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Here are the Elements
Fire
Water Ice
Thunder
Wind Sun
Power Chaos
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Fire, Water, Ice,
and Thunder are all
the basic elements, and their weaknesses are as follows.
Fire does double damage to
Ice, but
Thunder does double damage to
Water,
Water in turn
does double damage to Fire,
and Ice does double damage to Thunder.
So...
Fire >
Ice
Thunder >
Water
Water >
Fire
Ice >
Thunder
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Now for resistances....
Ice is resistant to Thunder, so you take 50% less damage from their elemental
attacks.
Thunder is resistant to Water, so you take 50% less damage from their elemental
attacks.
Water is resistant to Fire, so you take 50% less damage from their elemental
attacks...
Fire is resistant to Ice, so you take 50% less damage from their elemental
attacks.
Now... to cure some confusion....
Moves will not be affected by elements... Elements will be an entirely
different section altogether, they can be used by any class.
So there will be 3 fire moves, from weak, to medium, to strong. They cost INT
to buy, and MP to use, just like Magic/KI/Ether/Power.
There will be "charge" moves, that can double your elemental power (doing x4
damage instead of x2 to the weakness!!!!) These moves will be useless unless the
enemy is stunned, because he can just shift his elemental status after you do
(as this takes up a turn). However, Charging your elements ALSO will increase
your AP... They may only be used once a fight!!!!
Wind
Sun
Power
Chaos
Wind will be used to
increase your speed, its weakness is Chaos
Chaos will be used to
increase your Magic its weakness is Power
Power will be used to
increase your.... power.... It's weakness is Sun
Sun will be used to
increase your HP, It's weakness is... Wind.
Wind >
Sun
Sun >
Power
Power >
Chaos
Chaos >
Wind
These elements will be chargeable. Although they don't do damage, they are
status increasers, that can seriously affect the outcome of a battle.
Elements are used when people use them, no one starts with elements, or an elemental status, unless they have an item that lets it be so.
A GF, may only be used (of the element ice, thunder, water, fire) when you have
only +4 of that status... This is the only controlling factor behind GF's
For more information on GF's go
here
GF's would do double damage to the opposite element, and have a
resistance to that element as well.
Shiva (Ice Goddess) attacks Thunder character and does Double Damage, You are
attacked by Thunder GF and it does half damage because you are ice. You get
attacked by a Fire GF, and you take double damage from that GF.
Elements are as follows... All weak attacks do +1 to your element (whatever element you used will add +1 to your status) Being a higher element status doesn't increase your power or defense, or your weakness... but it DOES affect how many times you can cast a spell. Weak spells add +1 to your fire, and Medium spells subtract 1 from your status. Strong moves subtract 2 from your status. Charge moves *the ones on the bottom* add 4 to the your level. This makes it so you can use all of these moves without worrying about the power cost! Elements can be cast as much as you like. You must buy the attacks in order of weakest to greatest. These might be available on quests. I'll see about that later. You can negate your level... like if you use +1 water attack and you have +1 fire, you now are neutral... -1+1 = 0, this works with all statuses, not just the opposite element.
Elements that are only useable once per fight exclude the first moves of that group (used to build power)
| Fire |
Charred> Flaming Ember Fireworks! D = 7500, MP = 150, INT= 100 + 1 Fire |
|
Water |
Tri-Flood> Water Floods The Arena! D=7500, MP = 150, INT = 100 +1 Water |
| Thunder |
Ultra Shock> Lightning from your hands! D=7500, MP=150, INT=100 +1 Thunder |
| Ice |
Winter Water> Freeze their feet to the ground!
D=7500,
MP=150, INT=100 +1 Ice |
|
Chaos May use these moves only once per fight |
- Kinetic Jolt -
MP increases by 250 MP cost = none, INT=500 (can't go over max)
+1 Chaos - Recharge - MP increases by 500 MP cost = must have above 200 MP (can't go over max) INT = 1000 -2 Chaos - Chaos Mage - MP increases by 1000 MP cost = must have over 500 MP (can't go over max) , INT = 1500 -4 Chaos - Chaos Warrior - Chaos + 4 MP= 1000, INT = 2000 |
|
Wind May use these moves only once per fight |
Final Arrow -
Haste on you MP=500, INT=250, +1 wind Grace of God - Fast haste on you for 2 turns MP=1000, INT=500, -1 wind Locomotion - Omega Haste on you MP=1500, INT=750 -2 wind Wind Altar - Wind +4, MP=1000, INT=1500 |
|
Power May use these moves only once per fight and not with MP/Elements/Items to do damage, Specials and Physicals only... cannot be combined with AP! |
Mace of Wrath-
- 200% attack next turn +1 Power MP=500, INT = 250 Axe of Pain- 300% attack next turn -2 Power MP= 1000, INT = 750 Force of God- 400% attack next turn -3 Power MP=1250, INT=1000 Life of Khan- +4 Power MP=1000, INT=1500 |
|
Sun May use these moves only once per fight |
Gods Grace-
+50% of your max HP (if you were at 10,000 HP max, this adds 5,000)
MP=500 INT=750 +1 sun Solar Light- +100% of your max HP (if you were at 10,000 HP max, this adds 10,000) MP=800 INT=1000 -2 sun Freedom Bird- +150% of your max HP (if you were at 10,000 HP max, this adds 15,000) MP=1200 INT=1500 -4 sun Solar Fire- +4 Sun MP=1500, INT=2500 |
NOTE: CHAOS, WIND, POWER, AND SUN DO NOT DO MORE DAMAGE TO THE WEAKNESS, THIS IS ONLY USED BY GF'S TO DO MORE/LESS DAMAGE TO THEIR OPPONENTS!!!