Post by Shin on Jul 29, 2008 17:59:42 GMT -5
Spell Breaker: A machine wore as either a Shoulder Pad, Gauntlet, Chest Plate or Knee Pad. Allows the bearer to release their inner spirit and use magic, however without certain codes this power can go out of control and hurt the user, and so bits of circuity know as Pins are required. There are many different Breaker designs. The more Pins that they can hold the more expensive.
Apprentice Breaker: 2 Slots
Official Breaker: 3 Slots
Grave Breaker: 4 Slots
Gold Breaker: 5 Slots
Proto Breaker: 6 Slots
Alpha Breaker: 7 Slots
# of Slots = Number of Pins that can be equipped
Pins: Bits of machinery that fit into the spell breaker to access spells. Shape like a thumbtack. The circuits on top and a stone embedded on the needle part of it. The Stone decides what element is released. The Top decides what form it is released, while the needle (Known as the Extractor) decides how much power is released.
Stones Used: Spells will increase by 5%, for any other pin, equipped with the same stone.
Ruby: Fire
Emerald: Earth
Aquamarine: Water
Topaz: Wind
Diamond: Light
Black Pearl: Darkness
The Top: The top has two layers. The Emblem and The Releaser.
Single Releaser: This is model most made because hitting a target with this causes the most powerful effect
Radius Releaser: Can effect mutiple targets at once. These type of releaser varies, each model can increase of decrease the range.
Radius Model v.1: Radius is 2, but spell effect is decreased by 5%
Radius Model v.2: Radius is 3, but spell effect is decreased by 10%
Radius Model v.3: Radius is 4, but spell effect is decreased by 15%
Radius Model v.4: Radius is 5, but spell effect is decreased by 20%
Radius Model v.5: Radius is 6, but spell effect is decreased by 25%
Radius Model v.6: Radius is 7, but spell effect is decreased by 30%
Radius Model v.7: Radius is 8, but spell effect is decreased by 35%
Soldier's Emblem: The magic is release in a harmful way, meant for attack.
Medic's Emblem: The magic release is meant to support the caster or any of his allies. The support spell depends on the stone used.
Ruby: Increase ATK, Temporary(3 Turns)
Emerald: Increase DEF, Temporary
Aquamarine: Increase RES: Temp
Topaz: Increase DEX, Temp
Diamond: Heals
Black Pearl: Increase INT, Temp
Witch's Emblem: The magic is release in a unstable way, causing the target to become sick in various ways.
Ruby: Overheat
Emerald: Posion
Aquamarine: Slow
Topaz: Nerve Damage
Diamond: Charm
Black Pearl: Silence
Extractors: The needle that that controls the Spell Breaker to the Stone, Releaser and the Emblem. This part, controls how much of the user power is release. However the more power released, the more energy it will take. So even if more powerful extractors can result in more powerful spells, this can tired out the user more quickly. Model 1s are easiest to find, while the X, Y, or Z can only be found rarely. The Alpha is almost impossible to find.
Extractor Model v.1: Int*3 or Heal/Stat Boost 20%; CP Cost: 30
Extractor Model v.2: Int*4 or Heal/Stat Boost 30%; CP Cost: 50
Extractor Model v.3: Int*5 or Heal/Stat Boost 40%; CP Cost: 60
Extractor Model v.4: Int*6 or Heal/Stat Boost 50%; CP Cost: 80
Extractor Model X: Int*7 or Heal/ Stat Boost 60%; CP Cost: 100
Extractor Model Y: Int*8 or Heal/ Stat Boost 70%; CP Cost: 140
Extractor Model Z: Int*9 or Heal/ Stat Boost 80%; CP Cost: 160
Extractor Model Alpha: Int*10 or Heal/ Stat Boost 90%; CP Cost: 200
*The Stat Boost % = Chance of Stat Ailment when using Witch's Emblem
Making a Pin: Once you have the require parts, you can simple put it together. Remember, depending on your Spell Breaker, you can only equip a set amount of Pins.
Pin (Name~Optional)
Stone:
Releaser:
Emblem:
Extractor:
Apprentice Breaker: 2 Slots
Official Breaker: 3 Slots
Grave Breaker: 4 Slots
Gold Breaker: 5 Slots
Proto Breaker: 6 Slots
Alpha Breaker: 7 Slots
# of Slots = Number of Pins that can be equipped
Pins: Bits of machinery that fit into the spell breaker to access spells. Shape like a thumbtack. The circuits on top and a stone embedded on the needle part of it. The Stone decides what element is released. The Top decides what form it is released, while the needle (Known as the Extractor) decides how much power is released.
Stones Used: Spells will increase by 5%, for any other pin, equipped with the same stone.
Ruby: Fire
Emerald: Earth
Aquamarine: Water
Topaz: Wind
Diamond: Light
Black Pearl: Darkness
The Top: The top has two layers. The Emblem and The Releaser.
Single Releaser: This is model most made because hitting a target with this causes the most powerful effect
Radius Releaser: Can effect mutiple targets at once. These type of releaser varies, each model can increase of decrease the range.
Radius Model v.1: Radius is 2, but spell effect is decreased by 5%
Radius Model v.2: Radius is 3, but spell effect is decreased by 10%
Radius Model v.3: Radius is 4, but spell effect is decreased by 15%
Radius Model v.4: Radius is 5, but spell effect is decreased by 20%
Radius Model v.5: Radius is 6, but spell effect is decreased by 25%
Radius Model v.6: Radius is 7, but spell effect is decreased by 30%
Radius Model v.7: Radius is 8, but spell effect is decreased by 35%
Soldier's Emblem: The magic is release in a harmful way, meant for attack.
Medic's Emblem: The magic release is meant to support the caster or any of his allies. The support spell depends on the stone used.
Ruby: Increase ATK, Temporary(3 Turns)
Emerald: Increase DEF, Temporary
Aquamarine: Increase RES: Temp
Topaz: Increase DEX, Temp
Diamond: Heals
Black Pearl: Increase INT, Temp
Witch's Emblem: The magic is release in a unstable way, causing the target to become sick in various ways.
Ruby: Overheat
Emerald: Posion
Aquamarine: Slow
Topaz: Nerve Damage
Diamond: Charm
Black Pearl: Silence
Extractors: The needle that that controls the Spell Breaker to the Stone, Releaser and the Emblem. This part, controls how much of the user power is release. However the more power released, the more energy it will take. So even if more powerful extractors can result in more powerful spells, this can tired out the user more quickly. Model 1s are easiest to find, while the X, Y, or Z can only be found rarely. The Alpha is almost impossible to find.
Extractor Model v.1: Int*3 or Heal/Stat Boost 20%; CP Cost: 30
Extractor Model v.2: Int*4 or Heal/Stat Boost 30%; CP Cost: 50
Extractor Model v.3: Int*5 or Heal/Stat Boost 40%; CP Cost: 60
Extractor Model v.4: Int*6 or Heal/Stat Boost 50%; CP Cost: 80
Extractor Model X: Int*7 or Heal/ Stat Boost 60%; CP Cost: 100
Extractor Model Y: Int*8 or Heal/ Stat Boost 70%; CP Cost: 140
Extractor Model Z: Int*9 or Heal/ Stat Boost 80%; CP Cost: 160
Extractor Model Alpha: Int*10 or Heal/ Stat Boost 90%; CP Cost: 200
*The Stat Boost % = Chance of Stat Ailment when using Witch's Emblem
Making a Pin: Once you have the require parts, you can simple put it together. Remember, depending on your Spell Breaker, you can only equip a set amount of Pins.
Pin (Name~Optional)
Stone:
Releaser:
Emblem:
Extractor: