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Battle Path

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Magesc
Captain

PostPosted: Fri Dec 30, 2011 10:34 am


table of contents


xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» table of contents | battler's path
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» statistics
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» experience and leveling | Khehorian transformation
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» attacks and skills
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» battling dragons and creatures
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» battling others
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» battling with a Khehora


battle path

The Battle Path is for those who have chosen to work their way up through to Master by way of force and aiding in the war effort. These are the warriors, barbarians, mages, and archers. Those who use their power and magic for offensive and defensive fighting. To heal, wound, or protect those they love. To battle dragons and garner for themselves Dragon Souls for use in future battles or trading. To fight, ward, and become the best fighter in the world. This is the Path of the Battler.

This thread is for all things battling. In addition, the Statistics thread is useful for the Battler's Path.

It is important to note that you should consider carefully which path you choose. The Choosing the Right Path post will help you decide which direction you want to take your character.
PostPosted: Thu Feb 02, 2012 3:39 am


statistics


There are a few statistics everyone will have when opening up their journal. They are based upon most other role playing game stats and have been adapted for this RPG specifically. You start with being able to distribute 10 stat points between the three stats of Intellect, Attack, and Defense. Each level you gain, you have 3 points to distribute between those three stats.

Abbreviated Stats - Full Stat Name
LVL - Level
EXP - Experience
LP - Life Points
ENG - Energy
INT - Intellect
ATK - Attack
DEF - Defense
LUK - Luck

Now that you have the name of each, here is a little description on what each do.


>> level (lvl)
Leveling is a very important task within Magesc. Without leveling, you have no way of your character ever growing. Your character will stay at the Apprentice stage forever without at least some leveling. To level your character, you must battle or spar with another. Sparring grants just as much experience as a level, and is much more easy to do. Or you can go dragon hunting to garner some levels as well. Read more about leveling through experience (post 3) and dragon hunting (post 5).


>> experience (exp)
Experience are the points you gain when winning or losing battles against other characters. Whenever the end of a battle is near, and the winner is chosen, there will be a certain number of experience points you will gain. Look in the next post for more details on experience and leveling.

>> life points (lp)
Life points determine how much damage a character can take before it falls unconscious. Every character has a determined amount of LP, however, and points do not affect the LP. Each Magescian character starts with 50LP as an Apprentice, and it will grow by 5 every level your character grows. Whenever your character is promoted (goes up in stage) to Adpet they gain another 100 LP. They'll gain another 400 LP when they're promoted to Expert and finally, they will gain 1000 LP if they grow to the Master Stage. The only way to garner more LP aside from leveling and growing is by drinking a LP boost potion, which raises it by 25 each one you drink. For temporary healing, you can purchase Healing Potions in the shop or make them yourself through Alchemy.

Feral Khehoran characters start at 100 LP and gain them 10 every level due to their Dragon heritage, and they gain +100 when growing to a Khehorain.

>> energy (eng)
Energy starts at 50 for every Magecian character and grows by 5 for every level. Whenever your character is promoted (goes up in stage) to Adpet they gain another 100 ENG. They'll gain another 200 ENG when they're promoted to Expert and finally, they will gain another 300 ENG if they grow to the Master Stage. Energy is the base for how long the battle can last. The battle is over one of two ways, either you are out of LP, or you run out of ENG. You can't battle any longer if you are too tired to go on. Each attack you do, depending upon the level of the attack and such, will cost a certain amount of energy. You can drink a Revitalizing Potion that will restore your lost energy, or an Energy Boost Potion, which is the permanent way to increase the energy by an extra 25 points.

Feral Khehoran characters start at 100 ENG and gain them 10 every level due to their Dragon heritage, and they gain +100 when growing to a Khehorain.

>> intellect (int)
Intellect determines how much extra damage your magical attacks will do. This includes all special attacks made by any character. Physical attacks differ from magical attacks in that any attack using a limb or swat of your weapon that would physically touch your opponent is considered physical, while a magical attack can grant greater damage than physical attacks alone. Intellect is chosen by the player. Dovaa and Khehora are much more magically inclined than the other races, who can't use any powers until they obtain their weapon.

>> attack (atk)
Points put into the attack stat will increase the amount of damage done by physical attacks only but are required if using magical attacks as well. See the post below on battling to view more in depth reasoning behind the attack and defense stats.

>> defense (def)
The defense stat is the ability to ward off attacks made by others. A higher defense means less damage will come to your character. See the post below on battling to view more in depth reasoning behind the attack and defense stats.

>> luck (luk)
Luck is used only when battling dragons. The higher the luck, the higher chance you have to defeat the dragon you're battling. Luck will increase with wins, not by points. The more dragons you defeat of your rank, the more likely it is you will increase your luck. Also, whenever your character grows, they will gain an instant 5 LUK points. Read up on battling dragon's to see how luck comes into affect.

>> luck (luk) experience (exp)
Luck experience is gained when one loses a battle. Every 3 losses constitutes for another LUK point. This is to help those who seem to have worse luck try and gather some points as well.

Magesc
Captain


Magesc
Captain

PostPosted: Thu Feb 02, 2012 3:40 am


experience and leveling


Whenever you win or lose a battle, you gain experience points. Every character starts at level 1, and works their way up through battling their peers. There is a simple and easy explanation for how many points constitute a level up. Whatever level your character is at, determines how many experience points you will need to earn in order to level up. For example, if your character is level 6, it will require 6 experience points to level up to level 7 and so on and so forth. Any experience left over after a level up will be put towards the next level. Experience is always rounded to the nearest whole number. (ie: Say exp gained is 1.49 » 1 OR 1.5 » 2)

The basic formula for calculating experience for a battle victory is -- (their Level) in experience.

The basic formula for calculating experience for a battle loss is similar -- (their Level/2) in experience.

Changes: no longer to we give a exp boost to those under level 10. Please use the above equations for all levels now!

~~~~~BATTLING SCENARIOS~~~~~


» one on one
Lets say you and your opponent are battling, one on one. You are level 6 (with 4 exp) and your opponent is only level 5 (with 2 exp). You have just won the battle!

For the win, you have gained that 5 exp and have leveled up to 7 with 3 exp left over.

Your opponent lost, but needs experience calculated too. They gain your level/2 in exp, 6/2 = 3 exp . This levels them up to level 6 with 0 exp.


» many on one
Sometimes you will find yourself battling with or against others. Some of these times will have them just battling you or many of you battling the other. Lets say you (Level 7) and a friend (Level 4) go up against one opponent (Level 9), the following formulas would look like this if you two had won:

You: 9/2 = 4.5 exp = 5 exp gained. Divide by 2 since there are 2 people on your side.
Ally: 9/2 = 4.5 exp = 5 exp gained
Opponent: (7+4)/2= 5.5 exp = 6 exp gained

And if your opponent had beaten both of you, the formula would look like this:

Opponent (7+4) = 11 exp gained
You: (9/2)/2 = 2.25 exp = 2 exp gained
Ally: (9/2)/2 = 2.25 exp = 2 exp gained


» many on many
Now there is one last type of battle you may encounter and this is more of a 'war' setting, when two or more people on each side enter battle together. Lets say there are the two teams, you (Level 5) and your ally (Level 4) versus your opponent (Level 7) an two allies (Level 3 and Level 2). Your team has won! Don't forget to round decimals.

You: (7+3+2)/2 = 6 exp
Ally: (7+3+2)/2 = 6 exp
Opponent: ((5+4)/2)/3 = 1.5 = 2 exp gained (/2 for loss, /3 for the 3 people on his side)
O.Ally 1: ((5+4)/2)/3 = 1.5 = 2 exp gained
O.Ally 2: ((5+4)/2)/3 = 1.5 = 2 exp gained

And lets turn it around so that you can see if your opponent's team had won.

Opponent: (5+4)/3 = 3 exp gained
O.Ally 1: (5+4)/3 = 3 exp gained
O.Ally 2: (5+4)/3 = 3 exp gained
You: ((7+3+2)/2)/2 = 3 exp (/2 for loss, /2 for team)
Ally: ((7+3+2)/2)/2 = 3 exp

If you have any questions regarding the experience or leveling system, please feel free to PM Magesc.


khehorian transformation


If you have a Feral Khehora, you too, will be using the above steps in experience and leveling, as well as everything else in this guide. The only difference is the getting to the last stage, Khehorian, there is a specific way to calculate the Ritual (learn more about the Ritual in the Guide to the World of Magesc thread).

Whilst you're leveling, your Feral Khehora will also be battling wild dragons in order to collect their souls to be used in the Ritual. Your Khehoran Clan (same as the dragon clans) is very important. You will need at least 1 Dragon Soul Orb of your Clan. For example, if you are a Kiandri Khehora and you wish to do the Ritual in order to transform. First, you need at least 1 Dragon Soul Orb. This is used as the centerpiece of the Ritual, whilst any other orbs you collect will be used to help power the Ritual.

As far as the actual equation for figuring out if the Ritual was a success, will be as follows:

(1.5 * LUK Points) + (2 * Soul Orbs of YOUR Specie) + All Other Soul Orbs = Your Total Percentage


For example, lets say you're still a Kiandri Khehora. Your LUK is 22, you've obtained 3 Kiandri Orbs, and 16 other soul orbs. This is your equation.

(1.5 * 22) + (2 * 3) + 16 = 55


Now, 55 is your total. Now is the fun part. For the Ritual to be a success, you need to roll 1, 100 sided die and your total must be 55 or lower. Anything higher is a failed Ritual attempt.

If you've succeeded in the Ritual, your growth requirements will be complete and you've successfully transformed yourself in a Khehorian . You may now transform to and from both your Khehora and Khehorian forms as often as you'd like! The power of the orbs has been used though, so they disappear afterwords!

If you've failed the Ritual however, all of the orbs you've gathered and used have become dust. Though because you've experienced such an immense power, your luck rises 10 points for each failure you experience. Also, you will gain a permanent stat boost, which differs depending upon which souls were used in the process (ie: Using 8 Ysali Orbs + 3 Firani Orbs + 5 Ayrala Orbs = 8 INT, 3 ATK, and 5 DEF according to the Battling with a Khehora post). But, now you must go and collect at least 1 Dragon Soul Orb of your clan as well as other orbs to use in the next Ritual. Good luck and happy evolving!
PostPosted: Thu Feb 02, 2012 3:41 am


attacks and skills


Here is a list of guidelines for attacks you can have. You get to create the names and attacks yourself. Just be sure to keep to your race. Dovaa and Khehora use the powers of the dragons while Oblivionites and Orderites use more physical attacks. Magical defenses are used against magical attacks, just as the physical defense only applies to physical attacks.

» physical attacks
Unarmed Attacks - 5 ENG
xxxxxAvailable when ATK > 0
xxxxxDMG per ATK point: 5

Armed Attacks - 15 ENG
xxxxxAvailable when ATK > 20
xxxxxDMG per ATK Point: 10
xxxxxxxxxxBarbarian/Ranged/Warrior classes need to have their Weapon obtaining Solo to access this
xxxxxxxxxxDovaa and Mages need to write up an RP obtaining a Non-Imprinted weapon to access this.
xxxxxxxxxxKhehora have natural weapons (teeth, tail, claws, etc), so they just need to meet the ATK stat requirement.

Power Attack - 20 ENG
xxxxxAvailable when ATK > 30, INT > 30
xxxxxDMG 10pt per ATK + 2pt per INT
xxxxxxxxxxAvailable only to Barbarian/Ranged/Warrior Classes.

Master Attack - 50 ENG
xxxxxAvailable when ATK > 60, INT> 60
xxxxxDMG 20pt per ATK + 5pt per INT
xxxxxxxxxxAvailable only to Barbarian/Ranged/Warrior Classes.

» defensive attacks
Basic Defense
xxxxxAvailable when DEF > 0
xxxxxDMG warded per DEF Point: 5

Moderate Defense
xxxxxAvailable when DEF > 20
xxxxxDMG warded per DEF Point: 10

Advanced Defense
xxxxxAvailable when DEF > 40
xxxxxDMG warded per DEF Point: 15

Master Defense
xxxxxAvailable when DEF > 60
xxxxxDMG warded per DEF Point: 20

» offensive magic
Initiate Magic - 10 ENG
xxxxxAvailable when INT > 5, ATK > 5
xxxxxDMG: 5 pt. per INT
xxxxxxxxxxDovaa are required to RP their Clan Choosing before magical abilities are available to them.
xxxxxxxxxxKhehorian automatically have access to magic, they just need to have the required stats.
xxxxxxxxxxOrderite's and Oblivionite's must RP obtaining a weapon of the Mage class to be able to access magic.

Journeyman Magic - 15 ENG
xxxxxAvailabe when INT > 15, ATK >10
xxxxxDMG: 10 pt. per INT

Advanced Magic - 20 ENG
xxxxxAvailable when INT > 30, ATK > 30
xxxxxDMG: 10pt per INT + 2pt per ATK

Master Magic - 50 ENG
xxxxxAvailable when INT > 60, ATK > 60
xxxxxDMG: 20pt per INT + 5pt per ATK

» defensive magic
Initiate Magical Defense
xxxxxAvailable when INT > 0, DEF > 0
xxxxxDMG warded: 5pt/INT

Journeyman Magical Defense
xxxxxAvailable when INT > 15, DEF > 15
xxxxxDMG warded: 10pt/INT

Advanced Magical Defense
xxxxxAvailable when INT > 30, DEF > 30
xxxxxDMG warded: 15pt/INT + 2pt per DEF

Master Magical Defense
xxxxxAvailable when INT > 60, DEF > 60
xxxxxDMG: 15pt per INT + 10pt per DEF

Magesc
Captain


Magesc
Captain

PostPosted: Thu Feb 02, 2012 3:42 am


battling dragons and creatures


Since battling dragons (and other Magesc creatures) occurs almost on a constant basis and is the requirement for growth and to gain levels, hunting dragons for their souls and creatures for their items is based around your character's luck. You do gain experience for beating a dragon or a creature. Every battle you win versus a dragon will yield experience. Read the regular formula for winning and losing here in this thread and read up on the dragon's level in the 'Dragons' thread to use in that formula. And you can read up on a creature's level and what creatures we have here to battle in the 'Creatures of Magesc' thread.

All you have to do is have your character travel to one of the main areas of Magesc which contains the dragon in which you are searching. (See the Dragons and Creatures of Magesc threads to view what each dragon/creature looks like as well as where they can be found and how hard it is to beat them.) Once you've done that, you will see which stage you are required to be at before taking on that certain dragon or creature. So, for an Apprentice, beating an Aedaun or Diabi dragon is impossible.

As for battling dragons with luck, the higher your luck, the better chance you have at obtaining dragon souls. The forum labeled "The Hunts" is the place you want to go in order to RP the battle. Any and all Dragon Hunting RPs are to be placed in this forum, NOT the main forum. So choose your team and head on out!

Be sure to post these -- for each character in the battle -- in each dragon post prior to your dragon battle:


Quote:
Stage: The stage your character is at.
Luck: How much LUK your character has.
Dragon: The dragon in which you are attempting to battle. (Must be within your rank.)


The battling goes like this:

Say you are an Apprentice and you decide to take on a Ysali dragon, you have a Luck of 1, you must roll 1, 100 sided die in order to determine if you win or lose. And it looks like this:

1-90: Fail
91-100: Success

Now, if you wish, you can gather more characters to aid you on your attempt. So, you have two Apprentices, one with a luck of 1 and the other with a luck of 4, you add their luck together and you have a higher success rate.

1-50: Fail
51-100: Success

The more characters you have, the more likely you are to win. The dragon will decay into bones and everyone involved in the battle will be given a dragon soul orb for the victory. You also have each character roll in their posts prior to the RP. Each character posts their stage and the dragon they are attempting to kill along with their roll and then the RP can commence. If both are a failed attempt, you must RP as though you did fail and create a clever way to get away from the overpowering dragon. If one of the character's rolled and it was a success, than everyone will succeed. It just takes one roll to determine the winner. Everyone has a chance to roll, and everyone will roll the same, but add up the luck of each character to be sure, and if anyone in the group rolled a successful attempt, good job and good luck!

Experience will be shared between the two just as if it were a Multiple People vs. One scenario. So do the math that way.

If you win the battle, you will obtain the dragon's soul, which will be added to your inventory. Every win = 1 LUK point. When you win against dragons of your rank, you will earn a point. A dragon of your rank means this:


RANKAGE
If your character has 22 Luck Points, their rank is within the range of Firani (being < 20). This means that if you win against a Firani, you gain 1 LUK point. You may go down a rank, in this case, to Kiandri, and also get LUK EXP for wins (for losses, you gain nothing but the halved experience). Anything below that you just obtain the orb and experience gained, no LUK points whatsoever. You may only go up a rank, in this case, to Peisio, if you roll a 100, that means you were able to beat the next rank up. You still only get 1 LUK point, but you gain the experience for that stronger dragon and that dragon's soul since you beat them.


Now, there are different levels for each dragon based on your LUK points. View their luck point levels in the Dragons thread here in the guild to see which dragons you have a chance to beat. You cannot take on the higher level dragons till you have their minimum LUK requirement: except when you roll a 100 on your die when fighting a dragon. And you can only do a dragon with the next rank up from your current LUK point with that 100 roll. For example, if you obtained a 100 from a roll, and your current LUK was only 5, you could have only beaten a Kiandri, since your current LUK would allow you to defeat an Ayrala.

Whenever you level your LUK to the next dragon's tier, your success rate starts over again at 1-90 fail, 91-100 success and will continue up again like normal. For example. When you hit a LUK of 10, you will now be able to contend with the Kiandri dragons. Though your success rate starts again at 91-100. Though, if you were to go back and battle a Ysali again, your success rate would be 6-100 and battling an Ayrala would give you a 41-100 success rate. It all depends on your LUK level.

One thing is that when your LUK Level grows 10 levels beyond the dragon's LUK requirement, your character will always have a 1-5 Defeat to 6-100 Success rate. Even if you gain another LUK Level, it's always going to be that same rate after you hit 10 levels over the dragon's LUK requirement.

Of course, all RPs required for growth have a minimum requirement that must be met. This includes battle RPs as well. 300 words PER DRAGON or CREATURE FOUGHT is the requirement needed by all parties included in the fight to have it count towards requirements.

What this means is that you can actually battle multiple creatures and dragons per hunt. Just roll multiple dice in your first post. You must still fill the requirements for growth of 300 words per dragon/creature encountered. So if you're doing a dragon hunt and decide you would like to be against 3 Ysali dragons, you must roll 3, 100 sided dice in order to see what those odds are. If you get 2 fails, one success, than you must RP yourself with those failures (either the dragons leaving, you getting away) and you can RP yourself earning the orb.
PostPosted: Sat Feb 18, 2012 6:10 pm


battling others


When battling other character's there is a specific formula to follow when doing and warding damage. Battling other character's can occur within a role play or just out of the blue. Be sure to note that there is a specific forum for battling RPs and the like.

First of all, each character participating in the battle must write up their 'profile' and post it in the battle thread before beginning any sort of actual battle.

The character profile should include the following items and look much like this:


Quote:
Character's Name: [[name of the character]]
Stage: [[stage which the character is at, ie: Apprentice, Adept, etc.]]
Clan: [[required by Dovaa only]]
Class: [[required by the other races only, depends on the weapon chosen]]
Stats: [[copy/pasted from profile]]
Inventory: [[any potions or such that you have bought in shop]]


After those posts have been done -- which are much like introductory posts -- than you may begin the battle. Using whatever attacks you want to create, following the guide above for abilities and skills, you must roll 3, 100 sided dice. The three dice represented are as follows:

Die 1 - Accuracy
Die 2 - Power
Die 3 - Defense against next attack

Each stage increase also increases the ranges of accuracy, power, and defense. The following percentages are applied to your current skill levels.

For Khehora: Use the same die ranges below when they reach a certain level. Adept is at level 15, Expert at level 30 and Master at level 50.


Apprentice
Die 1--
1-50: Miss
51-100: Hit

Die 2--
1-35: 10% Damage
36-55: 25% Damage
56-75: 50% Damage
76-90: 75% Damage
91-100: 100% Damage

Die 3--
1-35: 10% Defense
36-55: 25% Defense
56-75: 50% Defense
76-90: 75% Defense
91-100: 100% Defense


Adept
Die 1--
1-40: Miss
41-100: Hit

Die 2--
1-25: 10% Damage
26-45: 25% Damage
46-65: 50% Damage
66-80: 75% Damage
81-100: 100% Damage

Die 3--
1-25: 10% Defense
26-45: 25% Defense
46-65: 50% Defense
66-80: 75% Defense
81-100: 100% Defense


Expert
Die 1--
1-30: Miss
31-100: Hit

Die 2--
1-15: 10% Damage
16-35: 25% Damage
36-55: 50% Damage
56-70: 75% Damage
71-100: 100% Damage

Die 3--
1-15: 10% Defense
16-35: 25% Defense
36-55: 50% Defense
56-70: 75% Defense
71-100: 100% Defense


Master
Die 1--
1-20: Miss
21-100: Hit

Die 2--
1-5: 10% Damage
6-35: 25% Damage
36-45: 50% Damage
46-60: 75% Damage
61-100: 100% Damage

Die 3--
1-5: 10% Defense
6-35: 25% Defense
36-45: 50% Defense
46-60: 75% Defense
61-100: 100% Defense


The formula goes like this for attacks: (ATK x attack type) x %=TOTAL
The formula goes like this for magical attacks: (INT x magic type) x %=TOTAL
The formula goes like this for defense: (DEF x defense type) x %=TOTAL
The formula goes like this for magical defense: (INT x magic type) x %=TOTAL (The last 2 tiers for this involve adding DEF as well:: +(2 x DEF) and + (10 x DEF) respectively. )

Attack/Defense/Magic types are gotten from the attacks and skills post in this thread above this post.

For example, lets say your character was a child and had 6 attack, 4 defense, 0 intellect and was using an unarmed attack. You rolled the three dice and came up with the following: Die 1: 72, Die 2: 60, Die 3: 88.

The attack would hit. It would do 50% damage and the next attack would be guarded by 75%.

[[ ATTACK ]]

ATK = 6; attack type-unarmed (5 dam/atk) and % is 50
(6 x 5) x .5= 15 Damage dealt

[[ DEFENSE ]]

DEF = 4; defense type= basic (5 dam/def) and % is 75%

(4 x 5) x .75 = 15 Damage blocked from the next incoming attack.



Note: If you roll 100 on any three dice, they will trigger a 'special'.

Die 1 - Multiply Damage by 2
Die 2 - Multiply Damage by 1.5
Die 3 - Multiply Total Warded Damage by 1.5

Magesc
Captain


Magesc
Captain

PostPosted: Tue Jan 01, 2013 12:49 pm


battling with a khehora


A character may have up to 3 Orakoi or Orakoir with them in a battle. Although a character can obtain and be bonded to as many as they so desire. A Bonded Khehora gives their bonded partner an increased stat, while a Feral Khehora will gain that stat for themselves when they reach their adult Khehora form. So once a Kiandri Khehora reaches her adult stage, she gains an automatic +10 to ATK.

Orakoi: +3 INT, ATK, or DEF points
Orakoir: +5 INT, ATK, or DEF points
Orakovan: +10 INT, ATK, or DEF points

INT: Ysali, Peisio, Aedaun
ATK: Firani, Kiandri, Diabi
DEF: Ayrala, Aiskala, Gaili

A character may only have 1 adult Khehora in a battle with him/her that would provide, in addition to the +10 of their stat increase, an extra attack, heal, or buff during combat. In addition to their one Orakovan, a character may have an additional 2 Orakoi/Orkoir(any combination) for an increased buff of their breed. ((just to keep to the limit of 3 per battle))

INT INCREASERS ;;
Ysali: +15 LP every turn for 4 turns :: Cooldown: 5 Turns ::Usable 2 Times per Encounter
Peisio: +25 LP every turn for 2 turns :: Cooldown: 4 Turns :: Usable 2 Times per Encounter
Aedaun: Revives you from death with 50 LP and 50 ENG :: Cooldown: N/A :: Usable 1 Time per Encounter

ATK INCREASERS ;; -- Note that type damage is still in effect. ((ie: Firani is good against Ysali and Aiskala for x2 damage, etc))
Firani: Burns the foe (same burn needed by Firani Dovaa), dealing 15 damage every turn for 3 turns :: Cooldown: 5 Turns :: Usable 2 Times per Encounter
Kiandri: Charges 10 Electrical points inside itself for 4 turns, then sends a shock wave to either recharge the user with 35 ENG (40 for Kiandri Dovaa and Warriors) or deal 40 damage to a foe. :: Cooldown: 4 Turns :: Usable 2 Times per Encounter
Diabi: +75 ENG and deals 20 damage to every enemy in the area. :: Cooldown: N/A :: Usable 1 Time per Encounter

DEF INCREASERS ;;
Ayrala: Automatically negates all oncoming damage :: Usable 1 Time per Encounter
Aiskala: Converts 5 LP into 10 ENG :: Cooldown: 2 Turns :: Usable 5 Times per Encounter
Gaili: Encases the character in stone for 1 turn, deflecting 50% of all damage. :: Cooldown: 3 Turns :: Usable 3 Times per Encounter


_______________________________________________________

NOTES FOR FERAL KHEHORA ;;
All of the above applies to Khehorian characters who decide to go into combat with fellow Khehora. Only one large difference remains. They may have any combination of 4. This allows them to have up to 2 Orakovan, and any combination of Orakoi/Orakoir for their other two.

Just being a Khehorain gives them a boost in INT, DEF, or ATK of +10 instantly depending upon their breed, instead of the boost from their specie.
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