Author Topic: Tome of the Elements  (Read 563 times)

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Re: Tome of the Elements
« on: August 10, 2013, 10:07:52 pm »
TOME OF THE ELEMENTS
Page 3: Elements and Abilities (Part 1)


NONE:
The default element. Everyone begins with this as their element, but certain factors can change it.
Strong against: Blah; Fairy
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)

NONE-ELEMENT ABILITIES:
Calamity Discharge: When the character has 1/3 HP remaining, his/her None-element attacks are boosted in power.
Calm: Characters with this ability always move last, but are immune to Flinching.
Detection: The character can detect hidden items.
Dizzy Master: If the character is confused, the offensive stats are increased and defensive stats are lowered. This only applies in combat.
Hidden Power: For three turns in combat, this character will always deal super effective damage to enemies. If the character can act twice per turn, then the duration is four turns, including the one in which the ability is activated. This ability can only be used once in combat.
Puppy Revenge: If an allied character is knocked out or killed, this character will summon a pet puppy. This puppy remains in the party, unless all allies are alive or conscious. This ability can only be used if there isn't a puppy in the party created by this ability. The puppy shares the stats of the character that summoned it.
Rage: Increases all offensive stats of the character if an allied character is killed or knocked out.
Super Luck: The character scores Critical Hits more often than normal.
FIRE:
The element of fire. Fire-element characters are immune to Burnt. Fire-element attacks also deal twice as much damage to Oil-element characters and will always set them on fire.
Strong against: Earth; Ice; Nature; Data; Fabric; Physical; Serpentine; Illusion; Metal; Blood; Paper; Pizza; Hope; Squirrel; Oil; Truth; Hito
Weak against: (to do)
No effect on: Solar
Immune to: (to do)
Powers up: Explosion

FIRE-ELEMENT ABILITIES:
Blaze: When the character has one third of his/her HP remaining, his/her Fire-type attacks are powered up.
Flame Body: Contact with the character may set the opponent on fire. This applies only in combat. Any creature eggs in the party will hatch faster. In addition, this character can walk on lava and magma.
Flare Absorb: Any Fire-element attacks will do no damage, instead healing the character's HP and curing him/her of status ailments.
Inferno Absorb: Any Fire-element attacks will do no damage, instead increasing the character's offensive stats.
Living Torch: The character can create a fire in his/her to illuminate the surroundings. It increases the chances to encounter enemies, however.
Meltdown: The character can use this ability outside of combat to melt metal items. This will turn such an item into coins.
Pyromaniac: Characters with this ability gain a boost to Fire-type techniques but their other elemental attacks are weakened.
Searing Shield: Boosts the character's Magical Defense and Defense. In addition, their Magical Attack and Attack stats are lowered.
WATER:
The element of water. Water-element characters are immune to Crying and Drowning.
Strong against: Fire; Data; Void; Illusion; Metal; Explosion; Blood; Paper; Fairy; Psychic; Cuteness; Truth
Weak against: (to do)
No effect on: Serpentine
Immune to: (to do)
Powers up: (to do)

WATER-ELEMENT ABILITIES:
Aqua Barrier: This character's defense stats are boosted when the character has 1/3 HP remaining. Water-type attacks are nullified on all party characters.
Drizzle: If this character participates in combat, it will be raining for the duration of the battle.
Hydro Power: This character's Water-type techniques are boosted in power. However, all other techniques are weakened.
Rainstorm: If this character enters battle, it will start raining.
Surf: A character with this ability can walk on water. The character can use this ability for MP equal to half his/her maximum MP to deal heavy Water-element damage to all enemies.
Tear Gas: Everyone in battle has a chance to start crying if this character participates. The character is immune to Crying, however. If friends and foes have an oxygen supply, they won't be crying because of the ability... although they may still cry because of hayfever.
Torrent: Once the character has one third of his/her HP left, his/her Water-type attacks are more powerful.
Water Absorb: The character gets healed by Water-type attacks instead of being harmed.
EARTH:
The element of earth. They are immune to Petrification.
Strong against: Wind; Light; Darkness; Poison; Void; Data; Thunder; Spacetime; Illusion; Sound; Metal; Blah; Blood; Astral; Pizza; Laser; Chthonic; Plasma; Home; Gem; Atom; Oil; Crystal
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)

EARTH-ELEMENT ABILITIES:
Dirty Money: If a character with this ability participates in battle, all Earth-element enemies will drop twice as many rewards than usual.
Earthen Wall: This character's defense stats are boosted when the character has 1/3 HP remaining. Earth-type attacks are nullified on all party characters.
Lightning Rod: The character absorbs Thunder-based attacks to power up his/her offensive stats.
Quake: The character's Earth-type attacks are powered up if the character has one third or less HP remaining.
Rock Solid: The character is immune to flinching and stunning. In addition, party characters are cured of Petrification after battle.
Rough Skin: Contact with the character inflicts damage equal to the character's level multiplied by the Attack stat of the character divided by 2.
Sandstorm: If this character enters battle, a sandstorm will start.
Tough: All attacks that would be Super Effective instead deal normal damage to the character.
WIND:
The element of wind or air. They are immune to the Airtoss status effect.
Strong against: Water; Poison; Spirit; Illusion; Sound; Explosion; Blood; Astral; Paper; Fairy; Laser; Chthonic; Psychic; Atom; Cuteness; Truth
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)

WIND-ELEMENT ABILITIES:
Blown Away: This ability can only be used once every ten battles. Unless the battle is a boss fight, it will blow away all enemies and end combat.
Gale Force: The character's Wind-type attacks are boosted in power if the character has 1/3 HP remaining.
Hurricane Force: If the character's MP drops below half, the character's Attack and Defense stats are boosted.
Item Drain: Enemies will drop more items when slain. However, they no longer will drop any money at all.
Oxygen Barrier: Characters with this ability can survive in places without oxygen. Allies can enter the barrier as well.
Serene Grace: Increases the chance to cause status effects.
Super Luck: The character scores Critical Hits more often than normal.
Teleporting Cloud: The character can teleport himself/herself and his/her allies to a friendly town if the character with this ability has 1/4 HP remaining.
« Last Edit: January 18, 2014, 09:30:44 am by KarjamP »
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