Re: ♦THE UNDERTOWER♦ ~Tower exploration game~ Onward to the Labyrinth
"If it is able to be depressed, it would be only wise to see how much far it can be until it will be no further. A press, my companions in adventure, a press!"
The land of tumultuous weather and unfounded paranoia
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Re: ♦THE UNDERTOWER♦ ~Tower exploration game~ Onward to the Labyrinth
Gill heads back to the middle room and waits for the other guys to get back
Dude it was obviously magic that made the bottom one light up, that is an option, or the circuit loops backwards and across just to mess with people, who knows it's supposed to be a mystical place full of mysteries and stuff.
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 1
HP - 160
SP - 69
Status: Normal
ABILITIES Double Stab(10 SP) - Stab an enemy twice with both swords, for a total of 4 normal attacks. Mega Pierce(6 SP) - Normally attack an enemy, but ignore 75% of their defense. Hellcharge(16 SP) - Rush toward the enemy at high speed, dealing one powerful fire-based blow combining your two weapon's damage. Using this move will charge you with energy, powering up your next move. This can ONLY be used at the start of the battle and only if the Twin-Blade is far enough away from the target to not initiate melee combat.
PASSIVES
None
ENTGEGEN - Level 8 Medic (EXP: 34/162)
WEAPONS: Obsidian Curse Sayer - Dagger - 5 Attack, +4 Strength, +4 Luck, +4 Agility, Pierce 2 Defense - Requires level 6 - 4 extra damage for next 2 turn(s) Mithril Dagger - Dagger - 4 Attack, +1 Agility, +1 Lightning resistance - Req. Level 2 (Attack +1, Remaining: 2 hits) ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set) Doctor Glasses - 1+ Intelligence Darkleather Pants - 2 Defense, 1 M.Defense, +1 Agility(+1 Ice Resistance, +1 Ice Spell Damage) White Leather Robe - 2 Defense, 1 M.Defense, +2 Spirit, +1 Ice Resistance White Chalk Belt - 1 Defense, +2 Spirit, +1 Intelligence Medkit - Allows the medic to 'heal'. - Medic only Waving Specters - 1 Defense, 1 M.Defense, +2 Spirit, +1 Holy Resistance Cozy Boots - 2 Defense, 1 M.Defense, +2 Spirit, +1 Fire resistance, +1 Ice resistance, +1 Earth resistance - Requires level 3 Octopus Ring - 1 Defense, 1 M.Defense, +1 Ice Resistance, +1 Fire Resistance INVENTORY Crowling Beak - The hard beak of a Crowling. Chalrendor - 2HS - 15 Attack, +3 Strength, Pierce 5 Defense - Requires level 5 Heaven's Wind Shuriken - Star - 5 Attack, Pierce 5 Defense Cloaker Nose - The large, pink nose of a Cloaker. Spirit Potion - Raises SPRT by 1. Stereotypical Reflector - 3 M.Defense, +2 Intelligence, +2 Spirit STATS
STR - 24+4
AGI - 24+4
INT - 29+3
LUK - 25+4
SPRT- 41+10
DEF - 9
MDEF- 7 ELEMENTS
Resistances
Holy - 1
Dark -
Ice - 4
Fire - 2
Lightning - 1
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice - 1
Fire -
Lightning -
Earth -
Wind -
HP - 112
SP - 92/96
Status: Normal
ABILITIES Heal(2 SP) - Heals you or an ally for 5 HP. Must be standing next to them. Requires Medkit. Physic(7 SP) - Heals you or a nearby ally depending on your Spirit and Intelligence stat +1. Capable of critical heals. Peep(5 SP) - Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. You can do this from a distance. Osmosis(5 SP) Attack an enemy with a normal attack, and drain SP from them for 25% of the damage done. Cannot drain more than 25% of the enemy's max SP. Medium Heal(5 SP) - Heals you or an ally for 15 HP. Must be standing next to them. Requires Medkit. Anatomical Strike(15 SP) - Fiercely attack a target with 4 x chance of a critical hit. If you score a critical hit, a damage over time effect will be applied to the target for the next 3 turns. This effect cannot stack. Pill Toss(10 SP) - Conjure a giant pill of random color, and toss it at an enemy for a good amount of damage. Different colored pills have elemental bonuses on enemies weak to them. "Revitalize"(8 SP) - Revive a Defeated party member with 10%-30% HP, determined at random. The Maximum % increases by 1 for every 5 Spirit you have.
PASSIVES
None
TERN - Level 8 Magus (EXP: 49/162)
WEAPONS: Wand of Clarity - Wand - 3 Attack, 1 M.Defense, +4 Intelligence, +3 Spirit, +3 Ice Resistance, +3 Ice spell damage, 30% chance to restore 10 SP on spellcast. ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set)(+1 Ice Resistance, +1 Ice Spell Damage) Wind Garb - 1 Defense, 1 M.Defense, +2 Agility, +1 Intelligence, +2 Wind resistance, +1 Wind Damage Tight Shorts - +1 Intelligence, +1 Agility Zap Gloves - 1 M.Defense, +1 Intelligence, +1 Lightning Resistance, +1 Lightning Spell Damage Woolen shoulderwarmers - 1+ Spirit Hidden Palace Ring - +2 Defense, +2 M.Defense, +1 Fire Resistance, +1 Ice Resistance, +1 Lightning resistance, 10% chance when hit by any attack to deal 10 Holy damage to the attacker. Gossamer Cloud - 1 Defense, 2 M.Defense, +1 Spirit, +1 Intelligence, Regen 1 HP and 2 SP every turn. (Gossamer Set) Phoenix Fire Treads - 1 Defense, 1 M.Defense, +2 Int, +5 HP, +10 SP, +1 Fire Spell Damage INVENTORY SP Potion - Restores 20 SP. Dark Wings - Bow - 4 Attack, +3 Strength, +3 Agility, +3 Luck, Dark Element - Requires level 7 Wicked Wizard Hat - 1 Defense, +2 Intelligence Zap Staff - Staff - 4 Attack, +4 Intelligence, +1 Spirit, +1 Lightning Resistance, +1 Lightning spell damage Mage's Defence Cloak - +2 Defense, +2 M.Defense, +2 Intelligence, +1 ALL Resistances - Requires level 7 -Magus, Cleric only Blue Essence - A mysterious blue essence obtained from the Fairy Crystal after the Ancestor Challenge. It seems important, but useless at the moment. STATS
STR - 17
AGI - 24+3
INT - 46+12
LUK - 27
SPRT- 28+7
DEF - 5
MDEF- 10 ELEMENTS
Resistances
Holy -
Dark -
Ice - 5
Fire - 1
Lightning - 2
Earth -
Wind - 2
ABILITIES Fireball (6 SP) Shoot a fireball toward the enemy. May burn. Iceball (6 SP) Shoot an iceball toward the enemy. May freeze. Wind Arrow (7 SP) Fires forth an arrow of wind at the enemy, doing PHYSICAL wind damage. Thunderbolt (12 SP) Call forth a bolt of lightning to strike an enemy. May stun. Tattle (1 SP) Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. Must be close to the target. Fire Missile(16 SP) Fire a powerful homing missile toward the target. Never misses. May burn. Earth Spike(16 SP) Summon a powerful, sharp spike of earth up from under the enemy. Cannot be used twice in a row. Icicles(15 SP) Fire 3 icicles forward. No 2 icicles can hit the same enemy. Frost Thorns(10 SP) Envelope a single enemy in an icy snowflake, dealing damage, as well as having a 90% chance of inflicting Freeze on the enemy. Magical Storm(16 SP) Summon a medium-sized Tornado at a certain spot that does Magical Wind damage to all enemies inside of it each turn, for 2 turns.
PASSIVES
None
GILL - Level 8 Pirate (EXP: 27/162)
WEAPONS: Mystic Malchut - Fist - 10 Attack, +6 Strength, +3 Luck, +2 Spirit, +10 HP, +5 Ice Resistance, 20% chance to restore 5 SP on hit - Requires level 7 Golden Cutlass - 1HS - 7 Attack, +2 Luck, Pierce 3 defense - Requires level 5 - Pirate only ARMOR: Yellow Buccaneer Bandana - 1 Defense, +1 Luck Barrel vest - 2 Defense, 1 M.Defense Fancy Black Pants - 1+ Defense Twilight Raven's Cloak - 2 Defense, 2 M.Defense, +1 Holy Resistance Gunslinger Eye Patch - 1 Defense, +1 Strength, +1 Agility Burning Shoulders - 3 Defense, 3 M.Defense, +2 Fire Resistance Grips of Dark Protection - 1 Defense, 1 M.Defense, +3 Dark resistance Ring of Strength - +1 Strength INVENTORY Iron Bullet - Used by guns. +1 Attack. Cloaker Nose - The large, pink nose of a Cloaker. Golem Project - A diary-esque book that appears to be about Golems. Gold Leaf Shooter - Gun - 2 Attack, +1 Strength, Pierce 1 Defense - Requires level 3 Stinger Katara - Fist - 5 Attack, +4 Luck, +1 Earth Resistance - Requires level 4 STATS
STR - 35+8
AGI - 29+1
INT - 16
LUK - 30+6
SPRT- 19+2
DEF - 10
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark - 3
Ice - 5
Fire - 2
Lightning -
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 182
SP - 42
Status: Normal
ABILITIES Uppercut(2 SP) Attack with fist weapons + 1 extra damage. Requires Fist weapon. Power Shot(3 SP) Attack with guns + 1 extra damage. Requires Gun. Double Shot(8 SP) Fire your gun twice +1 extra damage for each shot. Uses 2 bullets. Cleave(6 SP) Swing your one-handed sword in a large horizontal arc. Capable of hitting up to 5 enemies, if they are in range. Beatdown(12 SP) Using fist weapons, attack your enemy 3 times, the first blow being very strong and slowly decreasing in power. This attack can only be used the turn after using Uppercut. Pierce Bullet(7 SP) Fire a single shot with your gun at one enemy, doing normal damage, and doing even stronger physical wind damage to enemies in a line behind it. You also have a small chance to stun your original target.
PASSIVES
None
TAKESHI - Level 10 Ninja (EXP: 10/250)
WEAPONS: Katon Muramasa - 1HS - 15 Attack, +2 Strength, +7 Agility, +5 Luck - Req. Level 10 - Fire Element - Ninja Only Adamantite Ripper - Dagger - 8 Attack, +4 Strength, +4 Luck, +1 Agility, Pierce 1 Defense - Requires level 8 - 2 Extra damage for next 1 turn(s) ARMOR: Dark Headcover - 1 Defense, +4 Agility, +1 Luck, +1 Intelligence Shadow Mask - 1 Defense, +2 Agility Mercenary Garb - 5 Defense, 2 M.Defense, +3 Strength, +3 Agility, +1 Fire Resistance Mithril Studded Leggings - 4 Defense, 2 M.Defense, +2 Agility, +2 Strength, +2 Luck, +1 Lightning Resistance Slip Shoes - 1 Defense, 1 M.Defense, +1 Agility, +1 Intelligence Black Belt - 2 Defense, 2 M.Defense, +12 HP, +3 Strength, +3 Agility, +3 Intelligence, +3 Luck, +3 Spirit Emerald Ring - +1 Agility, +3 Luck, +3 Ice Resistance Smokey Shroud - +2 M.Defense, +3 Dark Resistance Mercenary's Shoulders - 2 Defense, 1 M.Defense, +2 Strength, +2 Agility, +1 Fire Resistance Mithril Swordgrips - 3 Defense, 1 M.Defense, +1 Strength, +4 Agility, +1 Lightning Resistance INVENTORY Chilled Throwing Kunai - Star - 7 Attack, Pierce 3 Defense, Ice Elemental Potent SP Potion - Use to heal 40 SP. Potent HP Potion - Use to heal 50 HP. Sharp Mithril Chunk - Use on a bladed weapon to do 3 extra damage every hit for 5 hits. One use. Phoenic Plume - Can be used on a fallen Party Member to revive them. Hidden Palace Star - Star - 12 Attack, Pierce 3 Defense, deals 2 extra Holy damage each hit that bypasses defense. STATS
STR - 25+17
AGI - 48+30
INT - 25+5
LUK - 29+18
SPRT- 19+3
DEF - 19
MDEF- 11 ELEMENTS
Resistances
Holy -
Dark - 3
Ice - 3
Fire - 2
Lightning - 2
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 180
SP - 90
Status: Normal
ABILITIES Throw(1 SP) - Throw a throwing star at an enemy. Slip Strike(3 SP) - Moving before anything else, normally attack an enemy, but gain a 75% chance to dodge any attack for the remainder of the turn. Dark Rush(8 SP) - A strong Dark elemental spell. Can cast without a wand or staff. Lucky Seven(7 SP) - Throw two throwing stars, using your luck stat in place of your strength stat. Mirror Image(25 SP) - Summon a mirror image for 10 turns that does an additional 50% of the damage you did this turn. Night Fury(20 SP) - Attack twice, using your Agility Stat in place of your Strength stat.
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 1
HP - 160
SP - 69
Status: Normal
ABILITIES Double Stab(10 SP) - Stab an enemy twice with both swords, for a total of 4 normal attacks. Mega Pierce(6 SP) - Normally attack an enemy, but ignore 75% of their defense. Hellcharge(16 SP) - Rush toward the enemy at high speed, dealing one powerful fire-based blow combining your two weapon's damage. Using this move will charge you with energy, powering up your next move. This can ONLY be used at the start of the battle and only if the Twin-Blade is far enough away from the target to not initiate melee combat.
PASSIVES
None
ENTGEGEN - Level 8 Medic (EXP: 34/162)
WEAPONS: Obsidian Curse Sayer - Dagger - 5 Attack, +4 Strength, +4 Luck, +4 Agility, Pierce 2 Defense - Requires level 6 - 4 extra damage for next 2 turn(s) Mithril Dagger - Dagger - 4 Attack, +1 Agility, +1 Lightning resistance - Req. Level 2 (Attack +1, Remaining: 2 hits) ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set) Doctor Glasses - 1+ Intelligence Darkleather Pants - 2 Defense, 1 M.Defense, +1 Agility(+1 Ice Resistance, +1 Ice Spell Damage) White Leather Robe - 2 Defense, 1 M.Defense, +2 Spirit, +1 Ice Resistance White Chalk Belt - 1 Defense, +2 Spirit, +1 Intelligence Medkit - Allows the medic to 'heal'. - Medic only Waving Specters - 1 Defense, 1 M.Defense, +2 Spirit, +1 Holy Resistance Cozy Boots - 2 Defense, 1 M.Defense, +2 Spirit, +1 Fire resistance, +1 Ice resistance, +1 Earth resistance - Requires level 3 Octopus Ring - 1 Defense, 1 M.Defense, +1 Ice Resistance, +1 Fire Resistance INVENTORY Crowling Beak - The hard beak of a Crowling. Chalrendor - 2HS - 15 Attack, +3 Strength, Pierce 5 Defense - Requires level 5 Heaven's Wind Shuriken - Star - 5 Attack, Pierce 5 Defense Cloaker Nose - The large, pink nose of a Cloaker. Spirit Potion - Raises SPRT by 1. Stereotypical Reflector - 3 M.Defense, +2 Intelligence, +2 Spirit STATS
STR - 24+4
AGI - 24+4
INT - 29+3
LUK - 25+4
SPRT- 41+10
DEF - 9
MDEF- 7 ELEMENTS
Resistances
Holy - 1
Dark -
Ice - 4
Fire - 2
Lightning - 1
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice - 1
Fire -
Lightning -
Earth -
Wind -
HP - 112
SP - 96
Status: Normal
ABILITIES Heal(2 SP) - Heals you or an ally for 5 HP. Must be standing next to them. Requires Medkit. Physic(7 SP) - Heals you or a nearby ally depending on your Spirit and Intelligence stat +1. Capable of critical heals. Peep(5 SP) - Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. You can do this from a distance. Osmosis(5 SP) Attack an enemy with a normal attack, and drain SP from them for 25% of the damage done. Cannot drain more than 25% of the enemy's max SP. Medium Heal(5 SP) - Heals you or an ally for 15 HP. Must be standing next to them. Requires Medkit. Anatomical Strike(15 SP) - Fiercely attack a target with 4 x chance of a critical hit. If you score a critical hit, a damage over time effect will be applied to the target for the next 3 turns. This effect cannot stack. Pill Toss(10 SP) - Conjure a giant pill of random color, and toss it at an enemy for a good amount of damage. Different colored pills have elemental bonuses on enemies weak to them. "Revitalize"(8 SP) - Revive a Defeated party member with 10%-30% HP, determined at random. The Maximum % increases by 1 for every 5 Spirit you have.
PASSIVES
None
TERN - Level 8 Magus (EXP: 49/162)
WEAPONS: Wand of Clarity - Wand - 3 Attack, 1 M.Defense, +4 Intelligence, +3 Spirit, +3 Ice Resistance, +3 Ice spell damage, 30% chance to restore 10 SP on spellcast. ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set)(+1 Ice Resistance, +1 Ice Spell Damage) Wind Garb - 1 Defense, 1 M.Defense, +2 Agility, +1 Intelligence, +2 Wind resistance, +1 Wind Damage Tight Shorts - +1 Intelligence, +1 Agility Zap Gloves - 1 M.Defense, +1 Intelligence, +1 Lightning Resistance, +1 Lightning Spell Damage Woolen shoulderwarmers - 1+ Spirit Hidden Palace Ring - +2 Defense, +2 M.Defense, +1 Fire Resistance, +1 Ice Resistance, +1 Lightning resistance, 10% chance when hit by any attack to deal 10 Holy damage to the attacker. Gossamer Cloud - 1 Defense, 2 M.Defense, +1 Spirit, +1 Intelligence, Regen 1 HP and 2 SP every turn. (Gossamer Set) Phoenix Fire Treads - 1 Defense, 1 M.Defense, +2 Int, +5 HP, +10 SP, +1 Fire Spell Damage INVENTORY SP Potion - Restores 20 SP. Dark Wings - Bow - 4 Attack, +3 Strength, +3 Agility, +3 Luck, Dark Element - Requires level 7 Wicked Wizard Hat - 1 Defense, +2 Intelligence Zap Staff - Staff - 4 Attack, +4 Intelligence, +1 Spirit, +1 Lightning Resistance, +1 Lightning spell damage Mage's Defence Cloak - +2 Defense, +2 M.Defense, +2 Intelligence, +1 ALL Resistances - Requires level 7 -Magus, Cleric only Blue Essence - A mysterious blue essence obtained from the Fairy Crystal after the Ancestor Challenge. It seems important, but useless at the moment. STATS
STR - 17
AGI - 24+3
INT - 46+12
LUK - 27
SPRT- 28+7
DEF - 5
MDEF- 10 ELEMENTS
Resistances
Holy -
Dark -
Ice - 5
Fire - 1
Lightning - 2
Earth -
Wind - 2
ABILITIES Fireball (6 SP) Shoot a fireball toward the enemy. May burn. Iceball (6 SP) Shoot an iceball toward the enemy. May freeze. Wind Arrow (7 SP) Fires forth an arrow of wind at the enemy, doing PHYSICAL wind damage. Thunderbolt (12 SP) Call forth a bolt of lightning to strike an enemy. May stun. Tattle (1 SP) Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. Must be close to the target. Fire Missile(16 SP) Fire a powerful homing missile toward the target. Never misses. May burn. Earth Spike(16 SP) Summon a powerful, sharp spike of earth up from under the enemy. Cannot be used twice in a row. Icicles(15 SP) Fire 3 icicles forward. No 2 icicles can hit the same enemy. Frost Thorns(10 SP) Envelope a single enemy in an icy snowflake, dealing damage, as well as having a 90% chance of inflicting Freeze on the enemy. Magical Storm(16 SP) Summon a medium-sized Tornado at a certain spot that does Magical Wind damage to all enemies inside of it each turn, for 2 turns.
PASSIVES
None
GILL - Level 8 Pirate (EXP: 27/162)
WEAPONS: Mystic Malchut - Fist - 10 Attack, +6 Strength, +3 Luck, +2 Spirit, +10 HP, +5 Ice Resistance, 20% chance to restore 5 SP on hit - Requires level 7 Golden Cutlass - 1HS - 7 Attack, +2 Luck, Pierce 3 defense - Requires level 5 - Pirate only ARMOR: Yellow Buccaneer Bandana - 1 Defense, +1 Luck Barrel vest - 2 Defense, 1 M.Defense Fancy Black Pants - 1+ Defense Twilight Raven's Cloak - 2 Defense, 2 M.Defense, +1 Holy Resistance Gunslinger Eye Patch - 1 Defense, +1 Strength, +1 Agility Burning Shoulders - 3 Defense, 3 M.Defense, +2 Fire Resistance Grips of Dark Protection - 1 Defense, 1 M.Defense, +3 Dark resistance Ring of Strength - +1 Strength INVENTORY Iron Bullet - Used by guns. +1 Attack. Cloaker Nose - The large, pink nose of a Cloaker. Golem Project - A diary-esque book that appears to be about Golems. Gold Leaf Shooter - Gun - 2 Attack, +1 Strength, Pierce 1 Defense - Requires level 3 Stinger Katara - Fist - 5 Attack, +4 Luck, +1 Earth Resistance - Requires level 4 STATS
STR - 35+8
AGI - 29+1
INT - 16
LUK - 30+6
SPRT- 19+2
DEF - 10
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark - 3
Ice - 5
Fire - 2
Lightning -
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 182
SP - 42
Status: Normal
ABILITIES Uppercut(2 SP) Attack with fist weapons + 1 extra damage. Requires Fist weapon. Power Shot(3 SP) Attack with guns + 1 extra damage. Requires Gun. Double Shot(8 SP) Fire your gun twice +1 extra damage for each shot. Uses 2 bullets. Cleave(6 SP) Swing your one-handed sword in a large horizontal arc. Capable of hitting up to 5 enemies, if they are in range. Beatdown(12 SP) Using fist weapons, attack your enemy 3 times, the first blow being very strong and slowly decreasing in power. This attack can only be used the turn after using Uppercut. Pierce Bullet(7 SP) Fire a single shot with your gun at one enemy, doing normal damage, and doing even stronger physical wind damage to enemies in a line behind it. You also have a small chance to stun your original target.
PASSIVES
None
TAKESHI - Level 10 Ninja (EXP: 10/250)
WEAPONS: Katon Muramasa - 1HS - 15 Attack, +2 Strength, +7 Agility, +5 Luck - Req. Level 10 - Fire Element - Ninja Only Adamantite Ripper - Dagger - 8 Attack, +4 Strength, +4 Luck, +1 Agility, Pierce 1 Defense - Requires level 8 - 2 Extra damage for next 1 turn(s) ARMOR: Dark Headcover - 1 Defense, +4 Agility, +1 Luck, +1 Intelligence Shadow Mask - 1 Defense, +2 Agility Mercenary Garb - 5 Defense, 2 M.Defense, +3 Strength, +3 Agility, +1 Fire Resistance Mithril Studded Leggings - 4 Defense, 2 M.Defense, +2 Agility, +2 Strength, +2 Luck, +1 Lightning Resistance Slip Shoes - 1 Defense, 1 M.Defense, +1 Agility, +1 Intelligence Black Belt - 2 Defense, 2 M.Defense, +12 HP, +3 Strength, +3 Agility, +3 Intelligence, +3 Luck, +3 Spirit Emerald Ring - +1 Agility, +3 Luck, +3 Ice Resistance Smokey Shroud - +2 M.Defense, +3 Dark Resistance Mercenary's Shoulders - 2 Defense, 1 M.Defense, +2 Strength, +2 Agility, +1 Fire Resistance Mithril Swordgrips - 3 Defense, 1 M.Defense, +1 Strength, +4 Agility, +1 Lightning Resistance INVENTORY Chilled Throwing Kunai - Star - 7 Attack, Pierce 3 Defense, Ice Elemental Potent SP Potion - Use to heal 40 SP. Potent HP Potion - Use to heal 50 HP. Sharp Mithril Chunk - Use on a bladed weapon to do 3 extra damage every hit for 5 hits. One use. Phoenic Plume - Can be used on a fallen Party Member to revive them. Hidden Palace Star - Star - 12 Attack, Pierce 3 Defense, deals 2 extra Holy damage each hit that bypasses defense. STATS
STR - 25+17
AGI - 48+30
INT - 25+5
LUK - 29+18
SPRT- 19+3
DEF - 19
MDEF- 11 ELEMENTS
Resistances
Holy -
Dark - 3
Ice - 3
Fire - 2
Lightning - 2
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 180
SP - 90
Status: Normal
ABILITIES Throw(1 SP) - Throw a throwing star at an enemy. Slip Strike(3 SP) - Moving before anything else, normally attack an enemy, but gain a 75% chance to dodge any attack for the remainder of the turn. Dark Rush(8 SP) - A strong Dark elemental spell. Can cast without a wand or staff. Lucky Seven(7 SP) - Throw two throwing stars, using your luck stat in place of your strength stat. Mirror Image(25 SP) - Summon a mirror image for 10 turns that does an additional 50% of the damage you did this turn. Night Fury(20 SP) - Attack twice, using your Agility Stat in place of your Strength stat.
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 1
HP - 160
SP - 69
Status: Normal
ABILITIES Double Stab(10 SP) - Stab an enemy twice with both swords, for a total of 4 normal attacks. Mega Pierce(6 SP) - Normally attack an enemy, but ignore 75% of their defense. Hellcharge(16 SP) - Rush toward the enemy at high speed, dealing one powerful fire-based blow combining your two weapon's damage. Using this move will charge you with energy, powering up your next move. This can ONLY be used at the start of the battle and only if the Twin-Blade is far enough away from the target to not initiate melee combat.
PASSIVES
None
ENTGEGEN - Level 8 Medic (EXP: 34/162)
WEAPONS: Obsidian Curse Sayer - Dagger - 5 Attack, +4 Strength, +4 Luck, +4 Agility, Pierce 2 Defense - Requires level 6 - 4 extra damage for next 2 turn(s) Mithril Dagger - Dagger - 4 Attack, +1 Agility, +1 Lightning resistance - Req. Level 2 (Attack +1, Remaining: 2 hits) ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set) Doctor Glasses - 1+ Intelligence Darkleather Pants - 2 Defense, 1 M.Defense, +1 Agility(+1 Ice Resistance, +1 Ice Spell Damage) White Leather Robe - 2 Defense, 1 M.Defense, +2 Spirit, +1 Ice Resistance White Chalk Belt - 1 Defense, +2 Spirit, +1 Intelligence Medkit - Allows the medic to 'heal'. - Medic only Waving Specters - 1 Defense, 1 M.Defense, +2 Spirit, +1 Holy Resistance Cozy Boots - 2 Defense, 1 M.Defense, +2 Spirit, +1 Fire resistance, +1 Ice resistance, +1 Earth resistance - Requires level 3 Octopus Ring - 1 Defense, 1 M.Defense, +1 Ice Resistance, +1 Fire Resistance INVENTORY Crowling Beak - The hard beak of a Crowling. Chalrendor - 2HS - 15 Attack, +3 Strength, Pierce 5 Defense - Requires level 5 Heaven's Wind Shuriken - Star - 5 Attack, Pierce 5 Defense Cloaker Nose - The large, pink nose of a Cloaker. Spirit Potion - Raises SPRT by 1. Stereotypical Reflector - 3 M.Defense, +2 Intelligence, +2 Spirit STATS
STR - 24+4
AGI - 24+4
INT - 29+3
LUK - 25+4
SPRT- 41+10
DEF - 9
MDEF- 7 ELEMENTS
Resistances
Holy - 1
Dark -
Ice - 4
Fire - 2
Lightning - 1
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice - 1
Fire -
Lightning -
Earth -
Wind -
HP - 112
SP - 96
Status: Normal
ABILITIES Heal(2 SP) - Heals you or an ally for 5 HP. Must be standing next to them. Requires Medkit. Physic(7 SP) - Heals you or a nearby ally depending on your Spirit and Intelligence stat +1. Capable of critical heals. Peep(5 SP) - Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. You can do this from a distance. Osmosis(5 SP) Attack an enemy with a normal attack, and drain SP from them for 25% of the damage done. Cannot drain more than 25% of the enemy's max SP. Medium Heal(5 SP) - Heals you or an ally for 15 HP. Must be standing next to them. Requires Medkit. Anatomical Strike(15 SP) - Fiercely attack a target with 4 x chance of a critical hit. If you score a critical hit, a damage over time effect will be applied to the target for the next 3 turns. This effect cannot stack. Pill Toss(10 SP) - Conjure a giant pill of random color, and toss it at an enemy for a good amount of damage. Different colored pills have elemental bonuses on enemies weak to them. "Revitalize"(8 SP) - Revive a Defeated party member with 10%-30% HP, determined at random. The Maximum % increases by 1 for every 5 Spirit you have.
PASSIVES
None
TERN - Level 8 Magus (EXP: 49/162)
WEAPONS: Wand of Clarity - Wand - 3 Attack, 1 M.Defense, +4 Intelligence, +3 Spirit, +3 Ice Resistance, +3 Ice spell damage, 30% chance to restore 10 SP on spellcast. ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set)(+1 Ice Resistance, +1 Ice Spell Damage) Wind Garb - 1 Defense, 1 M.Defense, +2 Agility, +1 Intelligence, +2 Wind resistance, +1 Wind Damage Tight Shorts - +1 Intelligence, +1 Agility Zap Gloves - 1 M.Defense, +1 Intelligence, +1 Lightning Resistance, +1 Lightning Spell Damage Woolen shoulderwarmers - 1+ Spirit Hidden Palace Ring - +2 Defense, +2 M.Defense, +1 Fire Resistance, +1 Ice Resistance, +1 Lightning resistance, 10% chance when hit by any attack to deal 10 Holy damage to the attacker. Gossamer Cloud - 1 Defense, 2 M.Defense, +1 Spirit, +1 Intelligence, Regen 1 HP and 2 SP every turn. (Gossamer Set) Phoenix Fire Treads - 1 Defense, 1 M.Defense, +2 Int, +5 HP, +10 SP, +1 Fire Spell Damage INVENTORY SP Potion - Restores 20 SP. Dark Wings - Bow - 4 Attack, +3 Strength, +3 Agility, +3 Luck, Dark Element - Requires level 7 Wicked Wizard Hat - 1 Defense, +2 Intelligence Zap Staff - Staff - 4 Attack, +4 Intelligence, +1 Spirit, +1 Lightning Resistance, +1 Lightning spell damage Mage's Defence Cloak - +2 Defense, +2 M.Defense, +2 Intelligence, +1 ALL Resistances - Requires level 7 -Magus, Cleric only Blue Essence - A mysterious blue essence obtained from the Fairy Crystal after the Ancestor Challenge. It seems important, but useless at the moment. STATS
STR - 17
AGI - 24+3
INT - 46+12
LUK - 27
SPRT- 28+7
DEF - 5
MDEF- 10 ELEMENTS
Resistances
Holy -
Dark -
Ice - 5
Fire - 1
Lightning - 2
Earth -
Wind - 2
ABILITIES Fireball (6 SP) Shoot a fireball toward the enemy. May burn. Iceball (6 SP) Shoot an iceball toward the enemy. May freeze. Wind Arrow (7 SP) Fires forth an arrow of wind at the enemy, doing PHYSICAL wind damage. Thunderbolt (12 SP) Call forth a bolt of lightning to strike an enemy. May stun. Tattle (1 SP) Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. Must be close to the target. Fire Missile(16 SP) Fire a powerful homing missile toward the target. Never misses. May burn. Earth Spike(16 SP) Summon a powerful, sharp spike of earth up from under the enemy. Cannot be used twice in a row. Icicles(15 SP) Fire 3 icicles forward. No 2 icicles can hit the same enemy. Frost Thorns(10 SP) Envelope a single enemy in an icy snowflake, dealing damage, as well as having a 90% chance of inflicting Freeze on the enemy. Magical Storm(16 SP) Summon a medium-sized Tornado at a certain spot that does Magical Wind damage to all enemies inside of it each turn, for 2 turns.
PASSIVES
None
GILL - Level 8 Pirate (EXP: 27/162)
WEAPONS: Mystic Malchut - Fist - 10 Attack, +6 Strength, +3 Luck, +2 Spirit, +10 HP, +5 Ice Resistance, 20% chance to restore 5 SP on hit - Requires level 7 Golden Cutlass - 1HS - 7 Attack, +2 Luck, Pierce 3 defense - Requires level 5 - Pirate only ARMOR: Yellow Buccaneer Bandana - 1 Defense, +1 Luck Barrel vest - 2 Defense, 1 M.Defense Fancy Black Pants - 1+ Defense Twilight Raven's Cloak - 2 Defense, 2 M.Defense, +1 Holy Resistance Gunslinger Eye Patch - 1 Defense, +1 Strength, +1 Agility Burning Shoulders - 3 Defense, 3 M.Defense, +2 Fire Resistance Grips of Dark Protection - 1 Defense, 1 M.Defense, +3 Dark resistance Ring of Strength - +1 Strength INVENTORY Iron Bullet - Used by guns. +1 Attack. Cloaker Nose - The large, pink nose of a Cloaker. Golem Project - A diary-esque book that appears to be about Golems. Gold Leaf Shooter - Gun - 2 Attack, +1 Strength, Pierce 1 Defense - Requires level 3 Stinger Katara - Fist - 5 Attack, +4 Luck, +1 Earth Resistance - Requires level 4 STATS
STR - 35+8
AGI - 29+1
INT - 16
LUK - 30+6
SPRT- 19+2
DEF - 10
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark - 3
Ice - 5
Fire - 2
Lightning -
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 182
SP - 42
Status: Normal
ABILITIES Uppercut(2 SP) Attack with fist weapons + 1 extra damage. Requires Fist weapon. Power Shot(3 SP) Attack with guns + 1 extra damage. Requires Gun. Double Shot(8 SP) Fire your gun twice +1 extra damage for each shot. Uses 2 bullets. Cleave(6 SP) Swing your one-handed sword in a large horizontal arc. Capable of hitting up to 5 enemies, if they are in range. Beatdown(12 SP) Using fist weapons, attack your enemy 3 times, the first blow being very strong and slowly decreasing in power. This attack can only be used the turn after using Uppercut. Pierce Bullet(7 SP) Fire a single shot with your gun at one enemy, doing normal damage, and doing even stronger physical wind damage to enemies in a line behind it. You also have a small chance to stun your original target.
PASSIVES
None
TAKESHI - Level 10 Ninja (EXP: 10/250)
WEAPONS: Katon Muramasa - 1HS - 15 Attack, +2 Strength, +7 Agility, +5 Luck - Req. Level 10 - Fire Element - Ninja Only Adamantite Ripper - Dagger - 8 Attack, +4 Strength, +4 Luck, +1 Agility, Pierce 1 Defense - Requires level 8 - 2 Extra damage for next 1 turn(s) ARMOR: Dark Headcover - 1 Defense, +4 Agility, +1 Luck, +1 Intelligence Shadow Mask - 1 Defense, +2 Agility Mercenary Garb - 5 Defense, 2 M.Defense, +3 Strength, +3 Agility, +1 Fire Resistance Mithril Studded Leggings - 4 Defense, 2 M.Defense, +2 Agility, +2 Strength, +2 Luck, +1 Lightning Resistance Slip Shoes - 1 Defense, 1 M.Defense, +1 Agility, +1 Intelligence Black Belt - 2 Defense, 2 M.Defense, +12 HP, +3 Strength, +3 Agility, +3 Intelligence, +3 Luck, +3 Spirit Emerald Ring - +1 Agility, +3 Luck, +3 Ice Resistance Smokey Shroud - +2 M.Defense, +3 Dark Resistance Mercenary's Shoulders - 2 Defense, 1 M.Defense, +2 Strength, +2 Agility, +1 Fire Resistance Mithril Swordgrips - 3 Defense, 1 M.Defense, +1 Strength, +4 Agility, +1 Lightning Resistance INVENTORY Chilled Throwing Kunai - Star - 7 Attack, Pierce 3 Defense, Ice Elemental Potent SP Potion - Use to heal 40 SP. Potent HP Potion - Use to heal 50 HP. Sharp Mithril Chunk - Use on a bladed weapon to do 3 extra damage every hit for 5 hits. One use. Phoenic Plume - Can be used on a fallen Party Member to revive them. Hidden Palace Star - Star - 12 Attack, Pierce 3 Defense, deals 2 extra Holy damage each hit that bypasses defense. STATS
STR - 25+17
AGI - 48+30
INT - 25+5
LUK - 29+18
SPRT- 19+3
DEF - 19
MDEF- 11 ELEMENTS
Resistances
Holy -
Dark - 3
Ice - 3
Fire - 2
Lightning - 2
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 180
SP - 90
Status: Normal
ABILITIES Throw(1 SP) - Throw a throwing star at an enemy. Slip Strike(3 SP) - Moving before anything else, normally attack an enemy, but gain a 75% chance to dodge any attack for the remainder of the turn. Dark Rush(8 SP) - A strong Dark elemental spell. Can cast without a wand or staff. Lucky Seven(7 SP) - Throw two throwing stars, using your luck stat in place of your strength stat. Mirror Image(25 SP) - Summon a mirror image for 10 turns that does an additional 50% of the damage you did this turn. Night Fury(20 SP) - Attack twice, using your Agility Stat in place of your Strength stat.
PASSIVES
None
Last edited by PepperYena; 04-09-2012 at 09:22 PM.
Re: ♦THE UNDERTOWER♦ ~Tower exploration game~ Onward to the Labyrinth
So here's the plan:
Gill, Entgegen, and Hawkeye will go down the bottom door.
Takeshi and Tern will head into the right door.
Gill, Entgegen, and Hawkeye come out the top of a room that looks identical to the one they were previously in...
Takeshi and Tern come out the... left... door?
...Wait, what just happened? The two parties went completely different directions, but came into what appears to be the exact same room...
Maybe this is why it's called the "Labyrinth of Mind's Deception". Seems that going right or down doesn't work. Maybe looking at the 'map' again would help...
(Entgegen Gossamer Regen, Tern Gossamer Set Regen)
INVENTORIES
Koins: 197
HAWKEYE - Level 8 Twin Blade (EXP: 74/162)
WEAPONS: Riding's Sword - 1HS - 8 Attack, 2 Defense, 2 M.Defense, +4 Strength, +4 Agility, +4 Luck, +2 Wind Resistance Aluminum Sword - 1HS - 9 Attack, 2 M.Defense, +3 Strength, +5 Agility, +2 Luck, Pierce 3 Defense, +1 ALL Resistances, 3% chance to stun any non-boss target on hit. - Requires level 8 ARMOR: Red Headband - 1+ Agility, 1+ Strength Light Tunic - 1 Defense, +1 Agility Basic Pants - 1 Defense(+1 Wind Resistance, +1 Wind Spell Damage) Extra Grip Gloves - 1 Defense, +1 Agility Blue Belt - 1 Defense, 1+ HP Ring of Strength - +1 Strength Leprechaun Cape - +4 Luck INVENTORY Sharp Rock - Use on a bladed weapon to do 1 extra damage every hit for 5 hits. One use. Cloaker Nose - The large, pink nose of a Cloaker. HP Potion - Restores 20 HP. Butcher - 1HS - 3 Attack, +1 Strength - Req. Level 2(Attack+1, Remaining: 3 hits) Falchion Kotetsu - 1HS - 7 Attack, +2 Strength, +1 Luck, +1 Agility, Pierce 1 Defense STATS
STR - 30+9
AGI - 35+12
INT - 23
LUK - 27+10
SPRT- 23
DEF - 6
MDEF- 4 ELEMENTS
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 1
HP - 160
SP - 69
Status: Normal
ABILITIES Double Stab(10 SP) - Stab an enemy twice with both swords, for a total of 4 normal attacks. Mega Pierce(6 SP) - Normally attack an enemy, but ignore 75% of their defense. Hellcharge(16 SP) - Rush toward the enemy at high speed, dealing one powerful fire-based blow combining your two weapon's damage. Using this move will charge you with energy, powering up your next move. This can ONLY be used at the start of the battle and only if the Twin-Blade is far enough away from the target to not initiate melee combat.
PASSIVES
None
ENTGEGEN - Level 8 Medic (EXP: 34/162)
WEAPONS: Obsidian Curse Sayer - Dagger - 5 Attack, +4 Strength, +4 Luck, +4 Agility, Pierce 2 Defense - Requires level 6 - 4 extra damage for next 2 turn(s) Mithril Dagger - Dagger - 4 Attack, +1 Agility, +1 Lightning resistance - Req. Level 2 (Attack +1, Remaining: 2 hits) ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set) Doctor Glasses - 1+ Intelligence Darkleather Pants - 2 Defense, 1 M.Defense, +1 Agility(+1 Ice Resistance, +1 Ice Spell Damage) White Leather Robe - 2 Defense, 1 M.Defense, +2 Spirit, +1 Ice Resistance White Chalk Belt - 1 Defense, +2 Spirit, +1 Intelligence Medkit - Allows the medic to 'heal'. - Medic only Waving Specters - 1 Defense, 1 M.Defense, +2 Spirit, +1 Holy Resistance Cozy Boots - 2 Defense, 1 M.Defense, +2 Spirit, +1 Fire resistance, +1 Ice resistance, +1 Earth resistance - Requires level 3 Octopus Ring - 1 Defense, 1 M.Defense, +1 Ice Resistance, +1 Fire Resistance INVENTORY Crowling Beak - The hard beak of a Crowling. Chalrendor - 2HS - 15 Attack, +3 Strength, Pierce 5 Defense - Requires level 5 Heaven's Wind Shuriken - Star - 5 Attack, Pierce 5 Defense Cloaker Nose - The large, pink nose of a Cloaker. Spirit Potion - Raises SPRT by 1. Stereotypical Reflector - 3 M.Defense, +2 Intelligence, +2 Spirit STATS
STR - 24+4
AGI - 24+4
INT - 29+3
LUK - 25+4
SPRT- 41+10
DEF - 9
MDEF- 7 ELEMENTS
Resistances
Holy - 1
Dark -
Ice - 4
Fire - 2
Lightning - 1
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice - 1
Fire -
Lightning -
Earth -
Wind -
HP - 112
SP - 96
Status: Normal
ABILITIES Heal(2 SP) - Heals you or an ally for 5 HP. Must be standing next to them. Requires Medkit. Physic(7 SP) - Heals you or a nearby ally depending on your Spirit and Intelligence stat +1. Capable of critical heals. Peep(5 SP) - Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. You can do this from a distance. Osmosis(5 SP) Attack an enemy with a normal attack, and drain SP from them for 25% of the damage done. Cannot drain more than 25% of the enemy's max SP. Medium Heal(5 SP) - Heals you or an ally for 15 HP. Must be standing next to them. Requires Medkit. Anatomical Strike(15 SP) - Fiercely attack a target with 4 x chance of a critical hit. If you score a critical hit, a damage over time effect will be applied to the target for the next 3 turns. This effect cannot stack. Pill Toss(10 SP) - Conjure a giant pill of random color, and toss it at an enemy for a good amount of damage. Different colored pills have elemental bonuses on enemies weak to them. "Revitalize"(8 SP) - Revive a Defeated party member with 10%-30% HP, determined at random. The Maximum % increases by 1 for every 5 Spirit you have.
PASSIVES
None
TERN - Level 8 Magus (EXP: 49/162)
WEAPONS: Wand of Clarity - Wand - 3 Attack, 1 M.Defense, +4 Intelligence, +3 Spirit, +3 Ice Resistance, +3 Ice spell damage, 30% chance to restore 10 SP on spellcast. ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set)(+1 Ice Resistance, +1 Ice Spell Damage) Wind Garb - 1 Defense, 1 M.Defense, +2 Agility, +1 Intelligence, +2 Wind resistance, +1 Wind Damage Tight Shorts - +1 Intelligence, +1 Agility Zap Gloves - 1 M.Defense, +1 Intelligence, +1 Lightning Resistance, +1 Lightning Spell Damage Woolen shoulderwarmers - 1+ Spirit Hidden Palace Ring - +2 Defense, +2 M.Defense, +1 Fire Resistance, +1 Ice Resistance, +1 Lightning resistance, 10% chance when hit by any attack to deal 10 Holy damage to the attacker. Gossamer Cloud - 1 Defense, 2 M.Defense, +1 Spirit, +1 Intelligence, Regen 1 HP and 2 SP every turn. (Gossamer Set) Phoenix Fire Treads - 1 Defense, 1 M.Defense, +2 Int, +5 HP, +10 SP, +1 Fire Spell Damage INVENTORY SP Potion - Restores 20 SP. Dark Wings - Bow - 4 Attack, +3 Strength, +3 Agility, +3 Luck, Dark Element - Requires level 7 Wicked Wizard Hat - 1 Defense, +2 Intelligence Zap Staff - Staff - 4 Attack, +4 Intelligence, +1 Spirit, +1 Lightning Resistance, +1 Lightning spell damage Mage's Defence Cloak - +2 Defense, +2 M.Defense, +2 Intelligence, +1 ALL Resistances - Requires level 7 -Magus, Cleric only Blue Essence - A mysterious blue essence obtained from the Fairy Crystal after the Ancestor Challenge. It seems important, but useless at the moment. STATS
STR - 17
AGI - 24+3
INT - 46+12
LUK - 27
SPRT- 28+7
DEF - 5
MDEF- 10 ELEMENTS
Resistances
Holy -
Dark -
Ice - 5
Fire - 1
Lightning - 2
Earth -
Wind - 2
ABILITIES Fireball (6 SP) Shoot a fireball toward the enemy. May burn. Iceball (6 SP) Shoot an iceball toward the enemy. May freeze. Wind Arrow (7 SP) Fires forth an arrow of wind at the enemy, doing PHYSICAL wind damage. Thunderbolt (12 SP) Call forth a bolt of lightning to strike an enemy. May stun. Tattle (1 SP) Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. Must be close to the target. Fire Missile(16 SP) Fire a powerful homing missile toward the target. Never misses. May burn. Earth Spike(16 SP) Summon a powerful, sharp spike of earth up from under the enemy. Cannot be used twice in a row. Icicles(15 SP) Fire 3 icicles forward. No 2 icicles can hit the same enemy. Frost Thorns(10 SP) Envelope a single enemy in an icy snowflake, dealing damage, as well as having a 90% chance of inflicting Freeze on the enemy. Magical Storm(16 SP) Summon a medium-sized Tornado at a certain spot that does Magical Wind damage to all enemies inside of it each turn, for 2 turns.
PASSIVES
None
GILL - Level 8 Pirate (EXP: 27/162)
WEAPONS: Mystic Malchut - Fist - 10 Attack, +6 Strength, +3 Luck, +2 Spirit, +10 HP, +5 Ice Resistance, 20% chance to restore 5 SP on hit - Requires level 7 Golden Cutlass - 1HS - 7 Attack, +2 Luck, Pierce 3 defense - Requires level 5 - Pirate only ARMOR: Yellow Buccaneer Bandana - 1 Defense, +1 Luck Barrel vest - 2 Defense, 1 M.Defense Fancy Black Pants - 1+ Defense Twilight Raven's Cloak - 2 Defense, 2 M.Defense, +1 Holy Resistance Gunslinger Eye Patch - 1 Defense, +1 Strength, +1 Agility Burning Shoulders - 3 Defense, 3 M.Defense, +2 Fire Resistance Grips of Dark Protection - 1 Defense, 1 M.Defense, +3 Dark resistance Ring of Strength - +1 Strength INVENTORY Iron Bullet - Used by guns. +1 Attack. Cloaker Nose - The large, pink nose of a Cloaker. Golem Project - A diary-esque book that appears to be about Golems. Gold Leaf Shooter - Gun - 2 Attack, +1 Strength, Pierce 1 Defense - Requires level 3 Stinger Katara - Fist - 5 Attack, +4 Luck, +1 Earth Resistance - Requires level 4 STATS
STR - 35+8
AGI - 29+1
INT - 16
LUK - 30+6
SPRT- 19+2
DEF - 10
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark - 3
Ice - 5
Fire - 2
Lightning -
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 182
SP - 42
Status: Normal
ABILITIES Uppercut(2 SP) Attack with fist weapons + 1 extra damage. Requires Fist weapon. Power Shot(3 SP) Attack with guns + 1 extra damage. Requires Gun. Double Shot(8 SP) Fire your gun twice +1 extra damage for each shot. Uses 2 bullets. Cleave(6 SP) Swing your one-handed sword in a large horizontal arc. Capable of hitting up to 5 enemies, if they are in range. Beatdown(12 SP) Using fist weapons, attack your enemy 3 times, the first blow being very strong and slowly decreasing in power. This attack can only be used the turn after using Uppercut. Pierce Bullet(7 SP) Fire a single shot with your gun at one enemy, doing normal damage, and doing even stronger physical wind damage to enemies in a line behind it. You also have a small chance to stun your original target.
PASSIVES
None
TAKESHI - Level 10 Ninja (EXP: 10/250)
WEAPONS: Katon Muramasa - 1HS - 15 Attack, +2 Strength, +7 Agility, +5 Luck - Req. Level 10 - Fire Element - Ninja Only Adamantite Ripper - Dagger - 8 Attack, +4 Strength, +4 Luck, +1 Agility, Pierce 1 Defense - Requires level 8 - 2 Extra damage for next 1 turn(s) ARMOR: Dark Headcover - 1 Defense, +4 Agility, +1 Luck, +1 Intelligence Shadow Mask - 1 Defense, +2 Agility Mercenary Garb - 5 Defense, 2 M.Defense, +3 Strength, +3 Agility, +1 Fire Resistance Mithril Studded Leggings - 4 Defense, 2 M.Defense, +2 Agility, +2 Strength, +2 Luck, +1 Lightning Resistance Slip Shoes - 1 Defense, 1 M.Defense, +1 Agility, +1 Intelligence Black Belt - 2 Defense, 2 M.Defense, +12 HP, +3 Strength, +3 Agility, +3 Intelligence, +3 Luck, +3 Spirit Emerald Ring - +1 Agility, +3 Luck, +3 Ice Resistance Smokey Shroud - +2 M.Defense, +3 Dark Resistance Mercenary's Shoulders - 2 Defense, 1 M.Defense, +2 Strength, +2 Agility, +1 Fire Resistance Mithril Swordgrips - 3 Defense, 1 M.Defense, +1 Strength, +4 Agility, +1 Lightning Resistance INVENTORY Chilled Throwing Kunai - Star - 7 Attack, Pierce 3 Defense, Ice Elemental Potent SP Potion - Use to heal 40 SP. Potent HP Potion - Use to heal 50 HP. Sharp Mithril Chunk - Use on a bladed weapon to do 3 extra damage every hit for 5 hits. One use. Phoenic Plume - Can be used on a fallen Party Member to revive them. Hidden Palace Star - Star - 12 Attack, Pierce 3 Defense, deals 2 extra Holy damage each hit that bypasses defense. STATS
STR - 25+17
AGI - 48+30
INT - 25+5
LUK - 29+18
SPRT- 19+3
DEF - 19
MDEF- 11 ELEMENTS
Resistances
Holy -
Dark - 3
Ice - 3
Fire - 2
Lightning - 2
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 180
SP - 90
Status: Normal
ABILITIES Throw(1 SP) - Throw a throwing star at an enemy. Slip Strike(3 SP) - Moving before anything else, normally attack an enemy, but gain a 75% chance to dodge any attack for the remainder of the turn. Dark Rush(8 SP) - A strong Dark elemental spell. Can cast without a wand or staff. Lucky Seven(7 SP) - Throw two throwing stars, using your luck stat in place of your strength stat. Mirror Image(25 SP) - Summon a mirror image for 10 turns that does an additional 50% of the damage you did this turn. Night Fury(20 SP) - Attack twice, using your Agility Stat in place of your Strength stat.