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Saturday, 18 July 2009

♠ChanceLot♠

Published by Leroy Lim under on 12:00:00 am
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"The Priest of the Abyss, called ChanceLot by the Mortals, play a major role in securing royalties of the Abyss to the Satans. From Blood rituals to bloodbaths, it is not uncommon for Priests to be nearby..."
- Book of Legends

♠ChanceLot♠
"Gamblers of Luck, they are. They're like clowns and jesters fooling around with you. But only fools will take them lightly so. One misstep, you will wish you were never born..."
- Alex, DragonSlayer
Basic Information:
  • HP: 2'000
  • MP: 1'000'000
  • ATK: 10 [Ranged]
  • DEF: 5'000
  • Speed: 50

Abilities:
  • Cast Unholy Fortune [Spell]
    Blessed by the Satans, the ChanceLot is ready than ever to do Battle...
    1. Cost 100 MP to cast.
    2. +15% Chance for all Spells Abilities that involve chances.
    3. +30 Luck to all nearby allies.
    4. Spell lasts indefinitely until battles concludes or Caster dies.
  • War Spell [Spell]
    Wielders of Magic, Chancelots can also be Battle Mages.
    1. Cost 100 MP to cast.
    2. 50% chance to invoke Corrupted Spit on a target which deals 500 Darkness Damage.
    3. 40% chance to cast Hands from Abyss on a target which deals 500 Darkness Damage and stuns target for one turn.
    4. 20% Chance to shout War Cry, +15% ATK of all allies for next 3 turns.
    5. 10% Chance to cast Time Freeze for 1 turn, all enemies loses their next turn.
    6. No more than one Spell effects may occur in one casting.
  • Enhancement Spells [Spell]
    They gamble with life to suit their needs.
    1. Cost 100 MP to cast.
    2. 50% Chance to have no effect whatsoever.
    3. 30% Chance to become invincible until the next 2 turns.
    4. 10% Chance to recover 1'000 Mana.
    5. 10% Chance to regain 1'000 HP.
    6. More than one Spell effects may occur in one casting.
  • Gambling Addict [Passive]
    Due to its gambling habits, it is not uncommon for it to lose something precious.
    1. 20% Chance to inflict 200 damage to oneself after casting spell.
    2. No effect if Caster is invincible.
  • Fallen Grace [Passive]
    Death of Chancelots are totally intolerable in the eyes of the Satans.
    1. Blows up upon death, deals 2'000 Fire Damage to all units.

♣Higher ChanceLot♣
"That was an Higher ChanceLot?! I did not notice at all."
- Alex, DragonSlayer
Basic Information:
  • HP: 2'000
  • MP: 5'000'000
  • ATK: 100 [Ranged]
  • DEF: 10'000
  • Speed: 100

Abilities:
  • Cast Unholy Fortune [Spell]
    Blessed by the Satans, the ChanceLot is ready than ever to do Battle...
    1. Cost 100 MP to cast.
    2. +15% Chance for all Spells Abilities that involve chances.
    3. +30 Luck to all nearby allies.
    4. Spell lasts indefinitely until battles concludes or Caster dies.
  • War Spell Lv.2 [Spell]
    Wielders of Magic, Chancelots can also be Battle Mages.
    1. Cost 200 MP to cast.
    2. 60% chance to cast Hands from Abyss on a target which deals 500 Darkness Damage and stuns target for one turn.
    3. 30% chance to invoke Corrupted Spit on a target which deals 500 Darkness Damage.
    4. 20% Chance to shout War Cry, +15% ATK of all allies for next 3 turns.
    5. 20% Chance to cast Time Freeze for 1 turn, all enemies loses their next turn.
    6. More than one Spell effects may occur in one casting.
    7. 0% Chance to cast Gates of Abyss, dealing 10'000 Darkness Damage to all non-abyssia units. Survivors are stunned for 5 turns, Armour reduced by 200%.
  • Enhancement Spells Lv.2 [Spell]
    They gamble with life to suit their needs.
    1. Cost 50 MP to cast.
    2. 40% Chance to become invincible until the next 2 turns.
    3. 20% Chance to recover 1'000 Mana.
    4. 20% Chance to regain 1'000 HP.
    5. 20% Chance to have no effect whatsoever.
    6. No more than one Spell effects may occur in one casting.
  • Gambling Addict [Passive]
    Due to its gambling habits, it is not uncommon for it to lose something precious.
    1. 20% Chance to inflict 100 damage to oneself after casting spell.
    2. No effect if Caster is invincible.
  • Fallen Grace [Passive]
    Death of Chancelots are totally intolerable in the eyes of the Satans.
    1. Blows up upon death, deals 5'000 Fire Damage to all units.
Saturday, 11 July 2009

Build Vers.3.0.0.2

Published by Leroy Lim under on 12:00:00 am
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*
ChangeLog:
  • Changed Timestamp in Post Entries back to the former layouts time format. [hh:mm:ss: PM/AM]
  • Recovered The DateHeader in Post Headers which was lost during the move to the new layout.
  • The DateHeader has been edited from previous layout. It is now Orange in colour, larger font size to be slightly smaller than each post entry title. It is also underlined and bold.
  • To avoid further confusion from the Post Entry Details about time and Author and the Entry Contents, the line which details the time posted, labels, and author now has the colour of "wheat".
  • Added Travis' Blog into "---Link Highway Web---" Section
  • Updated "Quote of the Month" section for Month July 2009.
  • Added "Projects" in Links Bar.
  • Fixed a bug which was discovered before Build Vers.3.0.0.1i where the icon next to "Projects" in Links Bar cannot be viewed in IE8.0 and below. The icon image format had since been changed to be viewable in all internet browsers.
  • The New Image icon for "Projects" introduced in Build Vers.3.0.0.1i has been optimised for better performance and loading time when being download and rendered in Internet Browsers. Original Image Size: 64.6KB. New Image Size: 1.89KB.
*
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Sunday, 5 July 2009

Hierarchy of Elemental Realm

Published by Leroy Lim under , on 12:00:00 am
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The Elemental Realm is basically governed by a Council of Three, followed by the ClanMaster's Guild. Together together they maintained Law and Order in Elemental Realm.
The Council of Three
High King
The ruler of the Elemental Realm is also the head of the Council of Three. The High King, or known to Mortal Realm-ers as the Elemental King, is above the law and rules for eternity till death or disposed.
The High King has the power to dissolve the Council as he see fits. The High King has ultimate veto powers.

The Current High King in Elemental Realm is currently not known, as of posting.
High Lords
The remaining two members of the Council of Three would be the High Lords. The High Lords are appointed from the ClanMaster's Guild to represent the ClanMaster's Guild in the general interest of Elemental Realm. The High Lords are traditionally changed every 2 years in Elemental Realm Time Format. However, the High King may also dissolve the Council to demand a change of High Lords appointed in the Council.

It is known that the High King, however, cannot appoint the High Lords. The High Lords are nominated by the Lords in the ClanMaster's Guild. High Lords need not be Lords.

High Lords report directly to the High King and is above Guild's Laws. The High Lords have veto powers in the ClanMaster's Guild.

The current High Lords is rumoured to have originated from the Darkness Clan and the Earth Clan.
ClanMaster's Guild
The ClanMaster's Guild is formed after the Clan Wars dated ER.118 when the Treaty of Magic Unity was signed.
The ClanMaster's Guild consist of Clan Leaders from each individual clans and no clans are excluded.
High Lords of Magic
See above "High Lords" under "Council of Three" Section
Lords of Magic
More commonly called short for Lords in Elemental Realm, these are Clan Leaders who are honoured for their clan's heroic deeds during the Clan Wars or grand contribution to the Realm.
The six Lords are the Clan Leaders of the Main Elements of Magic.
Namely - Fire, Water, Ice, Lightning, Earth, Light, Darkness.

Lords are in-charge of the operations of the ClanMaster's Guild and formulate and execute laws to maintain Law and Order in Elemental Realm. Due to the nature of the Sacred Clans, each would not support the other's bias law policy which do not benefit all, save the policymaker's Clans.

Lords serve the Guild till death.
It is stated that Lords cannot be High Lords.
Clan Leaders
See below "Clan Leader" under "Elemental Clans" Section
Elemental Clans
Further down the Hierarchy comes each individual clans. Each clan have a elected leader and specialise in a element.
Clan Leader
The Clan Leader need not have any special or royal background. Depending on the Clans, some are chosen for their strength, wisdom, and even age. For example, the Fire Clan chooses their leader with the greatest strength; the Earth Clan leaders for one's wisdom.

A Clan leader is expected to be able to lead and manage one's clan and act in the interest of the Clan. Throughout history, self-centred leaders were often disposed without delays with a new Clan Leader chosen within days.

A Clan Leader is also expected to be a member of the ClanMaster's Guild so as to have a say in the State Affairs in Elemental Realm. It is considered a grave offence for a Clan Leader to be not a member of the ClanMaster's Guild and they will be treated as outcasts and sentenced to death.
Clan Members
Every Elemental Realm-ers are a member of a clan. At the age of maturity, they will be given a choice to ask for permission for entry from the clan of their preferred choice. Often, the requests are not refused.
Once granted membership of a clan, a clan member is not allowed to swear fealty to any other clans.
In addition, a clan member is not allowed to learn more than one element-based spells. It is considered a grave offence by the ClanMaster's Guild and no exceptions had ever been made.
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