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Posted: Wed Jan 09, 2008 7:30 pm
The Lancers: Holds the key of power. Self-Prevention and Reversal based.
Item: Lance: (E3) If the first Combat Die you roll (regardless of how many you roll) is an even number, double the resulting total. This bonus applies regardless of whether the dice are used for Attack or Defense. You must have Combat Dice in order to benefit from this Item.
Make: Offensive Items
~Organization Skills~ Reflect: CP 4, use a combination of 3 AP/MP to reflect one select damage source (can by any damage type, not that if there are multiple damage sources thrown at you in a given turn, like an attack and an action, you can only reflect one source, or either the attack or action, not both) directed at you this turn back at the original user, the damage type remains the same. Intangible: CP 8, one turn per a combat the character may become intangible and cannot be the target of anything, the character cannot act in anyway but does still gain AP/MP, regeneration and ext. for the turn as normal. Absorb for Life: CP 3, one time per a quest you can negate an action or spell targeted at you and gain its AP/MP x 2 in life. Absorb for Points: CP 3, one time per a quest you can negate an action or spell targeted at you and gain its AP/MP in AP/MP respectively. Perfect Defense: CP 2, use 4 charge coins to activate, you are immune to damage from outside sources this turn, can only be used once per a quest per a 2 CP spent on ability.
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Posted: Thu Mar 06, 2008 7:49 pm
The exclusive Item "Lance" has been re-written. Please take note of the change, as it more closely embraces the ideals of the Organization.
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