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#Post#: 4734--------------------------------------------------
Tome of the Elements
By: Shane Date: August 9, 2013, 1:57 pm
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[center]TOME OF THE ELEMENTS
Page 1: Introduction / Table of Contents[/center]
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.
[center]Table of Contents:
1. Introduction / Table of Contents
http://shanescavestory.createaforum.com/tomes/tome-of-the-elements/msg4734/#msg…
2. About Abilities
http://shanescavestory.createaforum.com/tomes/tome-of-the-elements/msg4862/#msg…
3. Elements and Abilities (Part 1)
http://shanescavestory.createaforum.com/tomes/tome-of-the-elements/msg4863/#msg…
4. Elements and Abilities (Part 2)
http://shanescavestory.createaforum.com/tomes/tome-of-the-elements/msg4863/#msg…
5. Elements and Abilities (Part 3)
http://shanescavestory.createaforum.com/tomes/tome-of-the-elements/msg4863/#msg…
6. Elements and Abilities (Part 4)
http://shanescavestory.createaforum.com/tomes/tome-of-the-elements/msg4863/#msg…
7. Elements and Abilities (Part 5)
http://shanescavestory.createaforum.com/tomes/tome-of-the-elements/msg4863/#msg…
8. Elements and Abilities (Part 6)
http://shanescavestory.createaforum.com/tomes/tome-of-the-elements/msg4863/#msg…
9. Elements and Abilities (Part 7)
http://shanescavestory.createaforum.com/tomes/tome-of-the-elements/msg4863/#msg…
10. Elements and Abilities (Part 8)
http://shanescavestory.createaforum.com/tomes/tome-of-the-elements/msg4863/#msg…
11. Elements and Abilities (Part 9)
http://shanescavestory.createaforum.com/tomes/tome-of-the-elements/msg4960/#msg…
12. Elements and Abilities (Part 10)
http://shanescavestory.createaforum.com/tomes/tome-of-the-elements/msg6144/#msg…
[/center]
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Everything below is out-of-date.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.
#Post#: 4862--------------------------------------------------
Re: Tome of the Elements
By: Shane Date: August 10, 2013, 4:49 pm
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[center]TOME OF THE ELEMENTS
Page 2: About Abilities[/center]
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-Gar�on
and Hito-Myst�re. If one of those three is mentioned, then the
effectiveness applies only to the mentioned one. However, if
Hito is mentioned (without "Fille", "Gar�on" or "Myst�re"), then
it applies to all three.
#Post#: 4863--------------------------------------------------
Re: Tome of the Elements
By: Shane Date: August 10, 2013, 5:07 pm
---------------------------------------------------------
[center]TOME OF THE ELEMENTS
Page 3: Elements and Abilities (Part 1)[/center]
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.[hr]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.[hr]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.[hr]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.[hr]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.
#Post#: 4864--------------------------------------------------
Re: Tome of the Elements
By: Shane Date: August 10, 2013, 5:11 pm
---------------------------------------------------------
[center]TOME OF THE ELEMENTS
Page 4: Elements and Abilities (Part 2)[/center]
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-Myst�re
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.[hr]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-Gar�on
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.[hr]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.[hr]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.[hr]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.
#Post#: 4866--------------------------------------------------
Re: Tome of the Elements
By: Shane Date: August 10, 2013, 5:17 pm
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[center]TOME OF THE ELEMENTS
Page 5: Elements and Abilities (Part 3)[/center]
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.[hr]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.[hr]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.[hr]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.[hr][b]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.
#Post#: 4867--------------------------------------------------
Re: Tome of the Elements
By: Shane Date: August 10, 2013, 5:21 pm
---------------------------------------------------------
[center]TOME OF THE ELEMENTS
Page 6: Elements and Abilities (Part 4)[/center]
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-Gar�on
Weak against: (to do)
No effect on: Hito-Fille
Immune to: (to do)
Powers up: Hito-Myst�re
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.[hr][b]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.[hr]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.[hr]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.[hr]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.
#Post#: 4868--------------------------------------------------
Re: Tome of the Elements
By: Shane Date: August 10, 2013, 5:25 pm
---------------------------------------------------------
[center]TOME OF THE ELEMENTS
Page 7: Elements and Abilities (Part 5)[/center]
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.[hr]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.[hr]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.[hr]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.[hr]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-Gar�on
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.
#Post#: 4869--------------------------------------------------
Re: Tome of the Elements
By: Shane Date: August 10, 2013, 5:28 pm
---------------------------------------------------------
[center]TOME OF THE ELEMENTS
Page 8: Elements and Abilities (Part 6)[/center]
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.[hr]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.[hr]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.[hr]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.[hr]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-Gar�on
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.
#Post#: 4870--------------------------------------------------
Re: Tome of the Elements
By: Shane Date: August 10, 2013, 5:30 pm
---------------------------------------------------------
[center]TOME OF THE ELEMENTS
Page 9: Elements and Abilities (Part 7)[/center]
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.[hr]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.[hr]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.[hr]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.[hr]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.
#Post#: 4872--------------------------------------------------
Re: Tome of the Elements
By: Shane Date: August 10, 2013, 5:34 pm
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[center]TOME OF THE ELEMENTS
Page 10: Elements and Abilities (Part 8)[/center]
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.[hr]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.[hr]CHTHONIC:
The element of nether, which is also known as the chthonic
http://en.wiktionary.org/wiki/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.[hr]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.[hr]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.
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