Help me get the Compendium up! - WindStrike - 11-16-2014
I would like help with getting the Compendium up! To do so, I'm going to have a bunch of various items and stuff in the old format up to here, and then anyone else can come in and reformat it. Some stuff that's posted may need some balance updating (buffing, nerfing, or even rewrite), so feel free to make such suggestions as well.
When you get some stuff reformatted, go ahead and post it, so I can update the Compendium with it. It may not necessarily be perfect in the end, but any and all help is appreciated, even if all you do is add DESCRIPTION and REQUIREMENTS and stuff everywhere. For every item that you reformat, you get a free copy of that item for all of your characters, if you'd like.
I'll be getting up a list of everything I need reformatted as well as a guide of how to reformat. Just an FYI, I'll take care of Signature Moves, Artifacts, Personal Items, Offensive Spells, and Support Spells, but I will be posting everything else up.
- REQUIREMENTS: This lists all level requirements and whether it's Two-Handed
- REQUIREMENTS is Bold and CAPS-LOCK'D
- Two-Handed and Level # is Italicized
- Listing affinities is as simple as [Affinity #], so [Fire 3] will transform to Fire (Level: 3).
FYI:
You will probably find Two-Handed in the DESCRIPTION, so transfer it to the REQUIREMENTS.
Level requirements may be listed as [Level=#], so just flip it out for Level #.
They should also be listed first. Everything else doesn't really matter which order it is in.
- Level 10 and Water (Level: 3)
- REQUIREMENTS: Level 10 and Water (Level: 3)
Level 30, Fire (Level: 1), Water (Level: 1), Nature (Level: 1), Light (Level: 1), and Shadow (Level: 1)
REQUIREMENTS: Level 30, Fire (Level: 1), Water (Level: 1), Nature (Level: 1), Light (Level: 1), and Shadow (Level: 1)
Level 20, 30 Base Power (with Two-Handed listed in the description)
REQUIREMENTS: Level 20, 30 Base Power, and Two-Handed
Fire (Level: 1) or Water (Level: 1)
REQUIREMENTS: Fire (Level: 1) or Water (Level: 1)
RE: Help me get the Compendium up! - Forgotten Third Eye - 11-16-2014
Some Hylian things.
- REQUIREMENTS: Level 10
- DESCRIPTION: Every time this sword strikes, it gets stronger and stronger. Can Slice or Stab a target.
- BONUS: Potential Blade can get a total of +6 Successes from its own effects.
- Slice:
- Roll your Courage +4 dice vs. targets' Courage dice
- Physical Damage: +0
- EFFECT: Afterwards, this sword gains 2 Successes.
- DURATION: This lasts for the remainder of the battle.
Stab:
Roll your Courage dice vs. targets' Courage dice
Physical Damage: +3
EFFECT: Afterwards, this sword gains 3 Successes.
DURATION: This lasts for the remainder of the battle.
IF FAIL: Target automatically gets to counterattack you.
- DESCRIPTION: It doesn't hurt as much as a normal Deku Stick, but it does seem considerably sturdier. Can whack one target.
- Roll your Courage +2 dice vs. targets' Courage dice
- Physical Damage: +0
Some shady things at the moment.
- RESTRICTIONS: Cannot use on players, APCs, or NPCs.
- DESCRIPTION: Don't want to fight your way through this battle? Why not pay them?
- EFFECT: Pay the enemies Rupees equal to the (total levels of the enemies) * 10.
- As a result, you and your party can escape the battle automatically.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A claymore made in the imitation of Biggoron's Sword that can hit one target.
- EFFECT: After three successful hits with this sword, it breaks.
- Amount: 0
Roll your Courage +2 dice vs. targets' Courage dice
Physical Damage: +4
- RESTRICTIONS: If used in an area not safe, Shady will ignore you for all eternity until the next quest. No free heal either.
- DESCRIPTION: Tutturru~! I mean, play this whistle to make darkness descend upon you!
- EFFECT: Playing this enables you to call on Shady to set up his Traveling Poe Shop.
- Try not to call him more than once per quest. He may get cranky, and things worse than him not showing up might happen.
Probably will post more up when I get to them.
RE: Help me get the Compendium up! - Forgotten Third Eye - 11-16-2014
The Shady Men.
- REQUIREMENTS: Level 10
- DESCRIPTION: Deadly in its nature yet seemingly harmless, this knife does light damage when attacking normally. Can Slice or Backstab a target.
- Slice:
- Roll your Courage +6 dice vs. targets' Courage dice
- Physical Damage: Halved
- EFFECT: The target becomes marked for this knife's Backstab.
- DURATION: The mark stays until the target has been Backstabbed.
Backstab:
DESCRIPTION: The next time you counterattack a target marked by this knife, you can roll around behind him and backstab him with this knife.
Roll your Courage dice vs. targets' Wisdom dice
Physical Damage: Doubled
EFFECT: Ignores Physical Armor.
- REQUIREMENTS: Level 10
- DESCRIPTION: The blade phases through physical beings, hitting their vitals directly. Can Slice or Stab target.
- Slice:
- COSTS: 1 Magic per Slice
- Roll your Courage +3 dice vs. targets' Courage dice
- Magical Damage: +0
- EFFECT: Ignores Magical Armor.
Stab:
COSTS: 3 Magic per Stab
Roll your Courage -3 dice vs. targets' Courage dice
Magical Damage: +0
EFFECT 1: Ignores Magical Armor.
EFFECT 2: Siphon Magic from the target equal to the damage dealt.
IF FAIL: Target automatically gets to counterattack you.
- REQUIREMENTS: Level 10, and Two-Handed
- DESCRIPTION: A large scythe with a black blade that reeks of death. Can Slice or Reap a target.
- Slice:
- Roll your Courage dice vs. targets' Courage dice
- Physical Damage: +2
- EFFECT: Target gets two stacks of the Bleeding Affliction:
- At the start of each round, target takes 1 Bleeding Damage (Neutral).
- Bleeding stacks infinitely.
- DURATION: Bleeding lasts for the remainder of the battle.
Reap:
RESTRICTIONS: Can only be used once per target per battle
COSTS: 4 Magic
DESCRIPTION: Reap the soul of one that has fallen and take an ability from him. This counts as using a Support Spell.
EFFECT 1: Select a dead target, and take any Active Skill or Spell that the target has.
DURATION: You will have this ability for the remainder of the battle.
EFFECT 2: That target cannot be revived for the remainder of the battle.
- REQUIREMENTS: Level 10
- DESCRIPTION: A blade that shines with shadows that strikes those that would cast spells. Can Slice or Stab or a target.
- EFFECT 1: Every time an enemy casts a Spell, he loses 2 Hearts and you lose 1 Heart.
- EFFECT 2: Any enemy that targets you with a spell is automatically counterattacked by you with this sword's Slice or Stab attack.
- Slice:
- Roll your Courage +4 dice vs. targets' Wisdom dice
- Physical Damage: +0
- EFFECT: Target loses 2 Magic.
Stab:
Roll your Courage dice vs. targets' Wisdom dice
Physical Damage: +0
EFFECT: Target loses half of his Current Magic, up to a maximum of 10 Magic.
IF FAIL: Target automatically gets to counterattack you.
- REQUIREMENTS: Level 10
- DESCRIPTION: A bat with lots of spikes sticking out, which can be very deadly to both the target and yourself. Can hit one target.
- Roll your Courage +3 dice vs. targets' Courage dice
- Physical Damage: +0
- EFFECT: Target gets three stacks of the Bleeding Affliction:
- At the start of each round, target takes 1 Bleeding Damage (Neutral).
- Bleeding stacks infinitely.
- DURATION: Bleeding lasts for the remainder of the battle.
IF FAIL: The bat hits you, giving you three stacks of the Bleeding Affliction.
RE: Help me get the Compendium up! - Forgotten Third Eye - 01-25-2015
The Stuffed Men.
- REQUIREMENTS: Level 20
- DESCRIPTION: Poke someone to harm them. Who knew pokes can be so painful? This is automatic, by the way.
- Neutral Damage: 2
- REQUIREMENTS: Level 20
- COSTS: 6 Hearts
- DESCRIPTION: Lasers shoot from your eyes at a target. Can only use if not currently blinded.
- Roll your Power +2 dice vs. targets' Wisdom dice
- Neutral Damage: 12
- IF FAIL: The lasers cause you to get the Blind Affliction:
- Roll $1d2 at the start of each of any action you do that targets. If it is a 1, you automatically miss.
Blind lasts until the end of your turn two rounds later.
- RESTRICTIONS: This is a Recovery Skill. You may only have one Recovery Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: Level 20
- DESCRIPTION: You steal Hearts from your enemies with every strike.
- EFFECT: Every time you land a single-target attack successfully, you siphon 1 Heart * your Total Affinity Levels / 3 from the target to you.
- REQUIREMENTS: Level 20
- DESCRIPTION: This axe is tainted with death and can temporarily revive those killed by this axe. Can hit one target.
- Roll your Power +4 dice vs. targets' Power dice
- Physical Damage: +0
- EFFECT: If the target dies with that strike, the target will revive on its next turn under your control.
- Costs 3 Magic for both you and the target.
- Anything that costs Magic used by the target will cost you 3 Magic.
After that turn, the target will die.
If the target is revived before your control of its turn, Axe of Grave’s effect is nullified.
- REQUIREMENTS: Level 20
- DESCRIPTION: An obsidian blade with an uneasy air around it. While this is equipped, you are affected by Amplified Afflictions:
- EFFECT: For every stack of any Affliction you have, you lose 1 Heart at the start of each round.
Infector can Slice or Stab a target.
Slice:
Roll your Courage +6 dice vs. targets' Courage dice
Physical Damage: +0
EFFECT 1: Target gets Amplified Afflictions as long as you have the Infector equipped.
EFFECT 2: All Afflictions you have, including all stacks, are shared to the target.
Stab:
Roll your Courage dice vs. targets' Courage dice
Physical Damage: +6
EFFECT 1: Target gets Amplified Afflictions as long as you have the Infector equipped.
EFFECT 2: All Afflictions you have, including all stacks, are shared to the target.
Afterwards, add a stack to all Afflictions the target has.
IF FAIL: Target automatically gets to counterattack you.
- REQUIREMENTS: Level 20
- DESCRIPTION: A shield that doesn't provide much defense, but it has its own sneaky suspicion.
- Defense: +2 dice
- EFFECT: When you attack using this shield as the weapon and are successful, you can stab through the shield using a sword for extra damage.
- Damage done is equal to the sword’s weapon damage.
- Additionally, 0.5 damage is added for each bonus dice from that sword's standard attack.
When you are being counterattacked, your roll is increased by an additional 3 dice when defending.
- REQUIREMENTS: Level 20 and Light (Level: 1) and Shadow (Level: 1)
- DESCRIPTION: Switching between Shadow and Light, you've become a walking contradiction. Congrats.
- EFFECT 1: If it's nighttime - While you are wearing this armor, all of your affinity levels are converted to Shadow affinity. On your next turn, it will switch to Light, next turn to Shadow, next turn to Light, and so on.
- EFFECT 2: If it's daytime - While you are wearing this armor, all of your affinity levels are converted to Light affinity. On your next turn, it will switch to Shadow, next turn to Light, next turn to Shadow, and so on.
- Physical Armor: When your affinity is Shadow, physical damage taken is halved.
- Magical Armor: When your affinity is Light, spell damage taken is halved.
I tried
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