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Nonexistant Enigma - SU

Discussion in 'Roleplay Archives' started by Flimzy, Oct 2, 2011.

  1. ---Plot---

    Levre, Narno. A small town located near the center of the largest continent in the world, surrounded by all sides with forest. It was a peaceful yet isolated town, until one day, a visitor showed up. It was a odd figure in a dark cloak, that casted a shadow that covered his face. he had arrived at the town's southern gate at noon. He stood there motionless for an hour, then left without a word. He arrived the next day at the same time, and this time he left at 2:00. He came the next day and left at 3:00. This pattern continued, it started to make the villagers worry. Any attempts to talk to the figure where responded with the words "I'm broken" Any attempts to move or attack the figure simply passed though him. Any spells cast on the figure ignored him. On the 24th day, the figure stayed in town for the full 24 hours. When noon arrived for the 25th day, the figure casually strolled into town hall and demanded he be taken to the mana shrine. The officials attempted to explain that they had no idea what that was, but the figure wouldn't have it. The mayor decided the only thing to do, was gather anyone he deemed capable of leaving the town to find this shrine and rid themselves of the mysterious figure.

    ---SU---


    Code:
    [b]Name:[/b]
    [b]Gender:[/b]
    [b]Age:[/b]
    [b]Level:[/b] 1
    [b]Next Level:[/b] 0/2(You might say is very small, to which I reply "Yes it is")
    [b]Appearance:[/b] [spoiler]Image or Description.[/spoiler]
    
    [b]Profession:[/b] This is what YOU are, character-wise. For EXAMPLE; a Knight, a White Mage, a Black Mage, a Dragoon, a Paladin, etcetera.
    [b]Weapon:[/b] Start off with a basic, yet weak Weapon. 
    [b]Armor:[/b] Start off with a basic, yet weak Armor.
    [b]Accessory:[/b] Name it anything you would like, and choose what Stat Boost you will get from it. The available Stat Boosts are +5 HP, +5 MP, +1 ATK, +1 DEF, +1 INT, +1 SPR, +5% Evasion or +1 Movement.
    
    [b]A-Ability:[/b] Action Ability. This is the summary of the definition of all your Character's Skills. Feel free to be creative.
    
    [b]+[/b] This is your first Skill, and is dependent on which Profession your Character is, because obviously a Knight won't go around casting Firaga for the matter. I need the following fields complete in order for the Skill to be approved and be tagged with its respective MP Cost. "[b]+ Name:[/b] Short Description (Optional). Damage% (Up to 120%) Stat (ATK or INT). Effect (Optional)(I do need to note that unlike most statplays you may choose the % chance of something happening. There is still limits on how high you can go however.) Range. Element. MP."
    
    - Name: First of all, just make up a name for your Skill.
    - Short Description: You can add a flavour text if you like.
    - Damage%: How much Damage the Skill inflicts (If applicable). Keep it up to 120%.
    - Stat: Either being ATK or INT.
    - Effect: You can add an additional effect to your Skill if you like (Poison, Paralyze, etc.)
    - Range: The distance (In Cells) of your Skill.
    - Element: The Element of your Skill. Fire, Water, Earth, Wind, Thunder, Ice, Nature, Dark, Light, Arcane or Neutral.
    - MP Cost: How much MP the Skill costs. Remember, if your Skill is powerful, expect a higher MP Cost.
    
    [b]+ Name:[/b] Short Description (Optional). Damage% (Up to 120%) Stat (ATK or INT). Effect (Optional). Range; Element. MP.
    
    [b]R-Ability:[/b] Reaction Ability. This is an Ability which activates in response to a certain action. You can't start with one, and you can only have ONE R-Ability at a time.
    [b]S-Ability:[/b] Support Ability. This is an Ability that is either Active or Passive. An Active S-Ability is always taking effect, and a Passive S-Ability will need to be activated at the user's own will. Passive S-Abilities can only be activated ONCE per Battle. You can have TWO S-Abilities at a time, but you can only start with ONE.
    
    [b]~ Stats ~[/b]
    
    Stats are all determined by the GM (Flimzy), so you shouldn't worry about them.
    
    [b]HP:[/b] Hit Points 
    [b]MP:[/b] Mana Points
    [b]ATK:[/b] Attack Points 
    [b]DEF:[/b] Defense Points
    [b]INT:[/b] Intelligence (Magic Attack) Points
    [b]SPR:[/b] Spirit (Magic Defense) Points
    [b]Evasion:[/b] Evasiveness Percentage
    [b]Movement:[/b] Movement Points
    
    [b]Skill Points:[/b] These are a vital adition to a Statistical Roleplay. Skill Points are awarded at the end of a Battle to every Character, and are used specifically to purchase Abilities. A-Abilities cost 1 SP, S-Abilities cost 2 SP and R-Abilities cost 3 SP. Skill Points can also be used to "Upgrade" existing Skills.
    There are 4 slots open, one of which is reserved for Light.
     
  2. Data

    ---Inventory---


    --Items--

    None
    --Weapons--

    None
    --Armor--

    None
    --Accessories--

    None
    --Materials--


    Money: $0


    ---Enemy profiles---


    Name: Molesto/Ennuyeux/Allemande
    Level: 1

    Profession: Imp
    Weapon: Stick [+1 Atk]
    Armor: Shirt and Pants [+1 Spr]
    Accessory: none

    A-Ability: Basic Magic

    + Lightningbolt: Strikes the foe with an electric shock. 120% Int Damage. Chance of paralyze. Range: 3 cells. Element: Lightning. 7 MP.

    + Fireball: A ball of fire to induce a small expolsion. 120% Int Damage. 2 cell knockback. Range: 3 cells. Element: Fire. 10 MP.

    R-Ability: None
    S-Ability: Extremely Bothersome: When critical, Evasion is increased by 50%.
    X-Ability: None


    ~ Stats ~

    HP: 25
    MP: 25
    Atk: 4 (+1 Stick)
    Def: 4
    Int: 4
    Spr: 4 (+1 Shirt and Pants)
    Evasion: 5%
    Movement: 2 Cells (+2 Imp Profession)
     
  3. Referance

    ---Soundtracks---


    N/A

    ---Inflictionary--


    Shamelessly stolen from SC, if you have a need for a custom status please send it to me and wait for me to get all my stuff figured out.


    Airborne ~ Afflicted Passes through Special Cells and Nature Cells, and also Null Earth-Element but Weak Wind-Element for 3 Turns.

    Agility ~ MOVE Stat is doubled for 3 Turns.

    Berserk ~ ATK Stat is doubled, but DEF Stat is halved for 3 Turns. Only Basic Attacks are enabled.

    Blind ~ Skills/Basic Attacks have 50% Chance of Missing for 3 Turns.

    Blood Loss ~ 25% Max HP Damage upon Damage taken. Damage Modifier.

    Burn ~ 12% Max HP Damage every Turn for 3 Turns. Damage is doubled if Afflicted has a Fire-Element Weakness. Cured via Water/Ice-Elemental Hits.

    Center of Attention - Afflicted can only be Targeted by Enemy Characters for 3 Turns.

    Cloak ~ Cannot be detected by Enemy Characters nor Neutral Characters for 3 Turns.

    Confusion ~ 33.33% Chance of Skill/Basic Attack hitting Afflicted/Ally/Enemy if in Range for 3 Turns. Cured via ATK-Based Damage.

    Covered ~ Afflicted has Damage directed instead by a Covering Ally.

    Covering ~ Afflicted takes Damage instead of an Ally.

    Critical ~ Automatic Status placed when Afflicted has 25% Max HP or less.

    Curse ~ 2 Random Stats (ATK, DEF, INT or SPR) are halved for 3 Turns.

    Daze ~ Cannot Act nor Move for 1 Turn.

    Drown ~ Cannot Act and takes 25% Max HP Damage per Turn with a 20% Chance of Failing each Turn. If on a Water Cell, Status is cured by exiting the Water Cell(s).

    Doom ~ Instant Death after 10 Turns.

    Encroaching Doom ~ Instant Death after 5 Turns.

    Endless ~ MP cannot be lowered for 2 Turns.

    Fear ~ Afflicted ignores enemies and moves away from enemies for three turns. (If afflicted is player character, the GM takes control of that character)

    Freeze ~ Cannot Act nor Move, and Damage taken is doubled for 3 Turns. Cured via Fire-Elemental Skills.

    Frustration ~ 20% Chance of Ragequit Every Turn for 3 Turns.

    Glitch ~ DEF and SPR are Lowered by 10% every Turn for 3 Turns.

    Haste ~ Can execute 2 Move Actions and 2 Act Actions per Turn for 3 Turns.

    Immobilize ~ Move Commands are restricted for 3 Turns.

    Immune ~ Immune to Status Afflictions for 3 Turns.

    Infatuate ~ Attacks Allies until Inflicter or Afflicted is KO'ed for 3 Turns. Opposite Gender only.

    Instant Death ~ Immediate KO Status.

    Intangible ~ Null ATK-Based Damage, Weak INT-Based Damage for 3 Turns.

    Invincible ~ HP cannot be lowered for 2 Turns.

    KO ~ Self Explanatory.

    Mana Leak ~ 10% Max MP Damage for 3 Turns.

    Mana Regeneration ~ 10% Max MP Recovery for 3 Turns.

    Oblivion ~ Immediately removed from the Battlefield.

    Pain Share ~ Afflicted takes Damage equal to the Damage the Inflicter takes, and viceversa for 3 Turns.

    Paralyze ~ Act Commands are restricted for 3 Turns.

    Petrify ~ Turns are Skipped. Cured by a Critical Hit.

    Poison ~ 17% Max HP Damage every Turn for 3 Turns.

    Protect ~ Halves ATK-Based Damage taken for 3 Turns.

    Purification ~ Afflicted takes x2 Damage and Damage is treated as Healing for 3 Turns. Can only use Skills and can only attack Enemies.

    Ragequit ~ Immediately removed from the Battlefield for 3 Turns.

    Regeneration ~ 10% Max HP Healing for 3 Turns.

    Reverse ~ HP Damage is treated as HP Healing and viceversa for 3 Turns.

    Sap ~ 10% Max HP Damage for 3 Turns.

    Seal ~ Cannot use A-Abilities/S-Abilities/R-Abilities for 3 Turns.

    Seize ~ Paralyze and Immobilize for 3 Turns.

    Severe Burn ~ 12% Max HP Damage every Turn for Infinite Turns. Damage is doubled if Afflicted has a Fire-Element Weakness. Cured via TWO Water/Ice-Elemental Hits.

    Shell ~ Halves INT-Based Damage taken for 3 Turns.

    Sleep ~ Paralyze and Immobilize for 3 Turns. Cured via ATK-Based Damage. Every Hit is always a Critical Hit.

    Slow ~ Afflicted can execute only 1 Action (Act, Move or Wait) per Turn for 3 Turns.

    Stop ~ Turn is Skipped for 3 Turns.

    Suffocation ~ Cannot Move and is automatically KO'd in 3 Turns with a 20% Chance of Failing each Turn. Inflicter cannot Move for 3 Turns.

    Toxin ~ 22% HP Damage every Turn for 3 Turns.

    Warp ~ Can Warp to Any Cell instead of conducting a Move Action for 3 Turns.

    Wound ~ 10% Max HP Damage for 3 Turns. Can Stack up to 3 Times. Cured via Healing.

    Zombie ~ HP Healing causes Damage instead for 3 Turns.
     
  4. RE: Nonexistant Enigma

    Name: Nervan
    Gender: Male
    Age: 17
    Level: 1
    Next Level: 0/2
    Appearance:
    [​IMG]

    Profession: Node Mage: The one who claims the profession casts spells though arcane scrawls. [INT BA performed though node][Spells preformed only though a node][Three Node Maximum]
    Weapon: Magic chalk: Chalk that can draw on any surface[+1 INT/Sets “Node” on adjacent cell]
    Armor: Dirty robes: “I forget the last time I washed these…” [+1 SPR]
    Accessory: Elf shoes: Footwear with point ends (+1 Movement.)

    A-Ability: Node spells
    + Node Bolt: Sends a strike of lightning out of the node. 120% INT damage 3 range; thunder. 8 MP.
    + Node Replenish: A node heals a nearby ally with a healing spray. 100% Int Healing 3 range; Water. 6 MP.

    R-Ability:
    S-Ability: Node hyperactivity:All nodes may use a basic attack independent of Neran’s actions.

    ~ Stats ~

    HP: 15
    MP: 25
    ATK: 2
    DEF: 2
    INT: 4(+1 Magic Chalk)
    SPR: 3(+1 Dirty Robes)
    Evasion: 1%
    Movement: 2 (+0 Node Mage)(+1 Elf Shoes)

    Skill Points: 0
     
  5. RE: Nonexistant Enigma

    Name: Redulas Abbott Shiretome
    Gender: Male
    Age: 24
    Level: 1
    Next Level: 0/2
    Appearance:
    [​IMG]

    Profession: Geomancer
    Weapon: Playing Cards [3 range/+1 ATK]
    Armor: Jacket [+1 DEF]
    Accessory: Bracers [+1 DEF]

    A-Ability: Geomancy. Can use his surroundings to form different attacks.

    +Natural Environment #01- Sand Strike:
    - Description: Able use nearby dirt to attack.
    - Damage%: 120%
    - Stat: INT
    - Effect: 10% chance Blind
    - Range: 3
    - Element: Earth
    - MP Cost: 7

    + Natural Environment #45- Ivy Shackles:
    -Description: Creates vines to bind the foe
    -Damage% 60%
    -Stat: ATK
    -Effect: 20% chance Seize
    -Range: 3
    -Element: Neutral
    -MP: 5

    R-Ability:

    S-Ability: Energy Reversal: Turns half of current HP into MP.

    ~ Stats ~

    HP: 15
    MP: 25
    ATK: 3 (+1 Playing Cards)
    DEF: 3 (+1 Jacket) (+1 Bracers)
    INT: 3
    SPR: 2
    Evasion: 1%
    Movement: 2 (Geomancer +0)

    Skill Points: 0
     
  6. RE: Nonexistant Enigma

    Name: Thanatos Remerall
    Gender: Male
    Age: 23
    Level: 1
    Next Level: 0/2
    Appearance:
    [​IMG]

    Profession: Mirage Swordsman - Appearing out of nowhere to strike the enemy, the one who claims this profession utilizes maximal speed to execute devastating attacks while effectively keeping distance from the enemy to prevent nasty counterattacks. [Equips: Katana]

    Weapon: Mirage Masamune - An extremely lightweight blade that allows for amazingly speedy combos to be delivered, but could be a bit more sturdy, for it could break at any moment the way it is now. [2 cell range/+1 ATK]
    Armor: Bloodstained Coat - A coat that has obviously been through some battles. One cannot help but wonder if the blood upon it is that of the wearer or the enemies slain. [+1 DEF]
    Accessory: Oriental Sheath - A sheath originating from a faraway land that houses the wearer's sword. [+1 ATK]

    A-Ability: Fatality Deluge:

    +Flash: All it takes is a mere fraction of a second, and the user is upon you. Teleports to one cell up to [user Move + 1] cells away. Can link a basic attack or skill after use. Range: Set. 3 MP.

    +Trine Slash: Instead of a single slash, the user unleashes three slightly more powerful ones that disorient the enemy. 110% Atk Dmg. Range: 2 cells. 3 hits. Chance of Confusion. 10 MP.

    R-Ability: None.

    S-Ability: Never Too Close - After executing a basic attack or skill, the user may execute Flash provided the user has the necessary MP.

    Stats:

    HP: 25
    MP: 15
    Atk: 4 (+1 from Mirage Masamune)(+1 from Oriental Sheath)
    Def: 3 (+1 from Bloodstained Coat)
    Int: 2 (+0 from Mirage Masamune)
    Spr: 2 (+0 from Bloodstained Coat)
    Evasion: 7%
    Movement: 2 cells (+2 from Mirage Swordsman profession)

    Skill Points: 0


    ~ | ~ | ~

    Name: Halloween
    Gender: ?
    Age: ?
    Level: 1
    Next Level: 0/2
    Appearance: A small, green creature with the head of a pumpkin. The little freak seems to be garbed in some sort of makeshift clothes made from a questionable material.

    Profession: Wandering Jack - The one who claims this profession takes it upon himself to annoy the hell out of any living, or nonliving for that matter, thing that it comes across by jabbing at it repeatedly with various pointy objects. [Equips: Pointy Objects]

    Weapon: Sharp Stick - The wielder actually made it by himself. We're not really quite sure how. We'll just be happy that he did. [+1 ATK]
    Armour: Tatters - Shredded burlap (?) that is used as the thing's clothes. [+1 DEF]
    Accessory: Tatters - You weren't expecting him to have anything else, were you? [+1 SPR]

    A-Ability: Trick or Treat:

    +The Exorcist: With a head spinning 360 degrees, the user frightens a foe, acting like its possessed by something. 100% Int Dmg. Range: 3 cells. 50% Chance of Daze. 8 MP.

    +Voodoo: Wiggles fingers at an enemy and mutters incomprehensible nonsense that seemingly has no effect, but upon further inspection... 100% Int Dmg. Range: 3 cells. 50% Chance of Curse. 14 MP.

    R-Ability: None.

    S-Ability: Chainspell - Upon casting a spell, the user is allowed to cast one more spell as long as the user has the MP required for casting it.

    Stats:

    HP: 15
    MP: 25
    Atk: 3 (+1 from Sharp Stick)
    Def: 2 (+0 from Tatters)
    Int: 3 (+0 from Sharp Stick)
    Spr: 3 (+1 from Tatters)(+1 from Tatters)
    Evasion: 3%
    Move: 2 cells (+0 from Wandering Jack profession)

    Skill Points: 0
     
  7. RE: Nonexistant Enigma

    Name: Mertvi Dodavatel
    Gender: Female
    Age: 17
    Level: 1
    Next Level: 0/2
    Appearance:
    [​IMG]

    Profession: Flutist: The one who claims this profession uses her flute to summon the spirits of the deceased. [weapons: Flutes][Summons: 3]
    Weapon: Black-Ivory Flute: A flute made in the style of bones. [INT +1]
    Armor: Black Skirt: [DEF +1]
    Accessory: Striped Scarf: A whimsical scarf with red and white stripes. [MP +5]

    A-Ability:

    + Bemused Spirit: Mertvi plays a confusing melody on her flute, causing an obviously confused spirit to appear. Summons Bemused Spirit in adjacent cell. [Commands: Attack - 100% INT damage. Range: 1. Basic Attack. / Contorted Strike - 120 % INT Damage. 50% chance of confusion for three turns. Range: 2. Element Dark. 9 MP/ Hands of Discombobulation - 100% INT damage. 30% chance of Seal for three turns. Range: 2. Element: Dark. 8 MP][stats: HP = 0.5 user HP. MP = 0.75 user MP. ATK = 0.0 user ATK. DEF = 0.25 user DEF. INT = user INT. SPR = 0.75 user SPR. Evasion = 0.5 user Evasion. MOVE = user MOVE.] 4 MP.

    + Hand of Death: Mertvi summons a ghostly hand with her flute, which proceeds to thrust itself into her opponent. 120% INT damage. 40% chance of Fear* for three turns. Range: 2. Element: Dark. 10 MP

    R-Ability:
    S-Ability: Death's Regeneration: For every "undead" being on the field, regardless of faction, Mertvi recovers 5% maximum MP per turn.

    ~ Stats ~
    HP: 15
    MP: 25 (+5 Striped Scarf)
    ATK: 2
    DEF: 2 (+1 Black Skirt)
    INT: 4 (+1 Black-Ivory Lute)
    SPR: 3
    Evasion: 1%
    MOVE: 2 (+0 Lutist)

    *Fear ~ Afflicted ignores enemies and moves away from enemies for three turns. (If afflicted is player character, the GM takes control of that character)
     
  8. ---World Map---


    A record of the world as our heroes know of it. An area marked in red is the general location of the party.

    --Planet Almena--

    A very small planet inhabited by a humanoid race. It was once highly advanced; however, somehow the mainstream use of technology has been abandoned. While advanced technology still exists, it has become quite rare.




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    { }{ }{ }{ }{ }{ }{ }{ }{ }
    {F}{F}{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ } 13
    { }{ }{ }{ }{ }{ }{ }{ }
    {F}{F}{L}{F}{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ }{ } 14
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    -A--B--C--D--E--F--G--H--I--J--K--L--M--N--O--P--Q--R--S--T--U--V--W--X--Y


    { }-- You don't know what happens to be here, you can't even see it from anywhere you've been.
    ~ ~ ~ ~ ~ ~ ~ ~ ~
    {L} -- The town of Levre, a town surrounded by forest, it is cut off from the rest of the world
    ---Monsters Found: None.
    ---Important events: The quest to find the mana shrine started here.
    ~ ~ ~ ~ ~ ~ ~ ~ ~
    {F} -- A forest like area. The only known forest areas still alive today are located on Narno, Mainly around the town of Levre.
    ---Monsters Found: Imps.(14J)
    ---Important events: None.
     

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