[strike]Landmark[/strike] Inscribing Skills - Edgar Silvers inscribes target ally or enemy with a rune. Only one rune can be on a target at a time - Applying a new rune overwrites the previous rune.
Lv 5: Status Runes: Cost 5 MP each.
Rune of Warding: All status effects and temporary stat changes become permanent until the rune is removed.
Rune of Berserking: Target gains +100% ATK and MATK, but their target is picked by dice roll. Can attack allies and themself.
Rune of Zombification: Target is hurt by healing moves instead of healed. However, dark element magic heals instead of damages.
LV 15: Support Runes: Costs 10 MP each.
Rune of Regeneration: Restores [Level/3] HP a turn.
Rune of Clarity: Restores [Level/2] MP a turn.
Rune of Preservation: Target takes 15% less damage. If an attack would deal over 50% of their max HP, it is negated and the rune is broken.
LV 25: Destruction Runes:
Rune of Exploding: Every third hit the target takes, they take additional magic damage equal to 2 times Edgar's MATK, reduced by the target's MDEF. Costs 10 MP.
Rune of Obliteration: After 2d5 turns, the target instantly dies. For bosses, roll 5d4 instead. Only one target can have a Rune of Obliteration on them at a time. Costs 30 MP.
Rune of Agony: Target takes 8% of their MHP in damage evey turn. Costs 15 MP
LV 35: Runic Overflow - Every rune has it's magic overloaded, removing every rune from every target but applying one of the following effects depending on the rune overloaded. Costs 15 MP. Can only be used twice a fight.
Rune of Warding: The target becomes warded for two turns - Warded targets are inflicted with every status effect and temporary stat change cast.
Rune of Beserking: Target stays beserked for two turns and is twice as likely to attack his allies or himself.
Rune of Zombification: Target turns into a zombie and decays, losing MHP*1/20 damage a turn until they die. The Rune of Zombification effect becomes permanent.
Rune of Regeneration: The target's HP is restored to 150% of maximum. This extra HP above the target's MHP is lost at the end of the battle.
Rune of Clarity: The target's MP Is restored to 200% of maximum. This extra MP above the target's MMP is lost at the end of the battle.
Rune of Preservation: The target becomes immune to damage until the caster's next turn.
Rune of Exploding: The target takes 2.5 times Edgar's MATK true damage [Ignores DEF and MDEF].
Rune of Obliteration: The target dies. This has no effect on boss monsters.
Rune of Agony: The target becomes poisoned and burned for 3 turns.
Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)
Posted: Tue Jul 26, 2011 5:33 am
by SnipeHeart
Updated with Landmark skills.
Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)
Posted: Tue Jul 26, 2011 9:14 pm
by Halico
,
Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)
Posted: Wed Jul 27, 2011 5:09 pm
by ShadowSpectre
Name: Carius Ekes
Class: Warrior
Story: There's always a sense of eeriness about priests, whether or not they continue their profession. Carius Ekes is no exception. Having spent his childhood in a monastery on the edge of a war-torn province, Carius quickly found his faith being tried and tested as his rudimentary magical ability came to light. While he still believes in his God, he is not one to put all his faith into the divine, ruling that human influence was a lot more proficient in getting things done than miraculous intervention. He therefore honed his skill in battlework to help defend his monastery as well as practicing basic magic in the hope of one day being able to use that skill proficiently before leaving the monastery, believing his own faith had waned to the point that he was no longer a man of God. He now fights wherever he thinks his causes are best served.
Appearance: until further notice (i.e. I can be bothered to write one)
Map colour: Black on white.
Lv5: Mack the Knife (2MP/active)
When Carius kills any enemy with a physical attack, he may take a throwing knife (considered conjured) and throw it at a non-boss enemy immediately after the blow is dealt. This is considered to be a second attack using the following conditions, and is unaffected by defensive abilities/effects:
This is considered to be a magical attack rather than a physical attack. Upper limit of damage bonus is 450 (limit comes into effect at level 60). This is in addition to the die rolled. The resultant damage bonus dealt is provided here. It does not include dice rolls. The MP is "spent" before the throw and before the kill. This means that if there is any MP gain from the kill, Carius gains this, e.g. Uses ability (-2MP), enemy killed, gain MP. This does not affect Carius' ability use; MtK is still activated only after the first kill, but the MP spent is considered to be used before the kill.
Lv15: Please
Learns the use of the following spells in addition to any given to him by the GM through the game:
At level 15: Focus (passive): Regenerate MP at 3d6 per turn (per update) in addition to usual MP gain.
At level 15: Fast Learner (passive): All XP gained is doubled. Can opt to change any G earned from a battle into XP instead.
At level 17: Pull (5MP/active/cooldown3): Magically pulls non-boss opponent over the head of the party. Target misses next attack, and can only use ranged attacks on the round after that. Party's ranged attacks' damage dealt to this opponent are doubled for the next two rounds. Carius may not attack in the same turn that he cast this spell.
At level 19: Magnetise (5MP/active/cooldown5): All non-magical ranged attacks by both enemy and party always hit and only hit target opponent for five turns. Standard defence rules apply. Carius may not attack in the same turn that he cast this spell.
At level 21: Slam (5MP/active/cooldown3): Lifts non-boss opponent off the ground at high speed before slamming them into the ground yet faster. Flying opponents fare little better. Causes opponent to miss next attack and 50% chance of missing the attack after that one, too. Deals 2*(opponent level+user level) damage. Carius may not attack in the same turn that he cast this spell.
At level 23: Judgement (5MP/active/cooldown3): Buffs any single attack using a non-blade metal weapon. +50 ATK, +d20+10 Damage, attack is considered both physical and magical, but is only affected by the physical defence stat. Miss next attack.
At level 25: Maginetise (8MP/active/cooldown5): All magical ranged attacks by both enemy and party always hit and only hit target opponent for five turns. Standard defence rules apply. Carius may not attack in the same turn that he cast this spell.
Lv25: One good turn (2MP/active)
A physical attack is negated. Carius may then counterattack as if it was his turn using the following modifiers:
[roll d10]
1: 50% normal attack damage+(Level-25) damage dealt
2: 60% normal attack damage+(Level-25) damage dealt
3: 70% normal attack damage+(Level-25) damage dealt
4: 80% normal attack damage+(Level-25) damage dealt
5: 90% normal attack damage+(Level-25) damage dealt
6: 100% normal attack damage+(Level-25) damage dealt
7: 120% normal attack damage+(Level-25) damage dealt
8: 150% normal attack damage+(Level-25) damage dealt
9: 200% normal attack damage+(Level-25) damage dealt
10: Non-boss opponent is killed immediately. 300% normal attack damage+(Level-25) damage dealt otherwise.
This is in addition to his normal attack.
Lv35: Practice makes perfect (passive)
All MP costing abilities cost 2MP more. Carius' MMP stat is increased by 4d10 permanently. All rolls for combat get +3. All rolls for interactions/luck get +2. All rolls for abilities get +3. If the final score with this addition exceeds the maximum value of the die, it is rounded down to the maximum value possible on the die, e.g. d10=9 (+2 combat)=> 11, rounded down to 10. Any MP gained or regenerated is doubled.
Lv45: Shades of Gray (18MP/active)
For three turns, all damage received by the party heals them by the same amount instead. 2*(total value of any and all MP spent by all opponents in one turn) MP is gained by every member of the party every turn. Opponents cannot use instant kill attacks, both magical and physical. Carius also receives any XP that other party members gain for any battles in which he used this ability. This is not affected by Fast Learner or Practice Makes Perfect.
Lv55: Yield (passive)
The total of any MP spent by the party in a turn is also deducted from any opponents' MP reserves. The total value of any and all MP spent by all opponents in one turn is gained by every member of the party every turn. Any MP gained independently by one party member is also gained by the rest of the party.
Lv65: Your Turn (active)
Every time Carius deals damage to a non-boss enemy, he has a 50% chance of killing it there and then. If he kills an enemy this way, he has a 50% chance of killing another enemy. If he kills an enemy this way, he has a 50% chance of killing another enemy, ad nauseam.
Lv75: Shepherd (active/28MP/cooldown15)
All rolls by the party are considered rolled to their maximum for five turns.
Lv85: Scream for Me (active/23MP/cooldown10)
All opponents' DEF and MD stats become 0 for five turns. All DEF and MD bonuses from armour worn by opponents is reduced to 0 for five turns. They cannot increase their DEF or MD during this time. Each affected opponent has a 50% chance of missing their turn for five turns. Each affected opponent cannot remove this effect through abilities (cancel all passive effects, etc).
Lv95: No Rest for the Wicked Until... (active/All MP(above 30)/cooldown25)
All non-boss opponents are killed. All party members' MP (except Carius') and HP are refilled to maximum. All party members receive (average opponents' level)^(number of opponents) XP.
Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)
Posted: Sat Jul 30, 2011 1:06 am
by AlexMdle
Name: Wesnoth "The Witcher"
Class: Warrior
Story (optional):
Wesnoth's story proves that the fabric of the universe is whimsical and prone to spontaneous changes in fate of all, above all incomprehensible and is not to be trifled with, for nobody can be sure of what the future may have stored in it's infinitely deep sleeves.
In other words, it was all just one big mistake, more so perpetrated by not Wesnoth himself, but by entities far back in time, in the age when magic was still young and as all things young, it heeded no warning, knew no bounds in it's misuse.
Raw, unformed powers, back when spells were not caught in words and gestures, when the ancients engaged in battles that tore the very world asunder and no matter what mighty sorcerer won, it was the common folk, unskilled in magic, that suffered the losses. (Un?)Fortunately for them, only a handful of those powerful conjurers remained over time, squabbling among each other, unwilling to share their knowledge with others, always scheming. A common man was but a pawn for them, a plaything that had no power to fight back, no will left, in despair.
And despair it was that drove the man to send a plea to the mighty and terrible gods of the old, the fathers of all elements, to rid them of their oppressors and bring peace back to the weary world. Did the gods listen? Did they even care? Evidently, they did. In a clash of wonderous voices, an altar was chiseled from the rock beneath the feet of men.
And the heavy voice boomed out: "See here! A champion will come forth, the most valiant of greatest srength and wisdom. Worthy unto our patronage, the champion will rid the world of the wild magic. So pay your tribute with lifeblood and riches, the one who you deem the best, will be your best offer as well."
And so it was, that a big celebration was held around the altar, of death and life. Where the courageous and foolhardy alike would gather and fight until only one remained. Through test of their wit and spirit, they would do battle. The fallen and their blood would please the gods and to honor them further, a temple was built around the altar.
Eventually, only one man would remain, his name sung in praises and glory. He would pass onto the altar.
The champion received mastery over the elements, if he called the gods, so they would each lend him a weapon. And he would take those weapons and travel around the world and smithe down the wizards and break their spells. Protected from the vile enhantments, he would slay every single last of them in one great crusade.
When the deed was done, the champion would collapse, being the greatest the humans could offer, he would be the last sacrifice to them. Appeased, the gods swore, that should a treat to the very world arise again, they would lend the power to the new champion again oh, and they did. Several times over the stretch of history.
Today however, there is no need for a champion. Most magic is now bound in actual spells, regulations and politics prevent that such a thing as before would happen again. It appears as if the call for a new champion has been long forgotten, the old ways have all but vanished.
But the temple has not.
Wesnoth had such luck of living some distance away from the ruins, or rather above them. You see, in youth, the aboveground ruins of the temple were quite a popular place for him and his friends. It was great for hide and seek, or tag or many other activities. However, one day, the games ended up quite differently. Stepping on a loose brick, Wesnoth felt the ground give in under him. Before he could react, the floor collapsed and pulled him with it, down into the unknown. The terrified kids ran home to get help, but it was clear that it would take some time.
Meanwhile, the young Wesnoth was trapped in the dark underground, with no way to escape the pit, he noticed that there was a pathway, leading elsewhere. That elsewhere seemed to be the extension of the aboveground ruins, it was made of smoothened, ornated rock, with unknown pictures and torches, that seemed to emit light with no fire.
It was a long distance in that he suddenly noticed that not all was silent. As he turned around he saw monstrous shapes, undead and mechanical statues follow his trail. His heartbeat skyrocketed and he was momentarily as if paralysed, before finally making a few shaky steps and then running as fast as he could. But no, he still heard them shambling behind him, as if no matter how fast he ran, they were always just behind him, on reach of an arm away.
Finally, he reached some kind of a large, carved room - with a gate. He quickly shut the gate and searched for a place out. Sadly, there was none, but there seemed to be some kind of elevation, he decided to climb it, if only to put some distance between him and them.
Up there, he noticed a large structure before him. It was like a large slab of stone, but too fascinating, too untouched by time. While moss covered many parts of the wall and dust lay around like a veil, this one feature seemed to be clean, almost timeless. It captured his attention and as he heard the gates getting smashed, he turned around and took a step back - right onto that altar.
He was caught completelly off-guard by the booming voice, once again, from behind. It should be so clear, but to the terrified mind of a child, it was all just angry roaring. He understood only scraps of what was being said. The voices said something about a champion, or if the humans were joking, clearly the champion before them was but a wimpy coward. Nonetheless, if this was the best the humans could offer, so too, the gods would uphold their part of the bargain and give upon "The Champion" according powers.
And this is how it all began. Since that moment in life Wesnoth had remarkable skill in both fighting and controlling the elements. Noticed by various different organizations, his life would be filled with combat, specifically, hunting rogue mages.
His long streak of such, has earned him the nickname of "The Witcher", dreaded by all evil spellcasters, he is already in the business for over 20 years and his powers grow with his experience.
Woe be the mage who stands in the champion's way.
Appearence:
Wesnoth does not have many remarkable traits, he is tall enough that most people don't have to look up/down when talking to him, his balding head is covered with remains of chestnut hair, growing especially well behind the ears with some impressive sideburns. His lobe seems slightly low, with sunken, green eyes that seem too small for their sockets. His nose is long and slightly curved, the mouth below is brief and has equally brief, usually dry lips.
His armor varies depending on what he finds, he often feels comfortable to fight in the same garments for a very long time, but every man has to change his wardrobe, eh? It's mostly leather armors, sometimes studded, sometimes with chain mail hidden behind the vestments or plate over the leather patches.
His pants are equal to the tone of the rest of the armor, fitting well on his overly long, slender legs, which also match the tone of his long, slender arms. One does wonder how somebody with such a plain physique can still show that much strength.
Map colors (letter color and bg color): White on Black
Stats:
This is the main skill of Wesnoth and it has 2 parts, one of which is passive.
PASSIVE: Wesnoth is incapable of equiping any weapon. He can only wield weapons made by this spell. Holding any of the weapons of this skill gives him 2 ATK and 1 AGI per level. The element of his attack changes depending on what weapon he is wielding.
List of blades
Chargrin of Svarog: FIRE
Leviathan's Riptide: WATER
Quatzelcouatl's Fang: WIND
Monolith of Gaia: EARTH
Dažbog's saber: LIGHT
Chernabog's soulblade: DARK
ACTIVE: Wesnoth discards his current blade in the best way possible - by chucking it at the enemy, dealing the damage of a normal attack (Also using the element of the discarded weapon). After that, he summons forth a different weapon from the gods. (You cannot discard a weapon to summon the same weapon)
Lv. 15 - Blade Favor (5 mp)(1 turn cooldown)
ACTIVE: Wesnoth executes a normal attack with his current blade, adding an additional effect if the hit connects:
Cauterize: FIRE - Dealt damage is also substracted from the target's Max Hp (For duration of the fight).
Freeze: WATER - Any FIRE damage inflicted by the affected enemy is halved for the next 2 turns.
Shatter: EARTH - Decreases enemy DEF by 33% for next 2 turns.
Purge: WIND - Remove 1 random useful buff from the enemy.
Blind: LIGHT - Next enemy attack has a 50% chance to miss.
Corrupt: DARK - Dealt damage is also substracted from enemy MP.
Lv. 25 - Mastery of the Champion (Passive)
PASSIVE: Adds special effects to Wesnoth's normal attacks and thrown "Call of the Old Gods" blades, depending on blade.
FIRE: Has an extra 10% chance for critical hit. Every time Wesnoth does not critically hit, this chance goes up by 10%. Critical hits reset the bonus to 10%.
WATER: 33% chance to silence the enemy for 1 turn.
EARTH: Ignores 25% of enemy DEF.
WIND: Attack cannot be dodged.
LIGHT: Saps 100% of the damage, distributing the HP among teammates (Not Wesnoth himself).
DARK: Saps 50% of the damage to Wesnoth.
Lv. 35: Antimagic (10 mp, 3 turns cooldown)
ACTIVE: Places the Antimagic shield over the entire party. The shield has 10xLevel HP. No harmful spells may be applied to the party while the shield is active, all spell damage is redirected towards the shield. Casting the spell again while the shield is active refreshes it's HP.
Lv. 45: Torquemada (10 mp, 3 turns cooldown)
ACTIVE: Removes a passive from the target for 3 turns. Works as if the target didn't have the passive when the spell is being cast. (For example, casting it on a spell immune enemy to remove spell immunity)
Lv. 55: Blood and Fire (passive)
PASSIVE: Whenever Wesnoth is damaged, 50% of lost HP are added to his ATK and AGI for the next turn.
Lv. 65: Dance of the old gods (15 mp, 2 turns cooldown)
ACTIVE: A normal attack towards every enemy. Does trigger effects of "Mastery of the Champion".
Lv. 75: Lord of the Elements (20 mp, 4 turns cooldown)
ACTIVE: For the next 2 tuns, Wesnoth can redirect any enemy elemental attack/spell towards any target.
Lv. 85: True Championship (passive)
PASSIVE: Wesnoth is immune to harmful magic.
Lv. 95: The Final Sacrifice (Free)
ACTIVE: Wesnoth dies and is taken by the Gods of the Old. He is permamently removed from the game, however, every player in the party gains skill "Call Favor".
Trying to force Wesnoth to activate this skill will fail and draw the fury of the old gods (Dealing 600% of Wesnoth's ATK in every element).
Call Favor: (Free, no cooldown)
Skill gained by fellow members after Wesnoth uses The Final Sacrifice.
May be used to:
Enchant the user's weapon with a specific element for current battle. Enchanted weapon deals damage of that element and also triggers the effects of "Mastery of the Champion".
Remove all harmful buffs from the user.
Recover 100% of user's HP. This effect is halved by 50% every time it's used by the same person in the same battle.
Surround the user with the Antimagic Shield, with HP = 20xLevel of user. Only usable once per battle by same person.
Smithe the target enemy with a desired element, dealing 300% of user's ATK or MA (User's choice). Usable once per battle by same person.
Double user's DEF and MD for 3 turns. Only usable once per battle by same person.
Negate all incoming damage next time the user takes damage. Only usable once per battle by same person.
Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)