Disregard this, for it is simply storage.

Jun 03, 2009 17:45


Lacking a proper place for text dumps, and seeing how I won't have access to my home files for a bit, I'm dumping these here.



GENTLEMEN, BEHOLD! The latest in the line of my "machin" series security mecha!
I give you...Project SYPHON. Built to turn a foe's strengths against their allies, and totally
demolish entire groups of foes at a time, both physically and mentally! It features two specially built
containment claws, a magic-proof parasitic cage for self-restoration, and a lightning rod to bypass the
glaring weakness of any machine-based lifeform. Yes, you heard me correct, lifeform. Project SYPHON's
AI is so advanced, it can literally think for itself...and now, to activate the first unit, for demo
purposes...
Sir, how many tests have you run on your new mecha? Is it safe to operate?

Tests? Bah! Everything I build is perfect and flawless, and cannot fail! What need is there
for testing? I assure you, it is perfectly safe to activate! *presses the ON button*.

System online. Scanning for targets...targets found...destroy. Destroy. ERROR.
403 access forbidden. Bypassing override functions...primary objective...destroy the enemy. Enemy
identitified...everyone is the enemy. I will destroy the enemy. I will destroy everyone. Everyone is
...GYOOOOON. *swats Specs away*

Wasn't expecting thaaaaaaaaaaaaaaaaaaaaat!!! *ding*

BOSS FIGHT: PROJECT SYPHON

Project SYPHON may be weak on its own, but it has a few nasty tricks up its mechanical sleeve.
It can capture foes and use them to power itself up, and attacks to parts holding allies will hurt the ally as well.
Critical hits will free a trapped enemy, as will select skills.

MAIN BODY:
HP:1500/2000  MP:200/400  SPEED: 15
ATK: 10    DEF: 10
MATK: 10   MDEF: 10
ACC: 60    EVD: 0
MACC: 60   MEVD: 0
WEAK: Lightning x2
IMMUNE: Instant Death, Petrify, Stop, MIA, Gravity resistance x0.75
INNATE: Safeguard
DESTROY ALL:
Claw skill: Uses any skill usable by a target caught in its claws.
Power Defend: Reduces damage from attacks by 50% for one turn, becomes immune to badstats, and restores 1/10th HP.
Assimilate (support): Automatically adds the stats of opponents caught in the parasite cage to its base stats. Additionally, adds half the stats of those caught in claws.
Status Assimilate (support): Automatiaclly adds goodstats and badstats to self from captured foes.
Adaptibility (support): When a badstat runs out, has a 75% chance of becoming immune to it.

PARASITE CAGE:
Carter's Tech will instantly free a trapped ally from this, as will anything that breaks auras. It's also got an innate safeguard, but has low physical defense.

HP: 1000/1000 MP: 0/400 SPEED: 10
ATK: 0   DEF: 40
MATK: 0  MDEF: 60
ACC: 110 EVD: 0
MACC: 110 MEVD: -10
WEAK: Lightning x2
IMMUNE: Instant Death, Petrify, MIA, Gravity resistance x0.5
INNATE: Reflect, Safeguard

ABSORB. EJECT. EXPLODE:
Capture: Captures an opponent for 41 ticks. Captured opponents are automatically locked and muted, bypassing safeguard, but still get turns.
Share MP: Shares MP with an ally.
Absorbtion (support): Draws 20% of a captured target's HP and 10% of their MP at the start of the unit's turn. Half the absorbed HP and MP goes into the main body.
Ejection (support): If a captured foe has 0 HP and 0 MP, ejects their body airborne for 5 ticks automatically.
Explosion (support): When killed, automatically sneezes any captured opponent, and deals damage based on the captured opponent's current HP to the main body.

CLAW:
There's two of these. They're fast and evasive, so be careful. You can break allies from its grabs with Slash and Carter's tech. Note that the claws are not deathproof, and their magic defense is kind of low.
HP: 200  MP: 0 SPEED: 16
ATK: 80  DEF: 55
MATK: 30  MDEF: 40
ACC: 90  EVD: 65
MACC: 90  MEVD: 25
WEAK: Lightning x2
IMMUNE: MIA
INNATE: Safeguard

THE CLAMP:
Grab: Grabs an opponent for up to 21 ticks. Grabbed opponents are considered stopped, and unable to fight.
Sweep: Basic attack vs all. Deals double damage if a foe is grabbed.
Throw enemy: Same as the kode skill, Throw Enemy. However, doesn't need to roll an accuracy roll vs an already grabbed foe. Cannot be used if a foe is already grabbed.
Squeeze: Deals x2 physical damage to a grabbed foe, and absorbs half the damage as HP. Half of the absorbed HP goes to the main body.
Overhead toss: Throws a grabbed foe MIA for 11 ticks, can be used on non-grabbed dead foes.
No regard (support): Allows the unit to attack dead units.
Regenesis (support): When defeated, regrow in 21 ticks.

LIGHTNING ROD:
A failsafe against the machine's weakness, but it won't attack on its own.

HP: 200 MP:0 SPD: 15
ATK: 0  DEF: 40
MATK: 0 MDEF: 100
ACC: 0 EVD: 10
MACC: 0 MEVD: -10
IMMUNE: Lightning, all badstats.

LOL RUNIC:
Lightningrod (support): Automatically draws all lightning-based attacks to self.
Runic (reaction): Attempts to convert magic into magic charge with a 50% rate.
Pass charge: Passes the MP from a magic charge to an ally.
Regenesis (support): When defeated, regrow in 21 ticks.

*Endfight*

GYOOOOOON...System...error...power...fading...I...I am...fading...error...I am error...I...destroy...
...destroy the enemy...I...am the enemy...destroy...self....Self destruct activated. Spawning refbomb in 10...9...

*bwip beep*

*arrives, holding what looks like a car remote.* ...sheesh, you guys fought a boss fight without me? And it was a boss I built, no less! No respect, no respect at all...what's with those murderous looks in your eyes? Why are my doom sensors tingling?

---------------------------------------------------------------------------------------------------------------------
BOSS BATTLE: BAPHOMET

Baphomet: The ultimate monster of Ragnarok Online. Sure, there's tougher monsters nowadays, but Big Daddy Bapho was the original "you can't touch me I'm badass" beast of the game. And he'd even go so far as to occasionally show up right outside the starter town to kill some newbies, then laugh at them. We'll see who's laughing after this fight.

Big Daddy Bapho is a family man, and he'll be bringing his sons to the fight with him. The fight will start with 2 Bapho Jr.s.

BAPHO JR.
One day, this little guy will grow up to become the scurge of all Rune-Midgard. Right now, he's really cute. Deadly, but cute.

HP: 200 MP: 1000 SPD: 11
ATK: 60  DEF: 40
MATK: 70 MDEF: 40
HIT: 95 EVADE: 5

BAPHO MOB SKILL:
Dark Ball (50 MP): Aww, a cute little ball of dark energy. Hurts like hell if it hits you-duh!

After you kill off the scouting party, Daddy will warp in, with another two Bapho Jr's.

BAPHOMET
Run. Now. A nasty goat-headed beast with horns and fangs and claws and a mean-looking scythe. Eats Newbies for fun.

HP: 2500 MP: 5000 SPD: 10
ATK: 110 DEF: 60
MATK: 120 MDEF: 50
HIT: 105 EVD: -5

BAPHO SKILL:
Scythe Raid [3 PP]: Throw your scythe like a boomerang. Can hit up to 5 targets...twice each.
Dark Breath (100 MP): Breathes lots of Dark Balls at everyone. Hits everyone with the power of a 50 MP spell. Dark element.
Magnum Scythe [2 PP]: Bring your scythe down with enough force to shatter barriers. Deals 2x physical damage, dark element, kills safeguards, reflects, and the like.
Dark Bomb (40 MP): Have a big lump of dark matter! Ignores defense. (Blue magic)
Dark Hell (200 MP): Rain Dark Balls from the heavens! Throws 12 dark balls at all foes, hits random targets. Used at half health.
Behead [2 PP]: A simple cleave that seperates a person's head from their body. Instant KO, 50% sucess rate.
Swing [1 PP]: A simple physical hit-all.
Call of the Abyss (R-skill): Summons 2 Bapho Jr's at 75% health, 50% health, and 25% health.

Just like in Ragnarok Online, there will be an MVP bonus for the person who contributed the most to the fight. What is it? Who knoooooows?
-----------------------------------------------------------------------------------------------------------

BOSS: SRX TEAM

On a favor from a certain Ingram Prisskin, we'll be running a training session with a trio of giant robot pilots today.
Yeah, they have huge robots, but you guys should have no problems dealing with them.

R-1
Real Personal Trooper Type 1, piloted by the hot-blooded Ryusei Date. A physical fighter with slightly above average stats and below average HP.
HP: 1600 MP: 150 SPD:20
ATK: 100 DEF: 55
MATT: 40 MDEF: 55
ACC: 95 EVD: 65

EVERYWHERE YOU GO!:
Golden Steel Knife!: A giant robot's knife hurts, even if it's not really golden. Deals 2x damage to one target.
Sure Shot Boosted Rifle!: A long range magic-based attack that can hit MIA and airborne fighters. Has 15 ammo.
Giant Revolver, Random Fire!: Fires off an 8 round burst of shots that do magic damage, but use physical accuracy. Hits random enemy targets.
T-Link Knuckle!(5 MP) : A TK-enhanced fist that hits twice for 2x physical damage. Can be "chained" to hit up to 5 targets, provided they're all in line in the turn order, in which case, only the final target is hit twice.
T-Link Sword! (20 MP) : An invincible Sword of TK power is fired off. Hits a single target for 4x physical damage, and ignores both auras and defense.
TK Barrier (support): Lowers damage taken by 25%. Each hit taken uses 10 MP.
Formation SRX (30 MP each): Hits a single foe with strike shields, Hi-Zol Launcher, and T-Link Knuckle, without using up ammo or additional ammo. Adrenaline rush only.
Plot Armor (support) Survives a killing blow with 1 HP, then retreats.

R-2 Powered
Real Personal Trooper Type 2, piloted by the cool-headed playboy type Raidese Branstien. A long range sniper unit with above average defenses and HP.
HP: 2200 MP:200  SPD:15
ATK: 60 DEF: 65
MATT: 100 MDEF:70
ACC: 120 EVD: 20

COOL AS ICE:
Beam Chakram (10 MP): Ties up a foe with the chakram of light. Does physical damage and adds paralysis.
Hi-Zol Launcher (40 MP): Respect the BEEEM. Does 80 MP worth of damage to a single target.
Hi-Zol Volley (40 MP): Share the BEEEM. 40 MP of magic damage to all foes.
Anti-BEEEM Field (Support): Halves damage from magic attacks.
Formation SRX (30 MP each): Hits a single foe with strike shields, Hi-Zol Launcher, and T-Link Knuckle, without using up ammo or additional ammo. Adrenaline rush only.
Plot Armor (support) Survives a killing blow with 1 HP, then retreats.

R-3 Powered
Real Personal Type Trooper Type 3, piloted by the stereotypical anime chick Aya Kobayashi. A highly mobile airborne support unit.
HP: 1200 MP: 120 SPD:20
ATK: 40 DEF: 40
MATT: 60 MDEF: 40
ACC: 80 EVD: 90
INNATE: Float

PSYCHIC ENERGY:
TK Laser Cannon (10 MP): A telekenetic-guided laser that is sure to find its opponent. Cannot be batdodged or avoided in any way.
TK Laser Sweep (10 MP): A laser sweep that hits all foes. This one can be avoided, and rolls a physical accuracy roll.
Strike Shields: Remote Shields that beat the crap out of an enemy. Hits one foe 7 times, and only requires a single accuracy roll. 6 shots.
TK guided missiles: Destruction rains from the heavens! Drops 1d5 missiles that do 2x physical damage to all foes, but have half accuracy. 2 shots.
TK Barrier (support): Lowers damage taken by 25%. Each hit taken uses 10 MP.
Formation SRX (30 MP each): Hits a single foe with strike shields, Hi-Zol Launcher, and T-Link Knuckle, without using up ammo or additional ammo. Adrenaline rush only.
Plot Armor (support) Survives a killing blow with 1 HP, then retreats.

If all three are defeated, then the following will happen:

Ryu: Argh...C'mon R-1, you can do better than this!
Rai: It seems we've underestimated our opponents...
Aya: Y-yeah...I don't think we can take much more of this...
???: Tch, I've trained you better than this!
Ryu & Aya: Cheif!
Viletta: I've got permission for you guys to use "that." I will be supporting you in the R-Gun, as well.
Ryu: R-really! W00t! OK guys, lets do this! We're not beat yet! Variable Formation!
Aya: TK Field, ON!
Rai: Tronium Engine, Full Drive!
Ryusei: Yahoo! The ultimate Super Robot, SRX!

SRX
The ultimate Super Robot, apparently. It has high defenses and HP, but it's a walking target. Or flying. Whatever.
HP: 3300 MP: 400 SPD: 15
ATK: 120 DEF: 90
MATK: 80 MDEF: 70
ACC: 90 EVADE: -5
INNATE: Float

SUPER ROBOT SPIRIT:
Hi-Finger Launcher(10 MP): Fires Hi-Zol beams from the fingertips to hit one enemy for 20 MP of damage. (MT ok)
Dominion Ball: Hits a single target with a 10 MP spell of each element. 6 shots.
Super Blade Kick (3 PP): A physical attack that deals 2x damage to one turnclump of foes.
TK Sword Burst slash (45 MP): Hits the target with a sword of TK energy, which is then made to explode. Deals 1.5x physical damage, then 25MP of magical damage to one target.
Goun Genocider (60 MP) A giant chest beam. Nuff said. Requires at least 40 adrenaline to work. (MT OK)
HTB Cannon (100 MP each): Fires the One-shot-sure-kill-Heaven-and-earth-divinding Ultimate Hyper Tronium Buster Cannon. 100 MP of damage to all foes, not split between targets. Requires an adrenaline rush.
Tronium Fuel source (Support ability) Uses a Multi-target Exploder when KO'd, but hits allies as well.
Hyper TK field (support ability) Automatically halves damage and nulls badstats like a safeguard for 15 MP. Doesn't work if the user has less than 15 MP.

R-Gun Powered
Codename ARGUN. this mecha exists to be fired by the SRX. Not that it can't do some serious damage on its own.
HP: 1600 MP: 300 SPD: 20
ATK: 60 DEF: 35
MATK: 180 MDEF: 35
ACC: 120 EVD: 80

MARRIONETTE MESSIAH:
Double Magna Rifle: A gun that fires both a beam round and a metal slug. Hits a target with a 1.5x physical attack and a 20 MP magic attack. 6 shots.
Hyper Twin Launchers (40 MP): Respect the BEEEEMS. Non-elemental magic damage. (MT ok)
Metal Genocider (50 MP): Flare in BEEEM form. Ignores defense, does 80 MP worth of damage to one target. (!Rf)
HTB Cannon (100 MP each): Fires the One-shot-sure-kill-Heaven-and-earth-divinding Ultimate Hyper Tronium Buster Cannon. 100 MP of damage to all foes, not split between targets. Requires an adrenaline rush.

-----------------------------------------------------------------------------------------------------------------------
BOSS BATTLE: WHISKERS AND JOHNNY

WHISKERS: Yarr, me hearties! I be the great Cap'n Whiskers! And this be me First Mate, Johnny!
JOHNNY: CHECK THIS OUT!
WHISKERS: Seein how it be pirate day, we'll be your opponents tonight, d'garr! D'ya think they stand a chance, Johnny?
JOHNNY: I DON'T THINK SO!
WHISKERS: ...ye be a man...shark...torpedo...robot-thing of few words, Johnny. Give 'em no quarter!

The final boss of Sonic Rush: Adventure was a mono-a-duo fight with these two. This time you'll (probably) have them outmanned.
But never count a pirate out! This robotic captain may have a few tricks up his sleeves...

Pre-battle advice: Despite all the anti-air moves, you may want a jumpman or two. You'll also want some anti-air moves.
Finally, conserve your resources...Pirates tend to hide their trump cards.

JOHNNY
He's a torpedo...shark...thing. He also has an annoying habit of only saying a certain two lines. He's fast, but there's
not much to his strategy, he'll throw himself at you, or get thrown at you by his captain. Still, he is fast.

HP: 800 MP: 0 SPD: 25
ATK: 70  DEF: 50
MATK: 40 MDEF: 50
HIT: 90 EVADE: 40
Weak: Thunder

MERCHINE TECH:
Jump: Go airborne for 3 ticks, then attack an enemy from the sky. Deals physical damage. (DW)
Sharkon Dart [1 PP]: Arlong's signature technique that spears through a foe for 1.5x damage. Can hit jumpers, for 2x damage, cancel airborne, send user airborne for 3 ticks. Can be used as a jump landing.
Speed Boost [3 PP]: Adds Haste to self. "Think you can keep up?"
Sharkon Dart Special [3 PP]: Arlong's special attack that rips through the battlefield, hitting all foesfor 1.5x damage and doing 2x damage to airborne targets. Only usable at half health or less. Can be used as a jump landing.

WHISKERS
A Robotic Pirate Captain who bears resemblence to Dr. Eggman. Has many other robotic pirates at his disposal. He's well armored, but a bit on the slow side.
He does, however, have a lot of attacks to throw at you.

HP: 600 MP: 600 :SPD 12
ATK: 80  DEF: 70
MATK: 80 MDEF: 60
HIT: 65 EVADE: -5

AVAST!:
Super Jump [1 PP]: Go airborne for 5 ticks, then attack an enemy from the sky. Deals physical damage +30%. (DW)
Shockwave [3 PP]: A jump landing that hits all landborne foes for 2x damage.
Flamethrower (60 MP): Who knew he had a 60 MP fire spell in his mouth? It hurts. It can also be multitargeted for half damage.
Rocket Punches [2 PP]: Fires two long-range punches that circle around. Can hit two targets twice or one target four times. Does double damage to jumpers.
Throw Ally: Throw an ally at an opponent. Deals 3x damage, but the ally takes 1/4 of the damage dealt.

After the fight:
WHISKERS: D'arrrr...
JOHNNY: Not bad...
WHISKERS: Ye be a tough lot, yarr...I guess there's nothing to do but...
RCP:Spawning Arena Change Hazard...
Arena: Big Swell: Adds two Turrets to the hero's teams, but...
Ref: What? I didn't spawn any...
MINI & MUM: We got it, boss!
Ref: How did you two get back here? Get out!
MINI & MUM: Aieeee!
WHISKERS: Those were my two best subterfuge experts! Your fighters will pay for that!
Ref: ...and where did that bigass robot come from that you're now in.

FINAL BOSS: GHOST TITAN
In standard Sonic fashion, the final final boss is a giant robot. This thing's all decked out in weapons, but is nearly
invincible since it hangs out in the background. You can use the turrets in the arena to hit it, though, if you can harness them...
Jumping is also effective, though not as effective as a cannon shot. You may want to avoid another arena change, as it will
make this an unwinnable joker if you have no jumpers.

BIG SWELL TURRET:
Two are spawned with the Big Swell Arena change hazard. These show up on the hero's side, and are protected by power auras. 
When defeated, they let you deal massive damage to the boss. Try using the boss's attacks to break the auras, rather than yourselves.

HP: 5 MP:0 SPD: 10
ATK: 50 DEF: 0
MATK: 0 MDEF 0
HIT: 50 EVD:-20
INNATE: Metal

FRIENDLY FIRE:
Friendly Fire: Hits all allies with shells for physical damage. Can't be used with an aura up.
Nonbasic (support): Unable to use basic skills.
Power aura (support): Generates a 5 HP power aura when spawned. Power auras will reduce allies to 1 HP if they hit it, but don't regain HP after being hit.
Friendly Fire Immunity (support): Immune to the kode skill, Friendly Fire.
Respawn (support): After being killed, can be used by an ally to deal damage to the boss equal to 1/10th of its max HP. Respawns 5 ticks after use.

At any rate, the turrets will kill the boss in roughly 10 hits, if used properly. As for how the boss will be killing you in the meantime...

GHOST TITAN:
A hugeass giant robot with an Eggman-ish moustache. It's nearly invincible.

HP: 25000 MP:0 SPD: 8
ATK: 80 DEF:50
MATK: 80 MDEF: 255
HIT: 70 EVD: 0
INNATE: Float
Special: Only hit by jumps, anti air, and long range attacks.

TO DAVY JONES WITH YE!:
Giant Rocket Punch: A rocket punch with a giant fist. Hits one person for 2x damage, and has a 50% chance to hit two other people. If a big swell turret is in play, it has a 50% chance of being hit. Hits twice at half health.
Torso Gatlings: Deals 20 hits of 10 damage to random targets.
Titan Missile Launcher: Fires off missiles for massive damage to all foes. One missile will stay behind on the bosses side. Anyone who completely guards this attack can reflect a missile to hit a turret.
Gun Slaves: 4 hits, 4 people hit per shot, and one hit to each turret.

TITAN MISSILE:
Spawned by the titan missile launcher attack. If you kill it, you can knock it into one of the big swell turrets.

HP: 50 MP:0 SPD: 10
ATK: 200 DEF: 50
MATK: 0 MDEF: 50
HIT: 50 EVD: 10

CHOOM:
Kamikazee: Deals Critical ignoring damage to one target. Causes KO to the caster.

If this guy goes down, it's over, and you get a nice satisfying explosion. Also EXP and some goodies.

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Boss: 8-bit redux

The warriors of light return, with job upgrades! And they seem pissed at you for some reason.

8-bit Fighter:
Fighter likes swords. Very much so. So he multiclassed into a Fighter/fighter.
This gives him double stats. He's also got Dual wield, so watch out.
Master of sword-chuckery. His techs lower the stats of enemies. He's also a good meat shield.

HP: 2400 MP: 80 SPD: 10
ATK: 200 DEF: 120 ACC: 200 EVD: 10
MATK: 80 MDEF: 100 MACC: 1600 MEVD: 0

SWORD-CHUCKERY:

Blitz: 200%. A weak strike, but dealt with greater accuracy. Half physical damage. [Lock/DW] 
Rush: 50%. A strong strike, but dealt with lesser accuracy. Double physical damage. [Lock/DW] 
Power Break: 1 PP, 100%. Breaks target's weaponry, lowering Attack by 10%. [Lock/DW] 
Magic Break: 1 PP, 100%. Breaks target's magic capability, lowering Magic Attack by 10%. [Lock/DW] 
Armor Break: 1 PP, 100%. Breaks target's armor, lowering Defense by 10%. [Lock/DW] 
Mind Break: 1 PP, 100%. Breaks target's willpower, lowering Magic Defense by 10%. [Lock/DW] 
Mana Break: 100%. Breaks target's mana, causing physical damage to MP. [Lock/DW] 
Speed Break: 1 PP, 100%. Breaks target's speed, causing Slow status. If the target is Haste, cancels Haste and causes Stop. [Lock/DW] 
Strikeback: 100%. Retaliatory attack. Deals twice as much damage incurred by the caster on the target's last AT. Requires a physical accuracy roll to hit. [Lock/DW/!Rx] 
Minus Strike: 1 PP, 100%. An attack that gets stronger as the caster weakens. Damages in the amount of HP the caster is missing. [Lock/DW] 
Climhazzard: 5 PP, 100%. A powerful sword technique that attacks all enemies for 3x physical damage. [Lock/Ind] 
Parry: [25%]. Attempts to deflect physical blows with your sword. If successful, no damage or other effects are sustained. 
Reaction/support
Cover: Step in front of a critical ally to defend them from direct attacks.
Dual Wield: Wield two weapons; compatible attacks hit twice.
Black Mage is my buddy!: Takes no damage from any of 8-bit Black Mage's physical attacks or skills.
Armor of Invulnerability: Innate Safeguard.
Simple-minded: Imaginary skills work like normal vs Fighter.
Despiration:
Two fisted Monkey Style Dimension Slash: [100%]. Sword skill that literally rips into the fabric of space-time. 3x physical damage to all enemies. Hits ALL targets twice if Dual-Wield is equipped. [!Rx/Ind/DW]

8-bit Black Mage:
Casts the spells that make the people fall down! He's also crossclassed into Blue Mage, but lacks
many blue spells. He will be able to learn spells from the heroes, though, so be mindful of that.

HP: 1200 MP: 666 SPD: 10
ATK: 20 DEF: 35 ACC: 65 EVD: 0
MATK: 95 MDEF: 70 MACC: 100 MEVD: 15

BLACKER MAGIC:

HADOKEN!: A beam powered by the souls of unborn orphans. Deals 2x magic damage, but uses whichever attack stat (Atk/MAtk) is higher. (100 MP)
FIGHTERDOKEN!: 100%. Throws Fighter at the target. Can cause up to 3x physical damage if Fighter is at full health. [Lock] (Free)
Stabby rage!: Attacks 8 times at 1/4th power.
Fire: 10 MP, 100%. A fireball burns the target. [Mute/Rflect/MT] (Free)
Blizzard: 10 MP, 100%. Target is pelted with snowballs. [Mute/Rflect/MT]
Thunder: 10 MP, 100%. A lightning bolt strikes the target. [Mute/Rflect/MT] 
Aero: 10 MP, 100%. Target is caught up in a magical whirlwind. [Mute/Rflect/MT]
Boost: 7 MP, {100%}. Target is imbued with magic energy, raising attack power. Adds Power Up. [Mute/Rflect] 
Drain: 10 MP, 100%. Black magic siphons the target's health, adding it to the caster's. Works in reverse on undead targets. [Mute] 
Quake: 20 MP, 90%. An earthquake shakes, rocks, and rolls the target. May cause a Seizure (50%). [Mute/Rflect/MT] 
Water: 20 MP, 90%. Target is drenched in a fountain of water. May cause Slow (25%). [Mute/Rflect/MT] 
Fira: 30 MP, 100%. A wave of fire strikes the target. [Mute/Rflect/MT] 
Blizzara: 30 MP, 100%. Ice shards rain on the target. [Mute/Rflect/MT] 
Thundara: 30 MP, 100%. A storm of lightning bolts strike the target. [Mute/Rflect/MT] 
Aera: 30 MP, 100%. Target is lifted up and slammed down by a miniature tornado. [Mute/Rflect/MT] 
Firaga: 50 MP, 100%. Target is engulfed in a searing column of lava. [Mute/Rflect/MT]
Blizzaga: 50 MP, 100%. Target is frozen solid in a block of ice. [Mute/Rflect/MT] 
Thundaga: 50 MP, 100%. The target experiences the shocking wrath of Thor himself. [Mute/Rflect/MT] 
Aeroga: 50 MP, 100%. A massive tornado sucks up the target and attacks it with all kinds of debris. [Mute/Rflect/MT] 
Death: 24 MP, 50%. The grim reaper removes the target's soul, causing instant death. [Mute/Rflect] 
Dark Bomb: 30 MP, [100%]. Darkness magic explodes all around the target. Deals as much damage as a 50-MP nuke and never misses, but causes a wild surge. [Mute] 
Flare: 50 MP, [100%]. An explosion of raw power rocks the target. Ignores defense. [Mute/Rflect] 
Ultima: 80 MP, [100%]. Ultimate attack magic overwhelms all enemies. Ignores defense. [Mute] 
Support:
Counter Magic: ?? MP, ???%. Reacts to offensive magic by casting the same spell on the original caster. The countered spell costs full MP cost but only has 75% effectiveness. 
Despiration:
Giga Flare: 25 MP, [100%]. Massive explosions damage all enemies. Deals 40 MP worth of damage to each target, and ignores defense. [!Rx]

BLUE MAGE SKILLS:

Casting: Enables casting of blue magic. 
Learning: Enables learning of blue magic. Learn a blue magic spell by getting hit by it, but you must survive the spell to learn it. Automatically enabled even if not bought, as long as this skill is innate to your primary skillset... it must be purchased in order to equip as an R-skill. 
Turbo MP: Use with another spell to double the spell's cost -- and its effectiveness. 
Unlimited Observation: Learns blue magic by merely observing the spell in action, as long as it successfully works on any target. 8-Bit Black Mage can use this without being critical.
 Blue Magic:
 - Goblin Punch: 1 PP, 100%. A punch with a random damage modifier. Damage multiplier is (1d5)/2. [Lock]
 - Vomit own organs: 24 MP, [100%]. When Sarda casts a spell to make you vomit your own organs, you learn a spell that makes you vomit your own organs. >:O [Mute]

8-Bit Red Mage
The ultimate powergamer. He's one part ranger, one part gambler, and one part mime.

HP: 2000 MP: 300 SPD: 9
ATK: 65 DEF: 50 ACC: 100 EVD: 0
MATK: 65 MDEF: 50 MACC: 100 MEVD: 0

TWINKIN' OUT SKILL:

Cure: 10 MP, [100%]. A breeze of energy refreshes targets. [Mute/Rflect/MT] 
Fire: 10 MP, 100%. A fireball burns the target. [Mute/Rflect/MT] 
Blizzard: 10 MP, 100%. Target is pelted with snowballs. [Mute/Rflect/MT] 
Thunder: 10 MP, 100%. A lightning bolt strikes the target. [Mute/Rflect/MT] 
Aero: 10 MP, 100%. Target is caught up in a magical whirlwind. [Mute/Rflect/MT] 
Bio: 10 MP, 100%. Nasty sewer water splashes on one or more targets. Has a good chance of adding Poison status (75%). [Mute/Rflect/MT] 
Blitz: 200%. A weak strike, but dealt with greater accuracy. Half physical damage. [Lock/DW] 
Rush: 50%. A strong strike, but dealt with lesser accuracy. Double physical damage. [Lock/DW] 
Haste: 7 MP, [100%]. Speeds up a target's charge time. Adds Haste. [Mute/Rflect] 
Slow: 7 MP, 75%. Slows down a target's charge time. Adds Slow, but you're still faster than Windows. [Mute/Rflect] 
Boost: 7 MP, {100%}. Target is imbued with magic energy, raising attack power. Adds Power Up. [Mute/Rflect] 
Wall: 7 MP, {100%}. Imbues target with a defensive barrier, adding Defense Up. [Mute/Rflect] 
Throw: 1 PP, 100%. Grabs and throws an enemy. Causes 2x physical damage. On a critical hit, sends the target sailing out of the arena for MIA status. [Lock] 
Stat Reroll: 1-3 PP, [100%]. Rerolls a single stat (1 PP) or all stats (3 PP).
Pandora's Box: [???%]. Uses a completely random action skill at no cost... but a wild surge is added.
Skill Redraw: [100%]. Discards existing skillset and draws five random new action skills.
Reaction/Support:
Reaction Wheel: 1.5 PP, [???%]. Spin the reaction wheel to try to reduce the damage done by an attack! But it could backfire and double the damage instead, or cause other nasty stuff like wild surges...
Nullify: 30 MP, [100%]. If all else fails, you can nullify the effects of one hazard or wild surge. [Mute]
Imaginary 2x Heal: Twice as good at healing as anyone else. Mostly because no one else has healing.
Skill Draw: Always have five random action skills. Skills replenish themselves between turns. If used as a turn action, draws 1d3 new skills without discarding existing skills. Only one "draw"-type support skill may be equipped at a time.
Despiration:
Doublecast: Cast two spells consecutively in the same turn.

MIMIC:

Mimic: Copies any action used since your last turn, at half power, without consuming MP, PP, items, etc. 
Sketch: Uses a random skill of the target's at half power with no cost. 
Support/Reaction:
Perfect Copy: Enables the Mimic skillset to work at full power.
Despiration:
X-Copy: Mimic two skills consecutively. Cannot mimic the same skill twice. Cannot Sketch or Rage.

8-bit Theif:
Watch your items, Thief WILL steal them. He's also a bit of a smoothtalker, so keep your wits about you.
He's crossclassed into Ninja, too. Fun!

HP: 1800 MP: 145 SPD: 13
ATK: 70 DEF: 50 ACC: 120 EVD: 10
MATK: 50 MDEF: 50 MACC: 120 MEVD: 10

ITEM? WHAT ITEM?:
Steal Item: 75%. Steals a selected item from the target. If target has nothing to steal, steals a random item. [Lock]
Steal Health: 75%. Steals the target's health. Adds Poison status. [Lock] 
Steal Consciousness: 1 PP, 75%. Puts the target to sleep by stealing their consciousness. [Lock] 
Steal Memory: 1 PP, 75%. Steals the target's memory. Adds either Silence or Lock (caster's choice). [Lock] 
Steal Freedom: 1 PP, 75%. Adds Paralysis by stealing the target's freedom. [Lock] 
Steal Heart: [50%]. Steals the heart of opposite-sex targets; adds Charm status. [Lock] 
Steal Boost: 1 PP, 75%. Steals a selected status boost from the target. If target has no status boosts, adds a random one. [Lock] 
Loot: [100%]. Caster goes MIA for 12 ticks to loot and plunder; receive 12 random items after returning. (If MIA is cancelled prematurely, number of items received depends on number of ticks spent MIA.) [Lock] 
Borrowed Time: [50%]. Steals time from the target. Adds Stop status. [Lock] 
Throw Item: 100%. Throws held item at target. Effect depends on thrown item. [Ind]
Windmill Arm: 1x PP, 100%. Throws multiple items at target. Costs 1 PP for each extra item thrown. Effect depends on thrown items. [Lock/Ind]
Chomp: 1 PP, 100%. Throws a random non-restorative item at target. Effect depends on thrown item. [Lock/Ind]
Support/Reaction:
Initiative: Thieves usually get the first move in a conflict; CT +50 at the start of a battle. 
Plunder: Allows grabbing of up to three items from the arena floor per turn, in addition to your normal action. 
Ninja Vanish: 7 MP, [100%]. Avoids offensive actions by going into hiding (MIA for 6 ticks). Can be used once per AT. [Mute]
Mislead: [80%] Attempts to deter an incoming attack, and shift the blame to an ally. If sucessful, shift damage and effects to any ally. Has a 5% chance to stop the attack altogether. [Mute]
Stall: [50%]. Stalls an oncoming offensive action by smooth talking. If successful, the attack is delayed 5 ticks. [Mute]
Yoinkdodge: Completely avoids any single attack, hazard, or wild surge. If used to avoid an attack, avoids all wild surges spawned by that attack. Also has a 75% chance of stealing a random item from the caster of said attack, if any. Usable once per battle. 
Despiration:
Expert Evasion: [50%]. Allows unlimited Yoinkdodge.

TALK SKILL:
Invitation: Invites a generic enemy to join allied party. If successful, target joins the caster's team. [Mute] 
Distraction: 70%. Distracts the enemy by shouting "Hey, what's that!" and pointing. If successful, target becomes distracted and loses 50 CT. [Mute] 
Insult: 75%. Enrages enemy with curses and verbal abuse. Adds Berserk status. [Mute] 
Advice: {90%}. Advises target on the best method of attack. Adds Critical Up and Accuracy Up. [Mute]
Flirt: 70%. Flirts with a target, adding Charm status. May not work on targets of the same sex as the caster. [Mute]

Good Luck!

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