Post by megamanmaniac on Apr 3, 2013 9:59:19 GMT -6
Hey guys. Anyone want to be in a story to find the Legendary Ministry Gold Treasure? If so then join the story: a hunt to find the Greatest treasure in history, which may or may not exist. It's told to be guarded by the fiercest monster imaginable, but not all stories are true are they? Maybe...maybe not. Just a run through of stats and elements and such.
Element: Determines the element you will be (deals 2x damage to weak but takes 2x damage to strong)
Attack: Determines how much damage you will inflict on the enemy
Defense: Determines how much damage you receive from the enemy
Magic: Determines how effective magic is
Health: Determines how much health you have at the beginning of a battle
Special: A special move that varies by class (cannot be changed; can be upgraded)
Dodge: Determines how successful you will dodge the enemy's attack
Critical: Determines how successful you will be at dealing critical damage on the enemy
Agility: Determines how quickly a player can attack and react to attacks
Speed: determines how quickly a player can move
Luck: Determines chance of extra EXP gained after a victory (cannot be changed unless item is bought to increase it)
Item: Determines success rate of item use (cannot be changed unless item is bought to increase it)
Energy: Determines how much energy a player will have at the beginning of a battle
Got it? good. now choose your class!
Class: Warrior
Element: You tell me the element you want to be and I'll add it.
Name: you provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Attack
Attack: 10
Defense: 3
Magic: 1
Health: 100
Dodge: 0.01%
Critical: 0.02%
Agility: 1
Speed: 2
Luck: 0.002%
Item: 90.0%
Energy: 200
Class: Guardian
Element: You tell me the element you want to be and I'll add it.
Name: You provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Defense
Attack: 3
Defense: 8
Magic: 1
Health: 100
Dodge: 0.02%
Critical: 0.01%
Agility: 2
Speed: 2
Luck: 0.003%
Item: 90.0%
Energy: 200
Class: Magician
Element: You tell me the element you want to be and I'll add it.
Name: You provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Magic
Attack: 3
Defense: 2
Magic: 7
Health: 100
Dodge: 0.01%
Critical: 0.01%
Agility: 1
Speed: 1
Luck: 0.004%
Item: 75.0%
Energy: 200
Class: Medic
Element: You tell me the element you want to be and I'll add it.
Name: You provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Health
Attack: 1
Defense: 4
Magic: 3
Health: 150
Dodge: 0.04%
Critical: 0.01%
Agility: 2
Speed: 2
Luck: 0.005%
Item: 100.0%
Energy: 200
Class: Soldier
Element: You tell me the element you want to be and I'll add it.
Name: You provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Critical
Attack: 5
Defense: 3
Magic: 1
Health: 100
Dodge: 0.01%
Critical: 0.05%
Agility: 1
Speed: 2
Luck: 0.001%
Item: 85.0%
Energy: 200
Class: Speedster
Element: You tell me the element you want to be and I'll add it.
Name: You provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Speed
Attack: 1
Defense: 1
Magic: 1
Health: 125
Dodge: 0.08%
Critical: 0.02%
Agility: 6
Speed: 5
Luck: 0.004%
Item: 87.5%
Energy: 200
Class: Trickster
Element: You tell me the element you want to be and I'll add it.
Name: You provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Luck
Attack: 3
Defense: 3
Magic: 2
Health: 100
Dodge: 0.02%
Critical: 0.01%
Agility: 2
Speed: 3
Luck: 0.019%
Item: 95.0%
Energy: 200
Those are the classes. The choice is your's. this is the signup thread, NOT the thread for the story. Register ASAP, and when the story is ready, the journey will begin.
I bet some are wondering who I am? I'm simply your guide, Megaman, the unbeatable. You cannot see me, but I am here. I will not fight alongside you, but I will be your overseer so to say.
Furthermore, here are the basic attacks and special moves that can be used. LIST IS NOT COMPLETE. DAMAGE AND EFFECTS ARE SUBJECT TO CHANGE BEFORE THE STORY BEGINS!
Warrior Class
Slash LVL 1: Slash the enemy with your sword. Deals 4-7 damage. 3% chance of bleeding effect.
Cost: 10 energy Cooldown: None
Flash Kick LVL 1: Kick the enemy swiftly. Deals 6-9 damage.
Cost: 15 energy Cooldown: 2 turns
Iron Punch LVL 1: Punch the enemy with an iron fist. Deals 7-12 damage to the enemy.
Cost: 20 energy Cooldown: 3 turns
SPE Rampage LVL 1: Rapidly strike your opponent 3 times. Deals 5-7 damage per strike.
Cost: 50 energy Cooldown: 5 turns
Guardian Class
Shield Strike LVL 1: Strike the enemy with your shield. Deals 1-3 damage.
Cost: 10 energy Cooldown: None
Boomerang LVL 1: Launch a shield boomerang. Deals 3-5 damage.
Cost: 15 energy Cooldown: 2 turns
Block LVL 1: 25% chance that next enemy attack to them will be blocked.
Cost: 20 energy Cooldown: 3 turns
SPE Armor LVL 1: Encase yourself in armor. Increases defense by 5%. Effective for 2 turns.
Cost: 50 energy Cooldown: 5 turns
Magician Class
Magic Ball LVL 1: Launch a magic ball at the enemy. Deals 2-4 damage to the enemy.
Cost: 10 energy Cooldown: None
Spike LVL 1: Summon two spikes to fall on the enemy. Deals 1-3 damage per spike.
Cost: 15 energy Cooldown: 2 turns
Confusion LVL 1: 25% chance to confuse the enemy. Effective for 2 turns if successful.
Cost: 20 energy Cooldown: 3 turns
SPE Invisibility LVL 1: Turn yourself invisible for one turn. 40% chance of enemy not hitting you.
Cost: 50 energy Cooldown: 5 turns
Medic Class
Broken Ball LVL 1: Toss a cracked ball at the enemy. Deals 1-2 damage. 3% chance of poisoning the enemy.
Cost: 10 energy Cooldown: None
Heal LVL 1: Restore 5% of health to the person you use it on.
Cost: 15 energy Cooldown: 2 turns
Protect LVL 1: All allies gain 5 health every 5 turns.
Cost: 20 energy Cooldown: 3 turns
SPE Angel LVL 1: Summon an angel to help you. Angel launches arrow to enemy; 1-3 damage per arrow. Summon lasts 2 turns.
Cost: 50 energy Cooldown: 5 turns
Soldier Class
Sharpshooter LVL 1: Shoot a bullet at the enemy. Deals 3-5 damage.
Cost: 15 energy Cooldown: None
Gun Slam LVL 1: Slam your gun onto the enemy. Deals 5-8 damage.
Cost: 15 energy Cooldown: 2 turns
Turret LVL 1: Plant a turret as your ally. Deals 1-3 damage per shot. Shoots 2 time a turn. (Health: 5)
Cost: 20 energy Cooldown: 3 turns
SPE Army Summon LVL 1: Summon a mini army to swarm the enemies. Deals 3-7 damage.
Cost: 50 energy Cooldown: 5 turns
Speedster Class
Speed Tornado LVL 1: Spin around your opponent to form a tornado. Deals 1-3 damage.
Cost: 15 energy Cooldown: None
Dodge UP LVL 1: Increases chance of dodging an attack by .02% for 1 turn.
Cost: 15 energy Cooldown: 2 turns
Quick Uppercut LVL 1: Quickly strike your opponent twice. Does 3-5 damage per strike.
Cost: 20 energy Cooldown: 3 turns
SPE Speed Trap LVL 1: Attack your opponent.10% chance of trappng your opponent (they can't attack) for 3 turns.
Cost: 50 energy Cooldown: 5 turns
Trickster
Trick Fist LVL 1: Attack the enemy from behind. Deals 2-5 damage.
Cost: 10 energy Cooldown: None
Counter LVL 1: 30% chance of countering the enemy's next attack. Deals 3-7 damage if successful.
Cost: 15 energy Cooldown: 2 turns
Stink Bomb LVL 1: Toss a stink bomb at the enemy. Deals 6-8 damage. 5% chance of poisoning the enemy.
Cost: 20 energy Cooldown: 3 turns
SPE Bomb Toss LVL 1: Toss a bomb at the enemy. 15% chance of stun. Stun effective for 3 turns. Deals 4-7 damage.
Cost: 50 energy Cooldown: 5 turns
Elements
Aqua: Associated with energy. Aqua classes have more energy than any other element.
Flame: Associated with attack. Fire classes have a higher attack than any other element.
Air: Associated with agility. Air classes have a higher agility than any other element.
Lightning: Associated with critical. Lightning classes have a higher chance of dealing critical damage than any other element.
Sound: Associated with health. Sound classes have more health than any other element.
Ground: Associated with defense. Ground classes have a higher defense than any other element.
Elemental Chain
Those are the six elements. Each element has a element it's strong against and an element it's weak against.
Aqua is strong against Flame
Flame is string against Air
Air is strong against Lightning
Lightning is strong against Sound
Sound is strong against Ground
Ground is strong against Aqua
Aqua is weak against Ground
Ground is weak against Sound
Sound is weak against Lightning
Lightning is weak against Air
Air is weak against Flame
Flame is weak against Aqua
If an element is strong against another element, then double damage will be dealt. If an element is weak against another element, then double damage will be received.
Elemental Skills
Each element has skills associated with them. All elemental skills must be purchased. A maximum of 2 can be equipped (unless you find a rare item that increases it). Elemental skills don't cost energy, but have longer cooldowns than regular class attacks.
Element Skill (Level at which it can be unlocked): Description. Attribute. Cooldown: _ turns
Aqua
Aqua Ball (Lvl 1): Launch an aqua ball at the enemy. Deals 3-5 damage. Cooldown: none
Aqua Bomb (Lvl 5): Launch an aqua bomb at the enemy. Deals 18-25 damage. Cooldown: 2 turns
Energy Revival 1 (Lvl 10): Recharge your energy. Increases energy by 10 %. Cooldown: 5 turns
Aqua Shield (Lvl 15) Create a shield of water. Reduces damage by 25% for 1 turn. Cooldown: 7 turns
Aqua Blade (Lvl 20): Create a blade of water. Deals 75-100 damage. Cooldown: 10 turns
Shark Burst(Lvl 25): Launch water sharks at the enemy. Deals 150-200 damage. Cooldown: 15 turns
Icy Rain (Lvl 30): Release a storm of ice. Deals 300-375 damage. Cooldown: 19 turns
Typhoon (Lvl 35): Unleash a typhoon on all enemies. Deals 550-600 damage to the enemy. Cooldown: 23 turns
Energy Revival 2(Lvl 40): Recharge your energy. Increases energy by 10%. Cooldown: 27 turns
Passion of the Sea(Lvl 45): Release a sea of water onto all enemies. Deals 800-850 damage. Cooldown: 30 turns
Mermaid(Lvl 50): Summon a mermaid to attack one enemy. Deals 920-970 damage. Cooldown: 33 turns
Aquatic Rampage(Lvl 55): Attack your enemy relentlessly with water. Deals 1000-1075 damage. Cooldown: 37 turns
Poisoned Water(Lvl 60): Punish the enemy with poisoned water. 50% chance to poison the enemy. Deals 1100-1150 damage. Cooldown: 40 turns
Avalanche (Lvl 65): Drop an avalanche at the enemy. Deals 1280-1390 damage. Cooldown: 43 turns
Energy Revival 3(Lvl 70): Recharge your energy. Increases energy by 75%. Cooldown: 46 turns
Aquatic Purge (Lvl 75): Purge yourself with aqua. Removes all negative statuses. Cooldown: 50 turns
Aqua Barrage (Lvl 80): Annihilate your enemy with water. Deals 1800-1950 damage. Cooldown: 55 turns
Aquatic Plunge (Lvl 85): Plunge all enemies into aquatic oblivion. Deals 2300-2500 damage. Cooldown: 60 turns
Hurricane (Lvl 90): Release a hurricane at all enemies. Deals 3280-3500 damage. Cooldown: 64 turns
Aqua Sanctuary (Lvl 95): Create an aqua sanctuary. Increases defense by 75% for 5 turns. Cooldown: 70 turns
Energy Revival 4 (Lvl 99): Recharge your energy. Fully recharges your energy. Cooldown: 80 turns
God of Aqua (Lvl 99): Unleash the God of Aqua. Deals 31500-33000 damage. Cooldown: 100 turns
Flame
Fire Ball (Lvl 1): Launch a ball of fire at the enemy. Deals 8-12 damage.
Fire Spear (Lvl 5): Launch a flaming spear at the enemy. Deals 27-35 damage.
Inner Flame (Lvl 10): Release your inner fire. Increases attack by 10% for 3 turns.
Fiery Wave (Lvl 15): Release a wave of fire at your opponent. Deals 55-62 damage.
Fire Fist (Lvl 20): Punch your enemy with a fist of fire. Deals 80-85 damage.
Magma Stream (Lvl 25): Engulf your enemies in magma. Deals 130-160 damage.
(Lvl 30)
(Lvl 35)
Burning Passion (Lvl 40): Release your inner fire. Increases attack by 25% for 5 turns.
(Lvl 45)
Fiery Phoenix (Lvl 50): Summon a fiery phoenix to target the enemy. Deals 400-420 damage.
(Lvl 55)
(Lvl 60)
(Inferno (Lvl 65): Unleash a sun inferno on the enemy. Deals 700-750 damage.
(Lvl 70)
(Rage of Fire (Lvl 75): Release your inner fire. Increases attack by 50% for 5 turns.
(Lvl 80)
(Lvl 85)
Annihilation (Lvl 90): Annihilate all enemies with an explosion of fire. Deals 1500-2000 damage.
(Lvl 95)
Flaming Revival (Lvl 99): Release your inner flame. Increases attack by 100% for 10 turns.
God of Flame (Lvl 99): Unleash the God of Flame. Deals 34500-37500 damage.
Air
Lightning
Sound
Ground
Sample Character Format
Name: Megaman
Level: 99
Class: Not Available
Element: All
Backgorund: Unknown
Specialty: All
Attack: 1025
Defense: 1025
Magic: 750
Health: 1100000
Dodge: 0.55%
Critical: 0.55%
Agility: 500
Speed: 400
Luck: 1.000%
Item: 100%
Energy: 250000
Experience: MAXED
Abilities Equipped
Mega Buster LVL MAX
Giga Blade LVL MAX
Neo Crusher LVL MAX
Final Counter LVL MAX
Invincibility LVL MAX
Bass Crash LVL MAX
Endless Slasher LVL MAX
Alpha Reaper LVL MAX
SPE Armageddon LVL MAX
SPE Secret Weapon LVL MAX
Items Equipped
Ring of Health: Alpha-Omega: Increases health by 100000
Legendary Belt of Ministry: Increases energy by 50000
Crown of the Warrior: Increases Attack by 25
Shield of the Guardian: Increases Defense by 25
Trick Box: Increases Critical by .05% and luck by .025% (unless maxed)
Shoes of Light: Increases dodge by .05%, Agility by 25, and speed by 50
Elemental Skills Equipped
(Those are actually my character stats because like I said, I'm the overseer. but don't worry...these stats will never be put to use on any of you.)
Character List:
Name: Maxwell
Class: Magician
Background: He is the king of all mages. He has learned all spells and summons and quite adept at using weapons too. He is know as the most powerful mage to ever live. Many believe is the mage of ancient times that was said to forge the cosmos.
Specialty: Magic
Attack: 3
Defense: 2
Magic: 7
Health: 100
Dodge: 0.01%
Critical: 0.01%
Agility: 1
Speed: 1
Luck: 0.004%
Item: 75.0%
Energy: 200
Experience: 0/10
Abilities Equipped
Magic Ball LVL 1
Confusion LVL 1
Spike LVL 1
SPE Invisibility LVL 1
Items Equipped
NONE
Elemental Skills Equipped
NONE
Levels will be posted when the story begins. All stats will be updated as well.
To those who want the treasure...good luck.
NOTE: There will be a thread that will show all leveling up stuff at the end of the story.
The Blue Bomber at your service.
Element: Determines the element you will be (deals 2x damage to weak but takes 2x damage to strong)
Attack: Determines how much damage you will inflict on the enemy
Defense: Determines how much damage you receive from the enemy
Magic: Determines how effective magic is
Health: Determines how much health you have at the beginning of a battle
Special: A special move that varies by class (cannot be changed; can be upgraded)
Dodge: Determines how successful you will dodge the enemy's attack
Critical: Determines how successful you will be at dealing critical damage on the enemy
Agility: Determines how quickly a player can attack and react to attacks
Speed: determines how quickly a player can move
Luck: Determines chance of extra EXP gained after a victory (cannot be changed unless item is bought to increase it)
Item: Determines success rate of item use (cannot be changed unless item is bought to increase it)
Energy: Determines how much energy a player will have at the beginning of a battle
Got it? good. now choose your class!
Class: Warrior
Element: You tell me the element you want to be and I'll add it.
Name: you provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Attack
Attack: 10
Defense: 3
Magic: 1
Health: 100
Dodge: 0.01%
Critical: 0.02%
Agility: 1
Speed: 2
Luck: 0.002%
Item: 90.0%
Energy: 200
Class: Guardian
Element: You tell me the element you want to be and I'll add it.
Name: You provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Defense
Attack: 3
Defense: 8
Magic: 1
Health: 100
Dodge: 0.02%
Critical: 0.01%
Agility: 2
Speed: 2
Luck: 0.003%
Item: 90.0%
Energy: 200
Class: Magician
Element: You tell me the element you want to be and I'll add it.
Name: You provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Magic
Attack: 3
Defense: 2
Magic: 7
Health: 100
Dodge: 0.01%
Critical: 0.01%
Agility: 1
Speed: 1
Luck: 0.004%
Item: 75.0%
Energy: 200
Class: Medic
Element: You tell me the element you want to be and I'll add it.
Name: You provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Health
Attack: 1
Defense: 4
Magic: 3
Health: 150
Dodge: 0.04%
Critical: 0.01%
Agility: 2
Speed: 2
Luck: 0.005%
Item: 100.0%
Energy: 200
Class: Soldier
Element: You tell me the element you want to be and I'll add it.
Name: You provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Critical
Attack: 5
Defense: 3
Magic: 1
Health: 100
Dodge: 0.01%
Critical: 0.05%
Agility: 1
Speed: 2
Luck: 0.001%
Item: 85.0%
Energy: 200
Class: Speedster
Element: You tell me the element you want to be and I'll add it.
Name: You provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Speed
Attack: 1
Defense: 1
Magic: 1
Health: 125
Dodge: 0.08%
Critical: 0.02%
Agility: 6
Speed: 5
Luck: 0.004%
Item: 87.5%
Energy: 200
Class: Trickster
Element: You tell me the element you want to be and I'll add it.
Name: You provide me with a name and I'll approve or deny it.
Background: You provide me with a background and I'll choose whether or not it is approved or denied
Specialty: Luck
Attack: 3
Defense: 3
Magic: 2
Health: 100
Dodge: 0.02%
Critical: 0.01%
Agility: 2
Speed: 3
Luck: 0.019%
Item: 95.0%
Energy: 200
Those are the classes. The choice is your's. this is the signup thread, NOT the thread for the story. Register ASAP, and when the story is ready, the journey will begin.
I bet some are wondering who I am? I'm simply your guide, Megaman, the unbeatable. You cannot see me, but I am here. I will not fight alongside you, but I will be your overseer so to say.
Furthermore, here are the basic attacks and special moves that can be used. LIST IS NOT COMPLETE. DAMAGE AND EFFECTS ARE SUBJECT TO CHANGE BEFORE THE STORY BEGINS!
Warrior Class
Slash LVL 1: Slash the enemy with your sword. Deals 4-7 damage. 3% chance of bleeding effect.
Cost: 10 energy Cooldown: None
Flash Kick LVL 1: Kick the enemy swiftly. Deals 6-9 damage.
Cost: 15 energy Cooldown: 2 turns
Iron Punch LVL 1: Punch the enemy with an iron fist. Deals 7-12 damage to the enemy.
Cost: 20 energy Cooldown: 3 turns
SPE Rampage LVL 1: Rapidly strike your opponent 3 times. Deals 5-7 damage per strike.
Cost: 50 energy Cooldown: 5 turns
Guardian Class
Shield Strike LVL 1: Strike the enemy with your shield. Deals 1-3 damage.
Cost: 10 energy Cooldown: None
Boomerang LVL 1: Launch a shield boomerang. Deals 3-5 damage.
Cost: 15 energy Cooldown: 2 turns
Block LVL 1: 25% chance that next enemy attack to them will be blocked.
Cost: 20 energy Cooldown: 3 turns
SPE Armor LVL 1: Encase yourself in armor. Increases defense by 5%. Effective for 2 turns.
Cost: 50 energy Cooldown: 5 turns
Magician Class
Magic Ball LVL 1: Launch a magic ball at the enemy. Deals 2-4 damage to the enemy.
Cost: 10 energy Cooldown: None
Spike LVL 1: Summon two spikes to fall on the enemy. Deals 1-3 damage per spike.
Cost: 15 energy Cooldown: 2 turns
Confusion LVL 1: 25% chance to confuse the enemy. Effective for 2 turns if successful.
Cost: 20 energy Cooldown: 3 turns
SPE Invisibility LVL 1: Turn yourself invisible for one turn. 40% chance of enemy not hitting you.
Cost: 50 energy Cooldown: 5 turns
Medic Class
Broken Ball LVL 1: Toss a cracked ball at the enemy. Deals 1-2 damage. 3% chance of poisoning the enemy.
Cost: 10 energy Cooldown: None
Heal LVL 1: Restore 5% of health to the person you use it on.
Cost: 15 energy Cooldown: 2 turns
Protect LVL 1: All allies gain 5 health every 5 turns.
Cost: 20 energy Cooldown: 3 turns
SPE Angel LVL 1: Summon an angel to help you. Angel launches arrow to enemy; 1-3 damage per arrow. Summon lasts 2 turns.
Cost: 50 energy Cooldown: 5 turns
Soldier Class
Sharpshooter LVL 1: Shoot a bullet at the enemy. Deals 3-5 damage.
Cost: 15 energy Cooldown: None
Gun Slam LVL 1: Slam your gun onto the enemy. Deals 5-8 damage.
Cost: 15 energy Cooldown: 2 turns
Turret LVL 1: Plant a turret as your ally. Deals 1-3 damage per shot. Shoots 2 time a turn. (Health: 5)
Cost: 20 energy Cooldown: 3 turns
SPE Army Summon LVL 1: Summon a mini army to swarm the enemies. Deals 3-7 damage.
Cost: 50 energy Cooldown: 5 turns
Speedster Class
Speed Tornado LVL 1: Spin around your opponent to form a tornado. Deals 1-3 damage.
Cost: 15 energy Cooldown: None
Dodge UP LVL 1: Increases chance of dodging an attack by .02% for 1 turn.
Cost: 15 energy Cooldown: 2 turns
Quick Uppercut LVL 1: Quickly strike your opponent twice. Does 3-5 damage per strike.
Cost: 20 energy Cooldown: 3 turns
SPE Speed Trap LVL 1: Attack your opponent.10% chance of trappng your opponent (they can't attack) for 3 turns.
Cost: 50 energy Cooldown: 5 turns
Trickster
Trick Fist LVL 1: Attack the enemy from behind. Deals 2-5 damage.
Cost: 10 energy Cooldown: None
Counter LVL 1: 30% chance of countering the enemy's next attack. Deals 3-7 damage if successful.
Cost: 15 energy Cooldown: 2 turns
Stink Bomb LVL 1: Toss a stink bomb at the enemy. Deals 6-8 damage. 5% chance of poisoning the enemy.
Cost: 20 energy Cooldown: 3 turns
SPE Bomb Toss LVL 1: Toss a bomb at the enemy. 15% chance of stun. Stun effective for 3 turns. Deals 4-7 damage.
Cost: 50 energy Cooldown: 5 turns
Elements
Aqua: Associated with energy. Aqua classes have more energy than any other element.
Flame: Associated with attack. Fire classes have a higher attack than any other element.
Air: Associated with agility. Air classes have a higher agility than any other element.
Lightning: Associated with critical. Lightning classes have a higher chance of dealing critical damage than any other element.
Sound: Associated with health. Sound classes have more health than any other element.
Ground: Associated with defense. Ground classes have a higher defense than any other element.
Elemental Chain
Those are the six elements. Each element has a element it's strong against and an element it's weak against.
Aqua is strong against Flame
Flame is string against Air
Air is strong against Lightning
Lightning is strong against Sound
Sound is strong against Ground
Ground is strong against Aqua
Aqua is weak against Ground
Ground is weak against Sound
Sound is weak against Lightning
Lightning is weak against Air
Air is weak against Flame
Flame is weak against Aqua
If an element is strong against another element, then double damage will be dealt. If an element is weak against another element, then double damage will be received.
Elemental Skills
Each element has skills associated with them. All elemental skills must be purchased. A maximum of 2 can be equipped (unless you find a rare item that increases it). Elemental skills don't cost energy, but have longer cooldowns than regular class attacks.
Element Skill (Level at which it can be unlocked): Description. Attribute. Cooldown: _ turns
Aqua
Aqua Ball (Lvl 1): Launch an aqua ball at the enemy. Deals 3-5 damage. Cooldown: none
Aqua Bomb (Lvl 5): Launch an aqua bomb at the enemy. Deals 18-25 damage. Cooldown: 2 turns
Energy Revival 1 (Lvl 10): Recharge your energy. Increases energy by 10 %. Cooldown: 5 turns
Aqua Shield (Lvl 15) Create a shield of water. Reduces damage by 25% for 1 turn. Cooldown: 7 turns
Aqua Blade (Lvl 20): Create a blade of water. Deals 75-100 damage. Cooldown: 10 turns
Shark Burst(Lvl 25): Launch water sharks at the enemy. Deals 150-200 damage. Cooldown: 15 turns
Icy Rain (Lvl 30): Release a storm of ice. Deals 300-375 damage. Cooldown: 19 turns
Typhoon (Lvl 35): Unleash a typhoon on all enemies. Deals 550-600 damage to the enemy. Cooldown: 23 turns
Energy Revival 2(Lvl 40): Recharge your energy. Increases energy by 10%. Cooldown: 27 turns
Passion of the Sea(Lvl 45): Release a sea of water onto all enemies. Deals 800-850 damage. Cooldown: 30 turns
Mermaid(Lvl 50): Summon a mermaid to attack one enemy. Deals 920-970 damage. Cooldown: 33 turns
Aquatic Rampage(Lvl 55): Attack your enemy relentlessly with water. Deals 1000-1075 damage. Cooldown: 37 turns
Poisoned Water(Lvl 60): Punish the enemy with poisoned water. 50% chance to poison the enemy. Deals 1100-1150 damage. Cooldown: 40 turns
Avalanche (Lvl 65): Drop an avalanche at the enemy. Deals 1280-1390 damage. Cooldown: 43 turns
Energy Revival 3(Lvl 70): Recharge your energy. Increases energy by 75%. Cooldown: 46 turns
Aquatic Purge (Lvl 75): Purge yourself with aqua. Removes all negative statuses. Cooldown: 50 turns
Aqua Barrage (Lvl 80): Annihilate your enemy with water. Deals 1800-1950 damage. Cooldown: 55 turns
Aquatic Plunge (Lvl 85): Plunge all enemies into aquatic oblivion. Deals 2300-2500 damage. Cooldown: 60 turns
Hurricane (Lvl 90): Release a hurricane at all enemies. Deals 3280-3500 damage. Cooldown: 64 turns
Aqua Sanctuary (Lvl 95): Create an aqua sanctuary. Increases defense by 75% for 5 turns. Cooldown: 70 turns
Energy Revival 4 (Lvl 99): Recharge your energy. Fully recharges your energy. Cooldown: 80 turns
God of Aqua (Lvl 99): Unleash the God of Aqua. Deals 31500-33000 damage. Cooldown: 100 turns
Flame
Fire Ball (Lvl 1): Launch a ball of fire at the enemy. Deals 8-12 damage.
Fire Spear (Lvl 5): Launch a flaming spear at the enemy. Deals 27-35 damage.
Inner Flame (Lvl 10): Release your inner fire. Increases attack by 10% for 3 turns.
Fiery Wave (Lvl 15): Release a wave of fire at your opponent. Deals 55-62 damage.
Fire Fist (Lvl 20): Punch your enemy with a fist of fire. Deals 80-85 damage.
Magma Stream (Lvl 25): Engulf your enemies in magma. Deals 130-160 damage.
(Lvl 30)
(Lvl 35)
Burning Passion (Lvl 40): Release your inner fire. Increases attack by 25% for 5 turns.
(Lvl 45)
Fiery Phoenix (Lvl 50): Summon a fiery phoenix to target the enemy. Deals 400-420 damage.
(Lvl 55)
(Lvl 60)
(Inferno (Lvl 65): Unleash a sun inferno on the enemy. Deals 700-750 damage.
(Lvl 70)
(Rage of Fire (Lvl 75): Release your inner fire. Increases attack by 50% for 5 turns.
(Lvl 80)
(Lvl 85)
Annihilation (Lvl 90): Annihilate all enemies with an explosion of fire. Deals 1500-2000 damage.
(Lvl 95)
Flaming Revival (Lvl 99): Release your inner flame. Increases attack by 100% for 10 turns.
God of Flame (Lvl 99): Unleash the God of Flame. Deals 34500-37500 damage.
Air
Lightning
Sound
Ground
Sample Character Format
Name: Megaman
Level: 99
Class: Not Available
Element: All
Backgorund: Unknown
Specialty: All
Attack: 1025
Defense: 1025
Magic: 750
Health: 1100000
Dodge: 0.55%
Critical: 0.55%
Agility: 500
Speed: 400
Luck: 1.000%
Item: 100%
Energy: 250000
Experience: MAXED
Abilities Equipped
Mega Buster LVL MAX
Giga Blade LVL MAX
Neo Crusher LVL MAX
Final Counter LVL MAX
Invincibility LVL MAX
Bass Crash LVL MAX
Endless Slasher LVL MAX
Alpha Reaper LVL MAX
SPE Armageddon LVL MAX
SPE Secret Weapon LVL MAX
Items Equipped
Ring of Health: Alpha-Omega: Increases health by 100000
Legendary Belt of Ministry: Increases energy by 50000
Crown of the Warrior: Increases Attack by 25
Shield of the Guardian: Increases Defense by 25
Trick Box: Increases Critical by .05% and luck by .025% (unless maxed)
Shoes of Light: Increases dodge by .05%, Agility by 25, and speed by 50
Elemental Skills Equipped
(Those are actually my character stats because like I said, I'm the overseer. but don't worry...these stats will never be put to use on any of you.)
Character List:
Name: Maxwell
Class: Magician
Background: He is the king of all mages. He has learned all spells and summons and quite adept at using weapons too. He is know as the most powerful mage to ever live. Many believe is the mage of ancient times that was said to forge the cosmos.
Specialty: Magic
Attack: 3
Defense: 2
Magic: 7
Health: 100
Dodge: 0.01%
Critical: 0.01%
Agility: 1
Speed: 1
Luck: 0.004%
Item: 75.0%
Energy: 200
Experience: 0/10
Abilities Equipped
Magic Ball LVL 1
Confusion LVL 1
Spike LVL 1
SPE Invisibility LVL 1
Items Equipped
NONE
Elemental Skills Equipped
NONE
Levels will be posted when the story begins. All stats will be updated as well.
To those who want the treasure...good luck.
NOTE: There will be a thread that will show all leveling up stuff at the end of the story.
The Blue Bomber at your service.