Eject 10%/Range: Set/Mp: /EN: /Element: Wind)
+ Shake- The user creates a small isolated quake underneath one of her targets which cause them to lose their balance.
(Damage: 140% Int/Effect: Stuns Target/Range: Single Enemy/Mp: /EN: /Element: Earth)
--- Quake- The user causes the small quake to expand and shake more violently.
(Damage: 180% Int/Effect: --/Range: Set + 2 Cell Radius/Mp: /EN: /Element: Earth)
--- Tremor- The user forces the quake to go out of control, destroying any natural objects on the battlefield along with her targets.
(Damage: 220% Int/Effect: Destroys all objects on the Battlefield/Range: All Enemies/Mp: /EN: /Element: --)
+ Spark- The user creates a small spark of light which is then thrust at her target.
(Damage: 120% Int/Effect: --/Range: 3 Cells/Mp: /EN: /Element: Light)
--- Flash- The user causes the small spark of light to glow violently.
(Damage: 120% Int/Effect: Blind 50%/Range: Set + Surrounding Cells/Mp: /EN: /Element: Light)
--- Finale- The user causes what is left of the light to create many sparks which burst rapidly and randomly, creating a sort of light show.
(Damage: 120% Int x 6/Effect: --/Range: Set/Mp: /EN: /Element: Light)
+ Dusk- The user creates an orb of black hue which is then slung at her target.
(Damage: 100% Int/Effect: --/Range: 8 Cells/Mp: /EN: /Element: Dark)
--- Twilight- The user creates another orb of fiery darkness and drops it on her target.
(Damage: 100% Int/Effect: Burn 50%/Range: Set/Mp: /EN: /Element: Dark)
--- Midnight- The user creates an orb of freezing darkness and drops it on her target.
(Damage: 100% Int/Effect: Freeze 50%/Range: Set/Mp: /EN: /Element: Dark)
A-Ability: Item
-------------------
R-Ability:
-------------------
S-Ability:
+ Elemental Body- The user is supercharged with the elements, containing it in her bloodline so that she may hold onto the different types in her body directly. Increase Mp and Int by 20% passively.
-------------------
Companion Ability:
+ Harmonize- Whenever the user and her companion target the same opponent, the target takes 10% more damage from each of their attacks.
-------------------
D-Ability: Winter Blossom- The user surrounds herself in large petals made of ice mana that protect her from any and all attacks for a short amount of time.
(Damage: --/Effect: Invincible/Range: Self/Mp: --/Element: Ice)
--- Winter Bloom- The user then activates the petals surrounding her causing it to raise into the air and then bloom revealing her at the center. With another movement, the petals harden into shards of ice stronger than any metal which are then flung at the opposition.
(Damage: 100% Pierce Int/Effect: Blood Loss 25%/Range: All Enemies/Mp: --/Element: Ice)
-------------------
Stats:
EN: 50
Hp: 26 [+3 for every level]
Mp: 46 [+6 for every level](+9 from Elemental Body)
Atk: 2 (+0 from Elemental Mastery)
Def: 3 (+0 from Lacy Headband)
Int: 5 (+1 from Elemental Body)(+1 from Elemental Mastery)(+1 from Glowing Crystal)
Spr: 6 (+1 from Lacy Headband)
Move: 2 (+0 from Elementalist Profession)
Evade: 4%
Morale: (//////////)
-------------------
Skill Points: 0
---------------------------------------------------------
Name: Nocturne
Age: 1
Gender: Male
Appearance:
- Spoiler:
Profession: Fennec Fox Kit (Companion)- While many are playful and high energy pets, Nocturne is something of a mystery. It may very well just be his bond with Aria, but he does nothing before listening to her orders first. Adept in all sorts of attacks and skills, he's a master of none.
Level: 1
Exp: 0/50
-------------------
A-Ability: Freelance
+ Bounce Spiral- The user jumps up and spins around before landing on his target.
(Damage: 100% Atk/Effect: --/Range: 4 Cells/Mp: 5/EN: 6/Element: --)
+ Sweet Lullaby- The user lets loose a series of calls in different tones that form a soothing melody.
(Damage: --/Effect: Sleep 75%/Range: 2 Layers of Surrounding Cells/Mp: 12/EN: 8/Element: --)
-------------------
A-Ability: N/A
-------------------
R-Ability:
-------------------
S-Ability:
+ Magician's Familiar- The user is bound to his master in such a strong manner that he is able to borrow some of her power for himself. The user's Int is increased by 20% passively.
-------------------
D-Ability: Safe and Sound- The user calls upon an immense light to pierce the darkness and dread that surrounds them. This light shines brightly upon him and gives him the power to protect the only person that matters to him.
(Damage: --/Effect: +25% Atk/+25% Int/Haste [3 Turns]/Range: Self/Mp: --/Element: Light)
-------------------
Stats:
EN: 50
Hp: 38 [+5 for each level]
Mp: 30 [+4 for each level]
Atk: 5
Def: 3
Int: 5 (+1 from Magician's Familiar)
Spr: 3
Move: 2 Cells (+2 from Fennec Fox Kit Profession)
Evade: 6%
Morale: (//////////)
-------------------
Skill Points: 0
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