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| Cid's Knight |
#1 The next Grand Tournament will probably begin in a week or two. During that time, I will allow you all to make your own character(s) to enter in the tournament to win prize money in addition to the betting. The current level limit for characters is 3, and the current gold limit for their equipment is 6,000. Creating a character costs 2,500 gold and leveling them up (outside of the tournament, where they will level up naturally) requires 1,000 gold multiplied by the level you wish them to reach (level 2 costs 2,000, level 3 costs 3,000, etc. etc.). Bear in mind that a higher level character won't always win, they simply may have the edge. Class and other such factors are also taken into account. Character Sign-up Name: Gender: Race: (Human, Elf, Dwarf, Mer, Giant, Siren, Minotaur, Troll, Ogre, Orc, Goblin, Dark Elf) Age: (PM me if you need an exact listing on the life expectancies) Class: You can have a character take as many classes as you want. Some classes have prerequisite classes. Specialized classes can still use spells from other schools, they simply use their specialty better. Warrior: Standard fighter, can use all weapons and armor and can specialize in select weapons. Ranger: A bow and melee fighter, cannot use heavy armor and generally specializes in one of the two styles available. Samurai: Warrior specializing in the use of katana and wakizashi. Favors swift, brutally powerful attacks. Berserker: Warrior that specializes in melee fighting and can enter a state of berserkergang in battle, making them much more powerful. Can only wear light armor. Wereberserker: Berserker that takes on a wereform in the throes of Berserkergang. Requires 7 levels in Berserker. Wizard: A spellcaster who uses arcane magic to thwart their foes. Wizard (Elementalist): Wizard specializing in the magic of one element (earth, fire, air, or water). If you wish to use other elements, you must take the appropriate levels (It is possible to be, for example, a 1st level Air Elementalist and a 1st level Water Elementalist). Wizard (Diviner): Wizard specializing in divination magic. Wizard (Technomancer): Wizard specializing in animating unliving things. Wizard (Necromancer): Wizard specializing in death magic. Wizard (Transmuter): Wizard specializing in transmutation magic. Wizard (Conjurer): Wizard specializing in conjuration magic. Wizard (Blood Sorcerer): Wizard that uses blood and mortal sacrifice to work their magic. Blade Sorcerer: A warrior that uses magic on their weapons to enhance their fighting ability. Psionicist: Uses psychic powers in battle. Telepath: Psionicist specializing in telepathy and mind-influencing. Creationist: Psionist specializing in creation. Psykineticist: Psionist specializing in telekinesis and mind blasts. Alterist: Psionist specializing in alteration. Clairovoyant: Psionist specializing in divination. Gater: Psionist specializing in teleportation and gating. Mind Blade: A warrior that uses psionics on their weapon to enhance their fighting ability. Holy Cleric: Uses holy magic in battle. Unholy Cleric: Uses unholy magic in battle. Spiritualist: Uses spirit intercession to perform magical spells. Summoner: Summons spirits to fight for them. Druid: Uses nature magic in battle. Paladin: Ultimate warrior of good. Requires 3 levels in warrior, ranger or samurai and 2 in Holy Cleric. Hell's Legion: Ultimate warrior of evil. Requires 3 levels in warrior, ranger or samurai and 2 in Unholy Cleric. Monk: Barehanded fighter that can master and use spiritual energy. Soul Sword: Warrior that uses their spiritual energy to form weapons. Thief: While not the best of fighters, thieves are swift and nimble and able to fight with less-than-honorable tactics to bring about their opponent's end. Assassin: Skilled fighter that uses poisons and swift attacks at the vitals to defeat their foe. Requires 4 levels in Thief. Ninja: Swift and stealthy fighter that carries a myriad of weapons and knows how to use them all in tandem to defeat their foe. Requires 4 levels in Thief. Noncombat Class: These classes can provide noncombat support, but do not do well in fights themselves. Noncombat classes do not contribute to your upkeep between matches, but instead create a certain amount of things or gather a certain amount of resources between each match. Noncombat classes gain levels like normal classes and are able to use mundane or magical tools to speed their labor. Tools cost as much as weapons, and protective gear costs as much as armor. Without the appropriate protective gear, workers will not do things that could cause them injury, such as mine hard-to-find materials, create powerful weapons, or cast stronger enchantments. Miner: Mines ore and other precious metals for use in smithing. Weaponsmith: Creates weapons out of mined ore. If no mined ore is available, ore can be purchased for 1/2 the price of making armor of that kind. Armorsmith: Creates armor out of mined ore or other materials. If no mined ore is available, ore can be purchased for 1/2 the price of making armor of that kind. Huntsman: Obtains wood, hides, and other materials for use in various crafting. Wood Carver: Skilled in the use of woods, the Wood Carver can make staves, bows, and other such items. Machinist: Creates specialized weapons that are outside the norm, such as a double-bladed sword that can detach into two swords or a mace with a chain in the middle that can become a flail at the press of a button. Enchanter: Enchanters grant magical endowments upon weapons, armor, jewelry and tools in order to make them stronger. Equipment: You can pretty much have any weapon or suit of armor you desire, so long as you know it exists. Cost is determined by enchantment and materials. Materials: The following materials may be used to create weapons and armor. (B) denotes a basic material that costs 100 extra to refine to be enchanted, (A) denotes an advanced material that is more expensive but already refined. Iron (B): Iron is a simple metal that makes decent weapons. Weapons cost 3 gold, 103 refined. Armor costs 30 gold, 130 refined. Steel (B): Steel is stronger than iron, but can be used to make basic weapons as well. Steel weapons are stronger and more durable than iron weapons, but they cost more. Weapons cost 5 gold, 105 refined. Armor costs 50 gold, 150 refined. Wood (B): Wooden weapons are generally bows, crossbows, and polearms, and many employ the use of some metal. Weapons cost 1 gold, 101 refined. Armor costs 5 gold, 105 refined. Cloth (B): Basic fabric that provides little defense. Generally used for outer clothing. Armor costs 1 gold, 101 refined. Silk (B): Often used in eastern armor, silk is difficult to cut, providing decent protection against bladed weapons. Armor costs 10 gold, 110 refined. Leather (B): Leather is easy to move in and provides basic protection when crafted into armor. Armor costs 20 gold, 120 refined. Silver (A): Silver is a soft and malleable material that generally makes poor armor and weaponry, but excellent charms and other such items, due to its high magical receptivity. Weapons and armor crafted of silver are either woefully ineffective or utterly reliant upon their enchantments. Weapons cost 147 gold, Armor costs 251 gold, and Jewelry costs 79 gold. Gold (A): Gold is like silver, only softer and more malleable, as well as more magically receptive and more expensive. Gold weapons and armor are even worse than silver ones, unless heavily enchanted. Weapons cost 172 gold, Armor costs 301 gold, and jewelry costs 99 gold. Platinum (A): A hard metal with a good receptivity to magic, Platinum is an expensive metal but it produces excellent results. Weapons cost 213 gold, Armor costs 356 gold, Jewelry costs 139 gold. Diamond (A): This stone is extremely hard, as well as quite receptive to magic. It is also extremely rare, and is thus a precious commodity. Weapons cost 512 gold, Armor costs 599 gold, and Jewelry costs 437 gold. Zynshyr (A): Zynshyr is a rare and powerful metal with the natural property to absorb magic. Zynshyr is often called the "Wizard-slaying ore" because it naturally nullifies magical spells cast around it. Zynshyr is extremely difficult to enchant, although it has been done on occassion, and the results can be varied. In addition to its nullification abilities, Zynshyr that is properly refined and polished to a mirror finish can actually reflect some spells back upon the caster. Weapons cost 371 gold, 471 polished. Armor costs 535 gold, 635 polished. Jewelry costs 204 gold. Sahtal (A): Often called "White Steel", Sahtal is used almost exclusively by the Paladinic Order, as they control most of the known mines in the world. Sahtal is a metal with the properties of steel, but white in color, and it is most often used in the equipment of the Paladins, as it has proven to be quite receptive to divine enchantment. Known amongst the order as "God's Metal", Sahtal is highly prized amongst Paladins, and finding some out of their possession is an extremely rare occurance. Weapons cost 198 gold, Armor costs 276 gold, and Jewelry costs 120 gold. Tedhan (A): This strange, semi-transluscent metal is extremely receptive to psionic enhancement. The metal is strong yet flexible, and can often be moulded into relatively easy-to-wear suits that provide excellent protection and weigh very little. Weapons cost 326 gold, Armor costs 461 gold, and Jewelry costs 285 gold. Dragon Scale (A): Dragon's scales come in several different varieties and afford different protections. Flare Dragon scales afford protection against fire but are weak against ice, Frost Dragon scales afford protection against ice but are weak against fire, Sea Dragon scales provide protection against water but are weak against lightning, Storm Dragon scales provide protection against lightning but are weak against water, Gaia Dragon scales provide greater physical protection than any other scales, Light Dragon scales provide protection against light and are weak against darkness, and Dark Dragon scales provide protection against darkness and are weak against light. Armor Costs 621 gold. Enchantments: All enchantments costs 2,000 gold multiplied by the level. Increased Offensive Power: Weapon is stronger and able to penetrate more things. No max level. Increased Defensive Power: Armor is stronger and able to protect from more. Can be applied to jewelry. No max level. Elemental: Weapon attacks are imbued with an element. Only one element per weapon. Max level 5. Elemental Resistance: Gain resistance to an element at increments of 10%. Only one elemental resistance per item. Can be applied to all items. Max level 15 (11th level and higher absorbs). Holy: Does extra damage or affords extra protection against evil. Can be applied to jewelry. Max level 5. Unholy: Does extra damage or affords extra protection against good. Can be applied to jewelry. Max level 5. Returning: Projectile returns to hand or quiver when used. Max level 1. Sentient: Item is sentient and can provide advice and activate abilities on its own. Sentient items gain random abilities as their level improves. No max level. Free-flying: Weapon can be released and fights without being held in your hand. Max level 1. Mist: Creates some sort of obscuration that blankets the field. Range and level of obscurity depend on level. At the 6th level, wielder begins to be able to see through the mist moreso than other combatants. Max level 10. Blood Focus: This spell is cast upon a once-live organ (usually a heart). The organ begins "functioning" again, and can be used to increase the power of blood magic, as well as call it forth without having to use one's own blood or the blood of another, although that still may be done. Max level 5. Costs an additional 100 to initially make. Imbue Spell: Give a certain spell effect to an item not listed here. PM me with what you want to do and I will tell you the cost. If you'd like to add any type of class or enchantment, feel free to PM me about it. |
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| | Name:Borbag http://www.kessels.com/WordGenerator...+Tolkien-style Gender:M Race:Orc Age:24 Class:Warrior Equipment:Ur-Ki armor and Berserker sword Iron (B): Steel (B): mythril chain male from Moria Last edited by Yu-Yevon; 08-20-2005 at 11:17 PM. |
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| Cid's Knight | I'm posting all the accounts here. Yu-Yevon, I'll give you 3,500 to work with a character, since you didn't post before, so your character can be no more than 1st level with basic equipment. Doom: 6,000 ApocalypticLeon: 0 Starlight Angel: 60,000 (|245|-||\|U|\/||33|25: 4,794 Eternal Essence: 30,000 link31793: 35 TurkSlayer: 7,950 Necronopticous: 120,000 Rase: 21,000 Mercen-X: 194,000 Khaotic: 0 Kyono: 8,000 Ultima Shadow: 0 Steffox: 40,000 raskerino: 8,000 |
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| Former Staff | 120,000 -2,500 Create Human Female. Basic Information Name: Chihiro Sasumi Gender: Female Race: Human Age: Appears to be about 14 years old. Equipment Budget: 6,000 -120 Create Sahtal Cross Pendant. -213 Forge Platinum Katana. -2,000 Enchant Platinum Katana with Increased Offense Power, Level 1. -471 Forge Polished Zynshyr Wakizashi. -356 Forge Platinum Breastplate. -2,000 Enchant Platinum Breastplate with Increased Defensive Power, Level 1. -635 Forge Polished Zynshyr Bracers. -99 Create Golden Anklet. Class Experience Level 1 as Samurai. -2,000 Train to level 2 as Samurai. -3,000 Train to level 3 as Holy Cleric. Description Chihiro Sasumi - Thank you black orb. Sasumi is a sickly thin girl who appears to only be around 14 years of age. Standing at only 5 feet tall, she wears her long black hair in a tight pony tail, high on the back of her head. She is rumoured to be a child prodigy who began practicing advanced swordplay styles at a very young age. In battle, she favors the iaido style, following a strict code to never deliver an unfair strike. She wears a cross pendent made of Sahtal in which she devotes every strike in her pursuit of ascension to the Paladin order. --- Ending balance: 106,606 Chihiro Sasumi Base Level 3 Samurai Level 2 Holy Cleric Level 1 |
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