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Skills and weapons - Updated 12/17/09

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ToT Ronin
Vice Captain

PostPosted: Sat May 23, 2009 9:57 pm


Skills
*Please keep in mind that details of skills are subject to change for the sake of balance



Table of Contents
1. General info
2. Starter skills
3. Low tier skills
4. Mediate tier skills
5. High tier skills
6. Weapons for Humakin

For attacks, the player must spend skill points to aquire various skills. Every level, the player gains 1 skill points except for level 10, where they gain 2 instead of 1. There may be ways to gain skill points outside of leveling however.

At level 1, the player automatically starts off with 3 skill points to gain some starter skills.

There are various skill tiers. Starter skills are skills anyone can learn. Low skills are skills that can be learned by level 4 and up. Mediate skills can be learned by level 8 and up. And then high skills by 12 and up.

At each level up, you may swap out skills as you please, trading some old skills for new ones. Each level has a set amount of skill points that you should have at the most. So your skill value should never exceed this number.

Max Skill points per level

lv1: 3
lv2: 4
lv3: 5
lv4: 6
lv5: 7
lv6: 8
lv7: 9
lv8: 10
lv9: 11
lv10: 13
lv11: 14
lv12: 15
lv13: 16
lv14: 17
lv15: 18
lv16: 19
lv17: 20
lv18: 21
lv19: 22
lv20: 23


There may be some skills that are called ultra skills, which are only able to be learned by level 20 kulgenki. These are rare. These are often special attacks only for a certain pair of characters. And these must be spoken over with the staff to approve them.

Each skill has a varying success rate. Along with varying effectiveness. There will be a separate rolling thread to determine sucess and such for each skill.

A kulgenki can learn skills within their skill tier range, and any skill that is not their elemental weakness or whichever element they are strong against. So a water kulgenki cannot learn wind or fire skills.

Humakin are capable of learning skills as well. A Humakin is also only able to learn skills that the Kulgenki is capable of learning, but he or she does have their own skill set.

As an alternative, a Humakin can do a regular attack, depending on their weapon type. Weapon types are listed below all the skills.

When reading the skills, physical attacks use the STR stat, wheras magical attacks use the INT stat.

Chart of Strengths and weaknesses
Fire -> earth-> wind -> water -> fire.
Dark <=> light
PostPosted: Sat May 23, 2009 9:58 pm


Starter Skills (1 skill point)

Non Elemental

Smack: Physical offensive, 1-2 damage, 90% acc. 10% stun (4-14; lasts 2 turns)
Slap your opponent with a limb
Scratch: Physical offensive. 1-2 damage 90% acc. 10% bleed (4-14, lasts 2 turns)
Scratch up the opponent
Gnaw: Physical offensive, 1-3 damage, 95% acc. No effect
Start to chew on your opponent!
Preparation: Self buff, 2mp. Next attack does 1.5x damage (round up) before defense is taken into consideration.
Get ready for your next attack.
Overwhelm: Status. 3mp. 70% stun (lasts 2 turns)
Try to overpower your opponent's mind to confuse them
Meat Shield: ??? - 4mp. If you go before your target, you take the damage your target would have taken. Apply strengths and weaknesses as needed.
Teleport infront of an ally to take the hit for them.
Shrill cry: Magical offensive, 1mp. 2 damage, 90% acc. 20% stun (4-24; lasts 2 turns)
Make a sharp and loud noise to hurt your opponents ears.
Telekinetic toss: Magical offensive, 2mp. 1-4 damage.80% acc. No effect
Use your mind to throw a nearby object.

Fire

Fire spin: Fire physical offensive. 3mp. Up to 2 targets. 1-2 damage. 90% acc. 15% burn (4-19, lasts 2 turns)
Spin about rapidly to strike nearby foes while on fire.
Hot poke: Fire Physical offensive. 2mp. 1-3 damage, 95% acc. No effect
Heat up a finger or limb and poke your opponent. Hard.
Searing Touch: Fire Physical offensive. 3mp. 1-3 damage. 90% acc. 20% to burn (4-24; lasts 2 turns).
Grab your foe with very hot hands/claws/limbs/ect.
Smokescreen: Fire Multitarget debuff. 4mp. 80% acc All opponents get -20 to acc for their next two attacks
Make a lot of smoke to lower visability of your foes.
Burning coal: Fire Magic offensive. 3mp. 1-3 damage. 95% acc. 10% burn (4-14; lasts 2 turns)
Toss a flaming coal at your foe.
Heat Blast: Fire Magic offensive. 2 mp. 1-2 damage. 95% acc. No effect
Heat up the air in front of the opponents face.
Dazzling Fireworks: Fire magical offensive. 3mp. 1-2 damage. 90% acc 20% stun (4-24, lasts 2 turns)
Set off some fireworks in your opponents face


Water

Water Rush: Water Physical offenseive. 2 mp. 1-3 damage. 90% acc. No effect
Ride a small jet of water to quickly attack your opponent.
Liquid Palm: Water Physical offensive. 2 mp 1-2 damage. 90% acc. 20% stun (4-24; lasts 2 turns)
Blast the enemy with a strong watery palm attack.
Refreshing Drink: Water Heal. 3 mp. Heals 2-3 hp (+int mod)
Conjure some cool water to replenish your health some.
Venom Coat: Water buff. 4mp. All incoming physical attacks have a 30% chance of poisoning the attacker. Lasts 2 turns
Your body is covered with a thin layer of venom that may poison anything that dare touches you
Bubble burst: Water magical offensive (2). 4mp. 1-3 damage. 95% acc.
Fire bubbles at the oppenent which will burst upon impact.
Piercing snowflakes: Water magical offensive 3mp. 1-2 damage. 90% acc. 20% bleeding (4-24; lasts 2 turns)
Send very very sharp snowflakes and the target.

Air


Dive bomb: Air Physical offense. 2mp. 1-3 damage. 90% acc. no effect
Leap high into the air to crash down onto your target
Windy scratch: Air physical offensive. 3mp. 1-3 damage. 90% acc. 10% bleed (4-14, lasts 2 turns)
Razor winds surround you as you strike
Static Shock: Air Physical offense. 3mp 1-2 damage. 95% acc. 10% stun (4-14, lasts 2 turns)
Build up some static electricity and jab someone for a light shock.
Odd smell: Air Debuff. 3mp. 70% poison (lasts 2 turns)
Cause a very strange smell in the air to make people sick.
Static shield: Air buff. 4mp. All attackers take 1-2 unmodified damage when they attack. (2 turns)
Static electricity surrounds you and an ally
Whorl: Air Magical offense. 3mp. 1-2 damage. 90% acc. 20% confuse (4-24; lasts 2 turns)
Spin your oppenents with a gust of wind
Blow back: Air Magical offense. 4mp. 1-2 damage. 95% acc. 30% chance to deal additional 1-3 unmodified damage. Extra damage is not effected by weaknesses or resistances (4-34)
Blast your target with a strong wind, hoping to knock them down or into something.
Wild gust: Air magical offensive. 4mp. 1-3 damage. Up to 3 targets. 85% acc. no effect.
Whip up some crazy air currents.


Earth

Stick whack: Earth Phsycial offensive. 2mp. 1-3 damage, 95% acc.no effect
Use a stick to hit your foe.
Rock hard punch: Earth Physical offensive. 3mp. 1-4 damage, 90% acc. no effect
Punch your enemy with your rock-like fists.
Rock splitter: Earth physical offensive. 3mp. 1-2 damage to 2 opponents. 85% acc. No effect.
Pound at the earth, sending shockwaves in two directions.
Earth's Defense: Earth Self buff. 4mp. For 2 rounds, all damage received is reduced by 10%
Use the power of the earth to strengthen your defense.
Root: Earth debuff. 4mp. No damage. 85% acc. Opponent is 5% easier to hit (add 5 to acc; only if the acc is lower than 95)
Vines and roots come up to ensnare your foe.
Soil Spray: Earth Magical offense. 3mp. 1-2 damage. 90% acc. 20% for opponents next attack to have -20 to acc.
Throw dry soil at your opponent's face
Rock drop: Earth magical offensive. 2mp. 1-3 damage. 85% acc. 15% sleep (4-19, lasts 2 turns).
Summon a rock to fall on your target's head.
Poison thorns: Earth Magical offense. 3mp. 1-2 damage. 90% acc 20% poison (4-24; lasts 2 turns)
Send several poisonous thorns at your foe.

Light

Sunlit shin kick: Light physical offensive. 2mp. 1-2 damage. 20% stun (4-24, lasts 2 turns)
With your foot shining with the power of the sun... you aim for their shins.
Divine Strike: Light Physical Offensive. 2mp. 1-3 damage. 90% acc. no effect
Use the light to guide your attack!
Blinding Rush: Light Physical offensive. 3mp. 1-3 damage. 90 ¬c. 20% stun (4-24, lasts 2 turns)
Rush into your target in a blink of an eye.
Serene Aura: Light Multitarget heal. 4mp. For 3 rounds, you and any allies heal 10% hp per turn.
Bring about a peaceful light to soothe your wounds.
Brilliant Idea!: Light sustained debuff. 3mp. While this is active, all opponents take a -10% penalty to Acc. At the beginning of each turn, you may pay 1mp to keep the ability up.
A bright light hovers above your head. Aside from putting a glare in enemy eyes, it also helps light up dark areas!
Darts of light: Light Magical offensive. 3mp. 1-2 damage. 95% acc. 10% bleeding (4-14; lasts 2 turns)
Fire piercing bits of light at the target.
Mini laser: Light Magical offensive. 2mp. 1-3 damage. 90% acc. no effect
Shoot a small beam of concentrated light.

Dark


Leech: Dark Physical offensive. 3mp. 1-3 damage. 90% acc. Heals 10% of damage dealt
n** the enemy and steal some life.
Shadow Strike: Dark Physical offensive. 2mp. 1-3 damage. 90% acc. no effect
Use the darkness to guide your attack!
Shadow step: Dark physical offensive. 3mp. 1-3 damage. 95% acc. No effect
Appear in you opponent's shadow before striking them
Lull: Dark Debuff... sort off. 4mp. 80% of sleep (lasts 2 turns)
Give them a false sense of security and put them to sleep.
Fade: Dark buff. 3mp. Target ally takes 25% less damage next turn. Cannot target self.
Concentrate and make an ally's form a little less tangible.
Dark slap: Dark Magical offensive. 2mp. 1-3 damage. 90% acc. No effect
Raise some shadows to slap something.
Death pins: Dark Magical offensive . 3mp. 1-2 damage. 90% acc. 15% poison (4-19, lasts 2 turns)
Fire a bunch of tiny poisoned shadow pins.

ToT Ronin
Vice Captain


ToT Ronin
Vice Captain

PostPosted: Sat May 23, 2009 9:59 pm


Low Tier Skills (2 skill points)
You must be at least level 4 to learn these

Non Elemental

Quick jab: Physical Offensive. 2-4 damage. 90% acc. no effect
Give your foe a quick blow.
Aimed Kick: Physical offensive. 1-6 damage. 80% acc. 10% chance to stun (4-14; lasts 3 turns)
Kick your foe in a weak spot to try and stun them.
Intimidate: Debuff? 7mp. 80% acc to make the target take a -20% chance to miss their next two attacks.
Make your opponent second guess his moves.
Restoration: heal. 4mp Heal 2-6 hp+int mod.
Take a moment to focus your energies to heal your wounds
Elemental Void: Sustained buff? 5mp. While this is active, weaknesses and strengths are ignored for all combatants. At the beginning of each turn, you may pay 3mp to keep the ability up.
Drain the essence of the elements from those around you
Shriek: magical offensive 3mp. 3 damage. 90% acc. 30% stun (4-34; lasts 3 turns)
Make a high pitched shriek.
Focused burst: Magical offensive. 6mp. 2-6 damage. 80% acc. No effect
Focus energy to bust onto the enemy
Contaminate: Magical offensive. 5mp. 3-6 damage. 90% acc. 15% poison (4-19, lasts 3 turns)
Fill your target's mind with muddled thoughts and such to make them sick.

Fire

Claw of the Tiger: Fire physical offensive. 4mp. 2-6 damage. 90¬c. 15% bleed (4-19; lasts 3 turns)
With the ferocity of a tiger, you strike the opposition.
Fire punch: Fire Physical offensive. 4mp 2-6 damage. 90% acc. 15% burn (4-19; lasts 3 turns)
With your limbs on fire, you punch the target.
Flaming bite: Fire Phsyical offensive. 3mp. 2-5 damage. 80% acc 25% burn (4-29; lasts 3 turns)
Flames engulf your teeth and jaws as you take a bite out of the opponent.
Burning intent: Fire Buff. 6mp. For the next 3 rounds, damage is increased by 25%. You also have 10% more chance to burn things
Your inner fire blazes, making you stronger.
Cleansing Burst: Fire heal. 6mp. All allies and yourself are cured of status effects
Unleash pure and light flames out to help your allies
Spit fire: Fire Magical offensive. 5mp 2-6 damage. 80% acc 10% burn (4-14; lasts 3 turns)
Spit out some flames at your foe
Flame's embrace: Fire Magical offensive. 6mp. 2-5 damage. 80% acc 30% burn (4-34; lasts 3 turns)
Wrap flames around your target to burn them

Water

Tail of the Dragon: Water physical offensive. 4mp. 2-6 damage. 90¬c. 15% stun (4-19%; lasts 3 turns)
Strike your foe, with the strength of a dragon
Icy thrust: Water Physical offensive. 4mp. 2-6 damage. 80% acc. 20% bleeding (4-24;lasts 3 turns)
An icy blade surrounds your fist as you thrust it into an enemy.
Go with the Flow: Water Physical offensive. 4mp. 2-5 damage. 95% acc
Your movements are fluidlike, making it hard for the opponent to tell how you will attack
Stagnant liquid: Water Debuff. 5mp. 70% poison (lasts 3 turns)
Drench your foe in disgusting water.
Misting veil: Sustained buff 4mp. While this is active, status effects cannot afflict you and your allies. At the start of each turn, you may pay 2mp to keep the ability up.
Soft mists flow through the area, giving allies a little more protection
Water Jet: Water Magical offensive. 6mp. 3-6 damage. 90% acc. no effect
Blast a powerful stream of water at your target.
Icy storm: Water Magical offensive. 6mp. 2-4 damage. 80% acc. For the next 3 rounds, all opponent acc is lowered by 15% and take 1-3 unmodified damage.
Conjure a freezing storm in the area
Wave: Water magical offensive. 6mp. 2-5 damage. Up to 3 targets. 90% acc. No effect
Create a large wave to wash away the opposition


Air

Wings of the crane: Air physical offensive. 4mp. 2-6 damage. 90¬c. 15% stun (4-19; lasts 3 turns)
With the grace of a crane, you lash at the target.
Wind claw: Air physical offensive. 4mp. 2-6 damage. 90% acc. 15% bleed (4-15, lasts 3 turns)
Air wraps around your arm, acting as a set of claws as you strike.
Electricfying Bite: Air Physical offensive. 4mp. 2-5 damage. 80% acc 25% stun (4-29;lasts 3 turns)
Lightning sparkles around your teeth and jaws as you bite the target.
Sonic Rush: Air Phsyical offensive. 3mp. 3-6 damage. 80% Acc. No effect
Violent winds swirl about you as you rush the target.
Guidance: Air buff. 7mp. Your critical hit range is now 1-20.
Let the winds guide your strike, giving you a bigger chance at landing a heavy blow.
Soothing Breeze: Air Heal. 7mp heal target 3-7 + int mod.
Call upon a gentle breeze to ease the pain.
Zap: Air Magical offensive. 6mp 2-6 damage. 90% acc no 10% stun (4-14;lasts 3 turns)
Point your finger and send a jolt of electricity out from it.
Violent Gale: Air Magical offensive. 6mp. 3-6 damage. 90% acc no effect
Whip up strong winds around your target.



Earth

Fangs of the Adder: Earth physical offensive. 4mp. 2-6 damage. 90¬c. 15% poison (4-19; lasts 3 turns)
Lash out at your foe, as a snake lashes out at its prey
Earthy smash: Earth Physical offensive. 4mp 2-6 damage 75% acc 25% stun (4-29;lasts 3 turns)
Pick up a nice dense clod of earth to smash into your target
Poison strike: Earth Phsyical offensive. 4mp. 2-5 damage. 90% acc. 25% poison (4-29;lasts 3 turns)
Imbue yourself with poisons as you strike the foe.
Earthen shield: Earth Buff 7mp. For 3 rounds, all damage is reduced by 25% (round up). Speed mod takes -1
Use the power of the earth to shield you from oncoming attacks.
Erosion: Earth Debuff. 6mp. 80% acc. Target takes -1 to defense and will for 3 turns.
Wear down your opponent's defenses
Root snap: Earth Magical offensive. 5mp. 2-4 damage. 90% acc 30% chance to do 4 more damage (4-34)
Cause roots in the ground to come up to smack your foe like a whip
Tremor: Earth Magical offensive. 6mp 2-5 damage. 90% acc 10% stun - all enemies (4-14; lasts 3 turns)
Cause the ground to shake, hoping to knock your enemy over
Geothermal blast: Earth physical offensive. 4mp. 80% acc. 30% burn (4-34, lasts 3 turns)
Launch several hot rocks at your target


Light

Smiting blow: Light Physical offensive. 3mp 2-5 damage. 90% acc no effect
Call upon the heavens to give your strike some light!
Phase through: Light physical offensive. 3mp. 1-2 damage. 90% acc. 15% stun (4-19, lasts 3 turns)
Your body becomes like light as you pass right through your enemy. They won't feel the pain till a few seconds after you strike.
Shimmering strike: Light physical offensive. 4mp 2-4 damage. 95% acc, target's acc is lowered 10% for the next 3 rounds
As you attack your opponent, you shine lights into their eyes
Hypnotic pulse: Light Debuff 7mp 80% sleep (lasts 3 turns)
Emit soft colorful pulses of light to lull the foe
Light trick: Light buff. 5mp. 80% acc. All incoming attacks take -20 to their acc.
Play with the light around you, making it more difficult for foes to land a hit on you
Light arrows: Light Magical offensive. 5mp. 3-6 damage. 80% acc 15% bleed (4-19;lasts 3 turns)
Shoot piercing arrows of light at your target.
SUn burst: Light Magical offensive. 6mp. 2-5 damage. 90% acc 10% burn (4-19;lasts 3 turns)- may attack up to 2 enemies
Using the power of the sun's energy, you blast your target.
Solar Flare: Light magical offensive. 5mp. 2-5 damage. Up to 2 targets. 85% acc. 15% burn (4-19, lasts 3 turns)
Send out the power of the sun


Dark

Vampiric bite: Dark physical offensive. 3mp. 2-5 damage. 90% acc. heal 20% of damage dealt
Bite into your foe to drain their life
Nightshade stab: Dark physical offensive 4mp 2-5 damage 80% acc 30% poison (4-34; lasts 3 turns)
Imbue shadows and... nightshade into your strike as you attack.
Shadow meld: Dark Buff 6mp. Opponent takes -20% acc to attacks against you. You get +5% to acc
Your form fades, becoming much like a shadows
Amnesia: Dark debuff. 6mp. 80% acc. Choose one of the target's attacks. They are not able to use that skill for 3 turns.
Block out a part of your opponent's memory.
Haunting gaze: Dark Magical offensive 6mp 2-5 damage. 80% acc 25% sleep (4-29; lasts 3 turns)
Try to outright scare your target with a frightening glare
Constricting darkness: Dark Magical offensive 6mp 3-6 damage 90% acc no effect
Wrap your target in shadows and give em a big squeeze
Illusionary Flames: Dark magical offensive. 5mp. 85% acc. 20% burn (4-24, lasts 3 turns)
Burn your foe with flames that don't really exist.


PostPosted: Sat May 23, 2009 10:00 pm


Mediate Tier Skills (3 skill points)
You must be at least level 8 to learn these

Non Elemental

Double fisted strike: Physical Offensive. 3-6 damage. 90% acc. 40% of dealing 7 extra unmod damage (4-44)
Hit your foe with both fists
Quick combo: Physical offensive 3-8damage 80% acc 20% stun (4-24; lasts 4 turns)
Pummel the target with a series of fast strikes
Charge: Physical offensive. 2-7 damage 80% acc. Add half your speed mod to the damage. You cannot do this attack two turns in a row.
Rush forth at your opponent at top speed
Meditation: Buff 7 mp. heal self 3-7 + int. Next attack does 1.5x damage
Clear your mind and focus your energies.
Elemental stir: buff? 10mp Target ally's next attack is changed to an element of your choice. Cannot target self and must choose element in this post.
Stir the magical and elemental energies to alter it to your will
Aura: Sustained Buff. 6 mp. Up to 3 targets. All affected people get +1 to str, int, def, and will. You may only be affected by one type of aura at a time. At the beginning of each turn you may pay 3mp to keep the ability up.
Conjure an aura that rallies allies.
Piercing Scream Magical offensive. 8mp. 4 damage. 90% acc. 40% stun (4-44;lasts 4 turns)
Scream in a high pitched tone to try and knock your opponent silly.
Ki blast: Magical offensive. 6mp 3-7 damage. 95% acc no effect
Focus your energy into a ball to fire it


Fire

Blaze Kick: Fire Physical offensive. 5mp. 3-7 damage. 80% acc 20% burn (4-24;lasts 4 turns)
Kick your foe hard with a foot thats on fire.
Burning Desire: Fire physical offensive. 5mp. 2-7 damage. 85% acc. Add your half your speed mod to the damage. You cannot do this attack two turns in a row. 15% burn (4-19, 4 turns)
Rush forth at your opponent at top speed in a blaze of glory
Fiery embrace: Fire Physical offensive. 6mp. 3-6 damage. 90% acc 30% burn (4-34;lasts 4 turns)
Cling to your foe while set ablaze
Flame Aura: Fire Sustained Buff. 6mp. Up to 3 targets. Attackers take 3 unmodified damage as soon as they strike. You may only be affected by one type of aura at a time. At the beginning of each turn you may pay 3mp to keep the ability up.
Conjure an aura of fire that lashes out at offenders.
Healing flames: Fire Heal. 8mp. Heal target 4-8 + int.
Light flames wrap around your targets wounds, soothing the pain.
Bed of Coals Fire Magic offensive. 9mp. 3-5 damage. 90% acc. 20% burn (4-24;lasts 4 turns) all foes. For 3 rounds, all opponents receive additional 1-3 unmodified damage
Throw many hot coals around your opponents feet.
Fireball: Fire Magic offensive. 7mp. 3-8 damage. 90% acc 10% burn (4-14;lasts 4 turns)
Send a ball of flames at the target
Explosion: Fire magical offensive. 9mp. 4-8 damage. Up to 3 targets. 75% acc. If you miss, you take the damage instead.
Cause an explosion.

Water


Icy Dash: Water physical offensive. 5mp. 2-7 damage.85% acc. Add half your speed mod to the damage. You cannot do this attack two turns in a row. 15% stun (4-19, 4 turns)
Rush forth at your opponent at top speed with icy determination
Blade of Ice: Water Physical offensive. 6mp 3-7 damage. 90% acc. 20% bleed (4-24;lasts 4 turns)
Create a sharp blade of ice to slice at your foe
Water Whip: Water Physical offensive. 5mp 3-8 damage 90% acc no effect
Turn a limb into a stream of water to whip the target
Shield of Ice: Water Buff. 9 mp. Absorbs the next 20 damage.
Create a shield of ice to take the damage for you
Aqua Aura: Water Sustained Buff. 6mp. Up to 3 targets. Prevents targets from status and criticals. You may only be affected by one type of aura at a time. At the beginning of each turn you may pay 3mp to keep the ability up.
Conjure an aura of water that protects you and your allies from ailments and crtical hits.
Hailstorm: Water magical offensive. 9mp Enemies take 2 unmodified damage for the next 4 turns (damage is taken at start of their turn).
Call upon hail to rain down on the enemy.
Geyser: Water Magical offensive. 8mp.3-8 damage. 80% damage. 20% stun (4-24;lasts 4 turns)
Cause a powerful geyser to shoot up from your target's feet...maybe even sending them flying for a bit
Frost ray: Water Magical offensive. 7mp 2-7 damage no effect
Send out a cold beam at your target
Volley of Acid: Water magical offensive. 7mp 3-6 damage. Up to 3 targets. 80% acc 20% poison (4-24, lasts 4 turns)
Send blobs of acidic liquid flying at the target


Air

Tornado Rush: Air physical offensive. 5mp. 2-7 damage.85% acc. Add half your speed mod to the damage. You cannot do this attack two turns in a row. 15% stun (4-19, 4 turns)
Rush forth at your opponent at top speed with winds whiping around your body
Wind slice: Air Physical offensive. 5mp. 3-7 damage. 80% acc 20% bleed (4-24;lasts 4 turns)
Concentrated winds aid you as you cut into the enemy.
Lightning edge: Air Physical offensive. 6mp. 3-8 damage 90% acc 20% stun (4-24;lasts 4 turns)
Wrap your body/weapon in electricity as you strike
Repel: Air Buff. 8mp. For 4 rounds, all attacks to you take -10% to acc and deal 30% less damage
Powerful winds blow attacks aside.
Wind Aura: Air Sustained Buff. 6 mp. Up to 3 targets. You become 20% harder to hit. You may only be affected by one type of aura at a time. At the beginning of each turn you may pay 3mp to keep the ability up.
Conjure an aura of air that makes it harder to land blows onto you.
Crack of lightning: Air Magical offensive. 7mp. 3-8 damage. 80% acc 20% stun (4-24;lasts 4 turns)
Electrify your target with a bolt of lightning.
Vortex: Air magical offensive. 10mp. Enemies take 2 unmodified damage for the next 4 turns.
Summon up a vacuum of air to surround the foe.
Orb of force: Air Magical offensive. 7mp 3-8 damage. 90% acc no effect
Blast the target with a concentrated orb of wind.


Earth


Earthen Fury: Earth physical offensive. 5mp. 2-7 damage.85% acc. Add half your speed mod to the damage. You cannot do this attack two turns in a row. 15% stun (4-19, 4 turns)
Rush forth at your opponent at top speed while the earth cracks below your feet
Earthen shards: Earth physical offensive 5mp 2-7 damage. 80¬c 10% bleed (4-14;lasts 4 turns)
A powerful blow to the earth sends shards of rock at the enemy
Briar: Earth Physical offensive. 6mp. 2-7 damage 90¬c 15% poison (4-19;lasts 4 turns)
Poisonous spines grow from your body as you attack
Earthen Armor : Earth Buff 9mp. For 5 rounds, all damage is reduced by 50% (round up) Speed is reduced by 10.
Use the power of the earth to coat your body in a protective armor.
Nature Aura: Earth Buff. 6mp. Up to 3 targets. Absorbs up to 5hp worth of damage. Does not stack each turn You may only be affected by one type of aura at a time. At the beginning of each turn you may pay 3mp to keep the ability up.
Conjure an aura of Earth that acts as a force field of sort.
Jagged spires: magical offensive 7mp. 4-8 damage. 80% acc. 10% stun (4-14;lasts 4 turns)
Send a line of stalagmites straight at your foe
Deadly vines: Earth magical offensive 9mp. 3-7 damage. 80% acc. 20% poison(4-24; lasts 4 turns) 10% sleep (20-30; lasts 4 turns)
Summon barbed vines to strike with


Light

Lightspeed: Light physical offensive. 5mp. 2-7 damage.85% acc. Add half your speed mod to the damage. You cannot do this attack two turns in a row. 15% stun (4-19, 4 turns)
Rush forth at your opponent at top speed while your body becomes like light
Laser blade: Light Physical offensive. 6mp. 3-7 damage. 90% acc no effect
Concentrate light to slash or stab the target
Light speed strikes: Light Physical offensive 5mp. 3-7 damage. 90% acc 20% stun (4-24;lasts 4 turns)
Pummel your foe with many strikes as your body becomes like light itself
Beacon of Inspiration: Light Buff 9mp. Allies are healed for 3-7 hp and get a 20% boost to strength and magic for the next 5 rounds
Send out a pillar of light that brings hope and inspriation to you and your friends.
Bright Aura: Light Buff. 6 mp. Up to 3 targets. Attacks below 90% acc have their acc increased by 10. You may only be affected by one type of aura at a time. At the beginning of each turn you may pay 3mp to keep the ability up.
Conjure an aura of light that helps you with your aim.
Lance of light: Light Magical offensive. 7mp. 3-7 damage. 90% acc 20% bleed (4-24;lasts 4 turns)
Call forth a lance of light to pierce your enemy's soul
Heavenly Ring: Light Magical offensive. 6mp. 2-7 damage 90¬c no effect
Fling a circle of light straight for the target.

Dark

Nightly Focus: Dark physical offensive. 5mp. 2-7 damage.85% acc. Add half your speed mod to the damage. You cannot do this attack two turns in a row. 15% stun (4-19, 4 turns)
Rush forth at your opponent at top speed with the shadows at your side
Night slash: Dark Physical offensive. 5mp 3-8 damage. 90¬c 20% bleed (4-24;lasts 4 turns)
Darkness manefests itself to allow for some slicing action.
Doppleganger combo: Dark Physical offensive. 6mp. 4-8damage. 90¬c no effect
Shadows form a double of yourself to double team the enemy.
Shadow miasma: Dark Debuff. 8mp all enemies take -15% to acc and have 40% chance of being poisoned (4 rounds). accuracy lost lasts 5 rounds.
A deadly mist-like shadow creeps over the battlefield.
Shadow Aura: Dark Sustained Buff. 6mp. Up to 3 targets. Your attacks deal 1.5x damage. You may only be affected by one type of aura at a time. At the beginning of each turn you may pay 3mp to keep the ability up.
Conjure an aura of shadow that aids you as you strike at your foes.
Crushing darkness: Dark Magical offensive. 8mp 3-7 damage 80% acc 20% sleep to all enemies. (4-24;lasts 4 turns)
Bring down a heavy blanket of darkness onto your foes.
Nox orb: Dark Magical offensive. 8mp. 2-7 damage. 90% acc 20% poison (4-24; lasts 4 turns)
Form shadows into a ball to send flying

ToT Ronin
Vice Captain


ToT Ronin
Vice Captain

PostPosted: Sat May 23, 2009 10:01 pm


High Tier Skills (4 skill points)
You must be at least level 12 to use these skills

Non Elemental

Roundhouse to the Face: Physical offensive. 6-12 damage. 70% acc. 30% sleep (4-34;lasts 5 turns)
Get someone in the face with the almighty roundhouse kick
Pummeling blows: Physical offensive. 6-12 damage. 80% acc. 30% stun(4-34;lasts 5 turns)
Beat down your target with a series of strong but fast attacks
SURPRISE!!: Debuff. 30mp. Roll 1d12. 1 = sleep, 2 = bleed, 3 = poison, 4 = burn, 5 = stun. 6 = -5 to strength and magic. 7 = -20% to acc . 8-12 nothing
Surprise your enemy with a sudden status effect of sorts... or nothign at all. Any status done lasts for 5 turns.
Banshee's song : Magical offensive. 25mp. 6 damage. 80% acc. 40% bleed (4-40; lasts 5 turns)
Sing a song so freaking loud and piercing that you make your target's ears bleed.
Mind crusher: Magical offensive. 27mp. 5-12 damage. 80% acc. 20% sleep(4-24;lasts 5 turns)
Take a grip onto your opponents mind and give it a good squeeze


Fire

Phoenix smash: Fire Physical offensive, 15 mp 5-12 damage. 90% acc. 30% to deal half the damage to yourself (24-44). 30 u;rn(4-34;lasts 5 turns)
Blazing strong, you lunge head on towards your target.
Blaze of glory: Fire Physical offensive. 15mp 6-12 damage. 90% acc No effect
Body aflame, you attack relentlessly
Dancing Fireflies: Fire.. Buff? Debuff?. 30mp. For the next 5 rounds, all opponents have 50% chance of taking 1-10 damage
Send little fireflies into the battle field that will explode on contact with any enemies.
Hellfire Blaze: Fire Magical offensive. 25mp. 5-10 damage. 70% acc 50% burn (4-54;lasts 5 turns)
Surround your opponent with black flames said to burn the very soul
Razor flames: Fire Magical offensive. 25mp. 5-10 damage. 80% acc 30% bleed (4-34;lasts 5 turns)
Send out a cresent of flames that can slice through rock


Water

Freeze: Water physical offensive. 10mp. 7-12 damage. 70% acc. 35% stun (4-39, lasts 4 turns)
Upon touch, you freeze the blood in your opponent's body.
Aquatic lunge: Water Physical offensive, 15mp 5-12 damage. 90% acc No effect
Using water to boost you, you charge right for your target
Icy grace: Water Physical offensive. 18mp. 5-12 damage. 80% acc 20% stun (4-24;lasts 5 turns)
Your body becomes like a swirling snowstorm as you strike
Rain of life: Heal. 35mp. heals up to 2 targets 6-14 hp, removes all status ailments
Soothing water rains down upon the land, healing.
Undine's fury: magical offensive 30mp. 5-11 damage. 90% acc 25% stun (4-29;lasts 5 turns)
Call upon water and ice to violently strike your foe repeatedly
Hydro Vortex: Magical offensive. 25mp. 6-12 damage. 80% acc no effect
Violent waters swirl against the opposition like some sort of tornado
Heart of frost: Water magical offensive. 30mp.Up to 2 targets. 5-12 damage. 80% acc. 30% bleed
Focus and aim for their hearts, where a large spikey ball of ice will explode forth


Air

Sylph's barrage: Air Physical offensive. 18mp 6-12 damage. 90¬c 20% sleep (4-24;lasts 5 turns)
Dense winds form around your body as you attack relentlessly.
Storm combo: Air Physical offensive. 17mp. 5-12 damage. 80% acc 20% stun (4-24;lasts 5 turns)
Using lightning and thunder, you batter you opponent
Drifting Winds: Air Buff. 25mp Allies take half damage and are 15% harder to hit for five rounds
You and your allies become like the wind itself, drifting along as you please.
Raiden's touch: Air Magical Offensive. 30mp. 5-10 damage. 90% acc. 30% stun (4-34;lasts 5 turns). target takes 2-5 unmodified damage for 5 turns.
Give your target a good jolt that will linger for awhile.
Sonic wave: Air Magical offensive. 25mp 5-12 damage. 25% stun (4-49;lasts 5 turns) - all enemies
A burst of sonic energy shoots towards your foes

Earth

Bouldering Sweep: Earth Physical offensive 18mp 5-10 damage to two enemies 80% acc No effect
You attack in a wide arc while your body becomes like rock for a moment
Earthy slam: P Earth hysical offensive 15mp 5-12 damage. 80% acc 20% poison (4-24;lasts 5 turns)
Grab your foe and slam them until they taste dirt.
Earthen Fortress: Earth Buff 30mp. For 5 rounds, all damage is reduced by 75% (round up). Speed is reduced by 15. This may also be used on one additional ally.
Bring the earth around you (and possibly a friend) for great protection.
Wooden trap: Earth Magical offensive 27mp. 6-12 damage. 70% acc 40% poison (4-44; lasts 5 turns)
Wooden spikes burst from the ground to skewer the target.
Crumbling battlefield: Earth Magical offensive. 25mp 5-10 90¬c no effect
Cause the earth below your enemies' feet to break down beneathe them


Light

Light flourish: Light Physical offensive 13mp 5-10 damage 90¬c no effect
You use light to distract your enemy before going in for the true attack
Pierce the Heavens: Light Physical Offensive, 15mp. 5-12 damage. 90% acc No effect
Piercing light spirals around your fist as you drive it into your target
Seraph's blessing: Light Buff. 35mp Heal 4-10 hp. Increase str, int, will, and def by 5 for 5 rounds.
A holy light washes over you, healing your wounds and making you feel stronger altogether.
Rays of Apollo: Light Magical offensive. 30mp 5-10 damage. 90¬c 20 u;rn 20&#xst;un (4-24;lasts 5 turns)
Call upon the might of Apollo to smite your target
Virtuous song: Light Magical offensive. 25mp 5-12 damage. 80¬c no effect - all enemies
You sing a song that calls down radiant light down onto your foes


Dark

One with the Shadows: Dark Physical offensive 18mp 5-11 damage. 90¬c 20&#xpo;ison (4-24;lasts 5 turns)
Your body becomes like the darkness itself, making it easier for you to strike at your foe unsuspectedly
Soul sever: Dark Physical offensive 17mp 6-12 damage 80% acc; 30% chance of dealing 7 more unmod damage (4-34)
Reach out to try and claw/slash/stab at your opponents soul
Shadows of heaven: dark phsyical offensive. 18mp. 6-12 damage. 95% acc. no effect
Call upon the dark avengers to give you strength as you attack.
Servant of night: Dark Buff. 30mp Attacks are 1.5x stronger incoming attacks take -15¬c against you for 5 turns
The power of the night aids you in battle.
Your life is mine: Dark Magical offensive. 30 mp. 5-12 damage. 80% acc Heal 75% of the damage dealt
Steal the very essense of life of your target.
Hade's gambit: Dark Magical offensive. 25mp 5-12 damage. 80% acc 20% chance to deal 10 extra damage (4-24) 20% chance to deal 10 damage to yourself (2-3, 26-42)
Test your luck and maybe hell will be on your side.
PostPosted: Sat May 23, 2009 10:02 pm


Weaponry for Humakin


Humakin characters may use a weapon if they choose. And in battle they can opt to use a normal weapon attack instead of one of their skills. These attacks cost no mp. As you level up, your skill with using the weaponry will increase, allowing you to deal more damage with them. More weapons may be added to this list over time.

Also, your Humakin may carry more than one weapon (please be reasonable with this), but in battle if he or she wishes to switch weapons, it will take up one turn to do so.

Melee

No weapon - Modifier damage - 95% Acc 10% sleep (4-14, 2 turns)
------lv4-8 - Modifier damage+1
------lv9-12 - Modifier damage+2
------lv13-20 - Modifier damage +3
Dagger - 1-3 damage 95¬c 10% bleed (4-14, 2 turns)
------lv4-8 - 2-4 damage
------lv9-12 - 3-6 damage
------lv13-20 - 4-7 damage
Short sword - 2-3 damage 90% acc 10% bleed (4-14, 2 turns)
------lv4-8 - 3-5 damage
------lv9-12 - 4-7 damage
------lv13-20 - 5-8 damage
Long sword - 2-3 damage 90% acc 15% bleed (4-19, 2 turns)
------lv4-8 - 4-5 damage
------lv9-12 - 5-7 damage
------lv13-20 - 6-9 damage
Staff - 1-4 damage 90% 10% stun (4-14, 2 turns)
------lv4-8 - 2-5 damage
------lv9-12 - 3-7 damage
------lv13-20 - 4-9 damage
Spear/halberd - 2-4 damage 90% acc 15% bleed (4-19, 2 turns)
------lv4-8 - 3-6 damage
------lv9-12 - 4-7 damage
------lv13-20 - 6-10 damage
Warhammer - 3-4 damage 80% acc 15% stun (4-19, 2 turns)
------lv4-8 - 4-6 damage
------lv9-12 - 5-8 damage
------lv13-20 - 6-11 damage
Ax - 3-4 damage 85% acc 15% bleed (4-19, 2 turns)
------lv4-8 - 4-7 damage
------lv9-12 - 5-9 damage
------lv13-20 - 6-12 damage
Knuckles - 1-3 damage 95% acc 10% sleep (4-14, 2 turns)
------lv4-8 - 2-4 damage
------lv9-12 - 3-6 damage
------lv13-20 - 4-7 damage
Bladed knuckles - 1-4 damage 90% acc 10% bleed (4-14, 2 turns)
------lv4-8 - 2-5 damage
------lv9-12 - 3-7 damage
------lv13-20 - 5-8 damage
Flail - 2-4 damage 90% acc 15% stun (4-19, 2 turns)
------lv4-8 - 3-6 damage
------lv9-12 - 4-7 damage
------lv13-20 - 6-10 damage
Mace- 1-4 damage 90% 10% stun (4-14, 2 turns)
------lv4-8 - 2-5 damage
------lv9-12 - 3-7 damage
------lv13-20 - 4-9 damage
Whip- 2-3 damage 90% acc 10% stun(4-14, 2 turns)
------lv4-8 - 3-5 damage
------lv9-12 - 4-7 damage
------lv13-20 - 5-8 damage
Club - 1-4 damage 90% 10% stun (4-14, 2 turns)
------lv4-8 - 2-5 damage
------lv9-12 - 3-7 damage
------lv13-20 - 4-9 damage

Ranged

Dart/needle - modifier damage - 95% acc 10% bleed (4-14, 2 turns)
------lv4-8 - Modifier damage+1
------lv9-12 - Modifier damage+2
------lv13-20 - Modifier damage +3
Sling - 1-2 damage 15% stun(4-14, 2 turns)
------lv4-8 - 2-4 damage
------lv9-12 - 3-5 damage
------lv13-20 - 4-7 damage
Small throwing blade (kunai/shuriken/ect) - 1-3 damage 95% acc 10% bleed (4-14, 2 turns)
------lv4-8 - 2-4 damage
------lv9-12 - 3-6 damage
------lv13-20 - 4-7 damage
Short bow - 1-3 damage 90% acc 10% bleed (4-14, 2 turns)
------lv4-8 - 2-4 damage
------lv9-12 - 3-6 damage
------lv13-20 - 4-7 damage
Long bow - 2-3 damage 90% acc 10% bleed (4-14, 2 turns)
------lv4-8 - 4-5 damage
------lv9-12 - 5-7 damage
------lv13-20 - 6-9 damage
Javelin - 2-4 damage 90% acc 15% bleed (4-19, 2 turns)
------lv4-8 - 3-6 damage
------lv9-12 - 4-7 damage
------lv13-20 - 6-10 damage
Cross bow - 2-4 damage 85% acc 10% bleed (4-14, 2 turns)
------lv4-8 - 4-6 damage
------lv9-12 - 5-8 damage
------lv13-20 - 6-11 damage
Revolver - 3-4 damage 85% acc, must take one turn to reload after 6 shots are fired 15% bleed (4-19, 2 turns)
------lv4-8 - 4-7 damage
------lv9-12 - 5-9 damage
------lv13-20 - 6-12 damage
Small bombs - 3-4 damage 70% acc, 20% stun (4-14, 2 turns) *restricted*
------lv4-8 - 4-7 damage
------lv9-12 - 5-9 damage
------lv13-20 - 6-12 damage

ToT Ronin
Vice Captain

Reply
Kulgenki

 
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