Post by Riku on Jun 9, 2013 18:06:01 GMT -5
»»RIKU«« Age►: 17 Canon or OC?►: Canon Face Claim►: Riku - Kingdom Hearts Sexual Orientation ►: Heterosexual Race ►: Human Group►: Godless »»APPEARANCE«« Riku stands at about six feet tall, he weighs in at around one hundred and seventy-one pounds which is around seventy-eight kilograms. Though he weighs quite a lot it's all muscle you won't see much fat on him. He looks like an able bodied person and also as if he'd have a lot of strength because of how well built he is. Some may say he has a rather athletic build to him but this is because he works rather hard. Any baby fat he had has been worked away and he's grown in to a tall and well toned young man. His hair is a bit on the shaggy side, actually that's an understatement. It's long and well groomed for the most part but bed hair isn't great for someone with long hair so it takes a good brushing for it to look as good as it does (glossy and soft). Usually he has it down but occasionally (if he cooking for himself or doing other things) he'll have it tied up in a ponytail. His hair is of a silvery gray color and dependent on the light it may look like it's got a slightly blue or lilac tint to it. His eyes are a bright sea-green but with those eyes come all his emotions, he may not say much or even express his emotions all that well but his eyes say everything about him. They're honest and they cannot hide what he truly feels, it's why he wore a blindfold for a period of time to try and hide what he felt from everyone else around him. Otherwise he'd have been an open book. Riku has a rather fair complexion and you won't see many blemishes on his skin. As far as clothes stand, he has a... Rather normal wardrobe when compared to some of the people he's been seen around. He did don a black cloak like the Organization members at one time but he's been rid of that for some time. Now he wanders around in his usual garb which consists of a sleeveless white zip up jacket that has a yellow inner lining, this is usually open and over a black zip up vest like shirt which is (you guessed it) sleeveless and usually the bottom zip isn't fully down so it shows part of his stomach. He can usually be found wearing a pair of extremely baggy blue jeans that allow him lots of room to move and sometimes fall just below his waist this tends to show off the waist band of whatever colored boxers he's wearing that day so he's opted to wear a belt in an attempt to keep the jeans up. On his feet he wears a pair of white skater shoes that have black stripes on them a gray tongue and yellow laces. On his left arm he wears a white sleeve like piece of attire, though this is all just for aesthetics rather than having an actual purpose save for keeping his wrist warm when in colder worlds. »»PERSONALITY«« Riku is extremely complex, anyone who could understand him at a first glance probably has super powers. Either that or they can read his demeanor, body language and keep eye contact with him exceptionally well. At first he may seem extremely closed off apart from when it concerns people who aren't strangers. Getting to know and understand him is rather difficult because he'll hold off his thoughts and feelings trying to make sure they don't interfere with his life and his 'duty'. Because he understands that he has a heart that has been easily manipulated because of his naivety and jealousy, he does his best to make sure that it isn't the case anymore. He's constantly trying to prove to his closest friends (and himself) that he has accepted his own darkness that took control of him before, and that he has it well and truly tamed. He is generally wary of new people now because of how he was manipulated before and he's much more mature never thinking that he's above everything and that things will be perfectly okay regardless. In actuality he's realistic, he understands that the more light there is? The more of a danger the darkness becomes and that neither can exist without the other. So long as there is light it'll always cast a shadow which will oppose it. Now saying this? He isn't what one would call depressive or anything, he may be withdrawn to an extent but he will help those that truly need it and he's much more relaxed when around his friends (when they're safe). Because he worries about them he may come off as harsh at times because his protective nature takes control and he'll rush to their aide no matter the consequences to himself. He doesn't believe that they deserve hardships and tries to take things on to his own shoulders, thinking that he can handle it all. He knows he can't protect his friends from everything but that doesn't mean he can't try too. In chaotic situations Riku keeps a cool head and is rather calm, usually, there are times where he lets anger and hate take control but this is usually short lived unless his friends are in danger. His history, has shaped whom he is today. He used to be arrogant, egotistical and thought of himself as untouchable, he also used to think Sora was against him. He still feels sorry for his actions in the past but he rarely wastes time on self-pity and would rather try to make it up to his friends. After all... Actions speak louder than words. Likes ►: 1. His friends. They're like family. 2. Destiny Islands 3. Happy memories 4. Coffee in the morning 5. WINNING 6. Relaxing 7. Paopu fruit 8. Ice cream 9. Soda 10. Junk food 11. Although he doesn't like to admit it, he does sort of enjoy fighting... Dislikes ►: At least five. 1. People... More or less strangers, he'll come off as a bit cold sometimes. 2. Being Manipulated 3. Seeing others being manipulated 4. Spicy foods 5. Tight clothing 6. Having to fight bare handed he might be decent at it but it doesn't mean he likes it 7. The Heartless 8. Himself and what he's done to his friends 9. Feeling lost »»WARFARE«« Weaknesses:
Abilities: • Hand to hand combat Though his knowledge is limited, Riku can perform rather amazing feats. He's able to move with opponents and even when disarmed can still fight often going bare knuckle or more or less street fighting. Making him quite capable of holding his own. +15% str when unarmed. • Strength *Passive* On top of everything else Riku has strength, even when he was young he was strong often being proclaimed the strongest boy on the island even when three other children teamed up against him. +25% damage when using physical melee combos. • Agility (auto-haste) *Passive* For someone of Rikus height and weight, he can move very fast and again even when he was a child he was quick and nimble on his feet. • Blind-Null *Passive* The blind spell doesn't effect Riku due to the fact he wore a blindfold for a long time and has become well adept at fighting while without sight. Unique Abilities: • Spring Kick When knocked down Riku will spring back up kicking any near by enemy in the process. Low damage. • Impulse Riku launches an enemy into the air while they're airborne he jumps up and strikes down at the ground where they're supposed to land. The force sends out a shockwave that is capable of hitting any enemies near by. Mid-level damage. • Dark Mode Dark Mode is an ability that is usually 'triggered' when Riku has extreme pent up anger or darkness that he hasn't expelled. Due to this, the darkness within triggers and Riku is temporarily put in to an almost berserk like monstrous state. In this state all reason goes out of the window and his strength is dramatically increased while his thought process deteriorates. Though it doesn't last long, Riku is usually left drained afterwards dependent on the duration. (Generally will last for 3 posts, if it lasts more than that it'll put physical strain on Riku until he eventually passes out. Can only be triggered once per battle/fight. All attacks deal 50% more damage than they usually would!) • Corridor Of Darkness Like the Organization members Riku has learned to move through corridors of darkness. He can use them out of battle to move more than one person at a time to different places, during battle it can only be used ever five posts to vanish from one spot and appear anywhere within the battle area. (has a range of 4 squares when in the battle grid.) • Dark Barrier Riku constructs or summons a sphere of hexagonal panels around himself these are made of darkness and are usually an attempt to block any incoming attacks. If it fails to block the attack it'll lessen the incoming damage by 50%, if the barrier isn't broken? Riku will break it and will launch the remnants of darkness at his enemy with his keyblade to deal low damage. The barrier lasts until broken, two mid-level spells can break it, one high level spell can break it, a successful chain of 3 physical attacks can break it. • Flight He can fly without the use of wings. • Everywhere and Nowhere He can be everywhere and nowhere all at once. • Portals/Teleportation Riku can portal or teleport out of an area, he can also take others with him so long as they're touching his person for teleportation. Portals can be used for people to walk through. • Shield Creates a wall of himself to protect allies for a single turn nulling ALL damage. (Can be used once per battle.) • Fakes Three decoys also runs around the area all attempting to attack in the same way the original is going to. They cannot deal any damage however it will look like they can and they prove to be a damn good distraction allowing the original to deal out damage. These decoys are destroyed upon contact so think quick. (three times per battle, five post cool down) • Gradual Stone Kick Kicks an enemy so hard that a countdown starts giving them 10 turns till they become a stone statue. (With rpers permission) (Twice per battle, 5 post cool down) • Sealed Skill Enemies cannot use physical attacks for two turns. Cannot be used in pvp. (three times per battle, five post cool down) • Revive All Revives all allies from KO status. (three times per battle, five post cool down) • Life All Brings all allies back to life.(three times per battle, five post cool down) • Creation Riku can create worlds and fill them with life but it takes time and effort and it tires her greatly. • God Construction Riku can make new Gods. • Ascension Riku can promote people normal everyday characters to God or Demi-God status. • Instant Death Rams his hand through an enemies chest killing them instantly. Those who cannot be effected by instant kill attacks will not die they will however take high damage. This can only be used with the rpers permission. Healing Abilities: • Cure Heals minor/normal wounds/damage but can only target one person. • Cura Heals moderate/medium wounds/damage but can only target one person. • Curaga Heals major/heavy wounds/damage and can target a group of people. • Regen Heals minor/normal wounds/damage for a single target over a period of time. (Usually about three turns/posts in battle) • Full-Cure Heals all status aliments *burn, freeze etc* for one ally. • Life Can revive a person/character from the dead with 25% HP. • Recover Can revive a person/character from the dead With 50% HP. • Full-Life Can revive a person/character from the dead With full HP. • Revive Revives a person/character from KO status with 25% HP. • Refresh Revives a person/character from KO status with 50% HP. • Full-Revive Revives a person/character from KO status with full HP. Support Abilities: • Weak Reveals a single targets elemental weakness. • Blindna Removes blind from a single target. • Poisona Removes poison from a single target. • Vox Removes Silence from a single target. • Stona Removes stone from a single target. • Cease Removes slow from a target. • Cleanse Removes disease from a single target. • Float All targets in range are unaffected by Earth elemental attacks and can walk over traps without triggering them. • Yield Removes stop from a target. • Awaken Removes sleep from a single target. • Mime Makes the user mimic the last allies battle action. • All Casts All on a target. All actions effect all enemies/characters. Weakening Abilities: • Blind Decreases a targets accuracy by a quarter for three turns/posts. - Weakness - The user cannot use this again for a full four posts/turns. (Must have the rpers permission) • Poison Poisons a single target/enemy, the target loses a small amount of their health over 4 posts/turns. • Wound Lowers a single targets/enemies health four three turns/posts. - Weakness - It also lowers the casters health. • Oil Covers a single target in oil so that they take more damage (double damage) from fire spells. • Break Has a VERY low chance of petrifying a single target/enemy. - Weakness - Can only be used when facing a group. (Must have the rpers permission) • Silence Stops a single target/enemy from casting spells for two turns/posts. This does not effect physical attacks. - Weakness - Cannot be used in conjunction with Physical Weakness. • Physical Weakness Stops a single target/enemy from physically attacking for two turns/posts. This does not effect magical attacks. - Weakness - Cannot be used in conjunction with Silence. • Slow Removes auto-haste and/or haste, if haste is not enabled it slows the target down allowing them to only move 1 square in the battle grid or use only 2 combination slots. In threads this will slow the target down. Lasts for three turns during bg, two turns during pvp. Cooldown of five turns. (With Rpers consent.) • Stop Stops an enemy from doing anything at all. Lasts for two turns. Cooldown of five turns. (With rpers consent) • Fury The afflicted character's physical attacks are more likely to miss. -1 to each dice roll number. Lasts for three turns. Cooldown of five turns. • Imperil Lowers a targets elemental resistances by 25%. Lasts for two turns. Cooldown of three turns. (With rpers consent.) Strengthening Abilities: • Haste Allows a single target to use two skills/spells and/or move one extra square in the BG in a single turn. Lasts for two turns/posts. • Protect Lowers physical damage taken by a single target for three turns/posts. Cuts damage by a quarter. - Weakness - Caster takes a quarter more damage from attacks if they haven't used protect on themselves for three turns/posts. • Bravery Increases a single targets physical damage by a quarter for three turns/posts. - Weakness - Lowers the casters physical damage by a quarter if they haven't used Bravery on themselves for three turns/posts. • Shell Decreases magic damage by a quarter for three turns/posts, for a single target. • Reflect Bounces ALL spells back at the enemy three turns/posts, for a single target. Elemental Attacks: • Dark Aura (Basic) Riku fires off projectiles that consist of darkness from the tip of his keyblade at an enemy. It looks Like Dark Firaga but is more potent with darkness than fire. Causes low damage. • Dark Aura (Advanced) This attack consists of Riku zipping around the area of combat coming out of corridors and then back in to them from different directions, at high speed, this makes it hard for the enemy to predict where he's coming from. He strikes at them while passing them by in rapid succession and then finishes by plunging his keyblade in to the ground and sending out a shockwave that spawns pillars of light around him hitting anything close by. High damage, can only be used twice in any one thread. • Dark Firaga A basic attack of Rikus, he fires balls of dark flames at an enemy dealing out dark and fire damage to them, it may even cause burns. 25% chance of causing burn. 25% extra damage to those weak against fire or darkness. Mid-level damage. • Dark Break To perform this Riku will leap into the air and attack enemies from above, bouncing off the top of them like trampolines. Mid-level damage multiple target, hits each enemy once. • Fire Normal/Minor fire damage to a target sends fire balls at the target. • Fira Moderate/Medium fire damage to all targets/enemies sends fire balls at the targets. • Firaga High/Heavy fire damage to all targets/enemies, fire converges on the enemies. • Scorch Very High fire damage to a single target/enemy, fire rises from beneath the enemy. • Inferno Very High fire damage to ALL targets/enemies, fire rises from beneath the enemy. • Hell Fire Very Very High fire damage to all targets/enemies, fire converges on the enemy, this has a 1 post charge up and can be interrupted. • Blaze Pyre 25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against fire. • Blizzard Normal/Minor ice damage to a target sends shards of ice at a target. • Blizzara Moderate/Medium ice damage to all targets/enemies sends shards of ice at the targets. • Blizzaga High/Heavy ice damage to all targets/enemies, ice shards jut up out of the ground below the enemy. • Frost Very High ice damage to a single target. Jagged chunks of ice suddenly spew out of the ground beneath a target. • Snowstorm Very High ice damage to all enemies/targets, causes a blizzard of ice and snow that spiral around the enemies. • Icestorm Very Very High ice damage to all enemies/targets, causes a blizzard of ice and snow that spiral around the enemies. This has a 1 post charge up and can be interrupted. • Cloudburst 25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against ice. • Aero Normal/Minor wind damage to a target sends bladed gusts of wind at a target. • Aerora Moderate/Medium wind damage to all targets/enemies torrents of wind converges on the targets. • Aeroga High/Heavy wind damage to all targets/enemies huge tornado of wind around the targets converging on them. • Gale Very High wind damage to a single target. Wind envelopes the target and is so violent that it tears up chunks of whatever the target is stood upon bashing them with the things torn from beneath. • Cyclone Very High wind damage to all enemies/targets, wind envelopes the targets and is so violent that it tears up chunks of whatever the targets are stood upon bashing them with the things torn from beneath.. • Chinook Very Very High wind damage to all enemies/targets, wind tears through the battle field and flicks all enemies in to the air, they fall only to be knocked up a second time and then hit the ground with tremendous force. This has a 1 post charge up and can be interrupted. • Samiel 25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against wind. • Thunder Normal/Minor lightning/thunder damage to a target a single bolt of lightning hits the target. • Thundara Moderate/Medium lightning/thunder damage to all targets a single bolt of lightning hits each target. • Thundaga High/Heavy lightning/thunder damage to all targets a torrent of lightning bolts hit the area and the targets. • Bolt Very High lightning/thunder damage to a single target. Many forks of lightning rain down on the target. • Firebolt Very High lightning/thunder damage to all enemies/targets. Many forks of lightning rain down on the targets. • Discharge Very Very High lightning/thunder damage to all enemies/targets, not only to lightning strikes hit the enemies from above but the caster sends out a discharge of electrical energy. This has a 1 post charge up and can be interrupted. • Fulmination 25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against lightning/thunder. • Dark Normal/Minor dark damage to a target a single ball of darkness hits the target. • Darkra Moderate/Medium dark damage to all targets a single ball of darkness hits each of the targets. • Darkga High/Heavy dark damage to all targets a torrent of darkness converges on the targets. • Stygian Very High dark damage to a single target. Many orbs of darkness converge on the target encasing them before blasting them back and forth. • Aphotic Very High dark damage to all enemies/targets. Many orbs of darkness converge on the targets encasing them before blasting them back and forth. • Obfuscous Very Very High dark damage to all enemies/targets, the entire field turns dark, enemies cannot see infront of them and then many shadow shaped monsters come out of nowhere beating the enemy around. This has a 1 post charge up and can be interrupted. • Tenebrae 25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against dark. • Holy Normal/Minor light damage to a target a single bolt of light hits the target. • Faith Moderate/Medium light damage to all targets a pillar of light hits each target. • Pearl High/Heavy light damage to all targets pillars of light come up through the floor and then converge on the targets. • Sacrosanct Very High light damage to a single enemy, balls of light converge on the target. • Elysian Very High light damage to all targets/enemies, a rapid succession of white and gold waves blast out across the area consuming all enemies within. • Rapture Very Very High light damage to all enemies/targets, a rapid succession of white and gold waves blast out across the area consuming all enemies within. This has a 1 post charge up and can be interrupted. • Empyral 25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against light. • Demi Normal/Minor Time damage to a target, traps them in a bubble of time and saps away a small amount of life. (Must have the rpers permission) • Demira Moderate/Medium Time damage to all targets, traps them in a bubble of time and saps away a medium amount of life. (Must have the rpers permission) • Demiga High/Heavy Time damage to all targets, traps them in a bubble of time and saps away a large amount of life. (Must have the rpers permission) • Erablast Very High time damage to a single enemy, warps the enemy through different eras of time before blasting them back to the current time. • Epoch Very High time damage to all targets/enemies, warps all enemies through different eras of time before blasting them back to the current time. • Infinity Slam Very Very High time damage to all enemies/targets, the user runs out of time rips slowing things down around them so that they look like they're moving much faster than they are, they then grab one enemy and use them as a bowling ball slamming them in to the other enemies on the battlefield as they zip from time rip to time rip. This has a 1 post charge up and can be interrupted. • End of Time 25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against time. • Gravity Deals a quarter of the enemies remaining life, Space type damage. • Gravitas Normal/Minor Space damage to a target, bounces the target off the ground a couple of times. (If you already have gravity you may buy the space spells.) • Jūryoku Moderate/Medium Space damage to all targets, bounces all targets off the ground a couple of times then off each other. • Graviga High/Heavy Space damage to all targets, blasts the enemies with a series of compressed gravity balls. • Cosmoslam Very High space damage to a single enemy, a giant whip of energy smacks the enemy around. • Galactic Bomb Very High space damage to all targets/enemies, starts as a small compressed ball of space and then rapidly expands outwards blasting all enemies it touches. • Shooting Star Very Very High space damage to all enemies/targets, a rapid succession of small meteores fall across the area smashing against all enemies. This has a 1 post charge up and can be interrupted. • Planetoid Slam 25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against space. • Water Normal/Minor water damage to a target a single jet of water hits the target. • Watera Moderate/Medium water damage to all targets a single jet of water hits the targets. • Waterga High/Heavy water damage to all targets a large wave of water hits the targets. • Drench Very High water damage to a single target. Douses the enemy with a large amount of water from above. • Vadose Very High water damage to all enemies/targets. Douses the enemies with a large amount of water from above. • Hydropump Very Very High water damage to all enemies/targets, bounces enemies back and forth with high powered jets of water before blasting them upwards towards the sky and then back down. This has a 1 post charge up and can be interrupted. • Tidal Wave 25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against water. • Quake Normal/Minor Earth damage to a target a small blast of rocks and dirt hit the target. • Seism Moderate/Medium Earth damage to all targets a small blast of rocks and dirt hit the targets. • Tremor High/Heavy Earth damage to all targets a Rocks jut out of the ground beneath the targets causing damage. • Terrene Very High earth damage to a single target. Drops rocks and clay on the enemy. • Kaolin Very High earth damage to all enemies/targets. Drops rocks and clay on the enemies • Avalanche/Landslide Very Very High earth damage to all enemies/targets, causes an avalanche or landslide depending on the terrain which hits all enemies from behind. This has a 1 post charge up and can be interrupted. • Terra firma 25% Max HP damage to all enemies. Takes one turn to charge. Deals double damage to those weak against Earth. Summons • Ifrit (Fire) Deals damage equal to 35% max HP to all enemies, has a 50% chance of burning enemies for two turns, burn reduces hp by 10% over time. Roll for each monster, 1,3,5 are burn, any other numbers will not cause burn. Burning will not work in PvP. Burning will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies. • Shiva (Ice) Deals damage equal to 35% max HP to all enemies, has a 50% chance of freezing enemies for two turns. Roll for each monster, 1,3,5 are freeze, any other numbers will not cause freeze. Freezing will not work in PvP. Freezing will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies. • Ramuh (Lightning) Deals damage equal to 35% max HP to all enemies, has a 50% chance of stunning enemies for two turns. Roll for each monster, 1,3,5 are stun, any other numbers will not cause stun. Stun will not work in PvP. Stun will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies. • Odin (No-Element) Can be purchased without previous spells. Deals damage equal to 40% max HP to all enemies, has a small chance of instantly killing enemies. Roll for each monster if you roll a 6 the enemy dies. Death will not work in PvP. Death will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies. • Leviathan (Water) Deals damage equal to 35% max HP to all enemies, has a 50% chance of poisoning enemies, poison causes the target to lose 20% current HP over four turns. Roll for each monster, 1,3,5 are poison, any other numbers will not cause poison. Poison will not work in PvP. Poison will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies. • Atomos (Space) Deals damage equal to 35% max HP to all enemies, has a 50% chance of silencing enemies. Roll for each monster, 1,3,5 are silence, any other numbers will not cause silence. Silence will not work in PvP. Silence will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies. • Alexander (Light) Deals damage equal to 35% max HP to all enemies, has a 50% chance of casting Reverse on enemies. Reverse causes all healing items to hurt the enemy. Roll for each monster, 1,3,5 are reverse, any other numbers will not cause reverse. Reverse will not work in PvP. Reverse will not work against boss monsters. Can be used once per thread. Cannot be used if against less than two enemies. Weapons: Riku has a couple of weapons at his disposal. SOUL EATER - Thought of as a keyblade but is actually a sword. It is a sword that grows more powerful when used with darkness. WAY TO THE DAWN - This is his default weapon, if he has to choose? Then he'll use this one. He can handle it much better. It's based upon the Soul Eater, though its design and its name are both reflections of its user. Since Riku is constantly stuck on the fine line between light and dark the keyblade he uses shows this. KEYBLADE OF PEOPLES HEARTS - This Keyblade has the ability to unlock a person's heart, releasing the Darkness within. Though Riku rarely if ever uses it, he only tends to use it when he goes in to dark mode. »»ITEMS«« Items/Upgrades: x10 HP Booster - Adds 200 HP during Battle Grid/Plot battles. Can be stacked up to 10 times. x10 Strength Booster - Adds 100 Damage to all physical melee combos during Battle Grid/Plot battles. Can be stacked up to 10 times. x4 Physical Defense Booster - Lowers damage from monster melee attacks by 10% during Battle Grid/Plot battles. This can only be stacked four times. x4 Magic Defense Booster - Lowers damage from monster spells by 10% during Battle Grid/Plot battles. This can only be stacked four times. x10 Magic Booster - Adds 100 Damage to all attack spells during Battle Grid/Plot battles. Can be stacked up to 10 times. x2 Extra Weapon Slot - Allows you to wield an extra weapon during Battle Grid/Plot battles. Can be stacked twice. Specials: Spell and Ability Fusion Tier 1 - Allows the holder to mix any of their low level/normal level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character. Spell and Ability Fusion Tier 2 - Allows the holder to mix any of their medium level/average level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character. Must have tier 1 before you purchase tier 2. Spell and Ability Fusion Tier 3 - Allows the holder to mix any of their high level/heavy level learned spells with a physical ability during Battle Grid/Plot battles, this will take up a single action slot and will deal the damage for both the spell and ability combined. One per character. Must have tier 1 before you purchase tier 2. Armor/Accessories: Iron Bangle - Raises max HP by 20% Power Wrist - Raises STR by 20% Mythril Gloves - Raises Defense (lowers damage taken) by 20% Jade Collar - Improves chance of avoiding attacks by 25%. Gillie Boots - Protects against oil (Oil won't work). Winged Boots - Casts Float spell on the wearer (Auto-float). Doctor's Code - Adds more healing power to potions (+200 HP recovery). Ruby Ring - Casts reflect on the wearer (Auto-reflect). Heroes Ring - Casts bravery when HP is under 40%. Red Ring - Halves Fire Damage. White Ring - Halves Ice Damage. Yellow Ring - Halves Lightning Damage. Aqua Ring - Halves Water Damage. Teal Ring - Halves Wind Damage. Green Ring - Halves Earth Damage. Gray Ring - Halves Dark Damage. Neon Ring - Halves Light Damage. Purple Ring - Halves Time Damage. Cream Ring - Halves Space Damage. Dream Shock - Adds 50% chance of casting sleep spell to attacks. Blind Shock - Adds 50% chance of casting blind spell to attacks. Venom Shock - Adds 50% chance of casting poison spell to attacks. Lag Shock - Adds 50% chance of casting slow spell to attacks. System Shock - Adds 50% chance of casting stop spell to attacks. »»HISTORY«« History to just after KH2 How he ended up here is unknown, he woke up here and now he's a little lost. He's always hated feeling lost however he'll make do with what knowledge he has and do his best to grow stronger and also find his friends. They matter the most right now so he'll find them before he does anything else. »»Out of Character«« Alias ►: Oblivion Roleplay experience ►: forgotten it's been that long Password ►: Removed by Kai Other Characters ►: check the who's who How did you find us ►: this is my site yo |