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SC: Information ~ General Thread

Discussion in 'Roleplay Archives' started by Shadow, Jul 19, 2011.

  1. ~ Colosseum Rules ~


    ~ The Battles here go by the rule "First come, first serve". I WON'T do more than two Battles at a time, I'm not that experienced in order to do so. I will cancel or hold Battles according to my own criteria, so your activity in this "Roleplay" is important.

    ~ The Battle arranges should be done either via ZEJ's Chatzy, PM, or simply the OoC Thread. No Battle will be started unless everyone agrees on everything.

    ~ For some Battles, the participant(s) will automatically be given a set Inventory.

    ~ Events are like Battles, except you're playing against the GM (Me), the minimum and maximum of participants are determined beforehand and this will also need to be agreed upon.

    ~ Items in each participant's "Inventory" can only be used in Events, unless all participants in a Battle have the equal number of said items in order for them to be usable, to make it fair for everyone. Also, items in a fight will need to be "slotted in" your Team/Character's Inventory beforehand. This is to prevent important items such as Skill Spheres and Boundary Fragments to not get stolen.
     
  2. RE: Information ~ General Thread

    ~ Special Events ~


    Event Zero ~ Tutorial [Limitless Party / Level 1] [Reward: PvP Battle Mode and Team Battle Mode]

    Event One ~ Invasion From Beyond [Party Limit: 4 / Level 3] [Reward: In-Event]

    Event Two ~ A Contrasting Pair [Party Limit: 2 / Level 5] [Reward: Depending on Character]

    Event Three ~ Doppelganger [Limitless Party / Any Level] [Reward: Skill Sphere x2 + Boundary Fragment]

    Event Four ~ ???

    Event Five ~ Of a Heavenly Melody [Party Limit: 5 / Required Level: 8] [Reward: Unknown]
     
  3. RE: Information ~ General Thread

    ~ Event Profiles ~


    N/A
     
  4. RE: Information ~ General Thread

    ~ Player Ranking ~


    N/A
     
  5. RE: Information ~ General Thread

    ~ V. Inflictionary ~


    [+4] Airborne ~ Afflicted Passes through Special Cells and Nature Cells, and also Null Earth-Element but Weak Wind-Element for 3 Turns.

    [+4] Agility ~ MOVE Stat is doubled for 3 Turns.

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

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

    [x1.5] Blood Loss ~ 25% Max HP Damage upon Damage taken. Damage Modifier.

    [+2] 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.

    [+4] Center of Attention - Afflicted can only be Targeted by Enemy Characters for 3 Turns.

    [+4] Cloak ~ Cannot be detected by Enemy Characters nor Neutral Characters for 3 Turns.

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

    [+4] Covered ~ Afflicted has Damage directed instead by a Covering Ally.

    [+4] Covering ~ Afflicted takes Damage instead of an Ally.

    [+0] Critical ~ Automatic Status placed when Afflicted has 25% Max HP or less.

    [+5] Curse ~ 2 Random Stats (ATK, DEF, INT or SPR) are halved for 3 Turns.

    [+2] Daze ~ Cannot Act nor Move for 1 Turn.

    [+7] 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).

    [+7] Doom ~ Instant Death after 10 Turns.

    [x2] Encroaching Doom ~ Instant Death after 5 Turns.

    [x2] Endless ~ MP cannot be lowered for 2 Turns.

    [+5] Freeze ~ Cannot Act nor Move, and Damage taken is doubled for 3 Turns. Cured via Fire-Elemental Skills.

    [+5] Frustration ~ 20% Chance of Ragequit Every Turn for 3 Turns.

    [+2] Glitch ~ DEF and SPR are Lowered by 10% every Turn for 3 Turns.

    [+4] Haste ~ Can execute 2 Move Actions and 2 Act Actions per Turn for 3 Turns.

    [+3] Immobilize ~ Move Commands are restricted for 3 Turns.

    [+5] Immune ~ Immune to Status Afflictions for 3 Turns.

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

    [x2] Instant Death ~ Immediate KO Status.

    [+4] Intangible ~ Null ATK-Based Damage, Weak INT-Based Damage for 3 Turns.

    [x2] Invincible ~ HP cannot be lowered for 2 Turns.

    [+0] KO ~ Self Explanatory.

    [+4] Mana Leak ~ 10% Max MP Damage for 3 Turns.

    [+4] Mana Regeneration ~ 10% Max MP Recovery for 3 Turns.

    [x2] Oblivion ~ Immediately removed from the Battlefield.

    [+7] Pain Share ~ Afflicted takes Damage equal to the Damage the Inflicter takes, and viceversa for 3 Turns.

    [+3] Paralyze ~ Act Commands are restricted for 3 Turns.

    [+5] Petrify ~ Turns are Skipped. Cured by a Critical Hit.

    [+2] Poison ~ 17% Max HP Damage every Turn for 3 Turns.

    [+4] Protect ~ Halves ATK-Based Damage taken for 3 Turns.

    [+7] Purification ~ Afflicted takes x2 Damage and Damage is treated as Healing for 3 Turns. Can only use Skills and can only attack Enemies.

    [x1.5] Ragequit ~ Immediately removed from the Battlefield for 3 Turns.

    [+4] Regeneration ~ 10% Max HP Healing for 3 Turns.

    [+5] Reverse ~ HP Damage is treated as HP Healing and viceversa for 3 Turns.

    [+4] Sap ~ 10% Max HP Damage for 3 Turns.

    [+4] Seal ~ Cannot use A-Abilities/S-Abilities/R-Abilities for 3 Turns.

    [+5] Seize ~ Paralyze and Immobilize for 3 Turns.

    [+4] 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.

    [+4] Shell ~ Halves INT-Based Damage taken for 3 Turns.

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

    [+4] Slow ~ Afflicted can execute only 1 Action (Act, Move or Wait) per Turn for 3 Turns.

    [+5] Stop ~ Turn is Skipped for 3 Turns.

    [+7] 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.

    [+5] Toxin ~ 22% HP Damage every Turn for 3 Turns.

    [+5] Warp ~ Can Warp to Any Cell instead of conducting a Move Action for 3 Turns.

    [+2] Wound ~ 10% Max HP Damage for 3 Turns. Can Stack up to 3 Times. Cured via Healing.

    [+5] Zombie ~ Weak Holy-Element and HP Healing causes Damage instead for 3 Turns.
     

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