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Topics - TranceHime

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1
茨心 -Thornheart-

Thornheart is a turn-based RPG featuring an incredibly gratuitous revenge story. It focuses on the princess of a prosperous nation named Karuria and her older sister/guardian who are driven out of their home after the dastardly plot of another nation - Kryton - to assassinate their parents takes place in the dead of night. After escaping, the pair - princess Argenta and her sister Mu - decide they must exact revenge and go on a long journey to discover the real motives behind the plot, to seek aid for their revenge, and also to clear their name. Travel through many lands and gain the trust of people the world over so that revenge can be exacted on Kryton.

Characters

Argenta the Hunter Princess
Argenta is the heiress to the Karurian throne. All rulers of Karuria are expected to be first-class hunters, and Argenta is no exception - though one would suppose she is still training hard to get to that stage. She is a straightforward, passionate girl who can get rather nosy. She also has a bit of a kleptomaniac streak going on for her, which sometimes has to be curbed by her sister, Mu. She loves Mu as a sister but as the journey goes on, she finds herself feeling more and more attracted to her.

Mu the Asura
Mu, who is Argenta's sister, was born with a mark on her back that Argenta lacks, but their mother does not. This mark is that of the Asura - a lineage of warriors who are said to tap into demonic powers sealed within their blood. In order to fully utilize the power of the Asura, one must be fully devoid of emotions, including those of love. However, Mu had been taking care of Argenta and protecting her since she was very young. They grew up close together and Mu has found herself to be infatuated with the young princess. She tries very hard to try to come to terms with her emotions and keeps her love strictly on a family-basis, though this is starting to get incredibly difficult. For now, she tries to serve as Argenta's guide into the outside world, for she is more familiar as she has been going outside a lot more than her younger sister, due to the latter's obligations as the Hunter Princess of Karuria.

Supporting characters coming soon.



System

Battle System

Screenshot: <x>

Thornheart uses a typical turn-based, speed-based battling system. The box beneath 'Act' represents the icon of the action the player has chosen for a character, and the box below that one represents a cycling list of icons of buffs/debuffs currently placed on the character. Be forewarned as for a good majority of the game your battling cast is limited to Argenta and Mu. Other supporting characters who can join the two sisters are 100% optional and can be missed. However, if you can get them to join you, it will help greatly in the segment they are particularly involved in.

Tempering System

Screenshot: <x>

Certain equipment (but not all equipment) have five slots available for you to place certain ores, materials, and other objects that attach properties to them, which in turn grant useful properties to your characters. You can freely mix and match materials as you see fit in the menu. Materials can usually be dropped or stolen from enemies, or bought from certain NPCs. Sometimes, equipment that is tempered with these materials can be much stronger than equipment that does not have such tempering capabilities but has higher values.

Boost System

Screenshot: <x>

With 'Boost,' you can allocate 'BP' or 'Boost Points' to certain parameters to increase some of the statistics of your characters. You can tailor them further to their strengths or you can focus on their weaknesses; it is up to you to decide how you wish to customize your fighters. Some parameters may increase stats at the cost of others as well. 'BP' is accrued via levelling up, so the higher your level is, the more BP you have to play with. Temporary fighting members also can be customized in this way!

Skill Learning System

Screenshot: <x>

Skills are not learned in the traditional level up method. Instead, you must gain 'AP' by continuously fighting enemies. With your gained AP you can opt to learn skills in your character's skill sets. Argenta and Mu each have two unique skill "trees" to learn skills in, and some skills can only be unlocked by learning certain skills before them as prerequisites. The sets are:

Argenta:
  • Rose Edge - The hunting techniques that Karurian queens should know. Mostly physical skills and passives.
  • Enchant - The spiritual and magical techniques that Argenta should know. Includes magical skills of both offensive and supportive varieties.
Mu:
  • Queen's Art - The defensive and protective techniques taught to the Guardians of the Queen and the Princess, the Queen's Armor. Built for survivability and protection.
  • Asura Law - The fierce ways and path of Asura which allows Mu to tap into her demonic strength. Mostly offensive skills and passives.



Promotional Content

Demo Footage (warning: loud keyboard sounds)



Thornheart Demo (build 20140705) - 243 MB
Link here

Doesn't include the RMVXA RTP, download it yourself

Had to release a new build for the DL because the older one was really buggy. Poke me if you want a link to what was changed.

2
pokemon murky red α 1.99 hotfix
next :: β 1.00



Ever wanted to see a Sudowoodo tank a
Bubblebeam like a boss?

INTRODUCTION
Pokemon Murky Red is a basic and rudimentary Pokemon Fire Red hack (as of now) that aims to make every generation 3 Pokemon viable in use in-game. While most general trainers remain unchanged, your rival, the Gym Leaders and the Elite 4 have been heavily retooled. Their levels are mostly around the same (generally lower in the case of the Gym Leaders and the Elite 4), however, they boast improved movesets and have increased stats due to the general tweaks made to almost all the Pokemon. Careful thought is needed to be able to win against these major fights if you want to avoid over-grinding. Even so, over-grinding does not ensure one a free ticket to cockiness - the picture above is testament to this. Pokemon Murky Red is a game best played blind, with very little prior knowledge to the changes. However, I will describe the basic changes and what other things to expect in Pokemon Murky Red.

CHANGES
  • Tweaked or buffed base stats (and BST) for all the Pokemon
  • Slightly tweaked or retooled Pokemon movesets
  • Pokemon spawns will be revised
  • Pokemon evolution revisions
  • Many Pokemon have changed typings
  • Some Pokemon have different abilities
  • Physical/Special Split
  • Some attacks will be buffed/tweaked/adjusted
  • Almost all non-legendary Pokemon in Gen3 are available to capture and use /!\ new /!\

CURRENTLY DONE
  • All 386 Pokemon out of 386 have been retooled
  • Gym Leaders, Elite 4 and Rival have retooled Pokemon (expect Gen2/Gen3 Pokemon this time)
  • Trade evolutions are abolished - they're now either by Stone or by level
  • Revised Pokemon spawns

CHANGED MOVES
  • Hyper Beam --> Nirvana Normal, 1 PP, 180 BP, 85 Acc [Same effect as Hyper Beam, ignores Protect]
  • Revenge --> Demon Fist Fighting, 5 PP, 100 BP, 100 Acc [100% to lower opponent's Defense]
  • Splash --> Splash! Flying, 1 PP, -- BP, 100 Acc [100% to raise all user's stats]
  • Take Down --> Onslaught Normal, 10 PP, 85 BP, 95 Acc [33% to raise user's Attack]
  • Mega Punch --> Burst Fist Normal, 15 PP, 75 BP, 90 Acc [Increased critical hit ratio]
  • Blast Burn --> Corona Fire, 1 PP, 170 BP, 100 Acc [100% chance to burn, ignores Protect]
  • Hydro Cannon --> Grand Deluge Water, 1 PP, 170 BP, 100 Acc [100% to lower opponent's Special Defense, ignores Protect]
  • Frenzy Plant --> Gaea's Rage Grass, 1 PP, 170 BP, 100 Acc [100% to lower opponent's Special Attack, ignores Protect]
  • Guillotine --> Death's Gift Dark, 3 PP, -- BP, 50 Acc [Chance to OHKO, based on: ((user.level - target.level) + 50)%]
  • Fissure --> To The Abyss Dark, 15 PP, -- BP, 100 Acc [Deals damage equal to: user.level*rand(0.5 to 1.5)]
  • Twineedle --> Death Needle Bug, 10 PP, 70 BP, 100 Acc [Same as Twineedle]
  • Razor Wind --> Gale Prayer Normal, 5 PP, 135 BP, 100 Acc [Same as Razor Wind]
  • DynamicPunch --> Nova Force Fire, 10 PP, 80 BP, 95 Acc [100% chance to burn]
  • Sheer Cold --> AbsoluteZero Ice, 1 PP, 170 BP, 100 Acc [100% chance to freeze, ignores Protect
  • Imprison --> Stasis Seal Psychic 20 PP, -- BP, -- Acc [Same as Mist]
  • More to come...

TO DO
  • Attempt introduction of Gen IV and Gen V attacks and abilities
  • Finish the remaining Pokedex retools
  • Retool important battles post-Elite 4
  • Consider retooling of general trainers
  • Finalize Pokemon spawn revision

PATCHES
/!\ IMPORTANT /!\ This requires you to patch over a FIRE RED (U) ver1.0 copy. PM or message me concerns on compatibility.
DO NOT DISCUSS WHERE TO OBTAIN THE STUFF NEEDED TO GET THIS WORKING.
 

Alpha 1.00
  • Rival, Gym Leaders, Elite 4 retooled
  • First 151 Pokemon and some Gen 2 Pokemon tweaked/buffed
  • Physical/Special Split
  • Tweaked Pokemon spawns
Alpha 1.50
Alpha 1.50 Mini-Fix
  • Gym Leaders, Elite 4 retooled
  • All Pokemon tweaked/buffed
  • Tweaked Pokemon spawns some more
  • Some moves got adjusted, changed
  • Pokemon between Pallet Town and Pewter City have increased EXP gains.
  • Introduction of Gen2 and Gen3 Pokemon to the roster. Evolution possible w/o Nat'l Dex, but Stone evolutions don't work yet.
Alpha 1.99 Hotfix New, with fix
  • Gym Leaders, some trainers and possibly some others now on "Lunatic" difficulty style
  • Heavy move rebalancing
  • Spawn revisions
  • Fixed a bug where Burst Fist had Focus Energy's effect instead of Slash

3
RPG Reviews / hime whines about game-related stuff! (mostly japan related)
« on: February 20, 2012, 11:21:25 AM »
.. anti.crusaders ..

So, the other day (and by the other day I mean like yesterday since I started writing this) I read an IRC log between some of the folks over at Fuwanovel which, depending on who reads it, can either be incredibly infuriating or incredibly hilarious due to the questionably politickal nature of it. Soon thereafter I read this blog entry written by the same female instigator as most of the political material of the pastebin (I sadly do not have the link handy on me right now link). Well, needless to say, as a formerly amateur translator of visual novels and mangos and an occasional translator of video games (I have worked on the translation of Touhou Souzin'engi "Genius of Sappheiros," to cite a recent game) I am absolutely appalled and really, my opinion of them has pretty much become something like HY's reaction to mentioning them in IRC:

18:05:33 (HY) >fuwanovel
18:05:38 (HY) HahahahahahHAHAHA

Now, I never had much problem with Fuwanovel in the past, and other visual novel communities that cater to the non-Japanese-fluent demographic (Hello, tlwiki, etc.) but there are just some things that have come to light amidst recent events, especially with the proliferation of English visual novels by JAST USA. One of the main issues that come to light are directly in tandem with the anti-piracy sentiment and crusade that has suddenly come out of nowhere, which I'll get to in a short while because Aaeru's a terrible nutter about it and a clear example as to why people like her make me as a translator want to vomit in my mouth. But again, that comes later. What comes now is the definition of the term "fan translator," amongst the observations I have made which make me want to repeatedly slam my head into a nail.

fan translations

I will open this with a very striking comment from the blog entry I linked to earlier, something that should serve as some nice food for thought (and ragefuel for me as a translator).

Quote
I disagree. Fan Translations are merely translating the work. They do not give them links to free copy of the work. I think translations should be encouraged unless the authors/creators say otherwise.

This comment was a response to someone who said fan translations were illegal because you are directly editing the work of somebody else without their express consent. As far as I'm concerned, the original comment that the quoted response was to is actually very much true (thanks Berne Convention!) but that's not the point here. The point here is that I still really can't believe that there are still people out there who take the notion of translation period for granted. This isn't even specifically limited to fan translation. Translation of all games is difficult in nature and just doesn't happen just like that. Even badly translated games have probably had some effort of degree put into them. The only thing I think shouldn't get the pass are badly localized games, but that's delving into different territory. As far as I'm concerned, though, fan translators do what they do for their own reasons, and the onus is on them to decide what they will do with what they ultimately and inevitably end up with. Translators have lives too, and they spend painstaking amounts of effort in making sure the translations are fluid, accurate, and in the long run, correct.

So what the hell is the term fan translator that I have been throwing around? Well, a lot of people are wont to jump to the blanket definition of "someone who really likes x material and is willing to translate x material from y language to z language." I, however, think that there's a deeper layer underneath. This is linked somewhat to my understanding of the recent links between folks at places like JAST USA and the translators who the companies yoink their material from. Recently, to cite an example, JAST USA have appeared to be licensing translated visual novels which have been done on a voluntary basis and paying the necessary royalties and fees to the translators. At that point, I draw the line between "fan" and "amateur/professional." If you're a "fan translator," I like to make the distinction that you're doing it solely of your own volition and that you're not looking to make any money as a direct motivation (though it may happen that people offer you money for it). It's here that we begin our descent into madness, though, and most of the cannon fodder comes from the blog post.

The blog post runs on the basic premise (support on it can be found in Aaeru's query with Shingo) that distributing fully-patched visual novels to promote fan translation will somehow magically bring about more official translations. Well, I've got one response to that: Bullshit. A lot of people have already stated some reasons as to exactly why it's bullshit. One of the biggest counterpoints that pretty much instantly take it down is the fact that there's absolutely no incentive for companies to release games that not only have been fully translated already, but are available for free. Aaeru is effectively displaying her complete lack of business acumen, making such outlandish proclamations as "we fan translators are sharing your work for free and making them popular, therefore WE ARE BREATHING LIFE INTO THE INDUSTRY." Again with the throwing out of the fan translator, as if it were some crusader, some soldier-side entity in the name of visual novel promotion.

I am appalled by that notion that simply because the inherent act of translating games in a foreign language to one easily understood by most people that it entitles people to start acting high-and-mighty and throwing out all semblance of respect for the original creators and developers of the games. SALES AND FIGURES are the lifeblood of the industry, not JUST popularity. To increase the popularity factor by draining the life out of the industry by siphoning sales and figures IS NOT THE SOLUTION. It is very infuriating to me that fan translators of this nature have control over this. Fan translators do what they do because they love to do it, right? They want to share the games that they think are beautiful to the rest of the world. No doubt, they want more of these games to be produced so they can be enjoyed more, right? Perhaps I am making some presumptuous claims here. But the bottom line is this - if they want to propagate the "irrefutably good spirit of fan translation," in Aaeru's words, the way to do it is NOT to basically provide pirated copies of existing games.

Whatever happened to alternatives such as individual, non-full game patches (to provide an incentive for people to import the game) or as a script dump (to provide the translated text for people to read along or refer to while perusing an imported copy)? People such as Aaeru are looking at this from an incredibly self-centered viewpoint, and it is people like her that make me question why I was at once considered a "fan translator" (and by extension an amateur one). And you know what, we can't even properly focus on the alternatives to these methods of fan translation. Case in point: console games. Especially PSX-era and other similar console games.

Now, you might be thinking that this is fairly irrelevant due to how old they are, but due to the nature of console games, it is very easy to make the inference that non-game patches of translation will be applied on pirated copies (since how else would you do it, amirite?!). It is very difficult as a fan translator to do this sort of thing legitimately. It might as well be said that fan translations are much better off simply to be shared to people you know, who may in turn spread it to other people they know, and so forth. But no, there are ACTUALLY PEOPLE who think that being a fan translator IN THE NAME OF ~*~spreading visual novel-ism~*~ entitles them to overtly doing quite illegal acts. I could go on and on about this, but really, this just boils down to...

tl;dr

Translation = good
Finding ways to legitimately get translated works released (through correspondence or licensing) = good
Going on a batshit insane crusade and say "spread fan translation through piracy" = what the hell

speaking of piracy

I use the basis of fan translation earlier to finally get to the crux of this huge rant and say this: who the fuck thinks it's a good idea to go on an entire piracy crusade using a visual novel site as a front? Dude, Aaeru directly freaking SAYS the following in the log:

[08:03] <@Aaeru_> well do they know the history of copyright? do they know that theyve been sold a lie all their lives?
[08:03] <&Ignis-> because what they have been believing so far is that there's nothing wrong in doing that
[08:04] <&Checkmate> why do they have to know?
[08:04] <@Aaeru_> because by learning about the schemes they employ, we can win back our liberties
[08:04] <@Aaeru_> and our freedom of speech
[08:04] <@Aaeru_> abolish copyright
[08:04] <@Aaeru_> free culture
[08:05] <@Aaeru_> those are good things to be working for

No, seriously, that is some mindfuck shit going down here. The zeal and entitlement that goes on for most of the log that came from is just unreal; and it does pain me to think that there just could be more people like Aaeru out there. When the heck was piracy ever the right way to go about promoting something that you like, in the hopes that legitimate, licensed material of the thing you want, will surface in YOUR community? There is a pretty big damn reason why piracy is usually cracked down on in most communities, no matter where you go. And to see something shitting all over that integrity like this under the guise of god-fucking-damn VISUAL NOVEL translation is just rank. Most of the points I'd already exhausted in a wild stream of consciousness earlier, but seriously just read the log and I am sure that will feed your minds like crazy.

Hoping to start some flames up in here.


4
Discussion / Digital Rights Management, thoughts?
« on: November 04, 2011, 11:25:52 AM »
Survey here

Good day everybody, I have here this survey which I would like to be answered for a research paper I am doing for uni. I admit it's a bit of a juvenile way to go about things, but I would appreciate it if I could collect the opinions of as many consumers/users as possible, I have already disseminated this in quite a few places.

But in particular I would also like to see what your own thoughts are on DRM; basically I am trying to get evidence that DRM is sort of this bad thing, and I would like to see just who out of you are quite passionate about the topic in question! It would be great to get some discussion on this going. Cheers!

5
SNAAFU ADVENTURE
A shameless community-based RPG

SNAAFU ADVENTURE is a very stereotypical RPG done using completely cliche'd story elements and writing as a venue for me to fiddle around with RPG Maker VX, and is a vessel for me to get into the wonderful world of actually making a game project. As a result, almost everything in SNAAFU ADVENTURE is: 1) Not quite polished, 2) Plain bad, and 3) Just awkward and badly written (at times). Furthermore, most of the characters which will be detailed shortly are in part heavily based on The Place Which Shall Not Be Named, a place I regular at, and as a result may turn off a bunch of people from this, but it is alright, screw them.

-----

Download:
SNAAFU_ADVENTURE_DemoRv.exe - 41.92MB
RPG Maker VX Run Time Package - 35.00MB

-----

TO DO LIST:
  • Finish the story line
  • Perfect skill numbers/stats, etc.
  • Add more functionality

-----

STORY:
The main protagonist, Sana, finds himself in the top of a mountain, and he has absolutely no idea how he got there. There is absolutely no writing to indicate how this is so, and it is assumed for the majority of the game that Sana is actually on an LSD-induced acid trip and the entire journey he has with the people he meets along the way are actually hallucinations. However, this appears not to be the case when several earth-shattering revelations reveal that whatever place he's been spirited away to is perfectly real and existent, albeit in another dimension. He initially meets and befriends out of completely nowhere three friendly folks, Purvis, Alstroemeria, and Hime, who believe Sana is the key to their vaguely implied problem. First, the party of four learn that an originally great Library nearby has been corrupted by some strange force, and when they find that the dastardly Dark Lady, Moerin, is behind such affairs, Sana finds himself thrust into a strange affair where he is completely lost. Sana encounters new friends, new enemies, and learns to take control of himself and spearhead the campaign to eventually do a very cliche'd and unoriginal "Save the goddamn World" routine.

The overarching story is that the world is governed by several beings similar to that of deities, called Keepers. Each Keeper has jurisdiction over several parts or portions of the world, and allows travel between them. The Dark Lady is an evil being originally weakened and held down by the Keeper, but due to laziness on the part of the Keepers, has caused the Lady to regain her strength and cause havoc. The Keeper's Templar, Roukanken, meets Sana and company and asks them to help her. Sana and his kind heart says HE ABSOLUTELY CAN'T REFUSE BECAUSE HE IS A PROTAGONIST OF A VERY LINEAR jRPG

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CHARACTERS


SANA, Magic Swordsman (Ougi)
Ability: Swordsman, self-buffing, physical attacker, well-rounded
Sana is the protagonist of the game, and is fittingly extremely balanced in terms of statistics. However, early on, his damage is sub-par and is often used to soak up damage for the rest of the team. Eventually, as Sana gains levels, his strength begins to increase rapidly, and as he gains access to stronger weapons, he can potentially become one of the hardest hitters on the team. Sana's unique strength is that he gains a Holy-elemental skill extremely early (Blessed Neko Edge), and can utilize it to defeat many Holy-weak enemies. He starts with the ridiculously weak Red Rust, but if you keep it, you can talk to an NPC later on in the game who can repair it and upgrade it to the parasitic Muramasa.


PURVIS, Blood Priestess
Ability: Cleric, ally-buffing, healz (Blessing)
Purvis is the voice of reason for the most part, making wise suggestions throughout the course of the game. Her role in battle is a very stereotypical White Mage, with a bigger emphasis on support rather than outright healing. Since buffs in this game directly influence one's stats, being able to use Purvis' stat buffing spells is a huge boon for the team. At higher levels, Purvis' buffs become MT and buff two stats at once, making her even more invaluable. She also gains some powerful offensive Holy magic at her peak. Purvis can equip both staves and bows, and has the unique ability (Chakra Magic) to restore a target's MP at the cost of her own. She can also target herself with said skill.


ALSTROEMERIA, Dark Witch
Ability: Nuker, enemy debuffer, status (Witchcraft)
Alstroemeria is a strange female demonic being who does not know where she came from. Despite her demonic nature, she is not such a bad person and enjoys the arts. Alstroemeria is actually NOT a Black Mage archetype, though some may be led to that conclusion. In fact, most of her spells are specializing in debilitating enemies, as debuffs are often key to dismantling bosses and enemies who aren't immune to them. She also has a skill, Dark Heirloom, that instantly boosts all of an ally's stats temporarily, but at the cost of damaging them. She also gets Debilitate, of SMT fame, as well as several other powerful debuffs that can screw with an enemy.


HIME, Kensei
Ability: Extreme glass cannon (Deathblow)
Hime seems to have a knowledge of the situation, but is awfully secretive about it. She's also way too serious about everything ever and doesn't really want to admit it. Hime also supposedly owns seven powerful weapons, but most of them got stolen and hidden throughout the world, leaving her with only the Fenris. Hime is an extreme glass cannon, and probably has game-worst durability. She has abnormally high HP growth but gets very little defense. Fortunately her ultimate armor gives her evasion anyway, provided you actually FIND it. She competes with another character for game-best damage. Hime also only has access to about 9 weapons out of every weapon in the entire game, 2 of them being upgraded from her existing loadout. She starts with the Fenris and you must collect the other 6 swords in order.


SAPZ, Bee Hunter
Ability: Physical slugfester, magically inept (Beehunt)
Sapz, self-proclaimed Bee Hunter, is out to hunt for the mythical Hibachi, a mechanized bee that disguised itself as a regular bee in the world. You can enlist Sapz into your team after awakening the incubating Hibachi. Sapz is extremely strong physically, and has an insanely high PDur. Most of her skills revolve around AXEAXEAXE'ing the enemy into tiny bits. However, she is not very fast and she gets her ass handed to her by magic quickly, requiring buffs and/or equipment to augment her deficit in magic.


ROUKANKEN, Keeper's Templar
Ability: Jack of all trades, tanky (Keeper Skill)
The knight of the Keepers, Roukanken has a very strong sense of justice and must ALWAYS SEE THINGS GO RIGHT BECAUSE IF IT DIDN'T THEN THAT'D BE WRONG. Roukan is very tanky, and can equip many sorts of armors and knightly-related weaponry in order to bolster her tankiness. Furthermore, she can learn skills from the various Keepers scattered around the world, provided you can defeat them in battle. After beating a Keeper, you will learn a new skill. These skills are all very useful in their own way, and even Roukan's starting skills are very useful, since she can heal, buff, and attack all at once. It's worth keeping Roukan as a mainstay on the team, though not using her can result in a decent challenge.


DRAKE, Lady Luck
Ability: Probability-based skills (Destiny)
Drake is Sapz's close friend, and... That's mostly it, really. Drake's skills have a set probability of working, though truthfully it's a 50/50 split. Except for her final skill, Eliminate, which is basically a 100% accuracy ID. However, Drake's first three skills are normal physical-skills, which can help Drake to deal damage in a firefight. She is also one of the only characters capable of equipping guns.


HELEPOLIS, Lord Duke
Ability: MP-guzzler (Charisma)
Helepolis is the Lord Duke of a certain part of the world, the Calentz region, and it was his job to check out the strange happenings that were going on as a result of the Dark Lady. Helepolis and Hime are good friends, and Helepolis is more than willing to lend his ship to Sana and company to get around. It turns out that the Dark Lady eliminated Helepolis' main source of strength, which is his charisma. This has direct consequences in the game, where Helepolis actually has virtually no MP to use any of his powerful abilities, and must regain his MP score by drinking tea in various teahouses scattered around the entire world. However, once he has the MP to use his skills, he becomes very powerful, even more so once you assemble the powerful Uber Spear.


BAITY, Eleganz
Ability: Evasion whore, heavy damage dealer (TA Dancing)
Baity is a mercenary hired by Helepolis, however Baity ended up just lazing around in Helepolis' now bare mansion (since he lost all his charisma, his subjects began to lose faith in him etc.) and is a good friend of Drake's. Having Drake in your party will make Baity join you as well. She is an evasion whore and most physical attacks won't touch her. However, she's quite frail as a result and ITE and/or magic will deal some serious damage to her. She has the potential to deal a lot of damage with the proper weapon. It turns out that Baity is actually similar to an android space fighter... Nobody knows how she is like that.


ARASHI KUROBARA, Steel Maiden
Ability: Variety (MaidenARMS)
Arashi is somewhat of a recluse who you initially meet in Pensiole, but eventually you find she lives in Calentz, and is missing the pieces of one of her very important relics. If you reclaim the pieces and give them to you, she will join your entourage as payment. There are various inconspicuous chests in the world that are actually chests containing weapons for Arashi. These are skills that allow Arashi to deal a lot of damage, and she uses primarily bows as weaponry. Her statistics, however, are decidedly average.


SERPENTARIUS, Archmagus
Ability: Extreme nuker (Apocrypha)
Serpentarius, or Serp for short, is a scholar currently on a mission to fight back an intergalactic Eldritch beast by the name of Erebus, but has grown weary of fighting alone. If you help him to fight back Erebus, his mission done, he will join you gladly. You vaguely hear mention of him from an NPC in Spiemcie, the town you start in. In battle, Serp possesses extremely powerful magic attacks, and focuses on dealing weakness damage to many enemies at once. Some of his skills also inflict status.


BOFFERS, or BOFH, Assassin Scholar
Ability: Pseudo-attacker/caster, killer (Assassinate)
bofh is a colleague of Serpentarius, who ended up taking care of his bar/restaurant in Calentz while Serp was out in Arcadia trying to fight Erebus. When you go to bofh in Calentz with Serp in your party, bofh is relieved of not being bored anymore and forces herself into your party. bofh can only use one weapon in the entire game - the Necrololicon, which gives extreme offensive bonuses at the cost of defense. As a result, her damage output is extremely high, but she suffers from similar glass cannon problems as Hime. However, her attack options are far more varied and she can use the almighty Sonic Blow, a physical skill that hits an enemy target 10 times.




6
Hi guys.

I was thinkin' since a couple of us here are putzing around with RPG Maker/RPG Tsukuru programs, I decided I'd go around the internet looking for some nice RGSS2 script resources, and imagine my surprise when I find a truckload of them! Unfortunately, they are mostly in Japanese, therefore I think it'd be cool if we talked about some of them and try derive some ideas from it.

First of all, though, here's a link to PocketWiki, where Shanghai/Yanfly and some others post a multitude of useful RMVX/RMXP scripts that may or may not prove to be useful for your own project do you ever decide to take up that mantle... And responsibility, ha ha.

Now, to the meat of this thing.

RGSS2 Resources
Individual scripts I will cover later

Hikimoki | RPG Maker VX Script Site (link)
Scroll down until you see the list of links with the term "RGSS2" on them. These are mostly core scripts for various game engines, as you might be able to tell from the name itself. This particular dude also scripted a danmaku game engine on RGSS2, aside from things like making an Action game, a Puzzle game, SRPGs, an RTS, an MMORPG styled game, and even a roguelike! It also has an RGSS2 Script Reference for those who are well-versed enough in Japanese to understand what the hell it's talking about. This site is also very deserving of mention because without it I wouldn't have found the OTHER really nice script sites, which I'm going to share.

Mint's Room (link)
In the top frame navigation, click "Special," and then click either the "XPRGSS素材" link if you use XP's RGSS or "VXRGSS素材" link if you use VX's RGSS for the script repositories. Since I believe most of the people this thread is relevant to is using VX, you probably want to look at that instead. If you plan to use any script from this site, it is imperative you install the Minto Master Script VX Ver1.02, or many scripts won't work properly when you install them into Materials. Don't worry, the Master Script VX source code link is directly beneath the text box, just click on it. The scripts the VXRGSS page has are numbered, but they are extremely nice. They're mostly menu and battle enhancements. You can add an enhanced battle aftermath screen complete with an active EXP bar (アクティブレベルアップVX), and such. You can also putz around with the animation FPS with the "Change Animation FPS" (アニメFPS変更スクリプトVX) Script.

Phantasmic Area (link)
Click the "Materials" link and then... Uh, try and read the hilariously small text >_< The SS link means it's a screenshot. This site is notable for having a decent ATB system scripted out. Some games are using the ATB bar from this site, I believe. The links under the アクティブタイムラインバトル are relevant in the following ways:
1) First link is a Sample project.
2) Second link is SCRIPT ONLY.
3) Third link is GRAPHICS ONLY.
Although the site is very hard to read properly, it actually neatly divides its massive list of scripts into sections depending on which part of the core RMVX engine it changes, modifies or enhances. It also includes scripts to call the Win32 API into the game itself either for debugging or for whatever reason the project creator deigns. It also has scripts for a 15 Block Slide Puzzle and Othello minigames. Another script of note is one that emulates the famous "At 0 MP you ded too!" mechanic mostly pissing off people playing Star Ocean 3.

Neo Memo (link)
Click the RGSS2 butan to find the list. You can click the image boxes to enlarge them to full. This site contains very nice scripts too, that it is simple enough just to "Plug and Play." It has its own Weight Gauge battle system and a Side View battle system, scripts are located at the bottom of the page, though the Weight Gauge battle system itself is the link labelled ウェイトゲージバトル. It also has a script that calls certain files in the game data that allow you to insert battle voices if you wanted to. Basically, it's a site containing lots of neat enhancement and polishing scripts.

EnDlEss DREamER (link)
You need to scroll all the way down til you find a list of links. The site organization isn't as neat as the previous ones but the scripts are still worth looking at. Basically, these are tweaks to KGC's scripts and also introduces some original scripts too, like a Synthesis Shop script. It's quite a neat site to take a look at when you're stuck looking for ways to introduce skill levelling, weapon levelling, forging and the like. Very nice script repository, it has around 48 scripts.

KGC Software (link)
Click the テクニック集 button, then the VX 用スクリプト一覧 link if you're using VX though that is quite obvious which one you're looking for... :3 Clicking on the folders will open up the script lists. This site is the basis for almost every single menu or battle edit script out there. Even Yanfly, a very well-known scripter in the Western communities, has based some of his scripts off the dude in KGC Software. There's far too many nice scripts in there for me to describe one by one, though... haha

Sabakan's RPG Maker Blog (link)
The links are in a dropdown menu under Category/カテゴリ, and then in the menu look at the entries below スクリプト素材開発ログ. Whoever this Sabakan dude is, they're absolutely amazing because they managed to script and make a 3D dungeon and code an Etrian Odyssey styled battle system. He's also distributing sample projects for fellow scripters to check out and mostly test for bugs, and occasionally he talks about his scripting and eventing process. At some point, though, the dude states you must have KGC's Multi-Actor Party Changer script for things to be fully functional.

Atelier Nonta (link)
Simple, but very nice site for free music in MIDI and OGG Vorbis if you so need it.

STRRGSS2 ARCHIVES (link)
The relevant scripts are in the srgss2_txtpng.zip file. I may or may not post a list of the scripts in the pack, depending on demand.



Individual Scripts


Active Level Up VX ver1.23
Requires Minto Master Script VX to be installed
INSTRUCTIONS
Firstly, you will need to install the High-Speed Number Display script. To install THAT script, download the image with the numbers in it and then Import that into the Graphics/Pictures folder, then simply install that script in the Materials, above Main. Afterwards, you can directly install the Active Level Up script. You also need to download the images displayed on the Active Level Up VX page and then transfer THOSE to Graphics/Pictures (though I have mine imported both to ../Pictures and ../System, I think it's ../Pictures though).
WHAT IT DOES
You can instantly see what it does like, right there in the page >_>


Save Layout Screen c/o Neo Memo
JPN: セーブレイアウト
INSTRUCTIONS
Simply install the script directly to your Materials.
WHAT IT DOES
This script adds 12 additional save slots. Each save file is now detailed with who's currently in the leading party, complete with names, portrait and character sprite. It shows the Level, HP and MP details of the actor who is first in the party. The file also displays the name of the map, how much money you have, and play time. 物語リスト版 displays only 3 save file slots, but titles each save file with a "Chapter Name," and logs it with the name of the actor who is first in the party, along with their level, HP and MP. Also displays map location, money and play time. カスタム版 is similar to the previous version but instead players can opt to MAKE additional save files instead of being locked at a fixed value.


Equipment Forging/Creation Shop
Follow the instructions carefully
INSTRUCTIONS
Once you've installed the script into your Materials, you will need to find some specific lines in the script and change something in them.

Code: [Select]
PRODUCT_SHOP_NAME = "生産する"
Change 生産する to the word either Forge or Create, or any word of your choice

Code: [Select]
if line =~ (/<(装備生産)[::]\[\d+[,]\d+[,]\d+\](?:[ ]*,[ ]*\[\d+[,]\d+[,]\d+\])*>/)
Change 装備生産 to the word create. This step is extremely important. You will HAVE to change the moonrunes in the script to an English word if you're unable to type moonrunes or want to make life easier for yourself. The above line of code essentially means that if you type:

Code: [Select]
<(word):[x,y,z]>
Where word is the word you replaced the moonrunes with,
x is the item identifier where: 0 = item, 1 = weapon, 2 = armor
y is the item's ID number
z is the quantity of item needed to make the item.

INSIDE THE NOTE PART OF THE ITEM, it becomes an item where you are required to forge it.

Here is an example from my project, which I used this script with:

Code: [Select]
<create:[1,111,1]>
<create:[0,38,5]>
<create:[0,39,1]>

It means you need 1 of Weapon ID 111, 5 of Item ID 38, and 1 of Item ID 39, to make the item.

How do you call the script when you're making a shop? Very simple!

Code: [Select]
# 生産ショップのスイッチ番号
PRODUCT_SHOP_SWITCH = 8

See that line of code? Change PRODUCT_SHOP_SWITCH's value to an unused switch value. When you're making an event, TURN ON the switch and then do SHOP PROCESSING, and then ONLY INSERT THE ITEMS WITH <create:[x,y,z]> IN THEIR NOTE TAGS, and then TURN IT OFF after SHOP PROCESSING, otherwise you will royally fuck up your game.


Battle-Related Script Collection by tomoaky
RGSS2_格闘ゲーム風スキル入力
Did you want to make a character who has skills that operate similar to FFVI's Sabin's Blitz? Well, now you can sort of do that. Using the RGSS2 "Fighting Game Style Skill Input" script, you can simply put <[insert inputs]> in the NOTE part of the skill. You can put MULTIPLE INPUTS in the same Note to minimize chances of the player screwing up their input.

Code: [Select]
<623C>
<6323C>
<6236C>
<62326C>

Is the example tomoaky uses to minimize chances of people screwing up a Shoryuken input, for instance.

RGSS2_バトラー表示改造
This script simply adjusts the Y orientation of enemies when you position them in a certain way in the Troop Editing interface.

RGSS2_バトルミスト
This script simply adds Battle Mist to the battle screen when you fight.
You will need to download the mist graphic included on the page and then import it to Graphics/System folder.


KGC's MULTI ACTOR PARTY CHANGER
Scroll down to find the script

Code: [Select]
# ◆パーティ編成許可を表すスイッチ番号
PARTYFORM_SWITCH  = 1

PARTYFORM_SWITCH's value. When it is OFF, you can't change your party set-up. When it's on...

Code: [Select]
# ◆ 戦闘中のパーティ編成許可を表すスイッチ番号
BATTLE_PARTYFORM_SWITCH   = 1

BATTLE_PARTYFORM_SWITCH's value. If it is the same as PARTYFORM_SWITCH's value, it will act like the same thing as PARTYFORM_SWITCH when it is ON or OFF.

Code: [Select]
# ◆戦闘メンバー最大数 (デフォルト値)
MAX_BATTLE_MEMBERS = 5
# ◆パーティメンバー最大数
MAX_MEMBERS = 99

Maximum number of battle members is self-explanatory
Max members... Also self-explanatory. If you make MAX_MEMBERS higher than 100, bugs happen. Like, so don't do it.

Code: [Select]
# ◆ショップ画面のステータスウィンドウスクロール時に使用するボタン
SHOP_STATUS_SCROLL_BUTTON = Input::A

If you hold the button assigned to Input:: under SHOP_STATUS_SCROLL_BUTTON and then press Up or Down, you can see the parameter changes.

Code: [Select]
# ◆待機メンバー獲得経験値割合【単位:‰(千分率 1‰=0.1%)】
STAND_BY_EXP_RATE = 500

STAND_BY_EXP_RATE is the experience gained by members not in the current party. 1 is equivalent to 0.1% of the battle experience.

Code: [Select]
# ◆ 戦闘以外でも待機メンバーを表示する
SHOW_STAND_BY_MEMBER_NOT_IN_BATTLE = true

When this is true, you can see all your party members, even those out of the party, when out of battle
When this is false, you can only see all your party members when you're arranging your battle party

Code: [Select]
# ◆パーティ編成ボタン (メニュー画面用)
MENU_PARTYFORM_BUTTON      = Input::A
# ◆メニュー画面にパーティ編成コマンドを追加する
USE_MENU_PARTYFORM_COMMAND = true

MENU_PARTYFORM_BUTTON is the button pressed in the menu to call the party changer.
If you set USE_MENU_PARTYFORM_COMMAND to true, it adds a "Party Changer" command to your menu. This command is negated if you're using the KGC Custom Command Menu script.

Code: [Select]
# ◆戦闘中にパーティ編成を使用する
USE_BATTLE_PARTYFORM   = true

When this is true, you can change your party during battle, like FFX. The command shows beneath "Flee."

Code: [Select]
# ◆ 全滅時の自動出撃を使用する
ENABLE_DEFEAT_LAUNCH  = true

When this is true, your party members on standby will replace an entirely knocked out party.



i am completely bummed out now i may add more later

7
DotA Allstars v6.59 states (DRY RUN) (Twinked)

This topic is just a random idea I had when Sage was having a discussion about Purim v Worker 8 in the re-rankings. Idly remember Purim had Lucent Beam, then realized Luna Moonfang/Moon Rider had it, too! Then decided what the heck would happen if Purim had something like Luna Moonfang's Eclipse (call several Lucent Beams upon several targets, around 11, max of 5 per target).

So yeah, this is not really to be taken seriously, but pretty damn interesting to see how it would flow in a DL setting.

SHENDELZARE SILKWOOD

Items:
Power Treads STR (+10 STR, 30% IAS, +65 MSPD)
Sange & Yasha (+16 STR, +16 AGI, +12 damage, 15% for Greater Maim [% slow], 15% IAS, 12% MSPD)
Hood of Defiance (+30% Spell Resistance, +8 HP Regen)
Heart of Tarrasque (+35 STR, 1% HP Regen [This matters a fuckton], +300 HP)
choice:
1) Buriza-do-Kyanon (+75 damage, 20% chance to crit for 2.2x damage)
or
2) Monkey King Bar (+80 damage, 15% IAS, 30% chance to minibash with 100 bonus damage [to stop channeling])
or
3) Guinsoo's Scythe of Vyse (+35 INT, +10 AGI, +10 STR, +200% Mana Regen, Grants "Hex" ability, turning enemy into sheep for 3.5 seconds)
The Butterfly (+30 AGI, +30 Damage, +30% IAS, 30% Evasion)

Final Stats:
HP: (1: 3110) (2:3110) (3: 3300)
Mana: (1: 1001) (2: 1001) (2: 1456)
STR: (1: 140) (2: 140) (3: 150)
AGI: (1: 144) (2: 144) (4: 154)
INT: (1: 77) (2: 77) (3: 112)
Damage: (1: 273 ~ 287) (2: 278 ~ 292) (3: 208 ~ 222)
Armor: (1: 20.5 [55% reduction]) (2: 20.5 [55% reduction]) (3: 21.9 [56% reduction)
Move Speed: 403.2
AS: 0.54 sec cooldown + 219% IAS [229% IAS with Guinsoo's, 234% IAS with MKB]

1. Magic Missile - Deals 325 damage, 1.75 sec stun, 140 mana, 10 sec cd
2. Wave of Terror - AoE, reduce target's armor by 5 and their damage by 20%, 40 mana, 15 sec cd
3. Command Aura - Increase nearby unit damage by 36%
4. Nether Swap - Useless

Uhh, pretty one-track mind I suppose. Shendelninny uses Wave of Terror to lower armor, stuns with Magic Missile, the spams attack hoping her damage is enough to kill enemy. Well, she wants Guinsoo's Scythe of Vyse 95% of the time due to the Hex, which she really needs to up her chances of killing, it also increases durability. Only time she wants MKB is against those with charge times, to fuck them over. Buriza-do-Kyanon is for crithax but that's about it, if she really needs damage. Overall kinda boring.

---

ZEUS

Items:
Power Treads STR (+10 STR, 30% IAS, +65 MSPD)
Eye of Skadi Ranged (25+ STR, 25+ AGI, 25+ INT, +200 HP, +150 Mana, adds Frost [slow] to attack)
Aghanim's Sceptre (+30 INT, +500 HP, +500 Mana, improves Zeus' ultimate to do 575~ damage)
Shiva's Guard (+15 Armor, +30 INT, -25% AS aura, can itemcast to deal 200 AoE damage and 40% slow for 4 seconds)
Heart of Tarrasque (+35 STR, 1% HP Regen, +300 HP)
Guinsoo's Scythe of Vyse (+35 INT, +10 AGI, +10 STR, +200% Mana Regen, Grants "Hex" ability, turning enemy into sheep for 3.5 seconds)

Final Stats:
HP: 3728
Mana: 2672
STR: 162
AGI: 110
INT: 194
Damage: 215 ~ 223
Armor: 30.6 (64% reduction)
Move Speed: 360
AS: 0.79 sec cooldown + 115% IAS

1. Arc Lightning - 130 damage, arcs 15 times. 86 mana, 2 sec cd
2. Lightning Bolt - 350 damage, 135 mana, 7 sec cd
3. Static Field - Targets in an AoE around the enemy hit by Zeus' spell get shocked for 11% cHP damage. Includes the target hit by spell. Passive.
4. THUNDERGOD'S WRATH - Hits every single enemy for 460 575~ damage. Pure MT. 450 ~600 mana, 120 sec cd

Tankzeus is the only Zeus that matters in the DL, since his only hope is that he can spam his spells enough for the Static Field to bring his enemies to close to red, then finish them off with Lightning Bolt->Arc->Lightning Bolt->Thundergod's Wrath combo. He has Guinsoo's to ensure that happens, his HoT gives him enough HP regen and durability, plus Aghanim's increases the power of his ultimate. He can also slow using Shiva's Guard!! Well his normal attack slows too but that's besides the point. Tankzeus Lite here, because Bloodstone is pretty much useless in a DL setting and Refresher Orb just isn't worth it.

---

HARBINGER

Items:
Power Treads INT (+10 INT, 30% IAS, +65 MSPD)
Guinsoo's Scythe of Vyse (+35 INT, +10 AGI, +10 STR, +200% Mana Regen, Grants "Hex" ability, turning enemy into sheep for 3.5 seconds)
Orchid Malevolence (+20 INT, +40 Damage, 30% IAS, +225% Mana regen, Soul Burns an enemy (Silences them for 5 seconds and amplifies damage))
Shiva's Guard (+15 Armor, +30 INT, -25% AS aura, can itemcast to deal 200 AoE damage and 40% slow for 4 seconds)
Aghanim's Sceptre (+30 INT, +500 HP, +500 Mana)
Dagon Lv5 (+33 INT, +9 damage, +3 STR, +3 AGI, can itemcast to deal 800 damage Energy Burst to target)

Final Stats:
HP: 1974
Mana: 2873 (3173)
STR: 96
AGI: 91
INT: 221
Damage: 253 ~ 268
Armor: 29.9 (64% reduction)
Move Speed: 365
AS: 0.87 sec cooldown + 96% IAS

1. Arcane Orb - Deals additional 9% of cMana as extra damage, this damage CANNOT be mitigated. Deals 400 bonus damage to Summoned Units/Illusions. 100 mana, 0 sec cd
2. Astral Imprisonment - Banishes a target for 4 seconds, stealing 8 of their Int to give to Harbinger. Int steal last 60 secs. 180 mana, 20 sec cd
3. Essence Aura - 40% chance to heal 25% mMana after every casting of magic, INCLUDES Arcane Orb. If Arcane Orb is put on auto-cast (which you should), 20% chance instead. Increases Destroyer's Base Mana by 300.
4. SANITY'S ECLIPSE - Damage = (Harbinger's Int - Target's Int)*10, if the difference is less than 30, then that damage is dealt to the target's Mana/MP pool instead

Interesting little fucker we have here. He's a perfect glass cannon. His Sanity's Eclipse is pretty much death to anyone with low Int, due to the way it works. And if he is against mages, he will just make their mana explode. Or at least it isn't totally wasted. Anyway, Arcane Orb and Essence Aura are perfect together. Leaving Arcane Orb on auto-cast ensures that Harbinger is doing totally batshit damage of 500+ per hit, and makes Essence Aura proc very often, giving Harbinger a nearly infinite mana pool. Only way to beat him is to Silence him, unless he silences YOU first with Orchid Malevolence or Hexes you with Guinsoo's or just doesn't Dagon your face to death. Yeah, he's a beastly fucker twinked. So strange to see his weakness without any gear. If he had more durability, he could definitely do well in Godlike.

---

N'AIX

Items:
Power Treads STR (+10 STR, 30% IAS, +65 MSPD)
Satanic (+25 STR, +5 Armor, added 25% damage parasitic healing, can be item cast to grant additional 15% damage parasitic healing, +30 damage, lasting for 30 secs)
Heart of Tarrasque (+35 STR, 1% HP Regen, +300 HP)
Vladimir's Offering (+16% damage parasitic healing aura for melee guys, +0.80 mana regen aura, +15% damage aura, +5 armor aura)
The Butterfly (+30 AGI, +30 Damage, +30% IAS, 30% Evasion)
Armlet of Mordiggian (+9 Damage, +15% IAS, +5 armor, +3 hp regen, can be toggled ON for Unholy Strength. Unholy Strength gives +475 HP, +40 damage, +25% IAS, +5 armor, +25 STR, but causes you to lose 35 hp/sec. Issue is that Heart of Tarrasque's HP regen offsets the 35 HP/sec loss, allowing Armlet to be on forever)

Final Stats, assume Armlet is on:
HP: 4668
Mana: 1001
STR: 197
AGI: 113
INT: 77
Damage: 278 ~ 288 (308 ~ 318 with Satanic itemcast)
Armor: 25.1 (60% reduction)
Move Speed: 365
AS: 0.59 sec cooldown + 188% IAS
Parasitic Healing Damage% per hit (without Feast/Open Wounds): 41%, 56% with Satanic Item cast
Parasitic Healing Damage% per hit with Open Wounds: 66%, 71% with Satanic Item cast

1. RAGE - 80% IAS with Magic Immunity. Lasts 4.75 secs. 75 mana, 15 sec cooldown
2. Feast - Drains 7% of the enemy's cHP and deals that amount as BONUS damage
3. Open Wounds - Slows an enemy to the slowest possible, and anyone attacking the enemy gets 25% of the damage they deal as life. Includes N'aix. 110 mana, 35 sec cd
4. Infest - Useless.

N'aix, the Lifestealer. He steals your HPs. First, he Open Wounds your face, activates Satanic Itemcast, then Rages while killing you very, VERY fast. He's almost guaranteed to win in a slugfest, because of his Feast, he can definitely take down tanks and other high HP characters. Even against nukers and mages, he has Rage to make sure he's immune to their faces and just breaks them with his normal attack. Because of the Armlet + HoT combo, his durability absolutely skyrockets and he just runs around laughing and Open Wounds+Rage killing people. His AS without Rage isn't really bad either, ALMOST as fast as the likes of Shendelzare and Magina, for a STR hero, he is extremely powerful. If orb effects didn't stack, he'd get Desolator too just to make his damage even higher. Except parasitic healing here is great, given he's the Lifestealer. Seriously. Heavy champ gogogogo

8
General Chat / Net Big2 -
« on: March 26, 2009, 08:30:25 AM »
Super is hyping Hearts.

I am hyping Big 2. Tide approved.

What the hell is Big 2? How to play?

http://playnetbig2.homestead.com/how2play.html

***

Where is Net Big 2?

http://aitsukihime.googlepages.com/netbig2v2.0.exe at a healthy 88 kb

***

So how to set up Netplay?

1. Get Hamachi 1.0.1.5, then join network labyrinth-sc. The password is itl.

2. Open up Net Big2 v2.0, click Game.

3. Click Net Play.

4. Type the Hamachi IP of whoever's hosting at the time. IGNORE PORT, then click Join. If YOU'RE the one hosting, just ignore both IP and Port and click Host.

5. Game will start after 4 people are in a game/server.

***

Cosmetics:

Option --> Change Portrait, pick from a variety of FALCOM SPRITES (Tonfa approved?)

***

What goes on in there?

CaptainFalcon: CURSE YOU NET BIG 2 DEALING
SmAsHy: xd
CaptainFalcon: DAMN IT TRANCE
CaptainFalcon: D:
Talaysen: oh what the hell
CaptainFalcon: JUST AS PLANNED?
CaptainFalcon: ...
CaptainFalcon: So...everyone has fail cards
CaptainFalcon: This...will be epic
Talaysen: :D
SmAsHy: <_<
Kawamura Reo: >_>
[NetBig2]>> "CaptainFalcon" has left.
[NetBig2]>> "Captain Falcon" is ready.
Captain Falcon: FAIL
Captain Falcon: MY WIN STREAK
Kawamura Reo: Hahaha owned
Captain Falcon: :(
Captain Falcon: On that note, I also have to sleep
Captain Falcon: Final game!
Talaysen: Screw sleep.

9
For the Tallychus/Nitoris/everyone else. TEST RUN, only Majin family is done as of now

ARRANGED by FAMILY

// SMT: IMAGINE Online demon lists //

Notes:
HP: lose these and you die, also needed for physical skills
MP: needed for magic
MAG - Magnetite needed to summon
STR - i have the power / MAG - i have the magic power
VIT - i have the life/defense / WIS - i have the mana/magic defense
SPD - i have the agility / LCK - i am lucky in nature
L93 is the highest anybody has gotten, apparently. Skills learned higher than level 93 are marked with //

MAJIN (Lawful)

L30 Aspiring Odin
MAG: 300
Immune: ?% Chance to Null Magic, Ice, Hama
Resists: Fire, Thunder, Maryoku, (normally: Ice, Fire, Hama)
Weak: Force
INITIAL SET
Pierce / Thunder Jab / Resistance Form / Fierce Counter
Mabufula / Gungnir / Hayatejin
SKILLSET
L71: Maragi
L73: Mudo
L76: Deathbound
L79: Bufula
L80: Agidyne
L82: Bufudyne
L84: Maragion
L86: Mahatarukaja
L88: Night Sword
L90: Mazio
L91: Mabufudyne
L92: Hellstrike
L93: Absolute Zero
// L94: Samarecarm
// L96: Maragidyne
// L99: Megidolaon

L42 Thoth
HP:395 / MP:138
MAG: 840
Immune: ?% Chance to Null Magic, Hama
Resists: Fire, Ice, Thunder, Maryoku, (Hama)
STR: 42 / MAG: 50 / VIT: 25 / WIS: 35 / SPD: 26 / LCK: 32
INITIAL SET
Magic Shot / Resistance Form / Counter / Bufula
Zanma / Agilao / Hayatejin
SKILLSET
L43: Samarecarm
L46: Mediarama
L48: Mabufula
L52: Discharge
L56: Petra Eye
L60: Tetrakarn
L64: Mazionga
L68: Resist Shock
L72: Mahama
L76: Megido
L80: Ziodyne
L84: Maragidyne
L88: Absolute Zero
L92: Resist Mudo
// L96: Megidola
// L99: Megidolaon

L50 Inexperienced Mithra
HP:355 / MP:150
MAG: 1150
Immune: ?% chance to null Slash, Shot, Hama, Death
Reflect: ?% chance to reflect all physical attacks
Resists: Slash, Pierce, Strike, Shot, Hama, Death
Weak: Ice
STR: 51 / MAG: 49 / VIT: 31 / WIS: 27 / SPD: 27 / LCK: 24
INITIAL SET
Strike / Resistance Form / Mudo / Mazio
Hama / Hayate
SKILLSET
L52: Zionga
L54: Fog Breath
L57: Magic Shot
L59: Makalakarn
L62: Fierce Howl
L65: Mazionga
L68: Mahamakakaja
L71: Megido
L74: Mahatarunda
L77: Sukukaja
L80: Recarmdra
L83: Reckless Charge
L86: Chakra Step
L90: Blizzard Cannon
// L95: Megidola
// L99: Megidolaon

L70 Odin
HP:569 / MP:170
MAG: 1610
Immune: ?% Chance to Null Magic, Ice, Hama
Resists: Fire, Thunder, Maryoku, (normally: Ice, Fire, Hama)
Weak: Force
STR: 84 / MAG: 88 / VIT: 47 / WIS: 51 / SPD: 52 / LCK: 34
INITIAL SET
Pierce / Thunder Jab / Resistance Form / Fierce Counter
Mabufula / Gungnir / Hayatejin
SKILLSET
L71: Maragi
L73: Mudo
L76: Deathbound
L79: Bufula
L80: Agidyne
L82: Bufudyne
L84: Maragion
L86: Mahatarukaja
L88: Night Sword
L90: Mazio
L91: Mabufudyne
L92: Hellstrike
L93: Absolute Zero
// L94: Samarecarm
// L96: Maragidyne
// L99: Megidolaon

L74 Mithra
HP:788 / MP:373
MAG: 1776
Immune: ?% chance to null Slash, Shot, Hama, Death
Reflect: ?% chance to reflect all physical attacks
Resists: Slash, Pierce, Strike, Shot, Hama, Death
Weak: Ice
STR: 97 / MAG: 95 / VIT: 57 / WIS: 59 / SPD: 52 / LCK: 37
INITIAL SET
Strike / Magic Shot / Resistance Form / Fierce Counter
Mudo / Hama / Mazionga / Hayate
SKILLSET
L75: Ziodyne
L76: Fog Breath
L77: Tetrakarn
L78: Makalakarn
L80: Fierce Howl
L81: Maziodyne
L82: Mahamakakaja
L84: Megido
L86: Mahatarunda
L89: Sukukaja
L90: Recarmdra
L92: Reckless Charge
// L94: Chakra Step
// L95: Blizzard Cannon
// L97: Megidola
// L99: Megidolaon

10
I am high on stress. This will take ages for completion, this nearly has the same amount of PC Suikoden characters (70+).

HP: When this hits 0 you get pwned.
Mana: When this hits 0 you can't set up your killing skills.
Damage: Min/max damage dealt.
Armor: Determines damage reduction from everything. This armor type in Warcraft 3 is set to Hero for all people in this topic, so they gain innate 25% spell resistance.
Move Speed: How fast you move, duh.
Strength: Determines HP, HP regen/sec
Agility: Determines Armor, Attack Speed
Intelligence: Determines Mana, Mana regen/sec
Each hero here has a primary attribute, this primary attribute is either Strength, Agility, or Intelligence. The Primary attribute determines damage dealt. The primary attribute will be BOLDED.

Each Hero is taken at end-game levels of 25. During this time they have all their skills learnt, including Attribute Bonus Lv10, which is +20 to all stats. This will already be factored in.

Item interps are a headache and I won't do this just yet.

6.60 Changes
1. Aghanim's Scepter, an item that originally only was any good for a handful of heroes is now applicable to almost all of them. The Scepter itself grants a +250 HP boost, +200 Mana boost, and +10 to all stats. It boosts the Ultimate skill of heroes. I will factor these in.
2. Some heroes have new skillsets.
3. New Heroes -
6.56 --> Windrunner, Admiral
6.60 --> Batrider, Tauren Chieftain

SHENDELZARE SILKWOOD
Vengeful Spirit
HP: 1651
Mana: 1001
Damage: 130 ~ 144 177 ~ 196 w/ Command Aura
Armor: 13.8 (45% damage reduction)
Move Speed: 295
Strength: 79
Agility: 98
Intelligence: 77

Magic Missile - Deals 325 damage, stuns for 1.75 secs. 10 second cooldown, 140 Manacost
Terror - Reduces base armor and damage of nearby units by 5 and 20% respectively, 15 second cooldown, 40 mana
Command Aura - Increases nearby units damage by 36%, also applies to Shendelzare
Nether Swap - USELESS IN A DUEL (swaps positions with the target)

ZEUS
Lord of Olympus
HP: 1708
Mana: 1352
Damage: 125 ~ 133
Armor: 9.8 (38% damage reduction)
Move Speed: 295
Strength: 82
Agility: 75
Intelligence: 104

Arc Lightning - Laces 15 times through many nearby units, deals 130 damage. 86 manacost, 2 sec cooldown.
Lightning Bolt - Deals 350 damage, 135 manacost, 7 sec cooldown.
Static Field - Every time Zeus casts a spell, he shocks nearby units for 11% of their cHP
Thundergod's Wrath - Strikes down all enemy heroes (PCs, bosses, etc, but not randoms) for 460 damage, 450 mana, 120 sec cooldown

AIUSHTHA
Enchantress
HP: 1746
Mana: 1339
Damage: 124 ~ 134
Armor: 9.8 (38% damage reduction)
Move Speed: 295
Strength: 84
Agility: 82
Intelligence: 103

Enchant - Slows the enemy (40%) if they cannot be converted (which applies to everyone in the DL), 65 mana, 15 sec cooldown.
Nature's Attendants - Summons 9 wisps to heal. Each wisp lasts for 10 seconds and heals 10hp/sec, for a total of 900 HP healed. 170 mana, 45 sec cooldown
Untouchable - Whenever Aiushtha is attacked, she slows the enemy's attack speed by 85%.
Impetus (ULTIMATE) - Deals additional 25% damage of the distance to the enemy. 55 mana, 0 sec cooldown

MORPHLING
Morphling
HP: 1803 base
Mana: 949
Damage: 130 ~ 139
Armor: 18.3 (52% damage reduction)
Move Speed: 285
Strength: 87
Agility: 111
Intelligence: 73

Waveform - Deals 325 damage to everyone in his path. Usually ST. 165 mana, 11 sec cooldown.
Adaptive Strike - Deals 120 + 2.6x Agility iff Agility is the higher attribute, or stuns for 2.6 sec iff Strength is the higher attribute. 100 mana, 20 sec cooldown. Tests in a moment.
Morph - Morphling can edit his stats. He can either drop some Strength to gain Agility or vice versa. This greatly changes his HP, and affects Adaptive Strike's damage. 8 points are used per second/use. Tests in a moment.
Replicate - Creates a replica of any target friendly or enemy hero (everyone in the DL). It only deals 50% damage, but Morphling can morph into his replication. Lasts 60 seconds, 1500 cast range. 25 mana, 80 sec cooldown.

Morph Tests:
When Strength = 1, Agility = 197, HP = 169, Armor = 27.6 (62%)
When Agility = 1, Strength = 197, HP = 3893, Armor = 0.1 (0.8%)
When Strength = 47 (87 - [8 * 5]), Agility = 151, HP = 1043, Armor = 21.1 (55%)
When Agility = 71 (111 - [8 * 5]), Strength = 117, HP = 2373, Armor = 9.9 (37%)
When Strength = 31 (87 - [8 * 6]), Agility = 167, HP = 739, Armor = 23.4 (58%)
When Agility = 55 (111 - [8 * 6]), Strength = 143, HP = 2867, Armor = 7.7 (31%)
When Strength = 55 (87 - [8 * 4]), Agility = 142, HP = 1195, Armor = 19.9 (54%)
When Agility = 79 (111 - [8 * 4]), Strength = 119, HP = 2411, Armor = 11.1 (40%)

Adaptive Strike Tests:
197 Agility: 632
167 Agility: 554
151 Agility: 512
142 Agility: 489
Optimum Agility: 167
Greater Agility Balance for Agility>Strength: 142 Agility/55 Strength
Greater Agility Balance for Strength>Agility: 79 Agility/119 Strength

RYLAI CRESTFALL
Crystal Maiden
HP: 1594
Mana: 1430
Damage: 127 ~ 133
Armor: 9.5 (36% damage reduction)
Move Speed: 280
Strength: 76
Agility: 74
Intelligence: 110

Frost Nova - Deals 175 target damage and 125 nova/splash damage for a total of 300 target damage, slows movement and attack speed for 4 secs. 185 Mana, 11 sec cooldown
Frostbite - Freezes a target, prohibiting movement and attacking. Deals 70 damage per second, lasts for 3 seconds. 150 mana, 10 sec cooldown.
Brilliance Aura - Adds 2.4 mana regeneration.
Freezing Field - Causes a crapload of random icy explosions in the area surrounding Rylai. Each explosion deals 250 damage and lasts for 4 seconds. 600 mana, 90 sec cooldown

SVEN
Rogue Knight
HP: 2183
Mana: 845
Damage: 138 ~ 140
Armor: 9.5 (36% damage reduction) 13.5 (44.8% damage reduction) with Toughness Aura
Move Speed: 295
Strength: 107
Agility: 74
Intelligence: 65

Storm Bolt - 375 AoE damage, causes stun for 2 seconds. 140 mana, 14 sec cooldown
Great Cleave - 40% damage is dealt as splash damage.
Warcry - Increases movespeed of Sven and nearby allies by 10~%. Increases Sven's Armor by 8, for a total final armor of 21.5
God's Strength - Selectable buff. Adds 150% damage for 25 seconds. 200 mana, 120 sec coooldown.

SLITHICE
Naga Siren
HP: 1974
Mana: 1001
Damage: 137 ~ 139
Armor: 18.2 (52% damage reduction)
Strength: 96
Move Speed: 320
Agility: 107
Intelligence: 77

Mirror Image - Creates 3 illusions that deal 45% original damage. Each illusion lasts 30 seconds. 150 mana, 50 sec cooldown
Ensnare - Stops an enemy target from moving for 5 seconds. 115 mana, 14 sec cooldown.
Critical Strike - 45% chance to deal 1.5 times damage on an attack
Song of the Siren - 100% Sleep affecting a huge area around Slithice. It lasts 8 seconds. 200 mana, 120 sec cooldown.

RAIGOR STONEHOOF
Earthshaker
HP: 2088
Mana: 1027
Damage: 126 ~ 136
Armor: 10.2 (37% damage reduction)
Move speed: 300
Strength: 102
Agility: 65
Intelligence: 79

Fissure - 275 damage, 1.75 second stun, causes a giant impassable crevasse where Fissure was cast, 170 mana, 15 sec cooldown
Enchant Totem - The next attack deals 200% increased damage. 50 mana, 7 sec cooldown.
Aftershock - Every time Raigor casts a spell the earth shakes dealing 115 damage and causing 1.5 second stun.
Echo Slam - 350 initial damage, 65 echo damage. 265 mana, 110 sec cooldown. Echo damage is... when the shockwaves from Echo Slam hit more than a single target, the waves ricochet from the targets dealing additional 65 damage per extra target.

RIKIMARU
Stealth Assassin
HP: 1765
Mana: 845
Damage: 137 ~ 141
Armor: 19 (53% damage reduction)
Move Speed: 300
Strength: 85
Agility: 113
Intelligence: 65

Smoke Screen - 325 unit AoE, causes Silence to every opponent underneath the smoke, slows them by 25%, and causes 70% of their attacks to miss. 90 mana, 15 sec cooldown.
Blink Strike - Deals 120 extra damage to an enemy target by teleporting to them and striking. 50 mana, 5 sec cooldown.
Backstab - Deals 1x the Agility of Rikimaru to the target if attacking them from behind.
Permanent Invisibility - Rikimaru is invisible WHEN HE IS NOT ATTACKING. Oh god Rikimaru for godlike. 1.5 second fade time.

SYLLABEAR feat. Spirit Bear
Lone Druid
HP: 1803 (2403)
Mana: 858
Damage: 130 ~ 134
Armor: 15.3 (47% damage reduction) (21.3 Armor, 56% damage reduction)
Move Speed: 305
Strength: 87
Agility: 108
Intelligence: 66

Summon Spirit Bear - Summons a Spirit Bear with 2700 HP. It Entangles enemies 16% of the time, has Return, Demolish, 33% spell damage reduction, and can carry items. Return is useless in a duel, Demolish just does extra damage to building armor if I remember right. 75 mana, 120 sec cooldown
Rabid - Increases either Syllabear's OR Spirit Bear's Attack Speed by 40% and movement speed by 20%. 50 mana, 30 sec cooldown.
Synergy - Gives Spirit Bear 30 damage and 30 movement speed, increases the duration of Rabid by 30 seconds, adds extra HP to True Form.
True Form - Syllabear becomes... guess what? A BEAR. He can freely morph between the two forms. The true form has 600 extra health, 6 bonus armor, 25 mana, 0 sec cooldown.

LINA INVERSE
Slayer
HP: 1556 (2006)
Mana: 1495 (1895)
Damage: 133 ~ 151 (143 ~ 151)
Armor: 9.2 (35% damage reduction)
Move Speed: 295
Strength: 74 (84)
Agility: 72 (82)
Intelligence: 115 (125)

Dragon Slave - Deals 280 /non-elemental/ damage in a line. 140 mana, 8.5 sec cooldown.
Light Strike Array - Deals 280 /non-elemental/ damage in a small area. It stuns for 1.6 seconds. 125 mana, 10 sec cooldown.
Ultimate - Selectable buff. Increases Lina's attack speed by 50% for 30 seconds. 60 mana, 30 sec cooldown.
Laguna Blade - Deals 950 instant damage. 680 mana, 55 sec cooldown Aghanim's Laguna Blade does 1150 instant damage but costs around 920 mana

YURNERO
Juggernaut
HP: 1765 (2215)
Mana: 871 (1271)
Damage: 132 ~ 136 (142 ~ 146)
Armor: 16.3 (49% damage reduction)
Move Speed: 305
Strength: 85 (95)
Agility: 108 (118)
Intelligence: 67 (77)

Blade Fury - Renders Yurnero immune to magic as he causes a bladestorm. Deals 140 per second to nearby units, lasts for 5 seconds. 110 mana, 30 sec cooldown.
Healing Ward - Summons a healing ward that heals all nearby allied units and Yurnero's life. heals 4% HP per second, lasts for 25 seconds for 100% HP healing if uninterrupted
Blade Dance - 36% chance to deal 2x damage on every attack.
Omnislash - Yurnero becomes invulnerable and slashes a crapload of targets 8 times. Is more potent if used against single targets. 350 mana, 110 sec cooldown. Aghanim's Omnislash does 12 slashes

NORTROM
Silencer
HP: 1613
Mana: 1313
Damage: 119 ~ 141
Armor: 11.2 (40%)
Move Speed: 290
Strength: 77
Agility: 86
Intelligence: 101

Curse of the Silent - Afflicts a target with the Curse of the Silent. It causes the target to lose 40 hp and 20 mana per second until it casts a spell. Screws over physical-reliant characters, tinks magic-reliants. 135 mana, 25 sec cooldown
Glaives of Wisdom - Deals 60% of Nortrom's intelligence (60) in additional PURE damage (this does not get reduced by armor), 15 mana, 0 sec cooldown]
Last Word - Anyone who gets close to Nortrom by a 700 unit radius gets silenced for 4 seconds after casting a spell.
Global Silence - Stops all ENEMIES on the map from casting spells. It lasts 5 seconds. Basically a Silent Lake that only hits the enemy. Broken. 450 mana, 160 sec cooldown

ROOFTRELLEN
Treant Protector
HP: 2582
Mana: 1040
Damage: 160 ~ 168
Armor: 12.8 (43%)
Move Speed: 300 (...how is he faster than INT-based heroes O__O)
Strength: 128 (!!)
Agility: 83
Intelligence: 80

Nature's Guise - If Rooftrellen is near a tree, he can blend in and look like a tree, being untargettable for as long as he is near a tree. It lasts 60 seconds.  60 mana, 3 sec cooldown
Eyes in the Forest - Useless in a duel.
Living Armor - Adds 12 armor and regenerates 4 HP/sec, 40 mana, 7 sec cooldown
Overgrowth - Prevents all nearby enemies from moving OR attacking and deals 85 damage/sec for 5 seconds. 200 mana, 160 sec cooldown.

DARCHROW
Enigma
HP: 1803
Mana: 1573
Damage: 143 ~ 149
Armor: 10.2 (37%)
Move Speed: 300
Strength: 87
Agility: 58
Intelligence: 121

Malefice: Repeatedly stuns an enemy and deals 80 damage to it every 2 seconds, lasting for 6 seconds. 160 mana, 15 sec cooldown.
Conversion: Useless in a duel, unfortunately (it splits an allied creep/random into 3 Dire Eidoolons which are pretty strong)
Midnight Pulse: Creates an area of dark magic where enemies who are in it lose 6% mHP per second, lasting 8 seconds for a total of 48% mHP lost, 180 mana, 25 sec cooldown. Synergizes EXTREMELY well with Malefice, take this as you will
Black Hole - Creates a black hole, causing enemies to get sucked into it. Channeling, deals 70 damage at range, deals 140 close up, lasts for 4 seconds. 400 mana, 180 sec cooldown.

EZALOR
Keeper of the Light
HP: 1651
Mana: 1417
Damage: 125 ~ 141
Armor: 9.3 (35%)
Move Speed: 315 (he is on a horse, so)
Strength: 79
Agility: 73
Intelligence: 109

Illuminate - Channels a ball of energy, for every second channeled, it accumulates 100 damage. The distance is also increased. It can be channeled for 5 seconds dealing 500 damage at a max range of 800. 150 mana, 10 sec cooldown
Mana Leak - Target keeps losing mana as they run around and take actions based on the distance travelled. When the target completely loses their mana, they get stunned. 50 mana, 15 sec cooldown
Chakra Magic - Channels chakra through a friendly unit, restoring 300 mana, regeneration 0.6 HP/sec, and increasing damage by 28%. 120 mana, 19 sec cooldown.
Spirit Form - Ezalor turns into Spirit Form, changing his skillset:
-- Illuminate is the same as it was before, except Ezalor can move and leaves a spirit to cast.
-- Recall - Useless in a duel, calls all allies to his position
-- When he turns into Spirit Form, he makes a shockwave inducing knockback but dealing no damage.

ULFSAAR (formerly FUZZY WUZZY)
Ursa Warrior
HP: 2278
Mana: 936
Damage: 115 ~ 119
Armor: 14.5 (46%)
Move Speed: 310
Strength: 112
Agility: 88
Intelligence: 72

Earthshock - Slams the ground, dealing 220 damage, and inflicting 55% slow. 75 mana, 7 sec cooldown.
Overpower - Increases Ulfsaar's attack speed by 400% (4x), lasting for 15 seconds or 5 attacks, 75 mana, 10 sec cooldown.
Fury Swipes: Each attack Ulfsaar does increases the next one's damage by 24
Enrage: When activated, Ulfsaar deals 6% cHP in damage. 0 mana, 25 sec cooldown.

AGGRON STONEBREAKER (rank DotA Aggron!!!!)
Ogre Magi
HP: 2411 (2861)
Mana: 1066 (1466)
Damage: 123 ~ 129 (133 ~ 139)
Armor: 13 (43%)
Move Speed: 295
Strength: 119 (129)
Agility: 71 (81)
Intelligence: 82 (92) (that is not a typo, Aggron has higher STR)

Fireblast - Deals 275 damage and stuns for 1.5 seconds. 105 mana, 15 sec cooldown
Ignite - Causes a target to start burning, taking 40 damage/sec, and 25% slow. Lasts 7.5 seconds. 125 mana, 15 sec cooldown
Bloodlust - Increases attack speed by 50% and move speed by 15%, lasts 30 seconds. 75 mana, 20 sec cooldown
Multicast - Gives a 20% chance to cast Fireblast 4 times (this deals a total of 1100 damage, but actually deals 825), THIS IS PASSIVE (oh also it gives a 20% chance to cast Bloodlust on 3 targets) Aghanim's Multi-cast gives a 20% chance to cast Fireblast 5 times (deals a total of 1375 raw damage, actual damage 1031 damage)

BOUSH
Tinker
HP: 1765
Mana: 1287
Damage: 121 ~ 127
Armor: 9.6 (36%)
Move Speed: 305
Strength: 85
Agility: 61
Intelligence: 99

Laser - Deals 320 damage, causes the target and those around it to miss 25% of the time. 170 mana, 14 sec cooldown.
Heat Seeking Missile - Fires a rocket at the two nearest visible enemy heroes. Range is 2500. Deals 325 damage. 180 mana, 25 sec cooldown
March of the Machines - Calls in a horde of robot goblins to kill your enemies! Each tiny goblin does 40 damage. And by a horde I mean A HORDE. 190 mana, 35 sec cooldown. (There are well over 50 goblins in the animation so it could potentially deal more than 200 damage)
Rearm - Instantly reloads the Tinker's weapons. Basically it spends 1 second to make all of Boush's skills usable again. 350 mana, 0 sec cooldown

FURION
Prophet
HP: 1670
Mana: 1430
Damage: 128 ~ 142
Armor: 11 (39%)
Move Speed: 300
Strength: 80
Agility: 71
Intelligence: 110

Sprout - Causes a ring of trees to surround an enemy unit, trapping him and blocking his visibility. Basically he can't do shit for 5.25 seconds. 205 mana, 11 sec cooldown
Teleportation - Useless in a duel (teleports to any explored part of the map)
Force of Nature - Raises 5 treants from a bunch of trees for 60 seconds. 160 mana, 37 sec cooldown. Might be useless in a duel.
Wrath of Nature - Causes damaging energy to swath the area. It deals 225 base damage, each target hit causes the next one to be hit by 7% more damage. 16 targets max. 610 mana, 60 sec cooldown.

AZWRAITH (aka Kimahri. His character model is Kimahri)
Phantom Lancer
HP: 1784
Mana: 1157
Damage: 132 ~ 154
Armor: 15.6 (48%)
Move Speed: 290
Strength: 86
Agility: 110
Intelligence: 89

Spirit Lance - Deals 250 damage and slows it by 40%. It creates an illusion that lasts for 8 seconds. 140 mana, 7 sec cooldown.
Doppelwalk - Azwraith turns invisible, leaving an illusion to confuse his enemies. 10% movespeed bonus. 60 mana, 15 sec cooldown.
Juxtapose - 12% chance (18% with Phantom Edge) to create an image with every attack, maximum of 5 images. The image last 15 seconds.
Phantom Edge - 20% magic resistance, 7% chance ILLUSIONS will create illusions of themselves, increases Juxtapose's effect by extra 8%

TINY
Stone Giant (haha cute)
HP: 2354
Mana: 936
Damage: 153 ~ 159
Armor: 6 (26%)
Move Speed: 285
Strength: 116
Agility: 50 (his level 25 Agility without Attribute Boost is 30!)
Intelligence: 72

Avalanche: Deals 300 damage, stuns for about 2~3 seconds. 120 mana, 20 sec cooldown. A unit tossed into the air gets hit by more rocks.
Toss: Tiny grabs the nearest unit, ALLY OR ENEMY, and launches them at a target area. Upon landing, the unit deals 300 damage to that area, but the unit also takes 20% of that damage to themselves. This damage increases with each level of Grow.
Craggy Exterior - Whenever a melee unit attacks Tiny, there is a 24% chance the unit attacking Tiny takes 55 damage and gets stunned for 1.2 seconds.
Grow - Increases damage by 120 damage, 50% reduced attack speed, slightly increases move speed and increases Toss damage. Tiny also looks really really big.

SQUEE AND SPLEEN
Goblin Techies
HP: 1765
Mana: 1443
Damage: 113 ~ 115
Armor: 8.2 (32%)
Move Speed: 270 (......)
Strength: 85
Agility: 65
Intelligence: 111

Land Mines - Lays down invisible mines that ASPLODE when a target is nearby. The explosion deals 600 damage. You can lay down a max of 15 mines. 205 mana, 12 sec cooldown
Stasis Trap - Lays down an invisible Stasis TARP that stuns nearby units when detonated. Stuns for 6 seconds!! 160 mana, 10 sec cooldown
Suicide Squad, Attack! - Sacrifices Squee and Spleen but deals 1550 damage to a massive area. 175 mana, 75 cooldown. Not that this matters in a duel anyway.
Remote Mines - Creates an invisible mine that will only activate when Detonate is used. 600 damage when they blow up. 300 mana, 10 sec cooldown.
SUBSKILL - Detonate - Detonates all remote mines.

CHEN
Holy Knight
HP: 1594
Mana: 1404
Damage: 130 ~ 140
Armor: 11 (39%)
Move Speed: 300
Strength: 76
Agility: 85
Intelligence: 108

Penitence: Reduces an enemy's move speed by 32%, and makes them take 28% more damage. 100 mana, 14 sec cooldown.
Test of Faith - Deals 200 ~ 400 damage to foes based on FAITH (kills low Faith guys in FFT??). If cast on allies it teleports them away to a safe spot. 175 mana, 30 sec cooldown.
Holy Persuasion - Useless in a duel.
Hand of God - Heals every allied unit by 400 HP. 400 mana, 120 sec cooldown

REXXAR
Beastmaster
HP: 1995
Mana: 1053
Damage: 128 ~ 132
Armor: 12.8 (43%)
Move Speed: 310
Strength: 95
Agility: 76
Intelligence: 81

Wild Axes - Throws two axes outwards, intersecting and then return to Rexxar. Each axe can only hurt a target once. Each axe deals 180 damage. 120 mana, 13 sec cooldown.
Call of the Wild - Summons a Greater Hawk and a Greater Quilbeast. 25 mana, 60 sec cooldown. The Greater Quilbeast is worthy of mention because he has a POIZN slowing attack. 25 mana, 60 sec cooldown
Beast Rage - Every continuous attack gives Rexxar 20% bonus attack speed.
Primal Roar - 300 primary damage, 4 second stun, 300 side damage, 4 second slow. 200 mana, 70 sec cooldown. Intensely broken.

JAKIRO
Twin Head Dragon
HP: 2031
Mana: 1495
Damage: 129 ~ 141
Armor: 7.2 (30%)
Move Speed: 290
Strength: 99
Agility: 58
Intelligence: 115

Dual Breath - Breathes out an icy blast, then a wave of fire. Each breath does 140 damage, slowing the enemy and dealing 20 fire damage/second. 170 mana, 10 sec cooldown.
Ice Path - Creates a path of ice in front of Jakiro. After 0.5 secs, it asplodes, freezing nearby enemies for 2 seconds. 75 mana, 16 sec cooldown.
Auto Fire - While attacking, there is a 40% chance Jakiro's other head spits out a fireball that does 40 damage per second for 8 seconds (total of 320). Triggers a maximum of once every 1 second.
Macropyre - Creates a line of pulsing flame strikes in front of Jakiro. Each strike deals 175 damage per second for 5 seconds, and has a 200 AoE radius. There are about 5 strikes. 440 mana, 60 sec cooldown.

RAZZIL DARKBREW
Alchemist
HP: 1803
Mana: 1144
Damage: 111 ~ 120
Armor: 7.3 (30%)
Move Speed: 300
Strength: 87
Agility: 59
Intelligence: 86

Acid Spray - Sprays high-pressure acid across a target area. Any enemy inside it causes them to take 32 damage per second and reduces their armor by 6. Lasts for 16 seconds. 160 mana, 22 sec cooldown.
Unstable Concotion - Razzil shakes up some chemical shit, then throws it at a target. It damages and stuns it based on how long he shook it up. He can shake it up to 5 seconds dealing a total of 300 damage and stunning for 5 seconds. 75 mana, 16 sec cooldown.
Goblin's Greed - Useless in a duel.
Chemical Rage - 1.2 base attack speed, 1050 bonus HP, and increased HP regen. It lasts for 25 secs. 150 mana, 45 sec cooldown.

MIRANA NIGHTSHADE
Priestess of the Moon
HP: 1689
Mana: 988
Damage: 124 ~ 135
Armor: 14 (45%)
Move Speed: 300
Strength: 81
Agility: 106
Intelligence: 76

Starfall - Calls meteors to hit nearby enemies. Enemies further than 600 AoE range have a 60% chance to still get hit. A random enemy will get hit again for half the damage. 300 damage per wave. CHANNELLING. 160 mana, 12 sec cooldown
Elune's Arrow - Deals 360 damage and stuns anywhere between 0.5 to 5 seconds depending on how far the target is. 100 mana, 25 sec cooldown. VERY BROKEN!
Leap - Useless in a duel.
Moonlight Shadow - Makes Mirana and all allied heroes invisible. If it's broken, it gets restored after the fade time during the shadow's duration. Lasts for 11 seconds, 1.5 sec fade time. 300 mana, 160 sec cooldown.

RAIJIN THUNDERKEG
Storm Spirit
HP: 1157
Mana: 1105
Damage: 107 - 117
Armor: 11.2 (40%)
Move Speed: 295
Strength: 53
Agility: 65
Intelligence: 85

Electric Remnant - Creates an electric spirit of Raijin that explodes when an enemy is nearby, dealing 260 AoE damage. 100 mana, 4 sec cooldown
Electric Vortex - Freezes an enemy and gets dragged closer to Raijin 250 units over 2.5 seconds. Note that during the animation Raijin attacks at least once, auto-triggering his next skill... (100 mana, 20 sec cooldown)
Overload - After Raijin casts a spell, his next attack deals 75 bonus AoE damage and slows the target for 2 seconds.
Ball Lightning - Raijin travels as ball lightning for as long as his mana can take him. He deals damage to those he passes through based on how far he travelled. He CAN attack the enemy during Ball Lightning's animation. No cooldown, mana based on distance

HUSKAR
Sacred Warrior
HP: 1955 (2405)
Mana: 962 (1392)
Damage: 116 ~ 125 (126 ~ 135)
Armor: 12.8 (43%)
Move Speed: 300
Strength: 95 (105)
Agility: 97 (107)
Intelligence: 74 (84)

Inner Vitality - Heals a target for 20% of the main attribute (60% if the target has less than 40% mHP) + 8 hp regen per sec. 170 mana, 25 sec cooldown.
Burning Spear - Ignites Huskar's spears, causing them to burn the enemy, causing them to take 12 damage/sec for 6 seconds. This stacks up to 5 times. Costs 15 HP, cannot cast if Huskar has less than 100 HP 0 sec cooldown
Berserker's Blood - Increases attack speed by 8% and damage by 8 for every 7% of mHP lost. Maximum of 7 bonuses, for 56% increased attack speed and 56 damage for 49% mHP lost.
Life Break - Causes the target to lose 40% cHP, slows it by 50% for 5 seconds. Costs 25% of Huskar's own cHP. 45 sec cooldown Aghanim's Life Break causes the target to lose 60% of the cHP instead of 40, 20 sec cooldown

LANAYA
Templar Assassin (in other words a huge homage to Starcraft)
HP: 1632
Mana: 1144
Damage: 129 ~ 139
Armor: 16.2 (49%)
Move Speed: 305
Strength: 78
Agility: 107
Intelligence: 88

Refraction - Creates a refraction that protects Lanaya from external harm and gives her bonus damage for 5 instances. Lasts 20 seconds, gives 80 bonus damage. 75 mana, 23 sec cooldown.
Meld - Turns Lanaya invisible. When Lanaya attacks, she deals 200 extra damage and reduces the target's armor by 8 for 10 seconds. 50 mana cost, 7 sec cooldown.
Psi Blades - Only thing relevant to the DL of this skill is that nearby units (320 range) also take the same damage as the target.
Psionic Trap - Creates a TARP on the ground. When triggered, it slows units within a 400 radius by 50%. Max of 11 traps. 15 mana, 14 sec cooldown.

PUCK
Faerie Dragon
HP: 1575
Mana: 1326
Damage: 115 ~ 126
Armor: 10.6
Strength: 75
Agility: 82
Intelligence: 102

Illusory Orb - Creates a magic orb flying down a straight path damaging everything in its way. It deals 280 damage. Puck can teleport to where the orb is. 125 mana, 15 sec cooldown.
Waning Rift - Deals 240 damage and silences for 3 seconds, 400 AoE. 130 mana, 20 sec cooldown
Phase Shift - Shifts Puck out of existence for 3 seconds, avoiding any damage. 20 mana, 6 sec cooldown, spammable.
Dream Coil - Initially, it deals 200 damage and 0.5 seconds stun. Enemies that travel too far from it and make the coil snap get damaged for 200 damage and stunned for 3 seconds. 200 mana, 85 sec cooldown.

RATTLETRAP
Clockwerk Goblin (the newest addition to DotA!)
HP: 2069
Mana: 1001
Damage: 132 ~ 134
Armor: 9.6 (36%)
Move Speed: 310
Strength: 101
Agility: 61
Intelligence: 77

Battery Assault - Nearby targets get ministunned and get hit for 80 damage every 0.75 seconds, lasting for 15 seconds. 75 mana cost, 20 sec cooldown. BROKEN as all hell.
Power Cog - Traps units with him within a circular barrier of cogs. Anything except Rattletrap needs to hit the cogs thrice to break it. Anything with Mana or MP gets shocked for 100 HP and Mana and is knocked back. A cog powers down after it shocks. 80 mana, 15 sec cooldown.
Rocket Flare - Deals 200 damage in a 600 AoE area.
Hookshot - Pulls Rattletrap to an enemy target, anything he collides with takes 300 damage and is stunned for 2 sec. 125 mana, 30 sec cooldown.

LUNA MOONFANG
Moon Rider
HP: 1613
Mana: 1040
Damage: 130 ~ 136 165 ~ 173 with Lunar Blessing
Armor: 15.5 (48%)
Move Speed: 320
Strength: 77
Agility: 109
Intelligence: 80

Lucent Beam - Deals 300 damage to a target, 0.6 ministun. 120 mana, 6 sec cooldown.
Moon Glaive - Hits 5 enemies with each attack, each enemy struck beyond the first incurs a 35% damage loss per unit.
Lunar Blessing - Increases base ranged damage by 27%
Eclipse - It summons 10 Lucent Beams to attack targets around Luna. 250 mana, 140 sec cooldown.

KARDEL SHARPEYE
Dwarven Sniper
HP: 1594
Mana: 1261
Damage: 125 ~ 131
Armor: 14.6 (46%)
Move speed: 290
Strength: 76
Agility: 110
Intelligence: 97

Scattershot - Showers a target area with 20 explosive pellets, each pellet does 20~35 physical damage in a 200 AoE. 120 mana, 13 sec cooldown.
Headshot - 40% to deal extra 50 damage and stun for 0.5~ secs with every attack.
Take Aim - Pretty useless in a duel. Well unless you take into account range. Then it adds 220 range to Kardel's base 550.
Assassinate - Deals 655 damage. 375 mana, 10 sec cooldown.

JAH'RAKAL
Troll Warlord
HP: 1841
Mana: 741
Damage: 124 ~ 142
Armor: 14.2 (46%)
Move Speed: 300
Strength: 89
Agility: 107
Intelligence: 57

Berserker Rage - Makes Jah'rakal melee, gains extra damage, movespeed, attackspeed, HP, armor and the Bash ability. Bash has 10% chance to deal 50 bonus damage and stun for 2 seconds.
Blind - Causes the target to miss on 42% of attacks. 20 mana, 8 sec cooldown, spammable.
Fervor - Increases nearby allies' attack speed by 30%. Applies to Jah'rakal.
Rampage - Increases Jah'rakal's attack speed by 120% and movespeed by 9%. Lasts 30 seconds, 205 mana, 55 sec cooldown.

RHASTA
Shadow Shaman
HP: 1556
Mana: 1469
Damage: 134 ~ 141
Armor: 9.5 (36%)
Move Speed: 275
Strength: 74
Agility: 74
Intelligence: 113

Forked Lightning - 300 damage to 7 targets. 160 mana, 10 sec cooldown.
Voodoo - Turns a random enemy into a harmless animal. Lasts 4 seconds. 200 mana, 13 sec cooldown.
Shackles - Binds an enemy so it cannot move or attack. It deals 40 damage per second, and lasts for 4.75 seconds. 185 mana, 16 sec cooldown.
Mass Serpent Ward - Summons 8 magic immune immobile serpent wards to attack enemies. Each ward does 73 max damage. 610 mana, 120 sec cooldown.

RIGWARL
Bristleback
HP: 1936
Mana: 1118
Damage: 124 ~ 134
Armor: 12.3 (42%)
Move Speed: 295
Strength: 94
Agility: 80
Intelligence: 86

Viscous Nasal Goo - Covers a target in snot. It reduces their armor by 2, and initial casting gives 20% slow. If you keep stacking this, it adds extra -2 armor and 12% slow. Each goo casting lasts 5 seconds. 30 mana, 1.5 sec cooldown.
Quill Spray - Sprays enemy units with quills. Deals 80 direct damage in a 650 AoE. Deals 30 extra damage everytime a unit is struck by a quill in the last 10 seconds. PHYSICAL PHYSICAL PHYSICAL. 45 mana, 3 sec cooldown.
Bristleback - Whenever Rigwarl's rear receives 300 damage, it releases a quill spray. His back also takes 40% less damage and his sides take 20% less.
Warpath - Every time Rigwarl casts a spell he initially gains 50% increased attack speed and 10% move speed, every casta fter that increases AS by 15% and MS by 3%.

MANGIX
Pandaren Brewmaster
HP: 2278
Mana: 832
Damage: 141 ~ 148
Armor: 12.6 (43%)
Move Speed: 300
Strength: 112
Agility: 82
Intelligence: 64

Thunder Clap - Stomps the ground. Deals 300 damage to targets nearby Mangix and reduces their move speed and attack speed by 55%. 150 mana, 12 sec cooldown.
Drunken Haze - MAKES PEOPLE GO DRUNK. ST. 22% move speed reduction, 75% chance to miss. Lasts 7 seconds. 50 mana, 12 sec cooldown.
Drunken Brawler - 24% to evade attacks, 20% chance to deal 1.8 times normal damage.
Primal Split - Splits the Pandaren Brewmaster into three REALLY FREAKING MIGHTY PANDAS for 19 seconds. You have to kill all of them for Mangix to die.
Fire one is offensive, his skills are pretty useless apart from BREATHING FIRE to deal minimal AoE damage. The blue one can make a tornado that renders enemies immobile for around 3 seconds. The Earth one can taunt enemies to make them only attack him, also he is immune to magic.


BRADWARDEN
Centaur Warchief
HP: 2145 (2829 with Great Fortitude)
Mana: 949
Damage: 137 ~ 139 (173 ~ 175 with Great Fortitude)
Armor: 12.8 (43%)
Move Speed: 300
Strength: 105 141 with Great Fortitude
Agility: 83
Intelligence: 73

Hoof Stomp - 250 damage, 2.75 second stun. Targets enemies nearby Bradwarden. 130 mana, 15 sec cooldown.
Double Edge - Deals 400 damage but deals around 20% of that back to Bradwarden. The recoil CAN kill Bradwarden. 120 mana, 25 sec cooldown
Return - Counters EVERY attack (even ranged attacks) for 50 damage.
Great Fortitude - Adds +36 strength.

GONDAR
Bounty Hunter
HP: 1670
Mana: 897
Damage: 137 ~ 151
Armor: 17 (50%)
Move Speed: 315
Strength: 80
Agility: 113
Intelligence: 69

Shuriken Toss - Deals 325 damage to a single unit. 155 mana, 10 sec cooldown.
Jinada - 20% chance to evade, 15% chance to deal x2 damage.
Wind Walk - Turns Gondar invisible, he deals extra 120 damage and lasts 30 seconds. 50 mana, 15 sec cooldown.
Track - Tracks an enemy hero for 30 seconds. Reduces the target's armor by 4. 50 mana, 5 sec cooldown.

KNIGHT DAVION (he becomes Arc Honist. or Archonist)
Dragon Knight, aka Ryulite
HP: 1784
Mana: 975
Damage: 133 ~ 139
Armor: 14.9 (47%) 22.9 (58%) with Dragon Blood
Move Speed: 290
Strength: 106
Agility: 91
Intelligence: 75

Breathe Fire - Breathes fire at enemy units dealing 300 damage. 130 mana, 12 sec cooldown.
Dragon Tail - Deals 100 damage to a melee-range target. Stuns them for 3.25 secs. 100 mana, 9 sec cooldown.
Dragon Blood - Increases armor by 8 and HP regen by 4/sec
Elder Dragon Form - Transforms Davion into a powerful Blue Elder Dragon with a powerful Frost attack. It slows down enemies a lot. It gives him bonus 25 move speed. 50 mana, 115 sec cooldown.

MAGINA
Anti-Mage
HP: 1689
Mana: 923
Damage: 133 ~ 137
Armor: 15.5 (48%)
Move Speed: 320
Strength: 81
Agility: 109
Intelligence: 71

Mana Break - Each attack burns 64 mana.
Blink - Useless in a duel.
Spell Shield - Reduces magic damage by 40%.
Mana Void - For each mana point lost, the unit takes 1.1 damage. 275 mana, 80 sec cooldown.

TRAXEX
Drow Ranger
HP: 1708
Mana: 884
Damage: 105 ~ 116 111 ~ 122 with Marksmanship 142 ~ 156 with Marksmanship and Trueshot Aura
Armor: 11.3 (40%) 25.7 (60%) with Marksmanship
Move Speed: 300
Strength: 82
Agility: 87 (123 with Marksmanship)
Intelligence: 68

Frost Arrows - Slows attack rate by 20% and movespeed by 40%. 12 mana, 0 sec cooldown.
Silence - Stops all enemies in a target area from casting spells for 6 seconds. 90 mana, 15 sec cooldown.
Trueshot Aura - Increases base ranged damage by 28%
Marksmanship - Gives +36 agility.

PURIST THUNDERWRATH
Omniknight
HP: 2107
Mana: 1040
Damage: 134 ~ 144
Armor: 12.9 (43%)
Move Speed: 300
Strength: 103
Agility: 77
Intelligence: 80

Purification - Heals a friendly unit for 360 HP and damages all nearby enemies. Can't be targetted on self. 160 mana, 12 sec cooldown.
Repel - Creates a barrier that makes a target IMMUNE to magic. CAN be targetted on self. Lasts 20 seconds. 90 mana, 20 sec cooldown.
Degen Aura - Nearby units get move speed reduced by 28%.
Guardian Angel - Grants everyone near Purist including Purist himself PHYSICAL IMMUNITY and increases HP regen greatly. Lasts 9 seconds. 250 mana, 150 sec cooldown.

11
Unranked Games / neoFFL2w/Monsters - Tier 5 Monster changes
« on: July 26, 2008, 09:24:42 AM »
Still to do:
Complete

NAME
HP --> nHP
STR --> nSTR
AGL --> nAGL
MANA --> nMANA
DEF --> nDEF

GEN-BU
858 --> 958 (+100)
86 --> 86 (+0)
75 --> 79 (+4)
83 --> 86 (+3)
99 --> 99 (+0)
BASH (15) - ST group STR damage
BITE (15) - ST STR damage
GAS (15) - MT group Poison-type damage
SHELL (30) - Near 100% evasion of all Physical attacks
CURE (15) - ST healing where HP = (caster.mana + target.mana)*4
BLAST (15) - ST group Fire-type damage, higher mult. than FIRE (*10?)
RECOVER (-) - Regenerates 10% mHP every turn
O-ALL - Immune to status changes (includes ID/Stone), halves all damage

TITANIA
804 --> 804 (+0)
72 --> 72 (+0)
97 --> 99 (+2)
99 --> 99 (+0)
80 --> 89 (+9)
SHOCK (15) - ST group Thunder-type damage, higher mult. than THUNDER (*10?)
BLAST (15) - ST group Fire-type damage, higher mult. than FIRE (*10?)
FREEZE (15) - ST group Ice-type damage, higher mult. than ICE (*10?)
FLARE (5) - MT group non-elemental damage, Mana*10 damage
REFLECT (15) - Reflects magical attacks that do damage
ERASE (15) - ST group ID, chance based on MANA and resistances
REMEDY (30) - Cures status ailments on an ally
CHARM (15) - Chance to Confuse an enemy.

GIGAWORM
858 --> 912 (+54)
91 --> 91 (+0)
78 --> 80 (+2)
91 --> 91 (+0)
83 --> 90 (+7)
REND (20) - ST group STR damage
MAUL (15) - ST STR damage
GAS (15) - MT group Poison-type damage
STONSKIN (30) - Chance to inflict Stone when hit by an opponent's contact attack
QUAKE (5) - MT group Quake-type damage
RECOVER (-) - Regenerates 10% mHP every turn
O-DAMAGE (-) - Immune to elemental attacks
O-CHANGE (-) - Halves all weapon damage, immunity to status changes

SU-ZAKU
750 --> 802 (+52)
86 --> 86 (+0)
99 --> 99 (+0)
91 --> 93 (+2)
78 --> 87 (+9)
BEAK (30) - ST STR damage
BLAST (15) - ST group Fire-type damage, higher mult. than FIRE (*10?)
FLARE (5) - MT group non-elemental damage, Mana*10 damage
BLIND (15) - ST group Blind based on MANA, resistances
HEART (2) - Revives everyone and fully heals
RECOVER (-) - Regenerates 10% mHP every turn
WARNING (-) - NEVER GET AMBUSHED!!!one11
O-DAMAGE (-) - Immune to all elemental attacks

LILITH
858 --> 858 (+0)
83 --> 83 (+0)
86 --> 88 (+2)
94 --> 96 (+2)
80 --> 89 (+9)
DESPAIR (15) - ST Mana damage
ABSORB (15) - 25% parasitic healing, does Mana*6 damage
BLAST (15) - ST group Fire-type damage, higher mult. than FIRE (*10?)
FREEZE (15) - ST group Ice-type damage, higher mult. than ICE (*10?)
WHIRL (5) - MT group non-elemental (?) damage
CHARM (15) - Chance to Confuse an enemy.
RECOVER (-) - Regenerates 10% mHP every turn
O-DAMAGE (-) - Immune to all elemental attacks

BEHOLDER
858 --> 898 (+40)
83 --> 83 (+0)
78 --> 80 (+2)
97 --> 99 (+2)
86 --> 93 (+7)
BEAM (15) - ST group damage
P-GAZE (15) - ST group paralysis
WHITEOUT (15) - MT group non-elemental damage, Mana*9 damage
STONGAZE (15) - ST group petrify
EXPLODE (1) - Deals fixed 1200 damage, user dies
WARNING (-) - Don't get ambushed
O-WEAPON (-) - Halves weapon damage.
O-THUNDER (-) - Immunity to Thunder.

BEHEMOTH
966 --> 966 (+0)
99 --> 99 (+0)
75 --> 82 (+7)
72 --> 75 (+3)
86 --> 94 (+8)
MAUL (15) - ST STR damage
REND (20) - ST group STR damage
COUNTER (30) - Counters weapon/contact based attacks at 2x the power
HEAL (10) - ST healing where HP = (caster.mana + target.mana)*4
QUAKE (5) - MT group Quake-type Mana damage
RECOVER (-) - Regenerates 10% mHP every turn
O-WEAPON (-) - Halves weapon damage
O-PA/PO (-) - Immunity to Paralysis (includes ID), Poison

REVENANT
966 --> 966 (+0)
97 --> 97 (+0)
75 --> 81 (+6)
86 --> 88 (+2)
75 --> 86 (+11)
REND (20) - ST group STR damage
MAUL (15) - ST STR damage
STENCH (15) - MT, decreases STR by 10
RED RAIN (5) - MT ID, chance based on MANA and resistances
TONGUE (30) - ST STR damage
RECOVER (-) - Regenerates 10% mHP every turn
O-ICE (-) - Immunity to Ice
O-CHANGE (-) - Halves weapon damage, immunity to all status

KUSANAGI
804 --> 804 (+0)
86 --> 86 (+0)
89 --> 91 (+3)
91 --> 91 (+0)
83 --> 92 (+9)
ABSORB (15) - 25% parasitic healing, does Mana*6 damage
2-SWORDS (15) - Deals STR*8, two hits, hits depend on AGI vs target
DEFENSE (30) - Near 100% against weapon/contact attacks
COUNTER (30) - Counters weapon/contact based attacks at 2x the power
CRITICAL (10) - Deals STR based damage, counts as a weakness to everything/critical hit
O-DAMAGE (-) - Immunity to elemental attacks
O-CHANGE (-) - Halves weapon damage, immunity to all status
WARNING (-) - Never get blindsided

LEVIATHN
912 --> 912 (+0)
80 --> 80 (+0)
91 --> 93 (+2)
80 --> 89 (+9)
86 --> 90 (+4)
BASH (15) - ST group STR damage
THRASH (15) - ST STR damage
BLITZ (15) - Reduces enemy AGL by 10
FREEZE (15) - ST group Ice-type damage, higher mult. than ICE (*10?)
WHIRL (5) - MT group non-elemental (?) damage, Mana*8
WARNING (-) - Never get blindsided
RECOVER (-) - Regenerates 10% mHP every turn
O-WEAPON (-) - Halves weapon damage

SLIMEGOD
885 --> 885 (+0)
86 --> 86 (+0)
78 --> 82 (+4)
91 --> 91 (+0)
86 --> 92 (+6)
DISSOLVE (15) - 33% parasitic healing, does Mana*6 damage (!!!)
CURE (15) - ST healing where HP = (caster.mana + target.mana)*4
WHITEOUT (15) - MT group non-elemental damage, Mana*9
EXPLODE (1) - Deals 1200 fixed damage, user dies
SLUDGE (15) - ST group Mana based damage
GAS (15) - MT group Poison-type damage
SURPRISE (-) - Chance to get the first strike
O-CHANGE (-) - Immunity to status, halves weapon damage

LICH
885 --> 885 (+0)
83 --> 87 (+4)
86 --> 88 (+2)
94 --> 94 (+0)
78 --> 87 (+9)
CRITICAL (10) - Deals STR based damage, counts as a weakness to everything/critical hit
ICE (15) - ST group Ice-type damage
ERASE (15) - ST group ID, chance based on Mana, resistances
FLARE (5) - MT group non-elemental damage, Mana*10
LIFE (5) - MT healing where HP = (caster.mana + target.mana)*6
WARNING (-) - Don't get ambushed?!??
O-ICE (-) - Immunity to Ice (revenge of the LICH KING)
O-CHANGE (-) - Immunity to status, halves weapon damage

ASTAROTH (formerly ATHTALOT)
804 --> 804 (+0)
86 --> 86 (+0)
86 --> 88 (+2)
91 --> 94 (+3)
86 --> 94 (+8)
AXE (20) - ST STR based damage
C-GAZE (15) - ST group, inflicts Curse
BLAST (15) - ST group Fire-type damage, higher mult. than FIRE (*10?)
WHIRL (5) - MT group non-elemental (?) damage, Mana*8
FLARE (5) - MT group non-elemental damage, Mana*10
CURE (15) - ST healing where HP = (caster.mana + target.mana)*4
O-PA/PO (-) - Immunity to Paralysis (includes ID) and Poison
O-DAMAGE (-) - Immunity to elemental attacks

GHOST
885 --> 885 (+0)
78 --> 78 (+0)
94 --> 96 (+2)
94 --> 96 (+2)
75 --> 84 (+9)
DESPAIR (15) - ST MANA based damage
FREEZE (15) - ST group Ice-type damage, higher mult. than ICE (*10?)
ERASE (15) - ST group ID, chance based on Mana, resistances
TOUCH (15) - 25% parasitic healing, deals Mana*6
CURE (15) - ST healing where HP = (caster.mana + target.mana)*4
SURPRISE (-) - Chance to ambush the enemy
O-CHANGE (-) - Halves weapon damage, immunity to all status
O-DAMAGE (-) - Immunity to elemental attacks

KIRIN
831 --> 881 (+50)
94 --> 94 (+0)
86 --> 88 (+2)
80 --> 80 (+0)
86 --> 94 (+8)
BITE (15) - ST STR based damage
REND (20) - ST group STR damage
CURE (15) - ST healing where HP = (caster.mana + target.mana)*4
TORNADO (5) - MT group non-elemental (?) damage, Mana*8
DROWSE (10) - MT group Sleep (same animation as Riddle)
RECOVER (-) - Regenerates 10% mHP every turn
O-WEAPON (-) - Halves weapon damage
O-DAMAGE (-) - Immunity to elemental attacks

DAGON
831 --> 912 (+81)
80 --> 82 (+2)
83 --> 85 (+2)
86 --> 88 (+2)
97 --> 99 (+2)
W-PINCER (15) - ST STR based damage, STR*8, two hits based on AGL vs mob
SHELL (30) - Near 100% evasion of weapon/contact attacks
QUAKE (5) - MT group Quake-type damage
FREEZE (15) - ST group Ice-type damage, higher mult. than ICE (*10?)
WHIRL (5) - MT group non-elemental (?) damage, Mana*8
RECOVER (-) - Regenerates 10% mHP every turn
O-CHANGE (-) - Halves weapon damage, immunity to all status
O-DAMAGE (-) - Immunity to elemental attacks

MADAME
858 --> 858 (+0)
75 --> 75 (+0)
94 --> 96 (+2)
94 --> 94 (+0)
80 --> 88 (+8)
ABSORB (15) - 25% parasitic healing, damage is Mana*6
WHITEOUT (15) - MT group non-elemental damage, Mana*9
GAS (15) - MT group Poison-type damage
FATALGAS (15) - MT group ID, chance based on resistance
HEAL (10) - ST healing where HP = (caster.mana + target.mana)*4
MADSONG (10) - MT group Confusion
WARNING (-) - lol useless
O-DAMAGE (-) - Immunity to elemental attacks

NIKE
777 --> 802 (+25)
83 --> 83 (+0)
94 --> 96 (+2)
91 --> 91 (+0)
83 --> 92 (+9)
BEAK (30) - ST STR based damage
P-GAZE (15) - ST group Paralysis
AXE (20) - ST STR based damage
REFLECT (15) - Reflects magic attacks
FREEZE (15) - ST group Ice-type damage, higher mult. than ICE (*10?)
TORNADO (5) - MT group non-elemental (?) damage, Mana*8
WARNING (-) - haha
O-ALL - Immune to status changes (includes ID/Stone), halves all damage

SEI-RYU
858 --> 906 (+48)
89 --> 89 (+0)
78 --> 80 (+2)
91 --> 91 (+0)
86 --> 94 (+8)
BITE (15) - ST STR based damage
HORN (15) - ST group STR based damage
TORNADO (5) - MT group non-elemental (?) damage, Mana*8
HEAL (10) - ST healing where HP = (caster.mana + target.mana)*4
BLAST (15) - ST group Fire-type damage, higher mult. than FIRE (*10?)
WHIRL (5) - MT group non-elemental (?) damage, Mana*8
SURPRISE (-) - Chance to ambush the enemy
O-DAMAGE (-) - Immunity to elemental attacks

ANUBIS
912 --> 912 (+0)
91 --> 92 (+1)
86 --> 88 (+2)
80 --> 82 (+2)
80 --> 89 (+9)
MAUL (15) - ST STR damage
REND (20) - ST group STR damage
WHITEOUT (15) - MT group non-elemental damage, Mana*9
HEART (2) - Revives everyone, fully heals
CURE (15) - ST healing where HP = (caster.mana + target.mana)*4
SURPRISE (-) - Chance to ambush the enemy
RECOVER (-) - Regenerates 10% mHP every turn
O-WEAPON (-) - Halves weapon damage

SCARAB
881 --> 881 (+0)
75 --> 80 (+5)
91 --> 93 (+2)
86 --> 86 (+0)
91 --> 96 (+5)
HORN (15) - ST group STR damage
W-PINCER (15) - ST STR based damage, 2 hits, based on AGL vs mob
GAS (15) - MT group Poison-type damage
LIFE (5) - MT healing where HP = (caster.mana + target.mana)*6
HEAL (10) - ST healing where HP = (caster.mana + target.mana)*4
HEART (2) - Revives everyone, fully heals
SURPRISE (-) - Chance to ambush the enemy
O-CHANGE (-) - Halves weapon damage, immunity to all status

TOADSTOL
858 --> 858 (+0)
86 --> 88 (+2)
80 --> 84 (+4)
86 --> 88 (+2)
91 --> 97 (+6)
CRITICAL (10) - Deals STR based damage, counts as a weakness to everything/critical hit
BASH (15) - ST group STR damage
TOUCH (15) - 25% parasitic healing, Mana*6 damage
SLEEPGAS (15) - ST group Sleep
QUAKE (5) - MT group Quake-type damage
FATALGAS (15) - ST group ID
RECOVER (-) - Regenerates 10% mHP every turn
O-CHANGE (-) - Halves weapon damage, immunity to all status

ARACHNE
858 --> 858 (+0)
86 --> 88 (+2)
86 --> 88 (+2)
86 --> 90 (+4)
86 --> 93 (+7)
8-LEGS (15) - ST STR damage, STR*5, 8 hits, depends on AGL vs. mob
REND (20) - ST group STR damage
RED RAIN (5) - MT group ID, chance based on MANA and resistances
COBWEB (15) - ST group, decreases AGL by 10
TORNADO (5) - MT group non-elemental (?) damage, Mana*8
SURPRISE (-) - Chance to ambush the enemy
WARNING (-) - sdjg
O-DAMAGE (-) - Immunity to elemental attacks

MANTIS
831 --> 831 (+0)
83 --> 86 (+3)
94 --> 96 (+2)
83 --> 83 (+0)
86 --> 95 (+9)
HORN (15) - ST group STR damage
2-SWORDS (15) - ST STR damage, STR*8, 2 hits, depends on AGL vs. mob
ABSORB (15) - 25% parasitic healing, damage is Mana*6
HONEY (10) - ST healing where HP = (caster.mana + target.mana)*4
TORNADO (5) - MT group non-elemental (?) damage, Mana*8
MADSONG (10) - MT group Confusion
SURPRISE (-) - Chance to ambush the enemy
O-WEAPON (-) - Halves weapon damage

SUSANO-O
804 --> 854 (+50)
94 --> 94 (+0)
83 --> 85 (+2)
86 --> 86 (+2)
86 --> 95 (+9)
2-SWORDS (15) - ST STR damage, STR*8, 2 hits, depends on AGL vs. mob
HORN (15) - ST group STR damage
CURE (15) - ST healing where HP = (caster.mana + target.mana)*4
FREEZE (15) - ST group Ice-type damage, higher mult. than ICE (*10?)
TORNADO (5) - MT group non-elemental (?) damage, Mana*8
DROWSE (10) - MT group Sleep (same animation as Riddle)
O-DAMAGE (-) - Immunity to elemental attacks
RECOVER (-) - Regenerates 10% mHP every turn

KINGTOAD
885 --> 885 (+0)
86 --> 80 (-6)
91 --> 93 (+2)
80 --> 90 (+10)
83 --> 91 (+8)
TONGUE (30) - ST STR damage
BITE (15) - ST STR damage
DROWSE (10) - MT group Sleep (same animation as Riddle)
WHIRL (5) - MT group non-elemental (?) damage, Mana*8
MADSONG (10) - MT group Confusion
CURSSONG (10) - MT group Curse
WARNING (-) - asdf
O-DAMAGE (-) - Immunity to elemental attacks

EARTH
885 --> 985 (+100)
83 --> 93 (+10)
72 --> 77 (+5)
86 --> 86 (+0)
99 --> 99 (+0)
BASH (15) - ST group STR damage
STONEGAS (15) - ST group Petrify
QUAKE (5) - MT group Quake-type damage
MAUL (15) - ST STR damage
RECOVER (-) - Regenerates 10% mHP every turn
WARNING (-) - tired
SURPRISE (-) - Chance to ambush the enemy
O-ALL - Immune to status changes (includes ID/Stone), halves all damage

BYAK-KO
858 --> 892 (+34)
91 --> 91 (+0)
86 --> 88 (+2)
80 --> 80 (+0)
86 --> 95 (+9)
REND (20) - ST group STR damage
MAUL (15) - ST STR damage
ERASE (15) - ST group ID, chance based on MANA and resistances
FLASH (15) - MT group Blindness
WHIRL (5) - MT group non-elemental (?) damage, Mana*8
SURPRISE (-) - Chance to ambush the enemy
RECOVER (-) - Regenerates 10% mHP every turn
O-DAMAGE (-) - Immunity to elemental attacks

KRAKEN
912 --> 912 (+0)
91 --> 91 (+0)
83 --> 87 (+4)
86 --> 90 (+4)
78 --> 86 (+8)
DISSOLVE (15) - 33% parasitic healing, Mana*6
8-LEGS (15) - ST STR damage, STR*5, 8 hits, based on AGL vs. mob
INK (15) - ST group Blindness
SHOCK (15) - ST group Thunder-type damage, higher mult. than Thunder (*10?)
GAS (15) - MT group Poison-type damage
WHIRL (5) - MT group non-elemental (?) damage, Mana*8
SURPRISE (-) - Chance to ambush the enemy
O-DAMAGE (-) - Immunity to elemental attacks

FENGLUNG
858 --> 892 (+34)
91 --> 80 (-11)
89 --> 91 (+2)
78 --> 91 (+13)
86 --> 94 (+8)
THRASH (15) - ST STR damage
HORN (15) - ST group STR damage
SHOCK (15) - ST group Thunder-type damage, higher mult. than Thunder (*10?)
FLASH (15) - MT group Blindness
TORNADO (5) - MT non-elemental (?) damage, Mana*8
RECOVER (-) - Regenerates 10% mHP every turn
O-DAMAGE (-) - Immunity to elemental attacks
O-WEAPON (-) - Halves weapon damage

DARKROSE
858 --> 858 (+0)
86 --> 86 (+0)
80 --> 89 (+9)
91 --> 91 (+0)
86 --> 90 (+4)
THORN (30) - ST STR damage
DISSOLVE (15) - 33% parasitic healing, Mana*6
SLEEPGAS (15) - ST group Sleep
HONEY (10) - ST healing where HP = (caster.mana + target.mana)*4
FLARE (5) - MT non-elemental damage, Mana*10
FATALGAS (15) - ST group ID
O-DAMAGE (-) - Immunity to elemental attacks
O-PA/PO (-) - Immunity to Paralysis (includes ID) and Poison

UNICORN
858 --> 858 (+0)
89 --> 91 (+2)
89 --> 91 (+2)
80 --> 80 (+0)
86 --> 95 (+9)
MAUL (15) - ST STR damage
HORN (15) - ST group STR damage
BREATH (20) - ST Paralysis
LIFE (5) - MT healing where HP = (caster.mana + target.mana)*6
REMEDY (30) - Heals an ally's status ailment
WHITEOUT (15) - MT non-elemental damage, Mana*9
WARNING (-) - ghkgk
O-CHANGE (-) - Halves weapon damage, immunity to all status

JORGANDR
858 --> 858 (+0)
89 --> 91 (+2)
86 --> 91 (+5)
80 --> 80 (+0)
89 --> 97 (+8)
REND (20) - ST group STR damage
MAUL (15) - ST STR damage
BLAST (15) - ST group Fire-type damage, higher mult. than FIRE (*10?)
QUAKE (5) - MT group Quake-type damage
MIRROR (15) - Increases the evasion (used to be Multiply, an enemy only skill)
SURPRISE (-) - Chance to ambush the enemy
RECOVER (-) - Regenerates 10% mHP every turn
O-CHANGE (-) - Halves weapon damage, immunity to all status

TREANT
885 --> 933 (+48)
86 --> 90 (+4)
78 --> 81 (+3)
86 --> 86 (+0)
91 --> 95 (+4)
BRANCH (30) - ST STR damage
REND (20) - ST group STR damage
CURE (15) - ST healing where HP = (caster.mana + target.mana)*4
QUAKE (5) - MT group Quake-type damage
LIFE (5) - MT healing where HP = (caster.mana + target.mana)*6
RECOVER (-) - Regenerates 10% mHP every turn
WARNING (-) - aharric ahaek
O-CHANGE (-) - Halves weapon damage, immunity to all status

BASILISK
912 --> 912 (+0)
91 --> 91 (+0)
75 --> 80 (+5)
86 --> 86 (+0)
86 --> 95 (+9)
TONGUE (30) - ST STR damage
REND (20) - ST group STR damage
BITE (15) - ST STR damage
STOMP (10) - MT group Quake-type damage, Mana*7
STONGAZE (15) - ST group Petrify
RECOVER (-) - Regenerates 10% mHP every turn
WARNING (-) - gyah
O-WEAPON (-) - Halves weapon damage

MAZIN (his moveset is definitely make him like the Mazinger Z)
912 --> 912 (+0)
86 --> 88 (+2)
75 --> 77 (+2)
86 --> 88 (+2)
91 --> 98 (+7)
CRITICAL (10) - CRITICAL (10) - Deals STR based damage, counts as a weakness to
everything/critical hit
BASH (15) - ST group STR damage
REFLECT (15) - Reflects magic attacks
BEAM (15) - ST group, Mana*7
QUAKE (5) - MT group Quake-type damage
WARNING (-) - the last monster
O-DAMAGE (-) - Immunity to elemental attacks
O-CHANGE (-) - Halves weapon damage, immunity to all status

12
Writeup Graveyard / Alucard (vs. Atma Weapon)
« on: June 16, 2008, 07:05:20 AM »
The vampyr Alucard now makes his next appearance to face a hulking monstrosity of formidable power. While his opponent may appear to be strong and dish out pain with his strength, Alucard can simply dissipate into Mist and avoid taking anything at all, should the situation call for it. Alucard himself has quite a few tricks up his sleeve, too, for the Crissaegrim will surely cause an endless stream of pain. And that's not all, Alucard can also call his familiars to assist him in battle. The great Weapon may have power, but Alucard, son of Dracula, will have the wits and skill to outmatch the great being and become triumphant in the end.

13
Unranked Games / NicoNico RPG
« on: June 14, 2008, 08:15:46 AM »
I am obviously high.

PCs done: Pikomaru, Kotohime, Abe, Rockman, Ryou, Marisa, Alice, Hatsune Miku, Tomitake Jirou, Mario, Yugi, Seto Kaiba, Storm 1, Hartman, Bob Ross, Keyboard Crasher, Godman, Spiderman, Haruhi, Itsuki, Taniguchi, Kotonoha, Konata
PCs left: SPOILER character (no, I will not be covering this character yet)

Stats are taken at level 50

I will list the following:

Class/Type - The Class, and whether it is one of the following:
Magician
Swordsman
Robot
Brawler
Gunner
Hero
--
MHP - Lose this and you die
MMP - Lose this and you cannot use the skills
ATK (kougekiryoku) - Determines the amount of physical damage you do
DEF (bougyouryoku) - Determines the amount of physical damage you take
MATK (seishinryoku) - Magical attack power. Self-explanatory.
QUI (binshou) - The quickness. This determines evasion, and things, I believe.

And then we have status:

Melancholy: All parameters are halved, enemy units Every 3 turns will "die to sadness"
Ero: The target is too busy looking at ero movies. Target skips their next turn.
Amazed: All attacks targeting someone with this status get hit an extra time for the turn, also, they cannot move
OWATA (down): Basically otaku for Dead.
Fear: Accuracy is halved, 30% chance each turn for self-cure.
Blind: Accuracy is halved, Every 3 turns, has a 20% chance for self-cure
Hungry: The target cannot move, every turn they lose 1 HP, can be cured with Katsudon
Decay: ATK is halved, Every 2 turns, has a 20% chance each turn for self-cure
Decelerating: QUI is halved, cannot be cured without items
Bored: MATK is halved, Every 2 turns, has a 20% chance each turn for self-cure
Degeneration: DEF is halved, Every 2 turns, has a 20% chance each turn for self-cure
No Attack: Target cannot attack. Every turn has a 25% chance to self-cure.
No Move: Target cannot use attacks that involve moving. So using ranged attacks or magic is fine. Every 2 turns, has a 33% chance for self-cure
Confused: Target will do random things. Every 3 turns, has a 30% chance for self-cure
Time Stop: Opposing team cannot move at all.
Rule: The target will attack their own allies, cannot be cured without items.
Charm: The target will attack their own allies, Every 2 turns, 20% chance for self-cure
Sleep: Cannot move. Every 1 turn, has a 25% chance of self-cure
Palsy: Cannot move. Every 3 turn, has a 30% chance of self-cure
Explosive Laughter: Accuracy is reduced to 60%, has a 40% chance of self cure Every 2 turns
Seal: Cannot use magic/skills. Every turn has a 1% chance of self-cure.
Knocked back: Cannot move. QUI is halved. Cured the next turn.
Stunned: Cannot move. Cured the next turn.
Silence: Cannot use skills/magic. Every 3 turn, has a 20% chance of self-cure.
Internal Venom: ATK and MATK is halved. Every 1 turn, 50% chance of self-cure
Blood Leak: Loses 10% HP. Cured the next turn.
Frozen: Cannot move. Every 4 turn, has a 50% chance of self-cure
Fished Up: Cannot move. Every 2 turn, has a 100% chance of self-cure
Poison: Loses 10% HP every turn. Cannot be cured without items.
Berserk: Accuracy and DEF are halved. Has a 50% chance of self-cure every 2 turns.
Captured: Cannot move. Has a 50% chance of self-cure every 2 turns.

Then elements:

Holy
Light
Dark
Ice
Fire
Earth
Wind
Thunder
E
Demon
PuyoPuyo
Sound
Moe
Paint
Hit
Slash
Gachihomo
MANLY
Ki
Super

See, there is no traditional speed stat because the battle system is your "everyone does their thing" and then switches to "enemies do their thing" and so on. Stats are recorded with their equipment already factored unless mentioned otherwise.

Furthermore, there are skills that are only learnt through items. I will NOT be including these since these will be a headache to interp in the long run. I will also be listing the one skill that PCs will learn after a plot event in episode 17.

So, let's go!

------

YABENO HIKOMARU (aka Pikomaru)
NicoNico relation: Let's Go! Onmyouji
CLASS: Onmyouji
TYPE: Magician
MHP: 772
MMP: 943
ATK: 131
DEF: 187
MATK: 475
QUI: 267

Heart-piercing Horn: ATK+20, MATK+25
Black Clothes: DEF+35
Bird Hat: DEF+10
Protective Seal: Resists Blind, Dark

Path of Yin-Yang: Holy elemental ST damage (3 MP)
Do~man Se~man: Holy elemental ST damage, Seal effect (10 MP)
Yell: Holy elemental MT damage, Fear effect (17 MP)
Puyo-Puyo is Forbidden: PuyoPuyo elemental ST damage (27 MP)
Become a Buddha!!: Fixed 999 ST damage

KOTOHIME
NicoNico relation: Let's Go! Onmyouji
CLASS: Miko
TYPE: Magician
MHP: 372
MMP: 944
ATK: 67
DEF: 192 (207)
MATK: 493 (523)
QUI: 226

Tamagushi: ATK+15, MATK+10, Holy elemental
Miko clothes: DEF+25
(Armpit Miko Clothes: DEF+40, MATK+30, allows use of Fantasy Seal skill)
Protective Seal: Resists Blind, Dark

Haja Dance: Holy elemental MT damage (5 MP)
Affectionate Prayer: Heals one ally of Poison and recovers HP (8 MP)
Mask of Angry Prajnaparamita: Dark elemental MT damage, Fear effect (15 MP)
Uuuuuuuuuuuu: Holy elemental MT damage (33 MP)
Revival Prayer: Full MT healing. Anyone with OWATA status is revived, heals all status (50 MP)
Fantasy Seal (requires Armpit Miko Clothes equipped): Non-elemental MT damage, seal effect (44 MP)

ABE TAKAKAZU (aka Abe-san or YARANAIKA? guy)
NicoNico relation: Kusomiso Technique
CLASS: Car Repairman
TYPE: Brawler
MHP: 960
MMP: 417
ATK: 182 (212)
DEF: 167
MATK: 316
QUI: 200

No Weapon
Blue Joints: DEF+40
Very Big [censored]: MATK+10, Gachihomo resist
(Biggest [censored]: PATK+30, MATK+10, Gachihomo resist, allows use of Manhunt skill)

Yaranaika: Gachihomo, MANLY elemental ST damage, Charm effect (8 MP)
My Nuggets: Gachihomo elemental ST damage (30 MP)
Ketsu no naka de shonben: Gachihomo, MANLY elemental ST parasitic damage (30 MP)
Kusomiso Technique: Gachihomo, MANLY elemental ST damage (45 MP)
Yamajun Perfect: Gachihomo, MANLY elemental MT damage (120 MP)
Manhunt: Non-elemental ST damage, inflicts Blood Leak (38 MP)

ROCKMAN (aka Megaman)
NicoNico relation: Okkusenman
CLASS: Fighting Robot
TYPE: Robot
- Weak to Needle, resists Poison
MHP: 343 (423)
MMP: 537
ATK: 228 [288?]
DEF: 300 (335)
MATK: 266
QUI: 503

Rock Buster: ATK+40, E elemental, 2 hits
[X Buster: ATK+100?, E elemental, 2 hits]
Body Suit: DEF+45, E element resist
(X Body Suit: DEF+75, E element resist)
Helmet: DEF+15, QUI+5

Charge Shot: E elemental ST damage (5 MP)
Leaf Shield: Increases an ally's DEF, gives them resistance to Earth and Fire (14 MP)
Ultraman: E, Light elemental ST damage (21 MP)
E-Tank: Full self-healing. (40 MP)
Time Stopper: Inflicts Time Stop, wears off after 3 turns (400 MP)

RYOU SAKAZAKI
NicoNico relation: Ryuuko no Ken (aka Art of Fighting)
CLASS: Kyokugenryuu
TYPE: Brawler
- 1.5x increased crit rate
MHP: 853
MMP: 320
ATK: 322
DEF: 222
QUI: 279

Bamboo Hand: ATK+50, Hit elemental
Orange Gi: DEF+15, MATK+25
Tengu Mask: ATK+40, DEF+10
Black Obi: Increases Physical Attack evasion

Kyokugenryuukuutei: 2x ST damage. (7 MP)
Hit and Run: MT damage, inflicts Stunned (17 MP)
Ryuuko Ranbu: Hit elemental ST damage (22 MP)
Haoushokouken: Ki elemental ST damage (45 MP)
Chouhaoushikouken: Ki elemental ST damage (200 MP)

MARISA KIRISAME
NicoNico relation: Marisa Stole the Precious Thing
CLASS: Ordinary Magician
TYPE: Magician
MHP: 772
MMP: 731
ATK: 165
DEF: 163
MATK: 529 (609)
QUI: 379

Broom: ATK+20, MATK+30
Black Western Dress: DEF+34
Triangle Hat: DEF+16
Mushroom: ATK/DEF/MATK/QUI+10
(Mini Hakkero Reactor: ATK/DEF/QUI+10, MATK+90)

Magic Missile: Demon elemental ST damage (7 MP)
Love-colored Baton: Inflicts MT Charm (20 MP)
Stardust Reverie: Light, Demon elemental MT damage (35)
Master Spark: Demon elemental MT damage (75 MP, becomes 77 by end game)
Final Spark: Demon elemental MT damage (175 MP)

ALICE MARGATROID
NicoNico relation: Marisa Stole the Precious Thing
CLASS: Rainbow-colored Puppeteer
TYPE: Magician
- Basic physicals become Demon elemental, has a 50% chance to null Blindness, Berserk, Confusion, Charm, Rule, Seal and Fear
MHP: 448
MMP: 960
ATK: 97
DEF: 201 (241)
MATK: 461 (501)
QUI: 208

Doll: ATK+30, gives Demon element to physical
Magic Grimoire: DEF+2, MATK+35
Blue Western Clothes: DEF+29
(Accessory) Doll: DEF+20, gives Demon elemental resist
(Black-clothed Onmyouji's Doll: DEF+60, MATK+40, has a 50% chance to null Blindness, Berserk, Confusion, Charm, Rule, Seal and Fear)

5-inch Needle: Demon, Blind, Needle elemental (5 MP)
Dull Pain*: Increases user's DEF and MATK (10 MP)
Shanghai Doll: Demon elemental ST damage (20 MP)
Hourai Doll: Demon elemental ST damage (38 MP)
Mangoku Rainbow Doll: Demon elemental ST damage, can inflict any of the following: Poison, Blindness, Silence, Berserk, Sleep, Frozen

*Dull Pain, in the Japanese, is dontsuu. Watch a Marisa Stole the Precious Thing vid and pay attention!

HATSUNE MIKU
NicoNico relation: Videos involving singing popular songs
CLASS: VOCALOID II
TYPE: Robot
- Standard physicals are MT
MHP: 433
MMP: 978
ATK: 101 (136)
DEF: 82
MATK: 499 (539) [514] [[554]]
QUI: 291

Head Mic: ATK+35, Sound and Moe elemental, MT
(New Model Mic: ATK+70, MATK+40, Sound and Moe elemental, MT)
[Leek: MATK+15]
Cyber Suit: DEF+29, resist E element
Headmixer: MATK+29
Necktie: MATK+10
[[When both New Model Mic and Leek are equipped]]

Hatsune's Loituma: Sound elemental MT damage, inflicts Internal Venom (14 MP)
Wisdom Sermon: Holy elemental MT damage (24 MP)
Give you Miku Miku: 3x Sound, Moe elemental ST damage (34 MP)
Aquarion with Delay Lama: 3x Holy, Moe elemental MT damage (68 MP)
Love you VOC@LOID: MT healing (80 MP)

TOMITAKE JIROU
NicoNico relation: Came from Higurashi so this should be obvious
CLASS: Cameraman
TYPE: Brawler
- Weak to Berserk
MHP: 978 (!)
MMP: 466 (546)
ATK: 261 (301)
DEF: 280
MATK: 251 (271)
QUI: 134

Squared Timber: ATK+60, Hit elemental, 80% accuracy only
Tank Top: DEF+22
Hat: DEF+15
Camera: ATK+20, DEF+5
(Digicam: ATK+60, DEF+5, MP+80, MATK+20)

Tomitake Flash: Light elemental MT damage, inflicts Blind (8 MP)
Kakuzou Homerun: 2x ST damage (12 MP)
Engine Car Tomi: 2x MT damage (27 MP)
L5 Illness: ST damage, inflicts Blood Leak (40 MP)
Brothers Soul: ST damage that uses both ATK and MATK to determine damage (88 MP)

MARIO
NicoNico relation: Should be obvious
CLASS: Plumber
TYPE: Brawler
- Resists ID, Immune to Criticals (!!!)
MHP: 700
MMP: 477
ATK: 193 (223)
DEF: 183 (213)
MATK: 256
QUI: 369

Punch Glove: ATK+30
Overalls: DEF+30
M Hat: DEF+20
(Metal Hat: ATK+30, DEF+50, allows use of Become Metal)
Super Mushroom: DEF+15, Immune to Criticals, Resists ID

Jump Stomp: 2x Hit elemental ST damage (4 MP)
Fire Ball: Fire elemental ST damage (10 MP)
Detteiu: Hit elemental ST damage (20 MP)
Automatic Mario: Inflicts ID on one enemy (42 MP), chance is 50%+
Dependence on Friends: Increases user's ATK and QUI
Become Metal: Doubles user's DEF, becomes resistant to everything except Gachihomo and Moe elements

MUTOU YUGI
NicoNico relation: ZUTTO ORE NO TURN!
CLASS: King
TYPE: Magician (Duelist)
- Weak to Holy, resists Blind and Dark, 20% chance to null mind-related status
MHP: 473
MMP: 630
ATK: 121
DEF: 128
MATK: 517 (557)

DM Deck: ATK+40, MATK+15, gives Holy and Demon element to attacks
Silver: Resists Blind
Caped Clothing: DEF+20
(Ujat Eye: MATK+40, allows use of MIND CRUSH)
Milennium Puzzle: MATK+30, 20% chance to null mind-related status

Celtic Guardian: Slash elemental ST damage (5 MP)
Kuriboh + Multiply: Increases the entire party's DEF (22 MP)
Dark Magician: MT damage, Dark elemental (30 MP)
Berserker Soul: (read below)
Berserker Soul is a multi-hit attack where consecutive hits will have lowered accuracy and every consecutive hit will cost the spell's MP cost - 80. Each hit is also guaranteed 150 damage. Theoretically, it is possible to get 30 hits for a total of 4500 damage, but this is near impossible as there is less than a 1% chance to get a 12+ hit combo or more. Averagely, you get 2.7 hits or around 400 damage.
Dosiris the Heaven Dragon: Thunder elemental MT damage, inflicts Decay and Degenerate status
MIND CRUSH: Does ST damage?

KAIBA SETO
NicoNico relation: http://www.nicovideo.jp/watch/1179171854
CLASS: Company Head
TYPE: Magician (Duelist)
- Resists Demon
MHP: 648
MMP: 700
ATK: 195
DEF: 153 (163)
MATK: 530
QUI: 291

DM Deck: ATK+70, Demon elemental
Duel Disk: DEF+20, MATK+20, Resists Demon element
Caped Clothing: DEF+30
(Kaibaman Mask: DEF+10, reduces cost of "Yome" spell)
Photo of Mokuba: MATK+30

Gyakuten no Megami: 2x Hit elemental ST damage (7 MP)
Enemy Controller: Causes Rule status on an enemy (20 MP)
Blue-Eyes White Dragon Yome: ITD Light elemental ST damage (100 MP, 85 with Kaibaman Mask)
Blue-Eyes Ultimate Dragon Yome: 3x ITD Light elemental ST damage (350 MP, 335 with Kaibaman Mask) [...]
Obelisk the Tormentor: Fixed 4000 damage to one enemy (800 MP, so Kaiba ends up never using this skill without using items)

STORM 1
NicoNico relation: Lots of Earth Defense Force 3 players
CLASS: Old Man
TYPE: Gunner
MHP: 557
MMP: 455
ATK: 240 (260)
DEF: 218
MATK: 483
QUI: 211

Assault Rifle: ATK+55, 2 hits
(AF100 Assault: ATK+75, 2 hits, 15% Crit rate, double power)
Special Guard: DEF+35, 33% to resist Poison
Helmet: DEF+25, Immune to Blind

Firecracker: ITD Fire elemental ST damage (7 MP)
Impulse: Hit, Fire elemental ST damage (23 MP)
Plain of Landmines: Hit, Fire elemental MT damage (40 MP)
Ambush: 2x Fire elemental MT damage (65 MP)
Final, Old Soldier: Spend all MP to fully heal the entire party (costs 100% MMP)

HARTMAN
NicoNico relation: Full Metal Jacket. Don't ask.
CLASS: Sergeant
TYPE: Gunner
MHP: 633
MMP: 500
ATK: 223 (293)
DEF: 156
MATK: 458
QUI: 208

Handgun: ATK+50
(Army Rifle: ATK+120)
Army Clothes: DEF+25
Hat: DEF+15
Decoration: MATK+20

Iron Fist Punishments: ST damage, inflicts Stun (3 MP)
Running: Increases everyone's DEF, MATK and QUI (40 MP)
Persecuting Word: MT damage, inflicts Silence and Fear (18 MP)
Sharpshooting: 3x ST damage (22 MP)

14
Unranked Games / From the Abyss
« on: March 10, 2008, 02:27:58 PM »
FOR ALL INTENTS AND PURPOSES THIS IS AN ACTION RPG. YOU KNOW THE DRILL! REAL TIME FIGHTS FTW. I'd rather get concrete values, but this game's damage is too random and I'm too lazy to look into the details since it's just some random act RPG that you can beat in 5 hours... Furthermore, this game has only one character. You can do adhoc wireless (DS, roffles) with another player, however, canon purposes dictate you go solo.

HP - lose this and die
SP - lose this and you can't use hax
ATK - damage
DEF - defense against physical, affects mag. damage to some extent. Factored in HP bonus
INT - mag. damage
MEN - defense against mag. damage. Factored in SP bonus
AGI - agility doesn't really seem to do a whole lot aside from determining bow damage...
LUK - affects item drops, crit chance, etc.

status:
Poison - Deals a small amount of damage every few seconds (equated to a turn)
Curse - Deals a large amount of SP damage every few seconds (equated to a turn)
Paralysis - Target cannot move for several seconds (equated to between 2 and 5 turns)
Weak - Parameters are reduced SEVERELY, to the point where attacks deal around ~20 damage and the target takes well over ~400 damage.
Oblivious - Target cannot use skills and magic.

There are four elements:
Fire
Wind
Earth
Water

LET'S BEGIN. They are taken after defeated the final boss.
Stats are done as follows:
After levelling up, you can distribute 4 points to the states.
I personally did an ATK focused-build for maximum pwnage.

Skills? They are equipment-based, with spells being excluded from this rule.
There's only one character so I suppose all equipments are legal... But the equipments I'm using are still storebought, minus the Accessory, though I'll record with optimal storebought accessory too.

Base states w/o equipment:

Moogyko | LV 58
"Why do so many bad album covers involve homosexuals"
HP 2830
SP 2620
ATK  72
DEF  42
INT  39
MEN  32
AGI  43
LUK  48

Equipments:
Weapons:
AXE - Warbreaker (110 ATK, 33 INT)
SWORD - KATANA (74 ATK, 36 INT, 8 AGI, 20 LUK)
SPEAR - NAGINATA (92 ATK, 8 DEF, 47 INT, 15 AGI)
BOW - Burnstar Bow (78 ATK, 50 INT, 20 AGI)
STAFF - Keryukeion (45 ATK, 5 DEF, 90 INT)
Armor: Dragon Armor (90 DEF, 64 MEN, +Fire Resist)
Alternatively, Moogyko can use Paladin Armor for a 15 boost in ATK and a 16 boost in MEN sacrificing 8 DEF. Or she can use Fierce Lion Clothes for a 25 boost in ATK and a 24 boost in MEN sacrificing 46 DEF)
Accessory: Rubengram (+15 in everything, +All Resist, stacks with existing resists)
For storebought accessory, Moogyko should get Ring of Ruby, which is 20 ATK, 5 AGI and 20 LUK

From here on Damage is taken using Paladin Armor setup. They are tested on the purple worms in the final Abyss (Abyss 8, Stage 2 onwards).

Skills:
They are actually very limited, most of them being taken up by spells. Oh well. I will not include storebought skills, ONLY skills that you can get by Soul Capturing enemies.

Sword skill setup:
1. [X] Sonic Trace - Dash forward with a single slash, causing the enemy to be hit multiple times. If the user is attacked after the animation, the attack is interrupted. 30 SP
2. [Y] Tsubame Gaeshi - Quick slashing attack. Two hits. 16 SP
3. (B) Add Two Swords (passive) - Adds two hits to the basic physical.
-. Dominator - 360 degree spinning attack. Revolves twice. 18 SP

5-hit Physical - ~800 physical damage.
Physical (w/o Add) - ~450 physical damage.
Sonic Trace - ~1400 physical damage uninterrupted, ~200~800 physical damage interrupted
Tsubame Gaeshi - ~400 (200+200) physical damage
Dominator - ~600 physical damage if all hits connect on an enemy. Usually, it's a single hit of ~200

Combos:
5-hit Physical -> Tsubame Gaeshi = (~800+~400) = ~1200-~1400
5-hit Physical -> Sonic Trace = (~800+~1400) = ~2200-~2300 uninterrupted, ~1200-~1600 interrupted

Axe skill setup:
1. [X] Crush Hammer - Powerful single-hit smash attack. 8 SP
2. [Y] Heavy Tomahawk - Flings a spinning axe forward. Capable of multi-hit. 16 SP
3. (B) Add One Axe (passive) - Adds one hit to the basic physical.
-. Wheel Splasher - Spin around like a pinball holding the axe out. Bounces/ricochets off walls. You can hit the same enemy more than once depending on the wall bounces. 40 SP

3-hit Physical - ~750 physical damage
Physical (w/o Add) - ~450 physical damage
Crush Hammer - ~500 physical damage
Heavy Tomahawk - ~1300 physical damage if all hits connect. Ranges from 200~1000 depending on hit and damage variance.
Wheel Splasher - ~700 physical damage per hit. Average hits on an enemy are 1 in a big room and 2~4 in a cramped room.

Combos:
3-hit Physical -> Heavy Tomahawk = (~750+~1300) = ~2000-~2200
3-hit Physical -> Crush Hammer = (~750+~500) = ~1250-~1400

Spear skill setup:
1. [X] Poison Javelin - Throws a poisonous spear at the opponent. Can multi-hit depending on the enemy's size. 20 SP
2. [Y] Thousand Spear - A furious, fast-hitting 9-hit combo. 40 SP
3. (B) Add Two Spears (passive) - Adds two hits to the basic physical.
-. Gallop Lancer - Charges through enemies in a line. Can multi-hit depending on the enemy's size. 10 SP

5-hit Physical - ~900 physical damage
Physical (w/o Add) - ~580 physical damage
Poison Javelin - ~600 physical damage w/ multi-hit, ~200 damage single hit. Has a chance of Poison, probably around 45%
Thousand Spear - ~1000 physical damage uninterrupted, ranges from ~90-~990 when interrupted.
Gallop Lancer - ~800 physical damage w/ multi-hit, ranges from ~200-~400 single hit.

Combos:
5-hit Physical -> Thousand Spear = (~900+~1000) = ~1900-~2000

Bow skill setup:
1. [X] Invisible Shot - Shoots an invisible arrow. Hits twice if close to the enemy. 30 SP
2. [Y] Kiss of Bow - Shoots 9 arrows in rapid succession. 24 SP
3. (B) Fine Moment - Suspends an arrow in mid air, press the A button to launch. 4 SP per arrow
-. Typhoon - Shoots three arrows in a spread. 10 SP

Physical - ~150 physical damage
Invisible Shot - ~400 physical damage with two hits. Otherwise, ~150 damage.
Kiss of Bow - ~800 physical damage when all hits connect. Ranges from ~60-~700 when interrupted.
Fine Moment - ~150 physical damage per arrow. Can suspend more than one arrow to multi-hit the enemy, provided Moogyko has the SP.
Typhoon - ~400 physical damage if all three arrows hit one target. ~170 physical damage per arrow.

Spell skillsets, all damages taken with Staff equipped:

How do spells work? Higher-numbered spells in each list will take a longer amount of time to cast, around ~5-ish seconds where the lower numbered spells take around 2 seconds to cast. I'll peg ~3 seconds as a turn in such a case:
1. ~2 sec
2. ~3 sec
3. ~4 sec
4. ~6 sec


Staff Physical - ~100 physical damage

1. Soul Capture - Can capture an enemy's soul either granting you a new skill/magic or healing you based on the enemy's current HP. SP cost is relative to level. At level 58, the cost is 202 SP. At level 1, the cost is 10 SP.
Buffs
1. Quick Spell - Reduces casting time. 101 SP
2. Quick Motion - Increases attack and weapon skill speed. 101 SP
3. Slip Forward - Dashes forward. SP cost is based on level. 26 SP at level 58
4. Backstep - Dashes backwards. SP cost is based on level. 26 SP at level 58
Flame elemental
1. Flame Bullet - Shoots a weak bullet of flame. 8 SP
2. Burning Pillar - Creates three pillars of flame protecting the caster. 16 SP
3. Salamander Soul - Envelops the caster in flame, granting them Flame elemental attack. 40 SP
4. Fire Fog - Creates a flaming fog that hits the enemy, lasting for 6 seconds. 1 SP to cast, keeps draining 1 SP for as long as the fog exists.
Wind elemental
1. Wind Stare - Creates a small tornado to attack enemies. 12 SP
2. Weasel Scythe - Launches many (~10+?) sickle-like gusts of wind to attack an enemy. Focuses on the nearest enemy until either the spell times out or the enemy dies, in which the spell now focuses on the next closest target. Fires straight ahead if there are no enemies nearby. 20 SP
3. Disaster Crawl - Creates a hurricane that severely damages nearby enemies. 40 SP
4. Wind Bomb - Launches a wind bomb in front of the caster that shocks the enemy. 15 SP
Earth elemental
1. Rock Wall - Creates four pillars adjacent to the caster, damaging anyone who gets into melee range. 14 SP
2. Pile Wave - Creates stalagmites that arise in front of the caster in a line. 20 SP
3. Earth Pileup - Causes rocks to fall from the ceiling. 40 SP
Water elemental
1. Freezing Lance - Causes a single freezing lance to attack a foe. 10 SP
2. Venom Marsh - Creates a poisonous gas, poisoning anyone getting in the gas. 16 SP
3. Grossly Bubble - Releases bubbles erratically in front of the caster to hit foes. 40 SP
4. Diamond Dust - Releases an icy wind to assail foes. 20 SP
Healing
1. Rest - Heals a small amt. of HP. SP cost relative to level. 72 SP at level 58
2. Rest More - Heals a moderate amt. of HP. SP cost relative to level. 108 SP at level 58

Flame Bullet - ~60 flame damage
Burning Pillar - ~70 flame damage per hit
Fire Fog - ~60 flame damage per hit
Wind Stare - ~90 wind damage per hit
Weasel Scythe - ~150x14 wind damage.
Disaster Crawl - ~170x15 wind damage.
Wind Bomb - ~200x2 wind damage.
Rock Wall - ~50 earth damage per hit. Due to the Earth element of the worm, it might be better to plug ~+20 more.
Pile Wave - ~60 earth damage per hit. Due to the Earth element of the worm, it might be better to plug ~+15 more.
Earth Pileup - ~20 earth damage per rock. Due to the Earth element of the worm, it might be better to plug ~+5 more.
Freezing Lance - ~240 water damage. Due to the Water weakness of the worm, it might be better to take away ~-40.
Grossly Bubble - ~85 water damage per bubble. Due to the Water weakness of the worm, it might be better to take away ~-20.
Diamond Dust - ~120 water damage per hit out of three. Due to the Water weakness of the worm, it might be better to take away ~-30.
Rest - ~450 HP healing.
Rest More - ~870 HP healing.

Comments: I... I really don't know. Moogyko has a lot of tricks up her sleeve considering she has access to all types of weapons and all elements. The spell damage sucks due to her ATK-based build, which in the end isn't even that impressive in itself. Sonic Trace isn't as spammable as Heavy Tomahawk is, but all things considered, Heavy Tomahawk is the gamebreaker skill. It's cheap, and it takes advantage of the axe weapon's insane ATK bonus. It's much more economic as well considering Sonic Trace costs 14 SP more than Tomahawk for doing practically the same thing except worse. Basically, with this build, the only spells Moogyko should EVER be using are Rest/Rest More, Soul Capture and Quick Motion, perhaps Disaster Crawl/Weasel Scythe depending on the circumstances. Remember, Disaster Crawl requires two turns to cast, and is more expensive than Weasel Scythe despite being marginally stronger. Moogyko's only status also happens to be Poison, which appears to be pretty useless in this game by any stretch. Just be glad Warbreaker increases INT, so Moogyko's spells don't totally fail!

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