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Offline Shane

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Tome of the Elements
« on: August 09, 2013, 06:57:01 pm »
TOME OF THE ELEMENTS
Page 1: Introduction / Table of Contents

This is the Tome of the Elements. Information is gathered in this book as you travel.
None may write in this book, for this book is magic. It shall update itself accordingly.





WARNING!
Everything below is out-of-date.
It will be updated once all Elements have 15 abilities.
The Chess, Money and Mythic elements also have to be added in this Tome.
« Last Edit: November 01, 2013, 01:14:26 pm by The Gloved Murderess of Darkness, Xylorta »
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Offline Shane

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Re: Tome of the Elements
« Reply #1 on: August 10, 2013, 09:49:27 pm »
TOME OF THE ELEMENTS
Page 2: About Abilities

ABILITIES:
Abilities are special powers that can activate at random, on the field, in combat or even be entirely passive.
Every character can have one ability per element, and every element has up to fifteen possible abilities that can be chosen from.
Abilities activate under certain conditions, but some of them can be activated by the character themselves.

... Yes, that's it. The creator of this Tome felt it to be a waste of time to add more information, but then again, he is an idiot.


Pages 3, 4, 5, 6, 7, 8, 9, 10, 11 and 12 will have 5 elements each. It is recommended that you study how the abilities work and what the type advantages are.

Abilities that can be activated by the character who has it will be a deep black color, which most people call "bold". People these days can be weird, can they not?


Regarding the effectiveness charts:
Normally effective: All the other elements not stated below.
Strong against: Elements stated here take more damage from the element it's listed under.
Weak against: Elements stated here deal more damage to the element it's listed under.
No effect on: Elements stated here are unaffected by attacks of the element it's listed under.
Immune to: Elements stated here don't affect the element it's listed under at all.
Powers up: Elements stated here get powered up by attacks of the element it's listed under.

Note:
If an Element is Super Effective against all other elements, but has an ability which changes the Super Effectiveness (like Void has Error), then the ability's Super Effective stuff will be stated instead. An element that is Super Effective against all other elements will always get a penalty of some sort.

Regarding the Element of Hito:
The Element of Hito is unique in that, as a single element, it can be split up into three categories: Hito-Fille, Hito-Garçon and Hito-Mystère. If one of those three is mentioned, then the effectiveness applies only to the mentioned one. However, if Hito is mentioned (without "Fille", "Garçon" or "Mystère"), then it applies to all three.
« Last Edit: September 06, 2013, 12:45:27 pm by Shane »
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Re: Tome of the Elements
« Reply #2 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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Re: Tome of the Elements
« Reply #3 on: August 10, 2013, 10:11:52 pm »
TOME OF THE ELEMENTS
Page 4: Elements and Abilities (Part 2)


LIGHT:
The element of light. Light-element characters cannot be blinded by Light-element attacks.
Strong against: Darkness; Heart; Spirit; Magic; Summoning; Quintessence; Anti-Matter; Solar; Aura; Blah; Chaos; Astral; Chthonic; Plasma; Squirrel; Psychic; Hito-Mystère
Weak against: (to do)
No effect on: Lunar
Immune to: (to do)
Powers up: Truth

LIGHT-ELEMENT ABILITIES:
Faith: The character's Light-type attacks become more powerful when the character is at 1/3rd of his/her HP.
Heaven and Earth: The character can attack twice per turn. The first attack will always deal Light-element damage, while the second attack will always deal Earth-element damage. The second attack is cancelled when the character is inflicted with a status ailment.
Heaven and Nether: The character can attack twice per turn. The first attack will always deal Light-element damage, while the second attack will always deal Chthonic-element damage. The second attack is cancelled when the character is not inflicted with a status ailment. This character is also afflicted with a random status effect at the start of each battle.
Honour: The character only attacks enemies if they have attacked him/her. However, gold drops are doubled.
Illuminate: At night, the character is surrounded with a bright light. It increases the chances of randomly encountering foes who aren't weak to Light, and weakens all characters and opponents who are weak to Light.
Justified: The character takes 0 damage from Darkness-based attacks. Darkness-based attacks powers up the character's offensive stats instead.
Light Wisp: If the character's SMP drops below half, the character's Magical Attack and Magical Defense stats are boosted.
Silver Blood: Werecreatures coming into contact with this character will take damage equal to the damage they deal.
DARKNESS:
The element of darkness. Darkness-element characters are immune to blindness caused by Darkness-element attacks.
Strong against: Light; Heart; Spirit; Summoning; Quintessence; Anti-Matter; Illusion; Blah; Blood; Astral; Fairy; Laser; Hope; Psychic; Cuteness; Crystal; Hito-Fille; Hito-Garçon
Weak against: (to do)
No effect on: (to do)
Immune to: Psychic
Powers up: (to do)

DARKNESS-ELEMENT ABILITIES:
Annoyance: The character's Darkness-type attacks are boosted at 1/3 remaining HP.
Eternal Sight: The character is immune to all forms of blindness.
Immunity: The character is immune to poison.
Pure Evil: The character gains a boost to Attack, Magical Attack and Agility if he/she defeats a foe, but suffers a penalty to Defense, Magical Defense and Stealth.
Shadow Sky: This character can change the time of day to night. It is negated when there's a Light-type character or opponent in the area, however.
Sinister: The character's offensive stats are powered up at night.
Undead Hordes: For every party character that is unconscious or dead, the character will summon a skeleton. If the character with this ability is unconscious or dead, this ability won't activate. The skeletons will all be Undead Fighters with the NONE element. Their abilities are randomly chosen.
Vampirism: The character regains a small amount of HP whenever he or she attacks an enemy.
ICE:
The element of ice. They are immune to Frozen status effects.
Strong against: Water; Earth; Nature; Heart; Spirit; Data; Fabric; Serpentine; Illusion; Sound; Blood; Paper; Pizza; Hope; Squirrel; Atom; Cuteness; Oil; Truth; Hito
Weak against: (to do)
No effect on: Blah
Immune to: (to do)
Powers up: (to do)

ICE-ELEMENT ABILITIES:
Anger Point: If the character takes damage from a Critical Hit, the character's Attack stat is doubled for the rest of the battle.
Chill: A cold aura surrounds this character, boosting all Ice-element attacks. However, this character's other elemental attacks are weakened.
Cold Boost: The character slowly regenerates hitpoints in a hail storm. This only applies in combat.
Frosty Fury: If the character's HP falls to 1/3 or lower, his/her Ice-type attacks are powered up.
Heatproof: This character loses its weaknesses to Fire, Solar and Explosion, taking only normal damage from it. However, it takes even more damage from all its other weaknesses.
Icy Body: Contact with the character may encase the opponent in ice. This only applies in combat. Outside of combat, hatching time for all creatures coming from eggs are doubled.
Mighty Glacier: This character's defense is tripled if he/she has 1/4 HP remaining. However, the character's speed is lowered a lot.
Snow Veil: The character's speed is boosted in a hail storm.
POISON:
The element of poison. Characters with this element are immune to being poisoned.
Strong against: Water; Wind; Nature; Heart; Fabric; Physical; Illusion; Aura; Blood; Astral; Pizza; Fairy; Squirrel; Cuteness; Truth; Hito
Weak against: (to do)
No effect on: Serpentine; Metal
Immune to: (to do)
Powers up: (to do)

POISON-ELEMENT ABILITIES:
Deadly Gas: Everyone in battle has a chance to get poisoned if this character participates. The character is immune to Poison, however. If friends and foes have an oxygen supply, they won't be poisoned.
Gaseous Body: The character is immune to Physical-type attacks.
Miasma: Everyone in battle has a chance to get confused if this character participates. The character is immune to Confusion, however. If friends and foes have an oxygen supply, they won't be confused.
Noxious Gas: Everyone in battle has a chance to fall asleep if this character participates. The character is immune to Sleep, however. If friends and foes have an oxygen supply, they won't fall asleep.
Poison Sky: If this character enters battle, the air becomes toxic.
Poison Touch: The character poisons the opponent on contact.
Stench: The character smells horrible. As a result, friends and foes alike have a 25% chance to flinch unless they have an oxygen supply.
Toxify: Increases the power of Poison-type attacks when the character has 1/3 HP left.
NATURE:
The element of nature. Characters with this element can't be paralyzed by Nature-element attacks, and they can't be rooted either.
Strong against: Water; Earth; Wind; Fabric; Solar; Paper; Astral; Chaos; Chthonic; Squirrel; Psychic; Atom; Cuteness
Weak against: (to do)
No effect on: Metal
Immune to: (to do)
Powers up: (to do)

NATURE-ELEMENT ABILITIES:
Classy: If this character enters battle, allies gain 3 CP per attack instead of 1. In combos, allies gain 5 CP instead.
Flower Field: This character can create flowers that heal allies at the cost of 15 MP. These flowers restore either 15 HP, 15 SMP or 15 MP, or give 15 XP.
Gaia's Revenge: For every party character that is unconscious or dead, the character will summon a Wose. If the character with this ability is unconscious or dead, this ability won't activate. The Woses will all be Wose Fighters with the NATURE element. Their abilities are randomly chosen and cannot be Gaia's Revenge.
Growth: The character's defensive stats are increased in the rain.
Overgrow: The character's Nature-based techniques are boosted in power if he/she has 1/3rd of his/her HP remaining.
Serene Grace: Characters with this ability get an increased chance of inflicting status ailments on foes.
Sunshine: The character can change the time of day to noon. It is negated if there's a Darkness-type character or opponent in the area, however.
Sweet Scent: Everyone in battle has a chance to fall asleep if this character participates. The character is immune to Sleep, however. If friends and foes have an oxygen supply, they won't fall asleep. It also raises the chances of encountering enemies on the field.
« Last Edit: January 18, 2014, 09:32:08 am by KarjamP »
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Re: Tome of the Elements
« Reply #4 on: August 10, 2013, 10:17:02 pm »
TOME OF THE ELEMENTS
Page 5: Elements and Abilities (Part 3)

VOID:
The element of void. Under normal circumstances, Void is effective against all other elements, but characters with this element get a massive penalty to Agility.
Strong against: None; Data; Blah; Chthonic; Gem; Truth; Hito
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)

VOID-ELEMENT ABILITIES:
Alpha: If this character is killed in combat, all other party characters will deal double damage. This only applies in the battle when this character is killed.
Coin Boost: If this character participates in battle, battle-earned Special Coins and Magic Coins are doubled.
Error: The character cannot deal Super Effective damage to anything except Data, None, Blah, Gem, Chthonic, Truth and Hito-element characters and enemies. However, agility is boosted significantly.
Nullify: The character suffers a penalty to defense and magical defense in exchange for immunity to all negative status effects. All damage dealt to them is Super Effective, however.
Void Zone: No character can be afflicted with a status effect during battle if a character has this ability. However, this character will skip every second turn in combat.
Weatherproof: This character is immune to weather effects.
Wheel of Fate: At the end of battle, there's a 25% chance of gaining double money, double Magic Coins, double Special Coins, or gaining double items. Key Items won't be doubled.
Zero Barrier: Any characters with a lower Level than this character will receive more XP than usual, depending on the difference between the two characters' levels.
HEART:
The element of heart.
Strong against: None; Fire; Water; Earth; Wind; Nature; Magic; Spacetime; Physical; Serpentine; Anti-matter; Illusion; Aura; Chaos; Paper; Fairy; Hope; Psychic
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: Truth; Crystal

HEART-ELEMENT ABILITIES:
Honour: The character only attacks enemies if they have attacked him/her. However, gold drops are doubled.
Impure Heart: The character takes zero damage from Darkness-type attacks, instead being healed by it.
Incorruptible: Darkness-type techniques do no damage to characters with this ability. They are also immune to hypnotism.
Loving Life: The character regenerates 20HP per turn multiplied by their level, in combat only. This ability is negated when the character has more than 25% HP remaining, and if there are only two or less enemies in combat.
Pure Heart: The character takes zero damage from Light-type attacks. Instead, it heals them.
Taunt: The character, when activating this ability, forces enemies to attack this character.
Sacrifice: The character can step in to take a fatal blow meant for an ally.
Worried: The character's Heart-type and Spirit-type techniques are boosted in power at 1/3 remaining HP.
SPIRIT:
The element of spirit.
Strong against: None; Fire; Water; Earth; Ice; Poison; Nature; Magic; Quintessence; Anti-matter; Sound; Blood; Chaos; Fairy; Hope; Psychic; Cuteness; Hito
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: Crystal

SPIRIT-ELEMENT ABILITIES:
Gaseous Body: The character is immune to Physical-type attacks.
Incorruptible: Darkness-type techniques do no damage to characters with this ability. They are also immune to hypnotism.
Noble: If this character enters battle, allies gain 2 CP per attack instead of 1. This ability stacks with one other ability that increases CP gain.
Possession: This ability can be used once every ten battles. This character can take control of one enemy. Boss enemies are unaffected by this ability. The possession lasts for the remainder of the battle.
Pure Heart: The character takes zero damage from Light-type attacks. Instead, it heals them.
Taunt: The character, when activating this ability, forces enemies to attack this character.
Tribute: The character loses 50 HP and gives it to an ally.
Worried: The character's Heart-type and Spirit-type techniques are boosted in power at 1/3 remaining HP.
DATA:
The element of data.
Strong against: Light; Darkness; Poison; Heart; Spirit; Fabric; Physical; Serpentine; Illusion; Blood; Pizza; Laser; Chthonic; Hope; Squirrel; Gem; Truth
Weak against: (to do)
No effect on: (to do)
Immune to: Sound; Blah; Paper; Chthonic; Truth; Lunar
Powers up: Hito

DATA-ELEMENT ABILITIES:
Analytic: The character instantly identifies one unidentified foe in combat, recording its full stats in the Bestiary. This ability can only be used once per battle and if the party has a Bestiary.
Binary: Data-based Attacks are powered up if the character has 1/3 HP left.
Delete: Characters with this ability become faster if they have 1/3 HP left. They are also unable to use Moves and Magic if they have 1/3 HP left, however.
Download: If an opponent has a higher Defense than Magical Defense, the character's Magical Attack stat is doubled. If an opponent has a higher Magical Defense than Defense, the character's Attack stat is doubled. If the opponent's Defense and Magical Defense is equal, the character's Speed stat is doubled.
Fatal Error: The character cannot deal Super Effective damage to anything except Data, None and Blah-type characters and enemies. However, the character's agility skyrockets significantly.
Glitch: The character's attacks will inflict random status effects. This ability only works if there are at least five known status effects recorded.
Rousing Speech: The character can double all stats for five turns. This ability only works in battle if there is a boss enemy.
Virtualize: If the opponent is of the Data-element, this character can kill it instantly. This only works on foes who are recorded in the Bestiary.
THUNDER:
The element of thunder.
Strong against: Water; Wind; Nature; Heart; Data; Physical; Serpentine; Solar; Illusion; Sound; Explosion; Blood; Chaos; Astral; Fairy; Hope; Cuteness; Hito
Weak against: (to do)
No effect on: (to do)
Immune to: Hito
Powers up: (to do)

THUNDER-ELEMENT ABILITIES:
Awe: The character's defense is boosted at 1/4 HP. Thunder-based attacks heal instead.
Chain Lightning: Every attack this character does will deal damage to all other enemies. The damage inflicted on other enemies are lessened, however.
Electrified Skin: Contact with the character causes damage and has a slight chance of inflicting paralysis. This only applies in combat.
Insulation Barrier: Allies are immune to Thunder-based attacks. This character is also unable to use Thunder-based attacks, however.
Shock: If the character has one third of his/her HP remaining, his/her Thunder-type attacks are boosted in power.
Static: Contact with the character may cause paralysis. This only applies in combat.
Storm: If a character with this ability enters battle, a thunderstorm will begin.
Volt Absorb: Getting hit by a Thunder-based attack will do no damage. Instead, the character's offensive stats will be boosted.
« Last Edit: January 18, 2014, 09:32:32 am by KarjamP »
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Re: Tome of the Elements
« Reply #5 on: August 10, 2013, 10:21:20 pm »
TOME OF THE ELEMENTS
Page 6: Elements and Abilities (Part 4)

MAGIC:
The element of magic.
Strong against: Fire; Water; Earth; Wind; Light; Darkness; Heart; Spirit; Fabric; Physical; Anti-matter; Solar; Aura; Explosion; Paper; Astral; Pizza; Hope; Squirrel; Psychic; Lunar; Truth; Hito-Garçon
Weak against: (to do)
No effect on: Hito-Fille
Immune to: (to do)
Powers up: Hito-Mystère

MAGIC-ELEMENT ABILITIES:
Cute Charm: Contact with the character may cause infatuation.
Immunity: The character is immune to poison.
Magic Guard: Prevents indirect damage - only attacks and moves will harm this character. The character is entirely unaffected by magic cast by friend or foe.
Magical Box: Enemies have a 25% chance of attacking themselves if a character with this ability is in battle.
Magical Roulette: Magic-based attacks change to a random element if a character with this ability has at least 75% of his/her HP remaining. Otherwise, they are Magic-based.
Magical Shield: Magic-based attacks do not deal damage to characters with this ability. However, Physical-based attacks deal double damage.
Magical Soul: Magic-based attacks deal no damage to characters with this ability. In addition, if their HP is lowered to 1/3, Magic-type attacks are boosted in power.
Mana Bomb: The character can choose to use up his/her MP up in order to deal damage to enemies. Spending less than 25 MP will do damage to one enemy. Spending 25 or more MP will deal damage to two enemies. Spending 75 or more MP will deal damage to three enemies. Spending 150 or more MP will deal damage to all enemies.
SUMMON:
The element of summon.
Strong against: Nature; Heart; Spirit; Summoning; Serpentine; Solar; Pizza; Chaos; Chthonic; Gem; Squirrel; Cuteness; Atom; Crystal; Hito
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)

SUMMON-ELEMENT ABILITIES:
Art of Summoning: The character summons twice as much creatures as normal. However, the character's Defense and Magical Defense stats are lowered.
Calamity Drive: If the character is equipped with an axe, he/she deals double damage. In addition, this character's melee attacks will always be Thunder-based.
Calm: Characters with this ability always move last, but are immune to Flinching.
Free Will: The character's Summoning-based techniques are free to use and powered up if the character has 1/3 HP left.
Mass Summoning: The character can summon three monsters per battle at the cost of one summoning. The summons will disappear at the end of combat.
Quad-Wield: This character can wield two additional weapons, for a total of four. These take up Accessory slots, however.
Spirit Bind: If a summoned creature on the character's side takes damage, the character's MP is decreased instead. Summoned creatures can only take damage if the character has 0 MP left.
Tame: This ability can be used once every ten battles. This character can take control of one enemy. Boss enemies are unaffected by this ability. The enemy will remain on the party's side until this character dies or is knocked unconscious. The controlled enemy will remain in standby if there are 7 or more party members, and will take the place of an unconscious or dead ally.
FABRIC:
The element of fabric.
Strong against: Wind; Ice; Magic; Illusion; Blood; Paper; Pizza; Psychic; Oil
Weak against: (to do)
No effect on: Hito
Immune to: (to do)
Powers up: (to do)

FABRIC-ELEMENT ABILITIES:
Absorption: The character absorbs Water and Blood-element attacks, regaining HP from those.
Analytic: The character instantly identifies one unidentified foe in combat, recording its full stats in the Bestiary. This ability can only be used once per battle and if the party has a Bestiary.
Calamity Drive: If the character is equipped with an axe, he/she deals double damage. In addition, this character's melee attacks will always be Thunder-based.
Living Fabric: All Fabric-type attacks that this character has, is boosted if the character is at 1/3 HP or less.
Obsessive: If this character misses, he/she gets another turn. This ability only works if a combo attack is initiated.
Own Tempo: The character is immune to confusion.
Serene: Characters with this ability always move last, but are immune to Confusion.
Silken Touch: Contact with this character may put the opponent to sleep. This applies in combat only.
SPACETIME:
The element of space and time.
Strong against: Void; Physical; Anti-matter; Sound; Metal; Blood; Astral; Chaos; Chthonic; Laser; Plasma; Gem; Psychic; Atom; Lunar; Crystal; Hito
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)

SPACETIME-ELEMENT ABILITIES:
Anti-Rewind: The character is immune to being drained of Experience.
Brain Clock: The character always knows the exact time of day, thus being able to use it to his/her advantage. The character's Magical Attack and Magical Defense stats are also boosted at 2/3 HP.
Compulsive: This character may attack three times. This ability only works if the character joins in a combination attack.
Dimensional Edge: If the character is equipped with an sword, he/she deals double damage. In addition, this character's melee attacks will always be Spacetime-based.
Oblivion Wing: In combat, the character is immune to Darkness and Wind-element attacks. In addition, he/she can attack twice. Outside of combat, it increases the range at which this character can see.
Oxygen Barrier: Characters with this ability can survive in places without oxygen. Allies can enter the barrier as well.
Time Bomb: The character deals damage equal to his/her age multiplied by three. This ability will deal Spacetime damage, but won't be super effective. This ability can be activated in battle at the cost of MP equal to the character's age doubled.
Transcend: Characters with this ability will have their Spacetime-type and Anti-Matter-type attacks boosted in power if they have 1/3 HP left.
PHYSICAL:
The element of physics, or "body".
Strong against: None; Earth; Wind; Ice; Heart; Spirit; Data; Fabric; Physical; Quintessence; Serpentine; Metal; Paper; Fairy; Hope; Squirrel; Cutenes; Crystal
Weak against: (to do)
No effect on: (to do)
Immune to: Paper
Powers up: (to do)

PHYSICAL-ELEMENT ABILITIES:
Anger Point: If the character takes damage from a Critical Hit, the character's Attack stat is doubled for the rest of the battle.
Compulsive: This character may attack three times. This ability only works if the character joins in a combination attack.
Guts: Increases all offensive stats when the character is afflicted with a status ailment.
Inner Focus: Increases the speed of the character when the character flinches.
Obsessive: If this character misses, he/she gets another turn. This ability only works if a combo attack is initiated.
Punching Bag: This character deals more damage to enemies if he/she is not equipped with a weapon. In addition, all of his/her attacks cause stunning.
Rage: Increases all offensive stats of the character if an allied character is killed.
Steadfast: The character is immune to Flinching. The character's Physical-based attacks are also boosted in power if the character has 1/3 HP remaining. This character also deals more damage with weapons in the Unarmed category.
« Last Edit: January 18, 2014, 09:33:11 am by KarjamP »
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Re: Tome of the Elements
« Reply #6 on: August 10, 2013, 10:25:22 pm »
TOME OF THE ELEMENTS
Page 7: Elements and Abilities (Part 5)

QUINTESSENCE:
The element of quintessence.
Strong against: Fire; Water; Earth; Wind; Nature; Serpentine; Anti-matter; Chaos; Pizza; Chthonic; Gem; Psychic; Atom; Crystal
Weak against: (to do)
No effect on: (to do)
Immune to: Aura
Powers up: Quintessence

QUINTESSENCE-ELEMENT ABILITIES:
Aether Status: The character is immune to all negative and positive status effects.
Elemental Chaos: The character's attacks will either be Fire, Water, Earth or Wind-element. Each has a 20% chance of occuring.
Elemental Fury: The character's attacks may set foes on fire, paralyze foes, freeze foes, or air-toss them at random. Each has a 20% chance of occurring.
Elemental Hope: The character has a chance to resist the On Fire, Paralysis, Frozen and Air-Toss status effects at random. Each has a 20% chance of being completely nullified, and a 60% chance of having a halved effect.
Elemental Star: The party's attacks may set foes on fire, paralyze foes, freeze foes, or air-toss them at random. Each has a 20% chance of occurring. However, this applies to enemies as well.
Fifth Defense: The character is immune to Fire, Water, Earth, Wind and Quintessence. However, the character loses his/her immunity to Aura and all other resistances.
Five Chances: At full HP, characters deal triple damage with this ability. At 4/5 HP, the character deals double damage. At 3/5 HP, the character deals 1.5x damage extra. At 2/5 HP, characters deal normal damage. At 1/5 HP, the characters deal half their normal damage. This only applies to moves, however.
Quintessence Sky: The character's Quintessence-type attacks are boosted in power at 1/3 HP.
Quintessential Storm: If this character enters battle, a random weather effect will start.
SERPENTINE:
The element of serpents.
Strong against: Light; Nature; Heart; Fabric; Physical; Blood; Chaos; Fairy; Hope; Psychic; Cuteness; Truth; Hito
Weak against: (to do)
No effect on: (to do)
Immune to: Poison
Powers up: (to do)

SERPENTINE-ELEMENT ABILITIES:
Fang Summoning: This character can summon a snake. The snake will share his/her summoner's stats. The summoned snake disappears at the end of combat.
Guts: Increases all offensive stats when the character is afflicted with a status ailment.
Moxie: The character gains a boost to Magical Attack if he/she defeats a foe.
Shed Skin: The character has a 30% chance of curing itself of a status ailment.
Slippery: The character has gains a 30% chance of evading an attack. Attacks that hold the character are negated.
Super Luck: The character scores Critical Hits more often than normal.
Swarm Scale: The character's Serpentine-based attacks are powered up if the character has 1/3 HP left.
Venomous Counter: This ability allows the character to immediately counterattack with a normal attack. This ability has a 30% chance of triggering and may inflict the Poison status effect.
ANTI-MATTER:
The element of anti-matter. Under normal circumstances, Anti-matter is effective against all other elements, but characters with this element get a massive penalty to Agility, Strength and Attack.
Strong against: (to do)
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)

ANTI-MATTER-ELEMENT ABILITIES:
Anti-Rewind: The character is immune to being drained of Experience.
Inner Focus: Increases the speed of the character when the character flinches.
Oxygen Barrier: Characters with this ability can survive in places without oxygen. Allies can enter the barrier as well.
Oxygen Drain: Characters with this ability can survive in places without oxygen. However, areas with oxygen will lose oxygen as well. Characters with Oxygen Barrier as an ability will be immune.
Super Luck: The character scores Critical Hits more often than normal.
Transcend: Characters with this ability will have their Spacetime-type and Anti-Matter-type attacks boosted in power if they have 1/3 HP left.
Void Zone: No character can be afflicted with a status effect during battle if a character has this ability. However, this character will skip every second turn in combat.
Weatherproof: This character is immune to weather effects.
SOLAR:
The element of solar.
Strong against: Water; Darkness; Ice; Poison; Nature; Void; Heart; Data; Fabric; Physical; Serpentine; Anti-matter; Metal; Blood; Astral; Paper; Pizza; Fairy; Hope; Squirrel; Chthonic; Psychic; Gem; Atom; Cuteness; Oil; Hito
Weak against: (to do)
No effect on: Fire
Immune to: Ice
Powers up: (to do)

SOLAR-ELEMENT ABILITIES:
Annihilation Burst: If the character is equipped with a gun, he/she deals double damage. In addition, this character's ranged attacks will always be Explosion-based.
Flare Absorb: Any Fire-element attacks will do no damage, instead healing the character's HP and curing him/her of status ailments.
Meltdown: The character can use this ability outside of combat to melt metal items. This will turn such an item into coins.
Shining Skin: The character's Solar-type techniques are boosted in power at 1/3 HP.
Solar Skin: The character blinds foes on contact. This applies in battle only.
Sunburst: This character can hide once per turn at the cost of 50 MP. When he/she comes out of hiding, he/she can't use this ability, instead blinding all enemies.
Sunlight: At day, if the character has this ability, the sun will shine harshly, increasing the offensive stats of Fire, Solar, Light, Explosion, Nature and Serpentine-type attacks. It weakens Darkness, Ice, Water, Metal, Paper, Blood, Lunar and Oil-type attacks, however.
Telepathy: The character cannot be harmed by his/her allies.
ILLUSION:
The element of illusions.
Strong against: Light; Darkness; Nature; Void; Heart; Spirit; Magic; Summoning; Physical; Quintessence; Serpentine; Aura; Blah; Paper; Astral; Fairy; Squirrel; Hope; Psychic; Cuteness; Truth; Hito-Fille, Hito-Garçon
Weak against: (to do)
No effect on: (to do)
Immune to: Blood
Powers up: (to do)

ILLUSION-ELEMENT ABILITIES:
Analytic: The character instantly identifies one unidentified foe in combat, recording its full stats in the Bestiary. This ability can only be used once per battle and if the party has a Bestiary.
Big Mistake: The character can create a clone at will. If the clone takes damage, it will explode, dealing Explosion-based damage to the enemy that caused the damage before dealing Illusion-based damage. This will always deal two hits and cannot be dodged.
False Copy: Contact with the character may cause confusion.
Moxie: The character gains a boost to Magical Attack if he/she defeats a foe.
Secrecy: The character gains a boost in power to his/her Illusion-type techniques if he/she has 1/3 HP left.
Wheel of Destiny: At the end of battle, there's a 25% chance of gaining double XP, and a 50% chance of gaining doubled rewards in combat. Key Items won't be doubled.
Wheel of Fate: At the end of battle, there's a 25% chance of gaining double money, double Magic Coins, double Special Coins, or gaining double items. Key Items won't be doubled.
Wheel of Justice: At the start of battle, there's a 10% chance of causing Sudden Death to an enemy, and a 30% chance of inflicting a random status effect.
« Last Edit: January 18, 2014, 09:34:00 am by KarjamP »
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Re: Tome of the Elements
« Reply #7 on: August 10, 2013, 10:28:03 pm »
TOME OF THE ELEMENTS
Page 8: Elements and Abilities (Part 6)

AURA:
The element of aura, or "force". People with this element always has the Sense Aura move.
Strong against: None; Earth; Light; Darkness; Ice; Void; Heart; Spirit; Data; Physical; Aura; Sound; Metal; Blah; Astral; Pizza; Paper; Chaos; Chthonic; Hope; Squirrel; Gem; Psychic; Atom; Crystal; Hito
Weak against: (to do)
No effect on: Fairy; Cuteness; Truth
Immune to: Atom
Powers up: Physical; Laser; Plasma

AURA-ELEMENT ABILITIES:
Analytic: The character instantly identifies one unidentified foe in combat, recording its full stats in the Bestiary. This ability can only be used once per battle and if the party has a Bestiary.
Aura Boost: The character's Aura-type moves are powered up at 1/3 remaining HP.
Close Combat: If this character participates in a combo, his/her attacks will be extended in length, dealing even more damage.
Eye of Truth: If an enemy clones itself, this ability will activate and such enemies will be marked as "Clones" in battle, instead of being exactly the same. This ability, when active, deals 15 damage per turn to the character, however.
Force Hurricane: A hurricane of aura surrounds the character, protecting him/her from status effects. Positive and negative status effects are both negated for this character.
Inner Focus: Increases the speed of the character when the character flinches.
Nice Try: This ability allows the character to immediately counterattack with a normal attack. This ability has a 30% chance of triggering.
Telepathy: The character cannot be harmed by his/her allies.
SOUND:
The element of sound.
Strong against: Water; Wind; Ice; Nature; Heart; Data; Thunder; Magic; Summon; Serpentine; Metal; Blah; Chaos; Paper; Astral; Fairy; Psychic; Atom; Crystal; Hito
Weak against: (to do)
No effect on: Truth
Immune to: Truth
Powers up: (to do)

SOUND-ELEMENT ABILITIES:
Amplify: The character's Sound-type moves are boosted in power at 1/3 HP.
Bat Summon: The character summons a bat. In combat, the bat counts as an equipped Accessory that increases all stats of this character by 5. Out of combat, there's a 10% chance of obtaining a random item. The summoned bat remains for two battles before disappearing.
Echo Location: The character doesn't suffer a penalty to accuracy when blinded. It is also useful in dark locations where the character can use sound to "see" his/her surroundings without light.
Fanfare: The character gains a boost to Attack if he/she defeats a foe, and all allies gain HP equal to half the amount of damage dealt to the enemy before it died. This ability will fail if it is the last enemy remaining.
Loud: Increases the chances of running into a monster. However, contact with this character may cause bleeding. In addition, all allies gain a +5 stat boost for five turns.
Soundproof: The character is immune to Sound-type moves.
Super Luck: The character scores Critical Hits more often than normal.
Supersonic: The character's agility increases by 1 point for every 5 points of HP lost. The character's agility resets at the end of battle, however.
METAL:
The element of metal.
Strong against: Wind; Light; Darkness; Ice; Nature; Heart; Spirit; Data; Magic; Fabric; Serpentine; Illusion; Blah; Blood; Astral; Poison; Fairy; Hope; Squirrel; Cuteness; Truth; Crystal; Hito
Weak against: (to do)
No effect on: Laser
Immune to: Poison; Nature
Powers up: (to do)

METAL-ELEMENT ABILITIES:
Dazzle: If there is a Solar-element character in the party, this character will blind all enemies in combat automatically. This also works if the sun is shining brightly.
Fireproof: The character is immune to Fire.
Heavy Metal: The character's weight is doubled.
Light Metal: The character's weight is halved.
Nice Try: This ability allows the character to immediately counterattack with a normal attack. This ability has a 30% chance of triggering.
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.
Shiny: The character has a 25% chance to blind an opponent on contact.
Tough: All attacks that would be Super Effective instead deal normal damage to the character.
EXPLOSION:
The element of explosions, or gunpowder.
Strong against: Earth; Light; Darkness; Ice; Nature; Heart; Spirit; Data; Summoning; Fabric; Physical; Serpentine; Solar; Illusion; Aura; Sound; Metal; Blah; Blood; Paper; Pizza; Fairy; Chthonic; Hope; Squirrel; Gem; Psychic; Cuteness; Lunar; Oil; Truth; Crystal; Hito
Weak against: (to do)
No effect on: Atom
Immune to: (to do)
Powers up: (to do)

EXPLOSION-ELEMENT ABILITIES:
Anger Point: If the character takes damage from a Critical Hit, the character's Attack stat is doubled for the rest of the battle.
Annihilation Burst: If the character is equipped with a gun, he/she deals double damage. In addition, this character's ranged attacks will always be Explosion-based.
Calamity Drive: If the character is equipped with an axe, he/she deals double damage. In addition, this character's melee attacks will always be Thunder-based.
Detonate: The character can pay 10% of his/her HP to deal twice as much damage to an opponent.
Explosive Counter: This ability allows the character to immediately counterattack with a normal attack. This ability has a 30% chance of triggering and may inflict the Stunned status effect.
No Boom: The character is immune to Explosion. However, the character can't use Explosion-type attacks if he/she falls under 50% of his/her HP.
Raw Power: At 1/3 HP, the character's Explosion-type moves are boosted.
Vengeance: If this character dies, all opponents die as well. This can only be used during battle, and if there is at least one or more ally who is still alive.
BLAH:
The element of randomness, or "Blah". All techniques used by Blah-element characters will instead be of a random element under normal circumstances. All Blah-elemental attacks have a chance to cause confusion.
Strong against: None; Heart; Spirit; Data; Magic; Illusion; Aura; Astral; Fairy; Psychic; Cuteness; Truth; Hito-Fille, Hito-Garçon
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)

BLAH-ELEMENT ABILITIES:
Anger Point: If the character takes damage from a Critical Hit, the character's Attack stat is doubled for the rest of the battle.
Close Combat: If this character participates in a combo, his/her attacks will be extended in length, dealing even more damage.
Literal Minded: The character loses their ability to have their techniques change element randomly, and powers up all Blah-based attacks at 1/3 HP. Time to get serious now.
Moody: Every turn, one stat is lowered and another stat is raised.
Randomize: The character's ability changes randomly every turn. It resets to "Randomize" at the end of every battle.
Supersonic: The character's agility increases by 1 point for every 5 points of HP lost. The character's agility resets at the end of battle, however.
Weird: The character has a 25% chance to confuse an opponent on contact.
Wheel of Destiny: At the end of battle, there's a 25% chance of gaining double XP, and a 50% chance of gaining doubled rewards in combat. Key Items won't be doubled.
« Last Edit: January 18, 2014, 09:34:58 am by KarjamP »
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Re: Tome of the Elements
« Reply #8 on: August 10, 2013, 10:30:39 pm »
TOME OF THE ELEMENTS
Page 9: Elements and Abilities (Part 7)

BLOOD:
The element of blood.
Strong against: Water; Light; Nature; Heart; Spirit; Magic; Summon; Fabric; Physical; Aura; Blah; Paper; Pizza; Hope; Psychic; Cuteness
Weak against: (to do)
No effect on: Crystal
Immune to: (to do)
Powers up: (to do)

BLOOD-ELEMENT ABILITIES:
Annihilation Burst: If the character is equipped with a gun, he/she deals double damage. In addition, this character's ranged attacks will always be Explosion-based.
Bloody Rage: The character's Blood-type techniques are boosted in power if the character has 1/3 HP left.
Doomed Blade: If the character is equipped with a dagger, he/she deals double damage. In addition, this character's melee attacks will always be Blood-based.
Edgy: Contact with the character may cause severe bleeding.
Immunity: The character is immune to poison.
Moxie: The character gains a boost to Magical Attack if he/she defeats a foe.
Nerve Edge: If the character is equipped with two daggers, he/she deals double damage. In addition, this character's melee attacks will always be Poison-based and has a 5% chance of inflicting sudden death.
Silver Blood: Werecreatures coming into contact with this character will take damage equal to the damage they deal.
CHAOS:
The element of chaos. Under normal circumstances, it is effective to all other elements, however, Chaos-element characters are prone to wild status effects. They will get random status effects, even Sudden Death. In addition to this, they have a penalty to their Agility and Magical Attack.
Strong against: Light; Darkness; Spacetime; Void; Illusion; Data; Summon; Fairy; Hope; Psychic; Truth; Hito
Weak against: (to do)
No effect on: (to do)
Immune to: Chthonic
Powers up: (to do)

CHAOS-ELEMENT ABILITIES:
Chaotic Fury: At 1/3 HP, the character's Chaos-type moves are boosted in power.
Doomed Blade: If the character is equipped with a dagger, he/she deals double damage. In addition, this character's melee attacks will always be Blood-based.
Moody: Every turn, one stat is lowered and another stat is raised.
Nerve Edge: If the character is equipped with two daggers, he/she deals double damage. In addition, this character's melee attacks will always be Poison-based and has a 5% chance of inflicting sudden death.
Nerve Gas: This character may inflict Sudden Death with every attack. In addition, allies and enemies have a 5% chance of being inflicted with Sudden Death every turn unless they have an air supply. If there's no party member with Oxygen Barrier as an ability, this ability is negated.
Shadow Sky: This character can change the time of day to night. It is negated when there's a Light-type character or opponent in the area, however.
Super Luck: The character scores Critical Hits more often than normal.
Unchanging: The character's wild status effect changes are negated. However, the character's Chaos-element attack will only be super effective against Light, Darkness, Spacetime, Void, Illusion, Data, Summon, Fairy, Hope, Psychic, Truth and Hito. The penalty to Magical Attack and Agility is also removed.
PAPER:
The element of paper.
Strong against: Earth; Poison; Void; Heart; Spirit; Summon; Fabric; Illusion; Blah; Blood; Paper; Cuteness; Squirrel
Weak against: (to do)
No effect on: Lunar; Crystal
Immune to: (to do)
Powers up: (to do)

PAPER-ELEMENT ABILITIES:
Anger Point: If the character takes damage from a Critical Hit, the character's Attack stat is doubled for the rest of the battle.
Immunity: The character is immune to poison.
Origami: Increased the power of Paper-type moves if the character reaches 1/3 HP.
Paper Cut: Contact with the character may cause bleeding.
Paper of Variety: One of the character's stats are randomly exchanged with other stats in every battle.
Sphere of Distrust: A character with this ability gains a boost in stats if his/her Trust is under 100.
Sphere of Trust: A character with this ability gains a boost in stats if his/her Trust is above 100.
Super Luck: The character scores Critical Hits more often than normal.
ASTRAL:
The element of the stars.
Strong against: Fire; Water; Earth; Wind; Poison; Ice; Nature; Void; Spacetime; Illusion; Blood; Paper; Pizza; Sound; Physical; Data; Serpentine; Laser; Plasma; Chthonic; Atom; Crystal
Weak against: (to do)
No effect on: (to do)
Immune to: Solar; Light; Darkness; Lunar
Powers up: (to do)

ASTRAL-ELEMENT ABILITIES:
Dark Skies: The character's Astral-type moves are boosted in power at night. However, their defense is lowered and they lose their immunity to Darkness and Light.
Illuminate: At night, the character is surrounded with a bright light. It increases the chances of randomly encountering foes who aren't weak to Light, and weakens all characters and opponents who are weak to Light.
Love Charm: This character's attacks may cause infatuation. In addition, this character is immune to infatuation.
Shadow of the Stars: The character is invisible at the start of combat for five turns or until the character uses a move, casts a spell, or attacks. This only applies in battles against foes that can't see or otherwise sense invisible beings.
Shadow Sky: This character can change the time of day to night. It is negated when there's a Light-type character or opponent in the area, however.
Star Counter: This ability allows the character to immediately counterattack with a normal attack. This ability has a 30% chance of triggering and may raise the character's Magical Attack and Magical Defense stats.
Starlight: The character's Astral-type moves are boosted in power, but only when the character reaches 1/3 HP.
Synchronize: If this character gets afflicted with a status effect, the one who caused it will also get afflicted by it.
PIZZA:
The element of pizza. However, characters under level 25 with this element will always suffer from the Confusion status effect, even if they have immunity to confusion.
Strong against: Fire; Water; Earth; Wind; Paper; Pizza; Nature; Void; Blah; Metal; Laser; Plasma; Hope; Psychic; Cuteness
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: Hito

PIZZA-ELEMENT ABILITIES:
Crunchy: Eating any food outside of combat will fully heal this character.
Horrible Luck: The character scores Critical Hits less often than normal. However, he/she has a 75% chance of always inflicting heavy damage.
Nigh-Invulnerable: Any attack that is not Super Effective will only deal 1 point of damage. However, the character's max HP and stats are halved.
Own Tempo: The character is immune to confusion.
Poison Skin: Contact with this character may inflict poison. In addition, this character is immune to poison, and can safely eat rotten food and such.
Taste Sensation: Pizza-type moves are boosted in power at 1/3 HP.
Tasty Counter: This ability allows the character to immediately counterattack with a normal attack. This ability has a 30% chance of triggering and may inflict the Air-Toss status effect.
Tough: All attacks that would be Super Effective instead deal normal damage to the character.
« Last Edit: January 18, 2014, 09:36:08 am by KarjamP »
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Re: Tome of the Elements
« Reply #9 on: August 10, 2013, 10:34:57 pm »
TOME OF THE ELEMENTS
Page 10: Elements and Abilities (Part 8)


FAIRY:
The element of the fair folk.
Strong against: Fairy; Ice; Heart; Spirit; Data; Magic; Summon; Physical; Blood; Paper; Astral; Pizza; Chthonic; Psychic; Gem; Squirrel; Cuteness; Truth; Hito
Weak against: (to do)
No effect on: Hope
Immune to: (to do)
Powers up: (to do)

FAIRY-ELEMENT ABILITIES:
Cute Charm: Contact with the character may cause infatuation.
Fairy Power: Raises the power of all Fairy-type moves at 1/3 HP.
Impure Heart: The character takes zero damage from Darkness-type attacks, instead being healed by it.
Iron Gem: Metal-type moves deal normal damage to this character. The character also gains a boost to max HP.
Party Animal: All allies, including this character, gets the Energetic status effect at the start of combat. This status effect lasts for five turns.
Pure Heart: The character takes zero damage from Light-type attacks. Instead, it heals them.
Synchronize: If this character gets afflicted with a status effect, the one who caused it will also get afflicted by it.
Tiny: Has a high probability to dodge attacks, but deals less damage.
LASER:
The element of lasers.
Strong against: Light; Darkness; Ice; Poison; Nature; Void; Heart; Spirit; Data; Magic; Summon; Fabric; Physical; Serpentine; Illusion; Metal; Paper; Fairy; Chthonic; Hope; Squirrel; Gem; Atom; Cuteness; Truth; Crystal; Hito
Weak against: (to do)
No effect on: Plasma
Immune to: Plasma
Powers up: (to do)

LASER-ELEMENT ABILITIES:
Laser Charge: At 1/3 HP, all Laser-type moves are boosted in power.
Laser Sight: All attacks have a higher accuracy than usual.
Laser Spin: Every attack has a chance to cause confusion to the target or the character.
Laser Storm: When using a normal attack, all enemies will be hit. However, the character takes Super Effective damage from all other elements except Plasma.
Pure Heart: The character takes zero damage from Light-type attacks. Instead, it heals them.
Shadow Laser: A large laser that hits all enemies dealing Darkness damage. This can be used in combat at the cost of 50 MP, SMP and HP. It also temporarily doubles the party's defense stats.
Sky Laser: The character can attack twice per turn. The first attack will always deal Laser-element damage, while the second attack will always deal Wind-element damage. The second attack is cancelled when the character is inflicted with a status ailment, or has less than 50% HP left.
Synchronize: If this character gets afflicted with a status effect, the one who caused it will also get afflicted by it.
CHTHONIC:
The element of nether, which is also known as the chthonic element. Under normal circumstances, it is effective against everything, but Chthonic-element character have a massive penalty to all their stats except Intelligence, Stealth and Magical Defense.
Strong against: Light; Ice; Magic; Heart; Spirit; Hope; Fairy; Squirrel; Cuteness; Illusion; Truth; Hito
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)

CHTHONIC-ELEMENT ABILITIES:
Deadly Gas: Everyone in battle has a chance to get poisoned if this character participates. The character is immune to Poison, however. If friends and foes have an oxygen supply, they won't be poisoned.
Miasma: Everyone in battle has a chance to get confused if this character participates. The character is immune to Confusion, however. If friends and foes have an oxygen supply, they won't be confused.
Nether Drain: All Chthonic-type moves are boosted in power at 1/3 HP.
Netherworld Minions: For every party character that is unconscious or dead, the character will summon a random monster on the character's side. If the character with this ability is unconscious or dead, this ability won't activate. The monsters will retain their element(s) and abilities and will have the same stats as the character with this ability, if the character is stronger than the monster. In addition, the monster will be immune to Chthonic-element attacks.
Nerve Gas: This character may inflict Sudden Death with every attack. In addition, allies and enemies have a 5% chance of being inflicted with Sudden Death every turn unless they have an air supply. If there's no party member with Oxygen Barrier as an ability, this ability is negated.
Noxious Gas: Everyone in battle has a chance to fall asleep if this character participates. The character is immune to Sleep, however. If friends and foes have an oxygen supply, they won't fall asleep.
Regret: This character is no longer Super Effective against all types, instead dealing Super Effective damage to Light, Ice, Magic, Heart, Spirit, Hope, Fairy, Squirrel, Cuteness, Illusion, Truth and Hito. However, the penalty to their stats is removed.
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.
PLASMA:
The element of plasma.
Strong against: Light; Darkness; Ice; Nature; Void; Heart; Spirit; Data; Magic; Summon; Fabric; Physical; Serpentine; Anti-matter; Illusion; Metal; Paper; Fairy; Chthonic; Hope; Squirrel; Gem; Atom; Cuteness; Truth; Crystal; Hito
Weak against: (to do)
No effect on: Laser
Immune to: Laser
Powers up: (to do)

PLASMA-ELEMENT ABILITIES:
Bright: Anything targeting this character has a chance of being blinded, if it has eyes.
Dark Plasma: A large plasma blast that hits all enemies dealing Darkness damage. This can be used in combat at the cost of 25 MP, SMP and HP. It also temporarily halves the party's defense stats.
Impure Heart: The character takes zero damage from Darkness-type attacks, instead being healed by it.
Lock-On: After activating this ability, the next attack will not miss. This ability requires a cost of 25 HP to activate.
Plasma Power-Up: All Plasma-type moves are powered up if the character reaches 1/3 HP.
Plasma Shadow: If there are less than 6 characters in the party, this ability will automatically create Plasma-element clones of other characters in the party, which disappear at the end of battle. During the battle the ability is activated, the character's agility stat decreases by 5 points.
Plasma Storm: When using a normal attack, all enemies will be hit. However, the character takes Super Effective damage from all other elements except Laser.
Plasma Strike: The character can attack twice per turn. The first attack will always deal Plasma-element damage, while the second attack will always deal Thunder-element damage. The second attack is cancelled when the character is inflicted with a status ailment, or has less than 50% HP left.
HOPE:
The element of Hope. The person who discovered it was Hope Wilson, the first mayor of Ashlight City.
Strong against: None; Light; Darkness; Void; Illusion; Aura; Blah; Blood; Paper; Chthonic; Hope; Squirrel; Psychic; Hito
Weak against: (to do)
No effect on: Atom; Truth
Immune to: (to do)
Powers up: Cuteness

HOPE-ELEMENT ABILITIES:
Crunchy: Eating any food outside of combat will fully heal this character.
Elemental Hope: The character has a chance to resist the On Fire, Paralysis, Frozen and Air-Toss status effects at random. Each has a 20% chance of being completely nullified, and a 60% chance of having a halved effect.
Hope-Filled: Hope-type attacks are powered up at 1/3 HP.
Impure Heart: The character takes zero damage from Darkness-type attacks, instead being healed by it.
Love Charm: This character's attacks may cause infatuation. In addition, this character is immune to infatuation.
Loving Life: The character regenerates 20HP per turn multiplied by their level, in combat only. This ability is negated when the character has more than 25% HP remaining, and if there are only two or less enemies in combat.
Own Tempo: The character is immune to confusion.
Pure Heart: The character takes zero damage from Light-type attacks. Instead, it heals them.
« Last Edit: January 18, 2014, 09:29:39 am by KarjamP »
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Offline Shane

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Re: Tome of the Elements
« Reply #10 on: August 11, 2013, 09:34:13 pm »
TOME OF THE ELEMENTS
Page 11: Elements and Abilities (Part 9)


SQUIRREL:
The element of the squirrels. However, squirrel speech is impossible to understand to all that is not a squirrel.
Strong against: None; Wind; Water; Ice; Nature; Fabric; Sound; Blah; Blood; Paper; Pizza; Fairy; Psychic
Weak against: (to do)
No effect on: Squirrel
Immune to: Squirrel
Powers up: Cuteness; Hope; Hito

SQUIRREL-ELEMENT ABILITIES:
Compulsive: This character may attack three times. This ability only works if the character joins in a combination attack.
Cute Charm: Contact with the character may cause infatuation.
Furry Dance: In battle, the character can summon squirrels equal to the amount of characters in the party. These squirrels are considered to be summoned by each character. They do what their character does. This ability can only be activated every fifteen battles.
Iron Tail: If the character is equipped with no weapon, he/she deals double damage. In addition, this character's melee attacks will always be Metal-based.
Obsessive: If this character misses, he/she gets another turn. This ability only works if a combo attack is initiated.
Squirrel Fury: Squirrel-element attacks are boosted in power at 1/3 HP.
Squirrel Polymorph: The character can change between his/her Squirrel form and his/her original form. In Squirrel Form, he/she can understand squirrels, and gains a bonus to agility and stealth.
Team Squirrel: For every party character that is unconscious or dead, the character will summon two squirrels on the character's side. If the character with this ability is unconscious or dead, this ability won't activate and is negated entirely. They have similar stats to the character, only halved. They are Squirrel-element, too.
GEM:
The element of gems.
Strong against: None; Heart; Spirit; Data; Illusion; Chaos; Psychic; Gem; Chthonic; Fairy; Atom; Hito-Fille
Weak against: (to do)
No effect on: Hito-Garçon; Crystal
Immune to: (to do)
Powers up: Astral; Cuteness

GEM-ELEMENT ABILITIES:
Calamity Overboost: When the character has 1/3 HP remaining, his/her stats are boosted. In addition, he/she regenerates 8 HP per turn for the rest of the battle.
Dazzle: If there is a Solar-element character in the party, this character will blind all enemies in combat automatically. This also works if the sun is shining brightly.
Gem Wars: The character's Gem-type moves are boosted at 1/3 HP.
Lightning Rod: The character absorbs Thunder-based attacks to power up his/her offensive stats.
Nice Try: This ability allows the character to immediately counterattack with a normal attack. This ability has a 30% chance of triggering.
Shiny: The character has a 25% chance to blind an opponent on contact.
Shining Money: If a character with this ability participates in battle, all Gem-element enemies will drop twice as many rewards than usual.
Tough: All attacks that would be Super Effective instead deal normal damage to the character.
PSYCHIC:
The element of psychic, or psi.
Strong against: Poison; Physical; Blood; Quintessence; Atom; Cuteness; Hope; Chthonic; Heart; Spirit; Data; Nature; Atom; Truth; Hito-Mystère
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)

PSYCHIC-ELEMENT ABILITIES:
Forewarn: Determines the stats an enemy has. This ability only works at the start of combat on a single enemy. In addition, at 1/3 HP, the character's Psychic-type moves are boosted in power.
Guarded Quill: If the character is equipped with an rod, he/she deals double damage. In addition, this character's ranged attacks will always be Psychic-based.
Hypnotism: Contact with the character causes hypnotism.
Magic Guard: Prevents indirect damage - only attacks and moves will harm this character. The character is entirely unaffected by magic cast by friend or foe.
Psycho Edge: If the character is equipped with a sword, he/she deals double damage. In addition, this character's melee attacks will always be Psychic based.
Serene Grace: Increases the chance to cause status effects.
Synchronize: If this character gets afflicted with a status effect, the one who caused it will also get afflicted by it.
Telepathy: The character cannot be harmed by his/her allies.
ATOM:
The element of chemicals, or atoms, or science.
Strong against: Atom; Hope; Blood; Explosion; Sound; Magic; Void; None; Hito-Mystère; Crystal; Oil
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)

ATOM-ELEMENT ABILITIES:
Atomic Meow: The character summons a cat. Its element is Atom. It has the same stats as the character. The cat lasts for five battles.
Chemical Wrath: Boosts the power of Atom-element moves at 1/3 HP.
Hand-to-Hand: The character gains a bonus to his/her Attack stats if involved in melee combat.
Lock-On: After activating this ability, the next attack will not miss. This ability requires a cost of 25 HP to activate.
Money Drain: Enemies will drop more money when slain. However, they no longer will drop any items at all. Key items will still be dropped, however.
Oxygen Barrier: Characters with this ability can survive in places without oxygen. Allies can enter the barrier as well.
Radioactive: This character inflicts random status effects on allies and enemies at the same time. This ability is negated if there is a character with Poison, Chthonic, Gem, Light, Nature or Darkness as an element in the party.
Tiny: Has a high probability to dodge attacks, but deals less damage.
CUTENESS:
The element of cuteness, or "moe".
Strong against: None; Blah; Psychic; Sound; Serpentine; Truth; Hito-Garçon
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: Hito-Fille

CUTENESS-ELEMENT ABILITIES:
Calm Fury: If this character's HP is 1/3 remaining, this character can attack three times. However, damage dealt is halved.
Cheering: Boosts the accuracy of the character and his/her allies.
Core of Being: If this character has an offense Heart-element move or spell, it will automatically be attached to a normal attack.
Cunning Charm: The character's Stealth is tripled. However, his/her Attack is lowered dramatically.
Cute Charm: Contact with the character may cause infatuation.
Cutely Angry: Boosts the power of Cuteness-element moves at 1/3 HP.
Irresistible: Enemies are prevented from fleeing. This does not affect boss enemies.
Quizzical Tilt: The character is confused more easily, but gains an immunity to Heart, Spirit, Data and Physical-element attacks.
« Last Edit: January 18, 2014, 09:36:41 am by KarjamP »
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Re: Tome of the Elements
« Reply #11 on: September 06, 2013, 07:46:12 am »
TOME OF THE ELEMENTS
Page 12: Elements and Abilities (Part 10)


LUNAR:
The element of lunar.
Strong against: Water; Ice; Nature; Quintessence; Serpentine; Fairy; Cuteness; Truth
Weak against: (to do)
No effect on: Data; Astral
Immune to: Light; Paper
Powers up: (to do)

LUNAR-ELEMENT ABILITIES:
Bright: Anything targeting this character has a chance of being blinded, if it has eyes.
Frost Absorb: Any Ice-element attacks will do no damage, instead healing the character's HP and curing him/her of status ailments.
Graceful Blade Dance: If the character is equipped with a sword, he/she can attack twice per turn. In addition, this character's melee attacks will always be Lunar-based. This ability is negated if the character is wielding two weapons, or if the character isn't wielding a sword, however.
Illuminate: At night, the character is surrounded with a bright light. It increases the chances of randomly encountering foes who aren't weak to Light, and weakens all characters and opponents who are weak to Light.
Lunar Force: The character's Lunar-type techniques are boosted in power at 1/3 HP.
Moonsong: The character sings a song that makes the moon cry. The moon's tears heal the entire party fully. This can only be used in combat when all characters in the party either have 1/3 HP remaining or are dead.
Serene Grace: Increases the chance to cause status effects.
Telepathy: The character cannot be harmed by his/her allies.
OIL:
The element of oil. Characters of this element take even more damage from Fire-element attacks, however.
Strong against: Water; Blood; Nature; Pizza; Fairy; Squirrel; Hito
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)

OIL-ELEMENT ABILITIES:
Contamination: Contact with this character may cause poisoning and also cover the attacker in oil.
Oil Clone: If an allied character is knocked out or killed, this character will summon an oil clone. This clone remains in the party, unless all allies are alive or conscious. This ability can only be used if there isn't a clone in the party created by this ability. The clone shares the stats of the dead or unconscious character, takes massive damage from Fire-element attacks, is Oil-elemental, has a random Oil-element ability (except Oil Clone and Oil Spill), and is immune to all poison-related status effects.
Oil Spill: Using this ability, the enemy is covered in oil. This makes it easier for them to catch on fire. It has no effect on Fire-element characters, however.
Oilstorm: If this character enters battle, it will start raining oil. A fatal mistake if there's a Fire-element character in the party or as an enemy; however, victory against Fire-element foes triple XP rewards (unless the characters are under level 10, in which case XP rewards are doubled instead).
Pollution: Water-element characters who enter battle are poisoned at the start of the battle.
Radioactive: This character inflicts random status effects on allies and enemies at the same time. This ability is negated if there is a character with Poison, Chthonic, Gem, Light, Nature or Darkness as an element in the party.
Shed Skin: The character has a 30% chance of curing itself of a status ailment.
Slippery: The character has gains a 30% chance of evading an attack. Attacks that hold the character are negated.
TRUTH:
The element of truth.
Strong against: None; Cuteness; Hito; Truth; Aura; Heart; Spirit; Chaos
Weak against: (to do)
No effect on: Data; Sound
Immune to: Aura; Sound; Hope
Powers up: Crystal

TRUTH-ELEMENT ABILITIES:
Critical Failure: When an opponent's Critical Reaction Ability is triggered, this character can spend 25 MP to negate it for the remainder of the battle.
Deduction: Determines the weakness of an enemy at a cost of 100 HP. This ability can only be used once per battle.
Guilty: If the character is equipped with a hammer, he/she can attack three times in one turn, however, he/she will skip two turns. In addition, if the target is weak against Truth-elemental attacks, all attacks from this character will deal double damage to the target. This ability is negated if there are less than three enemies in battle, and also if the character has 1/3 HP remaining.
Honesty: Boosts the character's Truth-element techniques' power if he/she has 1/3 HP left.
Hung Jury: If this character inflicts Sudden Death, his/her Attack is lowered. However, he/she has a greater chance of inflicting Sudden Death if he/she has this ability.
Justice Hearts: This ability can only be used if there's a character in the party with the Heart-element of the opposite gender as the character with this ability. Both these characters can attack twice per turn. However, anyone who attacks them can attack twice in return. In addition, both characters deal Truth and Heart-element damage.
Objection: The character has a 25% chance of attacking twice per turn, and another 25% chance to deal super-effective damage.
The Truth Will Always Come To Light: If there's a Light-element character in the party, this character will always be in a combination attack with that character. However, if the target is of the Truth, Fairy, Astral, Blood, Data, Heart or Light element, this combination attack will miss.
CRYSTAL:
The element of crystal.
Strong against: None; Fire; Water; Earth; Wind; Ice;  Serpentine; Blood; Paper; Gem; Fairy; Hito-Fille
Weak against: (to do)
No effect on: (to do)
Immune to: Blood; Paper; Gem
Powers up: Truth

CRYSTAL-ELEMENT ABILITIES:
Clarity: The character's Crystal-element techniques are boosted in power if he/she has 1/3 HP remaining.
Dazzle: If there is a Solar-element character in the party, this character will blind all enemies in combat automatically. This also works if the sun is shining brightly.
Mana Shield: Any damage the character takes is instead drained from his/her MP. In other words, the character loses MP instead of HP. This ability is disabled if the character's MP reaches 0.
Pure Heart: The character takes zero damage from Light-type attacks. Instead, it heals them.
Reflective: If this character is the target of a spell, it is reflected back to the caster. This includes healing spells, however.
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.
Shiny: The character has a 25% chance to blind an opponent on contact.
Tough: All attacks that would be Super Effective instead deal normal damage to the character.
HITO:
The element of people. It is the most unique element, as it changes depending on the gender of those with this element. The Hito element can be split up into three categories: Hito-Fille, Hito-Garçon and Hito-Mystère. Hito-Fille can only be used by female characters, while Hito-Garçon can only be used by male characters. Hito-Mystère is only usable by characters who are neither male or female. Each has its own weaknesses and strengths, too. Note: if, in some way, a character's gender is changed by magic, the Hito-element will also change.

HITO-FILLE:
Only female characters can use Hito-Fille as an element.
Strong against: Hito-Garçon; Hito-Mystère; Magic; Heart; Spirit; Quintessence; Illusion; Astral; Gem; Cuteness
Weak against: (to do)
No effect on: Thunder
Immune to: Magic; Fabric
Powers up: (to do)

HITO-FILLE-ELEMENT ABILITIES:
Cute Charm: Contact with the character may cause infatuation.
Fashion Sense: If the character wears specific clothing and battles in certain areas, something good may happen.
Femme Fatale: If the character is equipped with two daggers, she can attack twice per turn. In addition, her attacks will always poison the enemy, unless it is immune. This ability is negated if the character is wielding one dagger and not two.
Fille Fatale: If the character is equipped with a dagger, she can attack twice per turn. In addition, her attacks will always poison the enemy, unless it is immune. This ability is negated if the character is wielding two daggers and not one.
Girl Power: For each female character in the party, all females gain a bonus to their Magical Attack, Magical Defense and Intelligence stats.
Kiss of Life: If an allied character is dead for less than three turns, this ability can be activated. The dead character may be revived. This ability can only be used on male characters.
Maiden's Fury: Powers up all techniques of the Hito-Fille element, should the character's HP reach 1/3 or less.
Seductress: All attacks on this character has a small chance of causing infatuation, be it magical attacks, ranged attacks or otherwise. This only works on male characters and enemies.

HITO-GARÇON:
Only male characters can use Hito-Garçon as an element.
Strong against: Hito-Fille; Hito-Mystère; Physical; Serpentine; Squirrel; Data; Metal
Weak against: (to do)
No effect on: Thunder
Immune to: Fabric; Hito-Garçon
Powers up: (to do)

HITO-GARÇON-ELEMENT ABILITIES:
Ally Cover: If a character has this ability, he takes blows that are meant for his allies. This ability is negated if the character has less than 25% of his HP remaining.
Anger Point: If the character takes damage from a Critical Hit, the character's Attack stat is doubled for the rest of the battle.
CPR: If an allied character is dead for less than three turns, this ability can be activated. The dead character may be revived. This ability can only be used on female characters.
Fashion Sense: If the character wears specific clothing and battles in certain areas, something good may happen.
Guts: Increases all offensive stats when the character is afflicted with a status ailment.
Guy Power: For each male character in the party, all males gain a bonus to their Attack, Defense and Strength stats.
Huge Power: Once the character's HP reaches 1/3, all Hito-Garçon elemental techniques are powered up.
Rage: Increases all offensive stats of the character if an allied character is killed.

HITO-MYSTÈRE:
Only genderless characters, or characters with unknown genders, can use Hito-Mystère as an element.
Strong against: Hito; Heart; Spirit; Data; Blah; Physical; Chaos; Astral; Solar; Lunar; Crystal
Weak against: (to do)
No effect on: Thunder
Immune to: Fabric
Powers up: (to do)

HITO-MYSTÈRE-ELEMENT ABILITIES:
Ambiguity: For each character with unknown genders in the party, all genderless characters gain a bonus to their Agility, Dexterity and Stealth stats.
Close Combat: If this character participates in a combo, his/her attacks will be extended in length, dealing even more damage.
Darkness of the Unknown: All Hito-Mystère element attacks techniques are powered up once the character's HP reaches 1/3. In addition, all normal attacks deal Darkness-element damage.
Fashion Sense: If the character wears specific clothing and battles in certain areas, something good may happen.
Jealousy: Raises all offensive stats of the character if an allied character kills an enemy during a combo that this character participated in. If this ability is activated for the fifth time in battle, all participants in the battle take damage and the character's offensive stats are reset to what it was before the first time this ability was activated.
Nerve Edge: If the character is equipped with two daggers, he/she deals double damage. In addition, this character's melee attacks will always be Poison-based and has a 5% chance of inflicting sudden death.
Rousing Speech: The character can double all stats for five turns. This ability only works in battle if there is a boss enemy.
Wheel of Elements: The character's attacks will always deal damage of a random element, similar to Blah-element characters.
« Last Edit: January 18, 2014, 09:38:41 am by KarjamP »
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