Status Checks! (And a minor problem)
Stats
Status
Name : Cthulhu (Luna “Yasmine”)
Race : Ancient Goddess (Seaborn)
Class : Ancient Goddess (Will of the Sea)
HP : 100% | MP : 100%
Soul Bond - None
Alignment - Ocean
Stats
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Skills
Scan - Level MAX, Water Manipulation - Level MAX, Water Creation - Level MAX, Storm Summoning - Level MAX, Call of the Ocean - Level MAX, Mental Communication - RESTRICTED, Primal Form - RESTRICTED, Blessing of the Sea - Unbound…?, Overheal - Level MAX, Watery Ode - Level MAX, Song of the Sea - Level MAX, Water Duplicate - RESTRICTED, Droplet - Level MAX, Revitalize - Level MAX
Bonuses
Physical Damage Bonus - 400%
Water Damage Bonus - 600%
Damage Reduction - 75%
Mental Strength - 500%
MP Cost - 40%
Healing Effectiveness - 250%
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Status
Name : Bennett “Yasmine”
Race : Human
Class : None
HP : 100% | MP : 100%
Level : 2 | EXP : 23%
Alignment : Lightning
Stats
Strength - 8
Endurance - 11
Vitality - 13
Dexterity - 12
Mind - 7
Intelligence - 9
Skills
Scan - Level 3, Flicker - Level 3, Knife Fighting - Level 3, Sword Fighting - Level 1, Lightning Strike - Level 3, Rapid Reconstruction - Level 3, Bloodbolt - Level 2, Hitch-hiker - Level 1
Bonuses
Lightning Damage Reduction - 5%
__
Status
Name : Yelena “Yasmine”
Race : Human
Class : None
HP : 100% | MP : 100%
Level : 3 | EXP : 12%
Alignment : Fire
Stats
Strength - 12
Endurance - 10
Vitality - 7
Dexterity - 11
Mind - 12
Intelligence - 11
Skills
Scan - Level 2, Overwhelming Firepower - Level 3, Sword Fighting - Level 3, Flame Armor - Level 2, Burst - Level 3
Bonuses
Immune to Flame
Skill Descriptions - Bennett
Flicker (Movement/Damage)
(Movement)
Temporarily turn incorporeal, and dash up to (Skill Level * 5) yards in any direction, with full control. Deals minor Lighting damage to any within 1 yard of you every 0.2 sec in Skil, using minor MP. Cannot take Physical damage while using Skill. Max duration of 2 Seconds. Damaging opponents in this way decreases their Lightning Resistance by (Skill Level*0.7)%, stacking up to 6 times, lasting a minute.
Cooldown - 4 seconds. Independent of (Damage)
(Damage)
Place an anchor of Lightning anywhere in (Skill Level * 2) + 2 yards of your current location. Lasts ten seconds and uses no MP. When using Skill again, teleport to anchor and deal moderate Lightning (And Weapon, assuming weapon is equipped) damage in a range of 2 (1 for Weapon) yards around you while using moderate MP. Afterwards, your attacks deal an additional instance of Lightning Damage, equal to (Skill Level * 10)% of original Damage.
Cooldown - 13 seconds (Starts when anchor is placed). Independent of (Movement).
Lightning Strike (Damage)
Summon a bolt of lightning that you’re able to hold and throw. By channeling more MP into the bolt, you can increase the damage and speed. However, you also increase the cooldown by doing this. While holding a bolt of lightning, you gain (Skill Level * 2)% Damage reduction. Has moderate base Lightning damage while using base minor MP. When damaging opponents with this Skill, you gain (Skill Level * 3)% Lightning Damage bonus for (Cooldown * 2) seconds.
Cooldown - Minimum : 1.5 seconds. Maximum : 25 seconds.
*Note: Can bounce between opponents, losing 20% power per jump
Rapid Reconstruction (Passive/Active)
(Passive)
Using Lightning to speed up your body, you can rapidly repair damage, however, it comes at the cost of increased nutrient use. You also gain (Skill Level * 5)% Lightning Damage reduction.
(Active)
If you use MP, the reconstruction will happen far quicker, but, depending on the severity of the wound being healed, Rapid Reconstruction will have reduced effect for a time depending on severity. MP use varies. After actively using Rapid Reconstruction, you gain (Skill Level * 4)% damage reduction for (Skill Level * 5) seconds.
Cooldown - Varies
*Note: Skill Levels by repairing wounds over time.
Bloodbolt (Damage)
By sacrificing HP and MP, you can create a bolt of lightning that you can hold. Every 1% HP increases damage dealt by this Skill by (Skill Level * 0.5)% and every 1% MP increases damage dealt by (Skill Level * 0.2)%. After sacrificing MP and HP, you regenerate HP and MP (30 - Skill Level *1.5)% slower. Deals Lightning/Blood damage. Additionally after dealing damage to an opponent with this Skill, you will deal (Skill Level * 3)% more damage to this opponent for 5 minutes. Can be used on multiple different opponents. Depending on HP% used, it decreases cooldown by up to 70% (Every 1% HP = 2% Cooldown reduction)
Cooldown - 10 seconds
*Note: Branch of Lightning Strike. Has most of the same properties of Lightning Strike except for base damage, dealing high instead of moderate.
Hitch-hiker (Utility)
When carrying another, you gain a (Skill Level * 5)% increase in movement speed but take 20 - (Skill Level * 2)% more damage each. Additionally, you both gain (Skill Level + 10)% Skill Damage and it will be more difficult to knock the one hitching a ride off of you. If the hitcher uses any Support/Healing Skill on you, it will be (Skill Level * 5)% more effective. Any AOE Damage/Debuff Skills that you use will not damage the hitcher and when using a self-teleport Skill, they will be transported with you
Duration : Until hitcher is knocked off.
*Note : This skill has been gained after battling with a hitcher excessively.
Blood Dash (Universal)
By continuously draining HP, you enter the Blood Lightning state, increasing speed and perception by (Skill Level * 100, 200, 300)% + 500%, 1000%, 1500%*. In this state, you will consistently deal ramping Lightning/Blood damage in a 4 yard radius around you, increasing up to Moderate Damage per second. By spending up to 10% HP per 5 seconds, you can increase speed and damage by (Skill Level + 2)% Per 1% HP. However, while in this state, you cannot start any type of attacks, canceling the state when initializing attack while keeping momentum. After canceling, you gain (Skill Level * 3) + 20% Damage Bonus and enter the Blood Dash State, both for the duration you were in Blood Lightning state. While in this state, Blood Dash has no cooldown. When Blood Dash ends, the cooldown Begins again.
Cooldown : (Current HP% * 20) seconds
*Note : Every 3 Levels, the base value will increase by 500% (Additive) and the multiplier will increase by 100% (additive). Current speed/perception increase : 600%
Skill Descriptions - Yelena
Overwhelming Firepower (Damage)
Blast forward towards your enemy, shrouding your weapon in flame for (Skill Level * 2) + 8 seconds and empowering your attacks for moderate MP. While empowered, you take (Skill Level * 2) + 18% less damage, Deal (Skill Level * 2) + 18% more damage, and all attacks are converted to Flame Damage. When this is out, you are put in a weakened state for 16 - (Skill Level) seconds, taking 35 - (Skill Level * 3)% more damage. At high enough Levels, Skill can be stacked up to twice. When reaching max stacks, cooldown is increased by an additional 40 seconds and Damage is further increased by 50%.
Cooldown : 20 seconds.
Flame Armor (Support/Passive)
(Support)
Cover your body in flames, decreasing damage taken by (Skill Level + 12)% and increasing Flame Damage by (Skill Level * 4)% for a low MP cost per second. While using this armor, you gain HP whenever you’re hit equal to (Skill Level * 2)% Damage taken. Can be dispelled at any time with cooldown.
Cooldown : 1 minute.
(Passive)
You are immune to Flame Damage.
Explosive Burst (Movement)
Create an explosion of flame from any point on your body to move quickly, at the expense of minor MP. If opponent is hit by burst, they take moderate Flame damage and have their Flame Resistance decreased by (Skill Level * 2)%. This effect can stack up to three times.
Cooldown : 5 seconds.
Other Skill Levels
Tyreese (Level 3)
Lava Spout - Level 3
Moderate Flame Damage (Lowers over time as Lava cools). (Skill Level * 3) yard range. (Skill Level * 2) +10 Flame Damage bonus when enemy hit. Duration : Up to 10 sec. Cooldown : (Duration * 4) seconds.
Lava Pit - Level 2
High Flame Damage. Skill Level yard radius. (Skill Level * 3) Flame Res decreases on any opponent hit. Flame damage decreases over time. Can trap opponents when Cooled. Duration : (Skill Level * 3) sec. Cooldown : min
Lava Blade - Level 2
High Flame damage. Can let cool down to do physical damage in addition to Flame damage. Physical Damage increases as Flame damage decreases over time. Can be reheated to increase Flame damage unless the sword is fully cooled. Can summon up to 3. Increases Flame Damage bonus while wielding by (Skill Level * 5). Cooldown : (Skill Level - 30) sec
Jennifer (Level 4)
Swift Winds - 3
Increases up to 5 persons speed/reaction speed by (Skill Level * 4)%. For every person affected by this, excluding self, increases own speed by (Skill Level * 0.5), up to four others. Can be stacked at high enough Level. When reaching max stacks of 2, double self speed gain and Duration and quadruple Cooldown. Duration : 60 + (Skill Level * 20) Cooldown : 150 sec
March of the Sky - Level 3
Increases up to 4 persons Damage by 10 + (Skill Level * 3)%. At high Levels, can stack twice. At Max stacks, additionally increases damage bonus by (Skill Level / 2)% per person and increases Cooldown by 120 sec. Duration : 70 + (Skill Level * 15) seconds. Cooldown : 150 seconds
Wind Burst - Level 3
Movement Skill. Minor Wind damage. Increases Movement speed by (Skill Level * 2) when used. Duration : 20 sec. Cooldown : 5 sec
Mia (Level 6)
Ivy Snare - Level 4
Locks a person in place with vines, decreasing their speed by 8 + (Skill Level * 2)%. Lasts until all Ivy is removed. Ivy gains (Skill Level * 5)% Damage resistance and 5 +(Skill Level * 3). Cooldown : 15 seconds
Thorn Field - Level 3
Creates a large area of thorns that, when an opponent is in, they are inflicted with a debuff, increasing their damage taken by 10 + (Skill Level * 1.5)%. Deals Minor Earth Damage per second. Duration : (Field) 25 seconds. (Debuff) 1 min. Cooldown : 50 seconds.
Vampire Leaf - Level 3
Every person inflicted by a debuff by self, up to 5, increases own HP regeneration by Skill Level + 4%. Additionally, increases own damage by 4% every time a debuff is applied or refreshed, stacking up to 4 + (Skill Level) times. Duration : 1 minute.
Ranking System
Commoner : Level 0 - 9
Scholar : Level 10 - 24
Mage : Level 25 - 49
Battlemage : Level 50 - 74
Prince/Princess : Level 75 - 99
Harbinger : Level 100 - 149
Archon : Level 150 - 224
Demigod : Level 225-???
God : Level ???
Other Information
When dealing any Elemental/Elemental Damage, it will deal equal Damage, but if it cannot deal one type of damage, the other will double in response.
Example : If dealing Lightning/Blood Damage (Like Bennett would), they would normally be applied as Lightning first, then Blood. However, if something had a lower resistance to Blood, then Blood would take over, dealing the damage instead while also applying the effects of Lightning (The first element stated will take priority). However, if the opponent is immune to one of the Elemental damage types, only one will deal damage.
Classes
First : Beast Studies
Second : Lightning/Water
Third : Mage/Healing
Fourth : Combat
Fifth : Engineering
Sixth, Seventh : Free Days
First - Fourth Days
0600 - 0800 : Breakfast
0800 - 1100 : Beast Studies (Day 1), History (Day 3), Mage/Healing (Days 2 & 4)
1100 - 1300 : Lunch
1300 - 1600 : Lightning/Water (Days 1 & 3), Combat (Days 2 & 4)
1600 - 1800 : Free Time/Training
1800 - 2000 : Dinner
Fifth Day
0600 - 0800 : Breakfast
0800 - 0900 : Fifth Prep (Excludes First Two Weeks)
0900 - 1100 : First Half - Engineering
1100 - 1300 : Lunch
1300 - 1500 : Second Half - Engineering
1500 - 1800 : Free Time/Training
1800 - 2000 : Dinner
Curfew at 2000