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Post by Albel Nox on Apr 19, 2011 21:05:15 GMT -5
Albel Nox BATTLE STATISTICS AND INFORMATION Total Fights: 4 Fights Won: 1 Fights Lost: 2
Level: 13
Weaponry [/b] Crimson Scourge: It's your normal looking katana. Magical ItemNirankar - Given as a gift from Emperor Larsa himself, this pair piece item is unusable with only one, but together form a dual-magic item. Without being able to touch the white magik tier at all, it gives the effects tot he wielder as thus: If GREEN MAGIK is casted upon Albel, the White Magik spell ESUNA will be casted upon Albel, nullifying all status effects. If Bad Time is added to the effect of the Green Magik, Esunaga will be casted, healing the entire party of status ailments. If TIME MAGIK is casted upon Albel, the White Magik spell CURA will be casted upon Albel, healing 10 damage. If Good Time is added to the effect of the Time Magik, Curaga will be casted, healing the entire party of 10 damage. CAN NOT overlap. The condition is that Albel must be under the said effects for one turn before activating the pendants' power. 5 post cooldown for either effect. InventoryPhoenix Down x1 Signature AbilityShockwave Swirl: A demonic aura appears on his blade, then shooting out at the opponent in a 3 foot semi-circle. Deals 10 Damage. Cooldown is 3 posts. Sub-Ability Dragon Roar: Summoning a single dragon head, Albel is able to deal 20 damage. Depending on his HP depends on the cooldown.
100% = 8 post cooldown 75% = 6 post cooldown 50% = 4 post cooldown Under 50% = 3 post cooldown [/blockquote]
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Post by Albel Nox on Apr 19, 2011 21:06:57 GMT -5
No image Crosell The Maquis This Creature is: UNLOCKED
Description Crosell is a pretty large Air Dragon - thus his title, The Marquis. His is a dull orange-brown color, and he has the ability to speak.
History Crosell up to the point Albel and the gang met him is unknown, but some theories state that he was the one that killed Albel's father and severely burned Albel's arm, where the gauntlet was. Crosell was pompous, and even though he was called 'Your Excellency', he refused to help humans and was humbled by Albel and the others.
Stocked Abilities
TECHNIQUE NAME (PHYSICAL, DEFENSIVE, ETC) ABILITIES
- FIRST STOCKED ABILITY HERE
- SECOND STOCKED ABILITY HERE
- THIRD STOCKED ABILITY HERE
- FOURTH STOCKED ABILITY HERE
- FIFTH STOCKED ABILITY HERE
MAKE SURE TO MAKE SEPARATE LISTS BY THE TYPE OF TECHNIQUE! FF0000 FOR PHYSICAL FFA000 FOR DEFENSIVE 000000 FOR BLACK MAGICK FFFFFF FOR WHITE MAGICK 00BFFF FOR TIME MAGICK 00FF00 FOR GREEN MAGICK 8B008B FOR ARCANE MAGICK
[/li][/ul] Signature AbilityDoom Raid - Crosell will jump up into the air and stay within midair for one post. if there is anyone under his shadow (10 feet) by the beginning of the second post, they will be hit by 3 flaps of wind under his wings, dealing 5 points each. Then, he will fall, causing 20 damage to all, even those not under the shadow. Once per thread. Sub-Ability ---- [/blockquote]
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Post by Albel Nox on Apr 19, 2011 21:14:22 GMT -5
ALBEL NOX Stocked Abilities PHYSICAL - Momentum - Every time a physical attack lands successfully the attacker is granted an attack power boost of 10%. No higher than a 100% bonus may be achieved through this ability, and if an attack misses or is blocked the bonus resets to 0%.
- Merciless - Upon being reduced to critical status, the user will do 25% more damage per attack than normal.
- Lifesiphon - Every time a physical attack lands successfully, the attacker is healed for 10% of the total damage inflicted.
- Faultsiphon - If the opponent is currently suffering under a status abnormality, grant a 25% bonus to your physical attack power.
- Ravage - The damage dealt by Ruin, and Ruinga is doubled and any members in your party that cast black magick get a 10% spell power boost.
- Double Cut - The user is allowed an additional regular attack. - 2 post cooldown
- Hat Trick - The user is allowed two additional regular attacks. [Must Know Double Cut] - 3 post cooldown
- Blind Focus - Only able to be utilized while under the Blind aliment, the user deals 10 damage to a single enemy. Blind most be inflicted by enemy - 1 post cooldown
- Counterattack - Upon being attacked, the user will counter, dealing 5 damage - 1 post cooldown
- Evade & Counter - Dodge a single physical based attack and counter, dealing 5 damage [Must know Counterattack]- 1 post cooldown
- Launch - Launches the foe into the air and follows up with an attack that does 5 damage to an opponent. - 1 post cooldown
- Jump - The user launches up into the air and comes back down upon the opponent with an attack that deals 5 damage. - 1 post cooldown
- High Jump - The user launches higher into the air and hits the opponent when coming back down, dealing 10 damage to the target. - 2 post cooldown
- Blitz - An attack that does 10 damage to all enemies within five feet of the attacker. - 2 post cooldown
- Ruin - An attack that does 10 non elemental Magickal damage to a single opponent. - 2 post cooldown
- Ruinga - An attack that does 20 nonelemental Magickal damage to a single target. - 3 post cooldown
- Power Break - Decrease the physical attack power of an enemy by 25% for three turns. - 4 post cooldown
- Armor Break - Decrease the physical defense of an enemy by 25% for three turns.- 4 post cooldown
- Flame Strike - Inflicts 10 Fire damage to a single adversary. - 2 post cooldown
- Aero Strike - Inflicts 10 Wind damage to a single adversary. - 2 post cooldown
- Lightning Strike - Inflicts 10 Thunder damage to a single adversary. - 2 post cooldown
- Gaia Strike - Inflicts 10 Earth damage to a single adversary. - 2 post cooldown
- Frost Strike - Inflicts 10 Ice damage to a single adversary. - 2 post cooldown
- Aqua Strike - Inflicts 10 Water damage to a single adversary. - 2 post cooldown
- Shadow Strike - Inflicts 10 Dark damage to a single adversary. - 2 post cooldown
- Holy Strike - Inflicts 10 Holy damage to a single adversary. - 2 post cooldown
- Excalibur - Inflicts 20 non-elemental damage to a single adversary; requires four of the other Strike abilities. - 4 post cooldown
- Darkness - Sacrificing 10% of their max HP, the user will inflict 20 damage to all enemies within a forty-foot radius. [Must known three additional physical/defensive techniques]- 4 post cooldown
- Adrenaline Rush - This ability allows the user to completely recharge all cooldowns. Signature/Sub-Abilities and Arcane magick cooldowns are halved. [Must known five additional physical/defensive techniques] - 10 post cooldown
[/blockquote] DEFENSE - Evasion- Reduces damage taken by 10%.
- Counter - Doubles the base damage of your first attack immediately after suffering damage from an opponent.
- Defender - Upon being reduced to critical status, the user will gain a 25% bonus in physical and magickal defense.
- Area Barrier - Physical and Magical Defense is boosted by 50% and the rest of your party gains a 30% Physical and Magical Defense boost.
- Mediguard - While Using the GUARD ability the user regenerates a 10 amount of HP until Guard is deactivated.
- Fringeward - While being targeted by an enemy attack, any party members involved in that attack will receive 20% less damage.
- Empowered Guard - Guard also adds 50% physical and magical defenses [Must know Guard to learn this ability].
- Guarded Evasion - Guard reduces damage taken by a further 10% [Must know Guard and Evasion to learn this ability].
- Reciprocate - When exiting Guard, you immediately inflict the damage suffered whilst in Guard to a single foe. This damage is not reduced by the effects of Guard. [Must know Guard and Counter to learn this ability].
- Guard - The defense of the user is increased by half, however their strength is reduced by the same amount. Lasts until it is deactivated by the user. - 3 post cooldown
[/li][/ul][/blockquote] BLACK MAGIK - Runic Focus - Increases the damage dealt by all black magic spells by 30%
[/blockquote][/li][/ul] WHITE MAGIK - Divine Spirit - All white magic spells heal by one more level than usual (E.g. Moderate to Large).
- Entwine - All white magic spells will automatically grant the same effect upon the caster (Not applicable to Raise) When considering multiple effects, apply the best one once to the caster.
- Will of the Gods - Increases the number of posts your Arbiter may be active for by one (from 7 to 8).
[/blockquote][/li][/ul] TIME MAGIK - Good Time - Increases the post duration of all Buffs to your allied party by two posts.
[/blockquote][/li][/ul] GREEN MAGIK - Bad Time - Increases the post duration of all Debuffs on the enemy party for two posts.
ARCANE
- Curse - If one or more arcane magick spells are on cooldown, the damage of the next arcane spell is increased by 20%.
[/blockquote][/li][/ul]
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Post by Albel Nox on Apr 19, 2011 21:15:24 GMT -5
Using 30 LP for:
Jump - The user launches up into the air and comes back down upon the opponent with an attack that deals normal damage. - 1 post cooldown - 10 LP
High Junp - The user launches higher into the air and hits the opponent when coming back down, dealing moderate damage to the target. - 2 post cooldown - 20 LP
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Post by Albel Nox on Apr 23, 2011 1:32:08 GMT -5
Using 20 LP for:
Holy Strike - Inflicts Moderate Holy damage to a single adversary. - 2 post cooldown - 20 LP
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Post by Albel Nox on May 2, 2011 4:12:14 GMT -5
Using 45 LP for:
Evasion- Reduces damage taken by 10%. - Costs 15 LP
Counter - Doubles damage dealt after taking damage. - Costs 15 LP
Area Barrier - Physical and Magical Defense is boosted by 50% and the rest of your party gains a 30% Physical and Magical Defense boost. - Costs 15 LP
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Post by Albel Nox on May 9, 2011 20:07:07 GMT -5
Using 30 LP for:
Mediguard - While Using the GUARD ability the user regenerates a Small amount of HP until Guard is deactivated. - Costs 15 LP
Fringeward - While being targeted by an enemy attack, any party members involved in that attack will receive 20% less damage. - Costs 15 LP
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Post by Albel Nox on May 14, 2011 0:35:50 GMT -5
Using 30 LP for:
Guard - The defense of the user is increased by half, however their strength is reduced by the same amount. Lasts until it is deactivated by the user. - 3 post cooldown - 15 LP
Empowered Guard - Guard also triples physical and magical defenses [Must know Guard to learn this ability]. - Costs 15 LP
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Post by Albel Nox on May 19, 2011 15:40:41 GMT -5
Using 15 LP for:
Guarded Evasion - Guard reduces damage taken by a further 10% [Must know Guard and Evasion to learn this ability]. - Costs 15 LP
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Post by Albel Nox on May 30, 2011 4:40:33 GMT -5
Using 30 LP for:
Reciprocate - When exiting Guard, you immediately inflict the damage suffered whilst in Guard to a single foe. This damage is not reduced by the effects of Guard. [Must know Guard and Counter to learn this ability]. - Costs 15 LP
Runic Focus - Increases the damage dealt by all black magic spells by 30% - Costs 15 LP
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Post by Albel Nox on Jun 25, 2011 2:11:48 GMT -5
Using 15 LP for:
Divine Spirit - All white magic spells heal by one more level than usual (E.g. Moderate to Large). - Costs 15 LP
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Post by Albel Nox on Jul 11, 2011 6:03:22 GMT -5
Using 30 LP for:
Entwine - All white magic spells will automatically grant the same effect upon the caster (Not applicable to Raise) When considering multiple effects, apply the best one once to the caster. - Costs 15 LP
Will of the Gods - Reduces number of posts to summon your Arbiter by 2, only obtainable by certain members. - Costs 15 LP
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Post by Albel Nox on Jul 18, 2011 19:18:21 GMT -5
Spending 20 LP on:
Icicle Strike - Inflicts Moderate Ice damage to a single adversary. - 2 post cooldown - 20 LP
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Post by Albel Nox on Jul 26, 2011 22:11:16 GMT -5
Using 20 LP to buy Gaia Strike
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Post by Albel Nox on Aug 7, 2011 19:43:27 GMT -5
Using 30 LP for:
Good Time - Increases the post duration of all Buffs to your allied party by two posts. - Costs 15 LP
Bad Time - Increases the post duration of all Debuffs on the enemy party for two posts. - Costs 15 LP
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