Post by CJ on Nov 25, 2007 1:29:49 GMT -5
Kirby, Kally, Spyke, and Alan gain +20 Coins,
Garo Soul - A sphere containing the honor and essence of a Garo ninja. A very useful gem with special powers.
OR
Iron Sphere - A chunk of the armor of an Iron Knuckle. Extremely heavy but otherwise a perfect specimen of iron.
Li, Vhan, Yoh, Girouette, Marco, Kally, Mia
Spyke, Elf X, Teresa, Aile, Hoto, Sora gain (30 - YourLevel) * 200 EXP
Girouette gains Piano Core - The Tenkuuha is bolstered by music, making it ranged as long as a song is playing.
Spyke recieves
Bass Cleff - A stone marked by a simple symbol denoting the lower half of the grand scale. When used, damage taken and healed by the target is halved.
Treble Cleff - A stone marked by a simple symbol denoting the upper half of the grand scale. When used, damage taken and healed by the target is doubled.
Teresa recieves
Inverser Cleff - A stone marked by a forgotten marking, denoting a range of sound that only exists in another plane. When evoked, it's otherworldly music causes Inverse status on one target.
Kirby recieves
Ivory - A rectangular prism made of elephant tusk, like one would find on any keyboard. When used between two offensive moves, the two effects are averaged and repeated once. If the two moves were preformed on different targets, the effect is split between them.
Kally recieves
Ebony - A rectangular prism made of very dark colored hardwood, like one would find on any keyboard. When used between two support moves, the two effects are averaged and repeated once. If the two moves were preformed on different targets, the effect is split between them.
Lyn recieves
Room Swap - OUI activated by leaving the room. Changes the room in one way that is stated when this item is used.
Sora, keychain - Judgement Chord:
Rock Lee, Boots - Perfect Storm Boots: Supple green leather boots that are perfectly fitted to Rock Lee's feet. Despite having an inner framework of metal, they are agonizingly comfortable and easy to move around in. After 1 Act of running, Lee can begin running on the air in any direction, traveling his Run speed every Act he spends while in the air. When Lee makes a kicking attack, an additional 1/2 Pwr Bonus WIND damage is added to the move. For every Gate he has opened, 1 is added either to the WIND damage or his effective Run level while in the air.
Sasuke, Headband - Phoenix Visage: A mind blowingly beautiful headband made of silk and decorated with a pair of fiery eyes and flanges that look like wings. For some reason, though the band is opaque, Sharingan vision can see right through it, and when this happens, the eyes come alive spookily and follow the eyes below them, even gaining the characteristic extra pupils. Besides giving the illusion of being blindfolded, this enhanced Sharingan can see the secrets of living beings as plainly as if they were eye color, with a turn of concentration, though this is limited to physical knowledge. +3/+3 armor protection. After one turn of concentration in Sharingan, Sasuke can activate one of five effects;
See a list of all items the target is carrying .
See a list of all things the target has equipped.
Appraise one item that the target is carrying and has equipped.
Grant himself a +10 Antibuckler Bonus on his next attack.
Grant himself a +10% chance of critting his next attack, if he has one.
The last two effects will apply doubly to a Chidori attack, but they will turn the elemental damage LIGHT type. It costs 1/2 an Act to flip the headband down over ones eyes or up off them. Sharingan costs 3 extra MP per turn to maintain.
X, Accessory - Third Wind.exe: A useful program that adds a 1UP Reserve effect to Second Wind when equipped. This effect only kicks in if the target is KOd, and only once per battle. Further Second Wind use instead has it's cost reduced by 1/4.
Sora, Head - Heroic Headband: A painfully cool headband that keeps that whacky hair in place and trails behind you if you move fast enough. It matches Sora's clothes and bears a golden Trinity mark on the front, printed on a coin embedded in the tough cloth. +3/+3 armor. Causes Sora's Counter Attacks to be more awesome. How depends on what Move skill is paired with them. Adding this effect costs 1/2 an Act.
Jump: Weapon Damage multiplied by Jump level - 1.
Glide: Attack becomes AoE(Glide level)
Run: Weapon Damage is repeated once for every level of Run.
Swim: Traps enemy in a whirlpool for a number of turns equal to his Swim level, or until they are hit.
Marluxia, Weapon - Judgement Scythe: +14 Cutting damage, CAN be wielded in both hands. Can be charged, adding +3 DECAY damage per turn and 3 MP spent, maximum of three turns. 1% Instant Death chance on a critical hit, which increases by 3 for each level of charge. If this weapon strikes a killing blow, it instantly Judges the target, sending them to Heaven, Hell, or Purgatory and granting Marluxia a Heaven, Hell, or Purgatory Shard of equal level to the slain enemy.
Spyke, Legs - Grieving Greaves: +2/+2. Tragically beautiful greaves that possess a lost emotion, an empathy long ago hardened into hatred by passing judgement on thousands of wicked souls. They constantly give off a very quiet whistling sound, which grows louder every time the wearer makes a sudden burst of motion until it becomes a violent, mournful din. After 6 Units worth of Moving has been done, they enter a period where they charge up points based on the sins the enemy commits. Moving from his spot at all unleashes this energy, dealing 5 Wind damage for every 'point' gathered, with a maximum of 10 points. As long as Spyke isn't moving, he will gain 2 points to Defense, SDefense, and Dodge for every point he has accrued.
Points; Ally attacked = 1 point
Spyke attacked = 2 points
Ally is given a negative status effect by an enemy = 3 points
Spyke is given a negative status effect by an enemy = 4 points
Ally downed by an enemy = 5 points
Daedalus, Sword - Dragonhawk: A simple hook shaped sword made of shiney silver, the handle decorated with a bird motif and a single large silver feather. +10 Cutting damage. Shows it's true form when the wielder shows his. In Daedalus' case, this form is a gigantic, ornate +30 Cutting weapon, which can alternatively deal half it's total damage as AoE2 WIND. This weapon cannot be unequipped or equipped unless Daedalus is in his humanoid form, but will remain equipped once he transforms.
Kally, Gi - Gale Gi: A beautiful green gi with a leaf pattern on the linings. It's color changes with Kally's, but the change seems to be strongest with Wind, which turns it a glorious emerald green. +6/+6 armor, every Wind spell eaten has all factors multiplied by half again and grants her 1.5 stages of assimilation (half, null, absorb, ect).
Tron, Weapon - Turbine Buster: A buster to be equipped on the Gustaff. Consists of two large fans that are mounted on the shoulders, with a large black cord running down the buster arm. +14 Piercing, uses SPwr instead of Pwr, and goes against SDef. Can be charged via motion or by standing in high winds. Every motion or turn of standing adds +5 WIND damage to the shot, with a maximum of +20. Alternatively, the base stat and Piercing damage can be foregone to deal only the WIND damage to all targets. Armor is reduced to +3/+3, but Tron gains a level of Hover and Run.
Ifrit, Head - Stoker Cornet: A fine cornet fit for a king, boasting several precious metal chains and a handsome ruby. The holes in the chains blow gentle waves of pure O2 in response to fire. When the wearer is struck by a fire move, the Spell damage is doubled and the increase is added to the next fire move the wearer uses. For one turn after this effect activates, anyone who makes contact with the wearer suffers fire damage equal to the base spell damage that activated it. +3/+3 armor.
Blitz, Overcoat - Seraph Down: A thick, long overcoat with feather stuffing. Very warm and comfortable. Nulls ICE and halves WIND damage and has +4/+4 protection. Unaffected by standard penalty from wearing it over armor. If Blitz is downed by Bludgeoning, Piercing, Cutting, or ROCK damage, he will be revived at 5% HP one turn later, at the cost of reducing this armor's ICE protection by one level. This will only occur twice. For 10 MP, allows a second Jump in midair that doubles the total weapon damage of Hammer Splash.
Girouette, Feet - Falcon Booster: +2/+2. A pair of metal greaves with special Allows the Dash skill to be used in any direction, but only from the ground.
Yoh, Glove - Spirit in the Wind: Sheer, near-transparant gloves with moving designs on them that resemble wind. Every now and then a glowing sphere will travel down the glove on the design and then disappear. Every time Yoh enters Spirit Unison/Medium, there is a 10% chance that one of the spheres will be in the glove at that time, and if so, the sphere will fuse with the Spirit and then with Yoh, halving the maintainance cost for the next (SPrII Bonus) turns.
Gaara, Gloves - Sandstorm Gauntlets: Heavy stone gauntlets that constantly whirl with whirlwinds carrying trace particles of sand. For every Unit of sand stuck to the gloves, Gaara recieves a certain bonus to punching damage. Gourd Sand costs 3 MP to use and boosts damage to half again it's weapon damage of any given type, but renders it's other functions unusable. Other sand costs 3 MP per unit to attach and boosts damage by +3 Piercing, +3 Bludgeoning, or +4 Cutting. Each unit of sand weighs as much as a unit of iron when used this way, so be careful not to over-stuff the gloves with sand. If no sand is attached to the gloves, they instead add +10 Priority to sand controlling.
Alan, Legs - Atmos Greaves: A pair of handsome greaves decorated with a design that emphasizes the connection between earth and sky. Allows Alan to stand on thin air by expending 1 Act and 6 MP. Negates Speed loss, including the first use (but not subsequent uses) of Dash & Slash. While standing on the sky, Envirograsp's element is keyed to the current weather and the grabber must be attacked with Special damage to braek.
Kirby, Arms - Wingbrace: A pair of winged armlets with adorable green feathers, like Kirby wears when in Bird form. Adds 1 to Fly level, even beyond the normal maximum. Wind Puff can either be charged twice as fast as normal or one level beyond normal by utilizing the wings to beat the puff along. Either way, the range is extended and the speed of the "shot" is increased. +3/+3 Armor protection.
Edward Hunter, Accessory - Winds of Time: A pearl necklace shaped like a fan with clock hands. Enables the user to feel the supernatural wind that emenates from the timestream when they are opening it up. The first Time based move every round will heal Edward by his SPwrII Bonus (if it is a supportive move) or attack one enemy, dealing his SPwr Bonus in WIND damage (if it is an offensive move). For every turn that passes in the new round before this effect activates, +1 is added to the damage/healing.
Teresa, Glove - Liv's Gauntlet: A powerful gauntlet blessed by a goddess, though it looks to be nothing more than pleated silk with silver rings on the fingers and a golden symbol on the back of the left hand, which can be moved to the right if need be. It's powers depend on the hand it's in, and this can't be changed once the mission starts.
The left hand allows Liv's Protection to be charged into Teresa's sword by doubling the cost and charging for one turn, adding it's weapon, or even technique, damage to the healing and making critical hits possible. If said sword is Lucina's Blade, SPwrII Bonus will be applied twice.
The right hand allows Liv's Protection to be charged into Teresa's shield by doubling the cost and charging for one turn. Next time Teresa goes into Full Defense, the spell will automatically trigger with the shield's current HP added to the spell, and the shield itself will recover by her SPwrII Bonus.
Either way, successful dodging of nonmagical projectiles via Buckler Bonus will send them back to the firer, and Full Defending of magical projectiles surrounds Teresa in a protective whirlwind of elemental force for 1 turn (damage is still dealt normally to the shield).
Marco, Boots - Sorceror Slippers: Comfy slippers that hardly look battle ready but most certainly are. They have a fortifying effect when they sense their wearer using magic, and through traits unknown, allows Marco to use magic while in Fencer Stance, though he will be considered out of stance when he does so. Furthermore, for one turn afterward, weapon damage buckler bonus and speed bonus are tripled instead of doubled.
Anyone who was there for at least or around half of the Gabriel fight
(45 - YourLevel) *250 EXP
If you gained the ABOVE Experience, use your newly attained level in this formula.
Everyone else gains (45 - YourLevel) *30 EXP
Everyone who was around for even a bit of the Gabby mission gains
80 Coins
Recharge
Everyone gains
34 Hours
Everyone else gains 20 Coins.
Garo Soul - A sphere containing the honor and essence of a Garo ninja. A very useful gem with special powers.
OR
Iron Sphere - A chunk of the armor of an Iron Knuckle. Extremely heavy but otherwise a perfect specimen of iron.
Li, Vhan, Yoh, Girouette, Marco, Kally, Mia
Spyke, Elf X, Teresa, Aile, Hoto, Sora gain (30 - YourLevel) * 200 EXP
Girouette gains Piano Core - The Tenkuuha is bolstered by music, making it ranged as long as a song is playing.
Spyke recieves
Bass Cleff - A stone marked by a simple symbol denoting the lower half of the grand scale. When used, damage taken and healed by the target is halved.
Treble Cleff - A stone marked by a simple symbol denoting the upper half of the grand scale. When used, damage taken and healed by the target is doubled.
Teresa recieves
Inverser Cleff - A stone marked by a forgotten marking, denoting a range of sound that only exists in another plane. When evoked, it's otherworldly music causes Inverse status on one target.
Kirby recieves
Ivory - A rectangular prism made of elephant tusk, like one would find on any keyboard. When used between two offensive moves, the two effects are averaged and repeated once. If the two moves were preformed on different targets, the effect is split between them.
Kally recieves
Ebony - A rectangular prism made of very dark colored hardwood, like one would find on any keyboard. When used between two support moves, the two effects are averaged and repeated once. If the two moves were preformed on different targets, the effect is split between them.
Lyn recieves
Room Swap - OUI activated by leaving the room. Changes the room in one way that is stated when this item is used.
Sora, keychain - Judgement Chord:
Rock Lee, Boots - Perfect Storm Boots: Supple green leather boots that are perfectly fitted to Rock Lee's feet. Despite having an inner framework of metal, they are agonizingly comfortable and easy to move around in. After 1 Act of running, Lee can begin running on the air in any direction, traveling his Run speed every Act he spends while in the air. When Lee makes a kicking attack, an additional 1/2 Pwr Bonus WIND damage is added to the move. For every Gate he has opened, 1 is added either to the WIND damage or his effective Run level while in the air.
Sasuke, Headband - Phoenix Visage: A mind blowingly beautiful headband made of silk and decorated with a pair of fiery eyes and flanges that look like wings. For some reason, though the band is opaque, Sharingan vision can see right through it, and when this happens, the eyes come alive spookily and follow the eyes below them, even gaining the characteristic extra pupils. Besides giving the illusion of being blindfolded, this enhanced Sharingan can see the secrets of living beings as plainly as if they were eye color, with a turn of concentration, though this is limited to physical knowledge. +3/+3 armor protection. After one turn of concentration in Sharingan, Sasuke can activate one of five effects;
See a list of all items the target is carrying .
See a list of all things the target has equipped.
Appraise one item that the target is carrying and has equipped.
Grant himself a +10 Antibuckler Bonus on his next attack.
Grant himself a +10% chance of critting his next attack, if he has one.
The last two effects will apply doubly to a Chidori attack, but they will turn the elemental damage LIGHT type. It costs 1/2 an Act to flip the headband down over ones eyes or up off them. Sharingan costs 3 extra MP per turn to maintain.
X, Accessory - Third Wind.exe: A useful program that adds a 1UP Reserve effect to Second Wind when equipped. This effect only kicks in if the target is KOd, and only once per battle. Further Second Wind use instead has it's cost reduced by 1/4.
Sora, Head - Heroic Headband: A painfully cool headband that keeps that whacky hair in place and trails behind you if you move fast enough. It matches Sora's clothes and bears a golden Trinity mark on the front, printed on a coin embedded in the tough cloth. +3/+3 armor. Causes Sora's Counter Attacks to be more awesome. How depends on what Move skill is paired with them. Adding this effect costs 1/2 an Act.
Jump: Weapon Damage multiplied by Jump level - 1.
Glide: Attack becomes AoE(Glide level)
Run: Weapon Damage is repeated once for every level of Run.
Swim: Traps enemy in a whirlpool for a number of turns equal to his Swim level, or until they are hit.
Marluxia, Weapon - Judgement Scythe: +14 Cutting damage, CAN be wielded in both hands. Can be charged, adding +3 DECAY damage per turn and 3 MP spent, maximum of three turns. 1% Instant Death chance on a critical hit, which increases by 3 for each level of charge. If this weapon strikes a killing blow, it instantly Judges the target, sending them to Heaven, Hell, or Purgatory and granting Marluxia a Heaven, Hell, or Purgatory Shard of equal level to the slain enemy.
Spyke, Legs - Grieving Greaves: +2/+2. Tragically beautiful greaves that possess a lost emotion, an empathy long ago hardened into hatred by passing judgement on thousands of wicked souls. They constantly give off a very quiet whistling sound, which grows louder every time the wearer makes a sudden burst of motion until it becomes a violent, mournful din. After 6 Units worth of Moving has been done, they enter a period where they charge up points based on the sins the enemy commits. Moving from his spot at all unleashes this energy, dealing 5 Wind damage for every 'point' gathered, with a maximum of 10 points. As long as Spyke isn't moving, he will gain 2 points to Defense, SDefense, and Dodge for every point he has accrued.
Points; Ally attacked = 1 point
Spyke attacked = 2 points
Ally is given a negative status effect by an enemy = 3 points
Spyke is given a negative status effect by an enemy = 4 points
Ally downed by an enemy = 5 points
Daedalus, Sword - Dragonhawk: A simple hook shaped sword made of shiney silver, the handle decorated with a bird motif and a single large silver feather. +10 Cutting damage. Shows it's true form when the wielder shows his. In Daedalus' case, this form is a gigantic, ornate +30 Cutting weapon, which can alternatively deal half it's total damage as AoE2 WIND. This weapon cannot be unequipped or equipped unless Daedalus is in his humanoid form, but will remain equipped once he transforms.
Kally, Gi - Gale Gi: A beautiful green gi with a leaf pattern on the linings. It's color changes with Kally's, but the change seems to be strongest with Wind, which turns it a glorious emerald green. +6/+6 armor, every Wind spell eaten has all factors multiplied by half again and grants her 1.5 stages of assimilation (half, null, absorb, ect).
Tron, Weapon - Turbine Buster: A buster to be equipped on the Gustaff. Consists of two large fans that are mounted on the shoulders, with a large black cord running down the buster arm. +14 Piercing, uses SPwr instead of Pwr, and goes against SDef. Can be charged via motion or by standing in high winds. Every motion or turn of standing adds +5 WIND damage to the shot, with a maximum of +20. Alternatively, the base stat and Piercing damage can be foregone to deal only the WIND damage to all targets. Armor is reduced to +3/+3, but Tron gains a level of Hover and Run.
Ifrit, Head - Stoker Cornet: A fine cornet fit for a king, boasting several precious metal chains and a handsome ruby. The holes in the chains blow gentle waves of pure O2 in response to fire. When the wearer is struck by a fire move, the Spell damage is doubled and the increase is added to the next fire move the wearer uses. For one turn after this effect activates, anyone who makes contact with the wearer suffers fire damage equal to the base spell damage that activated it. +3/+3 armor.
Blitz, Overcoat - Seraph Down: A thick, long overcoat with feather stuffing. Very warm and comfortable. Nulls ICE and halves WIND damage and has +4/+4 protection. Unaffected by standard penalty from wearing it over armor. If Blitz is downed by Bludgeoning, Piercing, Cutting, or ROCK damage, he will be revived at 5% HP one turn later, at the cost of reducing this armor's ICE protection by one level. This will only occur twice. For 10 MP, allows a second Jump in midair that doubles the total weapon damage of Hammer Splash.
Girouette, Feet - Falcon Booster: +2/+2. A pair of metal greaves with special Allows the Dash skill to be used in any direction, but only from the ground.
Yoh, Glove - Spirit in the Wind: Sheer, near-transparant gloves with moving designs on them that resemble wind. Every now and then a glowing sphere will travel down the glove on the design and then disappear. Every time Yoh enters Spirit Unison/Medium, there is a 10% chance that one of the spheres will be in the glove at that time, and if so, the sphere will fuse with the Spirit and then with Yoh, halving the maintainance cost for the next (SPrII Bonus) turns.
Gaara, Gloves - Sandstorm Gauntlets: Heavy stone gauntlets that constantly whirl with whirlwinds carrying trace particles of sand. For every Unit of sand stuck to the gloves, Gaara recieves a certain bonus to punching damage. Gourd Sand costs 3 MP to use and boosts damage to half again it's weapon damage of any given type, but renders it's other functions unusable. Other sand costs 3 MP per unit to attach and boosts damage by +3 Piercing, +3 Bludgeoning, or +4 Cutting. Each unit of sand weighs as much as a unit of iron when used this way, so be careful not to over-stuff the gloves with sand. If no sand is attached to the gloves, they instead add +10 Priority to sand controlling.
Alan, Legs - Atmos Greaves: A pair of handsome greaves decorated with a design that emphasizes the connection between earth and sky. Allows Alan to stand on thin air by expending 1 Act and 6 MP. Negates Speed loss, including the first use (but not subsequent uses) of Dash & Slash. While standing on the sky, Envirograsp's element is keyed to the current weather and the grabber must be attacked with Special damage to braek.
Kirby, Arms - Wingbrace: A pair of winged armlets with adorable green feathers, like Kirby wears when in Bird form. Adds 1 to Fly level, even beyond the normal maximum. Wind Puff can either be charged twice as fast as normal or one level beyond normal by utilizing the wings to beat the puff along. Either way, the range is extended and the speed of the "shot" is increased. +3/+3 Armor protection.
Edward Hunter, Accessory - Winds of Time: A pearl necklace shaped like a fan with clock hands. Enables the user to feel the supernatural wind that emenates from the timestream when they are opening it up. The first Time based move every round will heal Edward by his SPwrII Bonus (if it is a supportive move) or attack one enemy, dealing his SPwr Bonus in WIND damage (if it is an offensive move). For every turn that passes in the new round before this effect activates, +1 is added to the damage/healing.
Teresa, Glove - Liv's Gauntlet: A powerful gauntlet blessed by a goddess, though it looks to be nothing more than pleated silk with silver rings on the fingers and a golden symbol on the back of the left hand, which can be moved to the right if need be. It's powers depend on the hand it's in, and this can't be changed once the mission starts.
The left hand allows Liv's Protection to be charged into Teresa's sword by doubling the cost and charging for one turn, adding it's weapon, or even technique, damage to the healing and making critical hits possible. If said sword is Lucina's Blade, SPwrII Bonus will be applied twice.
The right hand allows Liv's Protection to be charged into Teresa's shield by doubling the cost and charging for one turn. Next time Teresa goes into Full Defense, the spell will automatically trigger with the shield's current HP added to the spell, and the shield itself will recover by her SPwrII Bonus.
Either way, successful dodging of nonmagical projectiles via Buckler Bonus will send them back to the firer, and Full Defending of magical projectiles surrounds Teresa in a protective whirlwind of elemental force for 1 turn (damage is still dealt normally to the shield).
Marco, Boots - Sorceror Slippers: Comfy slippers that hardly look battle ready but most certainly are. They have a fortifying effect when they sense their wearer using magic, and through traits unknown, allows Marco to use magic while in Fencer Stance, though he will be considered out of stance when he does so. Furthermore, for one turn afterward, weapon damage buckler bonus and speed bonus are tripled instead of doubled.
Anyone who was there for at least or around half of the Gabriel fight
(45 - YourLevel) *250 EXP
If you gained the ABOVE Experience, use your newly attained level in this formula.
Everyone else gains (45 - YourLevel) *30 EXP
Everyone who was around for even a bit of the Gabby mission gains
80 Coins
Recharge
Everyone gains
34 Hours
Everyone else gains 20 Coins.