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Elements

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Here are the Elements

Fire    Water    Ice    Thunder    Wind    Sun    Power    Chaos



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
 


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
Volcano> Burning Flame Mouth-Beam! D = 15,000 MP=300, INT = 300 -1 Fire
Terra Flame> Use the power of the Devil! D=30,000 MP= 750, INT=700 -2 Fire
Ring of Fire> Harness the power of the Devil! D= +4 Fire, MP=1000, INT=1400

Water
 

Tri-Flood> Water Floods The Arena! D=7500, MP = 150, INT = 100 +1 Water
Power of The Deep> The Ocean Rises! D=15,000
, MP=300, INT=300 -1 Water
High Tide> Use the power of Atlantis! D=30,000
, MP=750, INT=700 -2 Water
Chaotic Water> Use the power of Atlantis! D=+4 water
, MP=1000, INT=1400

Thunder

Ultra Shock> Lightning from your hands! D=7500, MP=150, INT=100 +1 Thunder
Lightning Rod> Get struck by lighting and punch them! D=15,00
0, MP=300, INT=300 -1 Thunder
Power Static> Use the power of Zeus! D=30,000
MP= 750, INT=700 -2 Thunder
Heavenly Charge> Harness Zeus' abilities! D=+4 Thunder,
MP=1000, INT=1400

Ice

Winter Water> Freeze their feet to the ground! D=7500, MP=150, INT=100 +1 Ice
Icicle Rain> Knives from above! D=15,000, MP=300, INT=300 -1 Ice
Crystal Sword> Form the ice into a lethal blade! D=30,000, MP=750, INT=700 -2 Ice
God of Ice> Become the God of Ice! D= +4 Ice, MP=1000, INT=1400

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!!!