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Status Checks! (And a minor problem)

  Stats

  Status

  Name : Cthulhu (Luna “Yasmine”)

  Race : Ancient Goddess (Seaborn)

  Class : Ancient Goddess (Will of the Sea)

  HP : 100% | MP : 100%

  Soul Bond - None

  Alignment - Ocean

  Stats

  Error! Cannot calculate Stats!

  Skills

  Scan - Level MAX, Water Manipulation - Level MAX, Water Creation - Level MAX, Storm Summoning - Level MAX, Call of the Ocean - Level MAX, Mental Communication - RESTRICTED, Primal Form - RESTRICTED, Blessing of the Sea - Unbound…?, Overheal - Level MAX, Watery Ode - Level MAX, Song of the Sea - Level MAX, Water Duplicate - RESTRICTED, Droplet - Level MAX, Revitalize - Level MAX

  Bonuses

  Physical Damage Bonus - 400%

  Water Damage Bonus - 600%

  Damage Reduction - 75%

  Mental Strength - 500%

  MP Cost - 40%

  Healing Effectiveness - 250%

  —

  Status

  Name : Bennett “Yasmine”

  Race : Human

  Class : None

  HP : 100% | MP : 100%

  Level : 2 | EXP : 23%

  Alignment : Lightning

  Stats

  Strength - 8

  Endurance - 11

  Vitality - 13

  Dexterity - 12

  Mind - 7

  Intelligence - 9

  Skills

  Scan - Level 3, Flicker - Level 3, Knife Fighting - Level 3, Sword Fighting - Level 1, Lightning Strike - Level 3, Rapid Reconstruction - Level 3, Bloodbolt - Level 2, Hitch-hiker - Level 1, Blood Dash - Level 1

  Bonuses

  Lightning Damage Reduction - 5%

  __

  Status

  Name : Yelena “Yasmine”

  Race : Human

  Class : None

  HP : 100% | MP : 100%

  Level : 3 | EXP : 12%

  Alignment : Fire

  Stats

  Strength - 12

  Endurance - 10

  Vitality - 7

  Dexterity - 11

  Mind - 12

  Intelligence - 11

  Skills

  Scan - Level 2, Overwhelming Firepower - Level 3, Sword Fighting - Level 3, Flame Armor - Level 2, Burst - Level 3

  Bonuses

  Immune to Flame

  Skill Descriptions - Bennett

  Flicker (Movement/Damage)

  (Movement)

  Temporarily turn incorporeal, and dash up to (Skill Level * 5) yards in any direction, with full control. Deals minor Lighting damage to any within 1 yard of you every 0.2 sec in Skil, using minor MP. Cannot take Physical damage while using Skill. Max duration of 2 Seconds. Damaging opponents in this way decreases their Lightning Resistance by (Skill Level*0.7)%, stacking up to 6 times, lasting a minute.

  Cooldown - 4 seconds. Independent of (Damage)

  (Damage)

  Place an anchor of Lightning anywhere in (Skill Level * 2) + 2 yards of your current location. Lasts ten seconds and uses no MP. When using Skill again, teleport to anchor and deal moderate Lightning (And Weapon, assuming weapon is equipped) damage in a range of 2 (1 for Weapon) yards around you while using moderate MP. Afterwards, your attacks deal an additional instance of Lightning Damage, equal to (Skill Level * 10)% of original Damage.

  This content has been unlawfully taken from Royal Road; report any instances of this story if found elsewhere.

  Cooldown - 13 seconds (Starts when anchor is placed). Independent of (Movement).

  Lightning Strike (Damage)

  Summon a bolt of lightning that you’re able to hold and throw. By channeling more MP into the bolt, you can increase the damage and speed. However, you also increase the cooldown by doing this. While holding a bolt of lightning, you gain (Skill Level * 2)% Damage reduction. Has moderate base Lightning damage while using base minor MP. When damaging opponents with this Skill, you gain (Skill Level * 3)% Lightning Damage bonus for (Cooldown * 2) seconds.

  Cooldown - Minimum : 1.5 seconds. Maximum : 25 seconds.

  *Note: Can bounce between opponents, losing 20% power per jump

  Rapid Reconstruction (Passive/Active)

  (Passive)

  Using Lightning to speed up your body, you can rapidly repair damage, however, it comes at the cost of increased nutrient use. You also gain (Skill Level * 5)% Lightning Damage reduction.

  (Active)

  If you use MP, the reconstruction will happen far quicker, but, depending on the severity of the wound being healed, Rapid Reconstruction will have reduced effect for a time depending on severity. MP use varies. After actively using Rapid Reconstruction, you gain (Skill Level * 4)% damage reduction for (Skill Level * 5) seconds.

  Cooldown - Varies

  *Note: Skill Levels by repairing wounds over time.

  Bloodbolt (Damage)

  By sacrificing HP and MP, you can create a bolt of lightning that you can hold. Every 1% HP increases damage dealt by this Skill by (Skill Level * 0.5)% and every 1% MP increases damage dealt by (Skill Level * 0.2)%. After sacrificing MP and HP, you regenerate HP and MP (30 - Skill Level *1.5)% slower. Deals Lightning/Blood damage. Additionally after dealing damage to an opponent with this Skill, you will deal (Skill Level * 3)% more damage to this opponent for 5 minutes. Can be used on multiple different opponents. Depending on HP% used, it decreases cooldown by up to 70% (Every 1% HP = 2% Cooldown reduction)

  Cooldown - 10 seconds

  *Note: Branch of Lightning Strike. Has most of the same properties of Lightning Strike except for base damage, dealing high instead of moderate.

  Hitch-hiker (Utility)

  When carrying another, you gain a (Skill Level * 5)% increase in movement speed but take 20 - (Skill Level * 2)% more damage each. Additionally, you both gain (Skill Level + 10)% Skill Damage and it will be more difficult to knock the one hitching a ride off of you. If the hitcher uses any Support/Healing Skill on you, it will be (Skill Level * 5)% more effective. Any AOE Damage/Debuff Skills that you use will not damage the hitcher and when using a self-teleport Skill, they will be transported with you

  Duration : Until hitcher is knocked off.

  *Note : This skill has been gained after battling with a hitcher excessively.

  Blood Dash (Universal)

  By continuously draining HP, you enter the Blood Lightning state, increasing speed and perception by (Skill Level * 100, 250, 400)% + 700%*. In this state, you will consistently deal ramping Lightning/Blood damage in a 4 yard radius around you, increasing up to Moderate Damage per second. By spending up to 10% HP per 5 seconds, you can increase speed and damage by (Skill Level + 2)% Per 1% HP. However, while in this state, you cannot start any type of attacks, canceling the state when initializing attack while keeping momentum. After canceling, you gain (Skill Level * 3) + 20% Damage Bonus and enter the Blood Dash State, both for (Skill Level * 2). While in this state, Blood Dash has no cooldown. When Blood Dash ends, the cooldown Begins again.

  Max Duration : 20 seconds, reset when shifting in and out state.

  Cooldown : (Current HP% * 20) * Duration, Not reset when shifting + 10

  *Note : Every 3 Levels, the multiplier will increase by 150% (additive). Current speed/perception increase : 800%

  Skill Descriptions - Yelena

  Overwhelming Firepower (Damage)

  Blast forward towards your enemy, shrouding your weapon in flame for (Skill Level * 2) + 8 seconds and empowering your attacks for moderate MP. While empowered, you take (Skill Level * 2) + 18% less damage, Deal (Skill Level * 2) + 18% more damage, and all attacks are converted to Flame Damage. When this is out, you are put in a weakened state for 16 - (Skill Level) seconds, taking 35 - (Skill Level * 3)% more damage. At high enough Levels, Skill can be stacked up to twice. When reaching max stacks, cooldown is increased by an additional 40 seconds and Damage is further increased by 50%.

  Cooldown : 20 seconds.

  Flame Armor (Support/Passive)

  (Support)

  Cover your body in flames, decreasing damage taken by (Skill Level + 12)% and increasing Flame Damage by (Skill Level * 4)% for a low MP cost per second. While using this armor, you gain HP whenever you’re hit equal to (Skill Level * 2)% Damage taken. Can be dispelled at any time with cooldown.

  Cooldown : 1 minute.

  (Passive)

  You are immune to Flame Damage.

  Explosive Burst (Movement)

  Create an explosion of flame from any point on your body to move quickly, at the expense of minor MP. If opponent is hit by burst, they take moderate Flame damage and have their Flame Resistance decreased by (Skill Level * 2)%. This effect can stack up to three times.

  Cooldown : 5 seconds.

  Other Skill Levels

  Tyreese (Level 3)

  Lava Spout - Level 3

  Moderate Flame Damage (Lowers over time as Lava cools). (Skill Level * 3) yard range. (Skill Level * 2) +10 Flame Damage bonus when enemy hit. Duration : Up to 10 sec. Cooldown : (Duration * 4) seconds.

  Lava Pit - Level 2

  High Flame Damage. Skill Level yard radius. (Skill Level * 3) Flame Res decreases on any opponent hit. Flame damage decreases over time. Can trap opponents when Cooled. Duration : (Skill Level * 3) sec. Cooldown : min

  Lava Blade - Level 2

  High Flame damage. Can let cool down to do physical damage in addition to Flame damage. Physical Damage increases as Flame damage decreases over time. Can be reheated to increase Flame damage unless the sword is fully cooled. Can summon up to 3. Increases Flame Damage bonus while wielding by (Skill Level * 5). Cooldown : (Skill Level - 30) sec

  Jennifer (Level 4)

  Swift Winds - 3

  Increases up to 5 persons speed/reaction speed by (Skill Level * 4)%. For every person affected by this, excluding self, increases own speed by (Skill Level * 0.5), up to four others. Can be stacked at high enough Level. When reaching max stacks of 2, double self speed gain and Duration and quadruple Cooldown. Duration : 60 + (Skill Level * 20) Cooldown : 150 sec

  March of the Sky - Level 3

  Increases up to 4 persons Damage by 10 + (Skill Level * 3)%. At high Levels, can stack twice. At Max stacks, additionally increases damage bonus by (Skill Level / 2)% per person and increases Cooldown by 120 sec. Duration : 70 + (Skill Level * 15) seconds. Cooldown : 150 seconds

  Wind Burst - Level 3

  Movement Skill. Minor Wind damage. Increases Movement speed by (Skill Level * 2) when used. Duration : 20 sec. Cooldown : 5 sec

  Mia (Level 6)

  Ivy Snare - Level 4

  Locks a person in place with vines, decreasing their speed by 8 + (Skill Level * 2)%. Lasts until all Ivy is removed. Ivy gains (Skill Level * 5)% Damage resistance and 5 +(Skill Level * 3). Cooldown : 15 seconds

  Thorn Field - Level 3

  Creates a large area of thorns that, when an opponent is in, they are inflicted with a debuff, increasing their damage taken by 10 + (Skill Level * 1.5)%. Deals Minor Earth Damage per second. Duration : (Field) 25 seconds. (Debuff) 1 min. Cooldown : 50 seconds.

  Vampire Leaf - Level 3

  Every person inflicted by a debuff by self, up to 5, increases own HP regeneration by Skill Level + 4%. Additionally, increases own damage by 4% every time a debuff is applied or refreshed, stacking up to 4 + (Skill Level) times. Duration : 1 minute.

  Ranking System

  Commoner : Level 0 - 9

  Scholar : Level 10 - 24

  Mage : Level 25 - 49

  Battlemage : Level 50 - 74

  Prince/Princess : Level 75 - 99

  Harbinger : Level 100 - 149

  Archon : Level 150 - 224

  Demigod : Level 225-???

  God : Level ???

  Other Information

  When dealing any Elemental/Elemental Damage, it will deal equal Damage, but if it cannot deal one type of damage, the other will double in response.

  Example : If dealing Lightning/Blood Damage (Like Bennett would), they would normally be applied as Lightning first, then Blood. However, if something had a lower resistance to Blood, then Blood would take over, dealing the damage instead while also applying the effects of Lightning (The first element stated will take priority). However, if the opponent is immune to one of the Elemental damage types, only one will deal damage.

  Classes

  First : Beast Studies

  Second : Lightning/Water

  Third : Mage/Healing

  Fourth : Combat

  Fifth : Engineering

  Sixth, Seventh : Free Days

  First - Fourth Days

  0600 - 0800 : Breakfast

  0800 - 1100 : Beast Studies (Day 1), History (Day 3), Mage/Healing (Days 2 & 4)

  1100 - 1300 : Lunch

  1300 - 1600 : Lightning/Water (Days 1 & 3), Combat (Days 2 & 4)

  1600 - 1800 : Free Time/Training

  1800 - 2000 : Dinner

  Fifth Day

  0600 - 0800 : Breakfast

  0800 - 0900 : Fifth Prep (Excludes First Two Weeks)

  0900 - 1100 : First Half - Engineering

  1100 - 1300 : Lunch

  1300 - 1500 : Second Half - Engineering

  1500 - 1800 : Free Time/Training

  1800 - 2000 : Dinner

  Curfew at 2000

  LAST ANNOUNCEMENT

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