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Showing posts with label Spell Standards. Show all posts
Showing posts with label Spell Standards. Show all posts
Thursday, 19 March 2009

Spells: The Electron Family

Published by Lord of Flames under on 6:47:00 pm
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Introducing the Electron Spell Family, which consist of spells that involve the flow of electrons!
Static Discharge
Charging nearby electrons, you pulverize your enemies with your energetic electrons.
Level 1:
  • Mana Cost: 100 Mana
  • Area of Effect: 1m radius
  • Description:
    The released electrons numb your enemies' nerves, preventing them to use the usual amount of attack power as before.
  • Effects:
    1. Lowers affected enemies' attack power by 5% [Stackable]
  • Temporary Effects
    (effects only last in current battle and affected units will revert back to normal status prior to having the effects after the particular battle ends.)
Level 2:
  • Mana Cost: 200 Mana
  • Area of Effect: 5m radius
  • Description:
    The increased released electrons further damage the enemies' nerves, slowing their ability to respond to threats and attacks as fast as before.
  • Effects:
    1. Lowers affected enemies' attack power by 10% [Stackable]
    2. Lowers affected enemies' speed by 10% [Stackable]
  • Temporary Effects
    (effects only last in current battle and affected units will revert back to normal status prior to having the effects after the particular battle ends.)
Level 3:
  • Mana Cost: 500 Mana
  • Area of Effect: Affects all enemies in battlefield
  • Description:
    The mastery of the arts of Electron flows enables the caster to fry the enemies' defences, making them more vulnerable to further attacks.
  • Effects:
    1. Lowers affected enemies' attack power by 20% [Stackable]
    2. Lowers affected enemies' defence rating by 20% [Stackable]
    3. Lowers affected enemies' speed by 20% [Stackable]
  • Temporary Effects
    (effects only last in current battle and affected units will revert back to normal status prior to having the effects after the particular battle ends.)
Level 4:
  • Health Cost: 100 HP
  • Mana Cost: 1000 Mana
  • Area of Effect: Affects all enemies in battlefield
  • Description:
    Increasing the energies of the charged electrons to a dangerous level, the unleashed static discharge not only damages the enemies but also have a slight chance of making them lose a turn next round. However, the caster takes a penalty of 100 HP after casting due to the intense concentration of electrons gathered.
  • Effects:
    1. Damages affected enemies by 100 Electric damage.
    2. Lowers affected enemies' attack power by 25% [Stackable]
    3. Lowers affected enemies' defence rating by 25% [Stackable]
    4. Lowers affected enemies' speed by 25% [Stackable]
    5. 5% Chance to stun affected enemies.
  • Temporary Effects
    (effects only last in current battle and affected units will revert back to normal status prior to having the effects after the particular battle ends.)

Electron Punch
Charging nearby molecules as you prepare for the attack, you deal massive electrifying damage to your intended target.
Level 1:
  • Mana Cost: 200 Mana
  • Description:
    Manipulating the flow of electrons, you use the electrons to apply immense pressure on the target, causing pain.
  • Effects:
    1. Deals 300 Electric Damage to target.
    2. Lowers target's speed by 5% [Stackable] [Temporary Effect]
    3. Knocks target back 1m.
  • Spell Mastery:
    1. Double Punch
      If caster's speed is above 1000, for an additional 200 Mana, the caster can cast an additional Electron Punch in the same turn.
Level 2:
  • Mana Cost: 500 Mana
  • Description:
    Manipulating the flow of electrons, you use the electrons to apply immense pressure on the target, causing pain.
  • Effects:
    1. Deals 500 Electric Damage to target.
    2. Lowers target's speed by 5% [Stackable] [Temporary Effect]
    3. Knocks target back 2m.
  • Spell Mastery:
    1. Double Punch
      If caster's speed is above 1000, for an additional 500 Mana, the caster can cast an additional Electron Punch in the same turn.
    2. Selective Strike
      If caster's INT is above 100, the caster will aim for the target's brain, giving a 5% Chance to make the target loses one turn for the next round.
Level 3:
  • Mana Cost: 1000 Mana
  • Description:
    Manipulating the flow of electrons, you use the electrons to apply immense pressure on the target, causing pain.
  • Effects:
    1. Deals 1000 Electric Damage to target.
    2. Lowers target's speed by 5% [Stackable] [Temporary Effect]
    3. Knocks target back 5m.
  • Spell Mastery:
    1. Double Punch
      If caster's speed is above 1000, for an additional 1000 Mana, the caster can cast an additional Electron Punch in the same turn.
    2. Triple Punch
      In addition to the Double Punch, if caster's speed is above 3000, for an additional 1000 Mana, the caster can cast an additional Electron Punch in the same turn.
    3. Selective Strike
      If caster's INT is above 100, the caster will aim for the target's brain, giving a 5% Chance to make the target loses one turn for the next round.
      If caster's INT is above 200, + 5% Additional Chance to make the target loses one turn for the next round.
Level 4:
  • Mana Cost: 2000 Mana
  • Description:
    Manipulating the flow of electrons, you use the electrons to apply immense pressure on the target, causing unbearable pain. The powerful discharge of the electrons also damages nearby targets, friend or foe.
  • Effects:
    1. Deals 1000 Electric Damage to target.
    2. Deals 500 Electric Damage to nearby units.
    3. Lowers affected units' speed by 5% [Stackable] [Temporary Effect]
    4. Knocks target back 50m. Knocks other nearby units by 2m.
  • Spell Mastery:
    1. Double Spell
      If caster's Magic Level is above 10000, the caster can cast two Electron Punch at the same time, each having Double Punch, Triple Punch, and Selective Strike, if the criteria are met.
      Effects apply per spell (per punch as well, of course)
    2. Double Punch
      If caster's speed is above 1000, for an additional 2000 Mana, the caster can cast an additional Electron Punch in the same turn.
    3. Triple Punch
      In addition to the Double Punch, if caster's speed is above 3000, for an additional 2000 Mana, the caster can cast an additional Electron Punch in the same turn.
    4. Selective Strike
      If caster's INT is above 100, the caster will aim for the target's brain, giving a 5% Chance to make the target loses one turn for the next round.
      If caster's INT is above 200, + 5% Additional Chance to make the target loses one turn for the next round.
      If caster's INT is above 300, + 5% Additional Chance to make the target loses one turn for the next round.

Rain electrons!
With the blink of an eye, the caster cast a rain of electrons in the area that creates flash lightnings that hurts every other units present in the battlefield except the caster.
This spell require the caster's speed to be 'Over-limit'.

Level 1:
  • Mana Cost: 5'000 Mana
  • Area of Effect: Entire Battlefield
  • Description:
    It is advised to call all allies to pull out of battlefield before casting. Else, the results could be devastating.
  • Effects:
    1. Deals 100 Electric Damage per lightning. [Max of 20 hits per user per spell]
    2. Lowers affected enemies' speed by 5% [Stackable][Temporary Effect]
Level 2:
  • Mana Cost: 10'000 Mana
  • Area of Effect: Entire Battlefield
  • Description:
    It is advised to call all allies to pull out of battlefield before casting. Else, the results could be devastating.
  • Effects:
    1. Deals 100 Electric Damage per lightning. [Max of 50 hits per user per spell]
    2. Lowers affected enemies' speed by 5% [Stackable][Temporary Effect]
Level 3:
  • Mana Cost: 20'000 Mana
  • Area of Effect: Entire Battlefield
  • Description:
    It is advised to call all allies to pull out of battlefield before casting. Else, the results could be devastating.
  • Effects:
    1. Deals 100 Electric Damage per lightning. [Max of 100 hits per user per spell]
    2. Lowers affected enemies' speed by 5% [Stackable][Temporary Effect]
    3. 0.25% Chance of making affected units losing one turn next round, per lightning, independent of other units getting stunned.
Level 4:
  • Mana Cost: 50'000 Mana
  • Area of Effect: Entire Battlefield
  • Description:
    Mastery of the spell enables the caster to harness the secret power of the electrons, increasing the electric force emitted by each electron.
  • Effects:
    1. Deals 200 Electric Damage per lightning. [Max of 100 hits per user per spell]
    2. Lowers affected enemies' speed by 5% [Stackable][Temporary Effect]
    3. 0.50% Chance of making affected units losing one turn next round, per lightning, independent of other units getting stunned.
Tuesday, 3 February 2009

Spell: Angel Fall

Published by Lord of Flames under on 8:59:00 pm
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Description:
It is said in ancient times, mortals can attain the status of Immortals through a certain process. Though the most knowledge of such are lost, not all is lost.

Codenamed "Angel Fall", this spell shuffles the fixed positions of all celestial beings and mortals and immortals.
Requirements:
  1. INT: 500
Spell Cost:
  1. Mana Cost: 70'000
Effects:
  1. At caster's next turn, the caster attains the status of god.
  2. For that turn, HP: ∞; Mana: ∞; Spellpower: x9; no time restriction or cooldown for Magic Circles.
  3. Effects lasts until end of the current round. All stats of the caster returns back to normal.
Thursday, 25 December 2008

SPELLS: Death From Above!

Published by Lord of Flames under , , on 1:35:00 pm
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Death from Above Lv.1[FIRE][TYPE-A]
Hurls up a huge fireball that splits into 15 fire bolts and spread out in a fan-like manner, hitting targets in a vertical line.
Each Fire bolt does 100 fire damage, fire bolt will deal additional 400 fire damage if the target has the status of "ROCKED"
Target can be hit by the fire bolts more than once.

Death from Above Lv.1[WIND][TYPE-B]
Using the power of the wind, the caster summons a strong gust and haul it towards a targeted area in a cone-like manner.
The devastating force of the wind deals 300 wind damage to units buffered in the targeted area.
Units that can be affected includes both foes and non-foes. Use this spell with caution.
Units cannot be hit more than once by the spell that was cast by the same person in one turn.
Death from Above Lv.2[EARTH]
Using the power of the Earth, the caster lifts up a gigantic boulder from the ground and throw it towards the target with deadly accuracy.
The giant boulder deals 300 Earth damage on impact and has 5% Chance to cause the target to flinch next turn.
Target gets the status of "ROCKED" for 1 turn upon hit by spell.
[Slows speed by 10% for 1 turn]

Spell only affect a target.
Spell cannot miss.
Spell cannot be blocked without the aid of Magic Circles[?].

Death from Above Lv.3[WATER][ELECTRICITY]
Requirements before able to cast spell:
  1. Caster must know the spell "Rain Spell" or "Rain Dance"
  2. Caster must know the spell "OutSpark"
Having mastered the spells of water and lightning, the caster calls upon a sudden downpour that ended as quickly as it ended and spark electricity on the falling water droplets at inhuman speed, creating a electric cage that hurts all but the caster.

Water Droplets deals 0~0 water damage.
OutSpark deals 600 electric damage due to its widespread effect that surrounds the battlefield.

Shell Shock

[Targets have 15% chance of getting stunned and loses his or her next turn.]
Power Overload
[Machines will have 100% Chance of getting stunned and loses its next turn.]

Spell Removes previous weather conditions in the battlefield.
Spell creates a neutral weather condition as a after-effect of the spell.
Spell hits the entire battlefield.
Spell cannot miss. Spell cannot be blocked.
Spell cannot be cast by caster at his or her next turn.

Death from Above Lv.4[PSYCHIC][EARTH]
Requirements before able to cast spell:
  1. Caster must know the spell "PSYCHIC"
Using the intense power of the mind, the caster lifts up the target and swing it towards a targeted area(or secondary target), hard. The caster then grips the target with his or her willpower, preventing the target from breathing, causing massive damage hereafter.

Main target receives 500~600 Earth Damage and is immobile for the next turn unless the caster makes a move which will remove the spell effect on the target and enable target to be able to cast spells and use physical attacks again.
Secondary target(if any) receives 300~500 Earth Damage.

Imposed Death

[If caster does nothing to disrupt his willpower imposed on the main target for his or her next turn, causing the target not able to breathe and suffers 10000 Soul Damage.]
Intense Pressure
[If caster does nothing to disrupt his willpower imposed on the main target for his or her next turn and the target is a machine, the intense pressure totally crushes its body, dealing 100% of the target's maximum health.]

The drain of using mental power was too great, the caster cannot cast Psychic Spells for his or her next 3 turns.[This includes this spell.]
Spell affect only one main target and one secondary target due to the limits of one's mental powers.
Spell cannot miss. Spell can only be blocked if the target has a greater Magic Level[?] than the caster.

Sunday, 22 June 2008

Supernova Series

Published by Lord of Flames under , , on 4:46:00 pm
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Supernova is hype around G4 players, as such several spells has evolve to stronger spells.
To cast:

  • SuperNova, you require:
  1. Nova'E
  2. Nova'P
  3. Nova'R
  4. Nova'S
  5. Nova'U
  • NovaOeuvre, you require:
  1. Nova'E
  2. Nova'O
  3. Nova'R
  4. Nova'U
  5. Nova'V

Abilities of Nova[Basic] can be found here.
Abilities of SuperNova can be found here.
Abilities of NovaOeuvre can be found here.

Availability of Nova Spellbooks:

  • Nova'E -Most Common- Found in Eternity City's Cellar
  • Nova'O -Rare- Location Unknown
  • Nova'P -Common- Found in Medicure City's Potato Counter
  • Nova'R -Common- Found in Dark Ruins
  • Nova'S - Rare- Location Unknown
  • Nova'U -Rare- Location Unknown
  • Nova'V -Rare- Location Unknown
  • SuperNova -Very Rare- When the sky falls, OK, i don't know
  • NovaOeuvre -Very Rare- Music lurks in that city, i don't know that either(duh)
Thursday, 19 June 2008

Spell: NovaOeuvre

Published by Lord of Flames under , , on 6:26:00 pm
--
Effects:
  • Ring-like chain effect; Max jump of 20
  • Increasing Damage of 250 per jump; Max damage of 9000 per jump; Base Damage of 1000.
  • Affect targets can not be hit twice.
  • Caster may be affected by NovaOeuvre.
  • Casting Range of 0 nm from Caster.
  • All can be affected by NovaOeuvre.
  • Maximum affected area of entire battlefield.
  • Combat Use only.

Requirements:

  • Nova'E
  • Nova'O
  • Nova'R
  • Nova'U
  • Nova'V
Wednesday, 18 June 2008

God's Wraith: Supernova's End

Published by Lord of Flames under , , on 4:36:00 pm
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The extreme gay spell, Supernova is over. Or rather close to,

the Gods have concurred, Supernova no longer has the ability to destroy the entire world, but it will still retain its imbar damage.

Updated Stats of this skill:
  • Limited to 6 Jumps [Applies to enemies only]
  • Increasing damage of 1000 per jump; max of 6000 damage; base damage of 500
  • Casting Range of 1km from Caster
  • No affected units can be hit twice.
  • Caster cannot be affected by own supernova.
  • Combat Use only.

Requirements:

Must have learnt the following spells:

  1. Nova'E
  2. Nova'P
  3. Nova'R
  4. Nova'S
  5. Nova'U
Tuesday, 17 June 2008

Spell: Judgement Day

Published by Lord of Flames under , , on 4:27:00 pm
--
Notice: This idea has been adapted from Johnston Tang, G1 player, Peacemaker, Leader of Rainbow Six Faction, Successor of OZ)

This spell is a extreme powerful spell that will may well bring an end to all monsters in this world.

Effects:
  1. AOE of 5000 km radius(Entire Battlefield)
  2. Damage of 1000 [Full splash]
  3. 500km knock back
  4. 1 turn stun.
  5. Combat use only
  6. Max use of 3 per battle

Requirement:

  1. Need to learn Armageddon, Apocalypse, Annihilation to cast spell.
  2. Magic Level of at least 1000
  3. Int of 3000
Monday, 16 June 2008

E.Nova series

Published by Lord of Flames under , , on 5:21:00 pm
--
Due to some people getting messed up with the Nova Series and E.Nova Seriesm let me clear this confusion.
Nova series applies to Supernova, NovaOeuvre and Nova[basic]
E.nova series refers to elemental novas e.g. Frost Nova and Fire Nova

Effects of E.Nova:
  • Small Splash[Nova Damage]
  • Damage varies according to class to spell and elemental type.
  • No Jumps
  • Casting Range of 5km from Caster

Spells: Nova[Basic]

Published by Lord of Flames under , , on 5:13:00 pm
--
Effects:
  • Max 4 Jumps
  • Increasing Damage of 100 per jump; max damage of 500; base damage of 300
  • Casting Range of 1km from Caster.
  • No Affected Units can be hit twice.
  • Caster can not be affacted by own nova.

Note: This do not apply to Novas like Forst Nova, Volcanic Nova, these belongs to the E.Nova series.

Wednesday, 16 April 2008

Rain Spell Improved

Published by Lord of Flames under , on 6:21:00 pm
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Once thought to be a spell used to hinder players' visibility and hurt fire-element creatures, this spell has been found to have other effects as well according to mage-scientists.

This is the report by a staff we interviewed:

Start Report->Title: Rain Spell Research

Mana Cost: 120
Effects:
  1. Heals water creatures by 100 hp(if absorbed)

  2. Heals ice creatures by 75 hp(if absorbed)

  3. Heals nature, earth, grass creatures 250 hp per turn, last 3 turns

  4. Hinders all players' visiblility

  5. Slows all non-water, ice, nature, wind, gras, earth, chaos creatures by 11%

  6. Hurts fire, magma, volcanic, flaming creaures by 100hp

  7. SPECIAL: Severly cripple chaos creatures' movement by 50%, speed stats decrease by 1000 for 3 turns. Also damage chaos creatures 500-5500hp.

  8. SPECIAL: Severly cripple summoned creatures' movement by 22%, speed stats decrease by 500 for 3 turns. Also damage summoned creatures 50-5500hp.

END OF REPORT - BY Department OZ)


Well, that's about it, if there's any more report, he say he would inform us again and we will update this page. =D
Tuesday, 26 June 2007

Magic Spell Classes

Published by Lord of Flames under , , , on 3:34:00 pm
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HI ALL!!!

LONG TIME NO HEAR FROM YOU GUYS, SO I JUST REMEMBERED THAT I MISSED OUT SOMETHING FOR YOU GUYS

HEEHEE, ACTUALLY THIS HAS BEEN PRACTICED IN BOTH STORYLINE AND GAMEPLAY, JUST WONDERED ANYONE NOTICED IT???? ^-^

Anyway, as the title suggests, this is the post entry where all magic spells are classified to their corresponding classes.

1st CLASS
Some of the Best spells in-game are here!!! Also one of the most mentioned and sought of class of spells in the game. You would be a noob to ask me what the heck is this...(so dun bother asking) Deal MASSIVE DAMAGE!!!

E.G. Divine Light, Volcanic Rain, WinterSpike, Magnetic Zap, Hatred Shade

2nd CLASS
This is the class that sets standard for the class of magic because this is the average and most standard type of spells!!! Do moderate damage.

E.G. Holy Light, Flaming Slash, FrostBeam, Lightning Form, ShadowBall

3rd CLASS
Best suited for newbies, these spells are basic forms of the elements that the spells contain. Do little damage.

E.G. Light Ray, Fire Strike, IceFlake, Electrical Prod, Darkness punch
ANCIENT
Thought to be combined by using both of the DEVOURER & MANATIC class magic. These spells has the same properties of both the class mentioned. DEAL DEVASTATING DAMAGE!!!!

E.G. Ancient Beam, Ancient Demonic Beam, Ancient Mine, Ancient Tug

BASIC
Spells that does not contain any element. Do little or no damage.

E.G. Nothingness(do not confuse with Void)

DEVOURER
Power of the Void, the properties of this spells are to drain nearby life energy and turn them into mana energy for casting of spells. They're normally identified by their green colour in the energy let out by the casting of spells. They usually do not cost much mana energy to cast. DEAL LARGE-SCALE DAMAGE!!!

E.G. DevourerStrike, LifeDrain, SoulChain, UnBind, MirrorLife

ELEMENTAL
Consisting of all the elements in the game, it was thought to be one of the most powerful class in the world, however the DreadLords found out that Mother Nature itself could defeat the Elementals easily. DEAL ENORMOUS DAMAGE!!

E.G. Elemental Strike, Elemental Beam, Summon Elemental Dragon

LEGENDARY
Lost spells that are waiting for players to find them, some have incredible damage, but some have minimal damage. ATK: ###Unknown###

E.G. Supreme PsychoCalm, Supreme Dodge, Supreme Volcanic Tornado

MANATIC
Power of the Lifeful, the properties of this spells are to drain nearby mana energy and turn them into extremely powerful energy for damaging things. They're normally identified by their blue colour in the energy let out by the casting of spells. They usually do not cost much mana energy to cast. DEAL LARGE-SCALE DAMAGE!!!

E.G. ManaDrain, Mana Blast, Mana Shield, Mana Void, Mana Boost, Manatic Strength

MOSOU
Reserved for players when they reach a certain level, a player can currently get a a total of 16 Mosou Items each tailor-made to suit the player's primary Elements. ATK: ###Unknown###

No Example due to privacy of all players(yes, including the author)

MIXED
Spells that contain more than one element are classified here though this class is often referred to as 1st class, 2nd class, 3rd class mix magic spells. ATK: ###Unknown###

E.G. Holy Awe, Volcanic Leaf, WinterBlaze, Magnectic Slash, VengenceBolt

UNKNOWN TYPE #001 - Discovered by Red Dragon, First Victim
Discovered on 15/6/2007 in Earth Time, a rogue Mage-Warrior Hero is found knowing how to copy its enemy's primary elements and combining it to his own primary elements, allowing him to have multiple primary elements. Worst the effect is irreversible and the victim will be weak for several hours.

Not much is known about this class of magic.

NEW! Leoric & Noir Magick
A ancient magic type that had been lost for along time til discovered recently or rather revealed recently by the late Higher Cleric Leader MXI, Jabbi's journal which mentioned about the existence of Leoric and Noir magicks.
In the journal, the two magicks are opposite, the former heals, the latter destroys. During a guild war, clerics and deathlords fought amongst themselves, only to be under attack by an unknown being and the journal ended suddenly.
Clan Chiefs believe that the ancient arts of Leoric are our ancient form of our Light Elemental and the Noir are the ancient form of Darkness Elemental since their properties are similar. The difference are that these magicks are very mana-consuming and right now, magick-users require the use of a medium, e.g. Crystals to employ such powerful magicks.
In addition, scientists predict that the invaders of the ancient guild halls were in fact the first non-earthling tribe to reach Second Earth[Home of Modern Human] - the Eternity Tribe. This was based on the descriptions given by the journal. However, this caused a debate since some believe the Greek Cities Tribe were the first to establish a city on Second Earth. Some even claim that there was another ancient race we have not discovered.
Whatever it is, there is no denying that the two Magicks, Leoric and Noir are also indirectly mentioned in the Book of Prophecies, with Child of Light - Enfant de Leoric and Child of Dark - Enfant de Noir which will fight in the end to decide the world's fate.........

E.G. Leoric Blast, Leoric Cannon, Leoric Dispersion, Noir Doom, Noir Blight
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