ArtiChaos 

 

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 Getting Started

THIS IS THE TEMPLATE YOU SHOULD FOLLOW WHEN MAKING YOUR TOPIC.  THE BOLD WORDS ARE THE INFORMATION YOU NEED TO PROVIDE.

Character Name: Squall Leonheart
Character Age: 17
Character Height: 5 feet 7
Character Class: Samurai
Character Weapon: Katana

Items: none
Gil: 100 (everyone starts with 100 Gill (=money))
Starting Location: Pagoda (Chaos Continent)

HP:   ATK:   DEF:

Guardian Forces     Magic Spells     Abliities

 Classes

Class Information
Before beginning, it is important to learn each of the classes' strengths and weaknesses before you decide the makeup of your character.

Fighter Knight Thief Dragoon
HP: 10  ATK: 5  DEF: 5

Able to choose from all weapons except 2-handed weapons.

HP: 10  ATK: 7  DEF: 7

Able to use 2-handed swords. Can't use hack-weaponry or ranged weaponry.

HP: 9  ATK: 5  DEF: 8

Ability to steal when attacking opponents.  Can't use 2-handed or ranged weapons.

HP: 12  ATK: 7  DEF: 6

Wears dragon-helmet. Can't use 2-handed or ranged weapons.

Hunter Brawler Samurai  
HP: 12  ATK: 5  DEF: 5

Can't use 2-Handed or Hack Weapons. Able to use Ranged Weapons though.

HP: 12  ATK: 5  DEF: 3

Can't use any weapons, uses his fists to attack all opponents.

HP: 7  ATK: 6  DEF: 5

Can only use hack-weapons. 50% chance to attack twice! Low HP but high ATK.

 Weapons
Weapon Rules
These are the standard weapons, you can choose one only, and only if the class you choose can equip it. (for instance knights can't equip Ranged Weapons but can equip 2-Handed Weapons).
You cannot buy new weapons or change weapon-type troughout the game. So choose wisely.

Better Weapons
You can get new weapons, which boost ATK (attack power).  New weapons can be obtained by participating in Quests. They'll pop up as a reward every now and then.
Hack-Weapons 2-Handed Weapons Ranged Weapons
- Sword   - Katana   - Mace    
- Knives   - Staff      - Spear
- 2-handed Sword
- Double Katanas
- Bow and Arrows
- Throwing Axes       - Throwing Knives
 Abilities
Ability Name

AP

Description

Aerodynamic 40 Aerodynamic lets the Fat Chocobo land faster and harder, making it improve its attack power.
Alert 80 Prevents back attacks.
Resist Dark 70 All Darkness damage dealed to you is halved.
Resist Light Hunt 70 All Holy damage dealed to you is halved.
Treasure Hunt 50 Opponents drop items easier after defeat.
 Magic
Magic Rules
You can cast spells in combat. There is no limitation on how many times you can cast spells or MP. You have to learn the spells through your GF.

Magic 101
Fire weak against Water
| Fire weak against Ice
Ice weak against Fire
| Water weak against Ice
Water absorbs Water
| Fire absorbs Fire

Flying weak against Thunder
| Thunder nullifies against Ground | Ground weak against Flying

Darkness weak against Holy
| Holy weak against Darkness

Magic Name

AP

Description

^ BLACK MAGIC ^
Fire 30 Fire deals 20 damage plus additional Fire-damage. If the opponent has the Ice-Element, Fire deals 30 damage.
Fira 50 Fira deals 40 damage plus additional Fire-Damage. If the opponent has the Ice-Element, Fira deals 70 damage.
Firaga 80 Firaga deals 60 damage plus additional Fire damage. If the opponent has the Ice-Element, Firaga deals 100 damage.
Blizzard 30 Blizzard deals 20 damage plus additional Ice damage. If the opponent has the Fire-Element, Blizzard deals 30 damage.
Blizzara 50 Blizzara deals 40 damage plus additional Ice damage. If the opponent has the Fire-Element, Blizzara deals 70 damage.
Blizzaga 80 Blizzaga deals 60 damage plus additional Ice damage. If the opponent has the Fire-Element, Blizzaga deals 100 damage.
Thunder 30 Thunder deals 20 damage plus additional Thunder damage. If the opponent is flying, Thunder deals 30 damage.
Thundera 50 Thundara deals 40 damage plus additional Thunder damage. If the opponent is flying, Thunder deals 70 damage.
Thundaga 80 Thunder deals 60 damage plus additional Thunder damage. If the opponent is flying, Thunder deals 100 damage.
Aero 50 25% chance of blowing 1 opponent away (dispatching him off the battlefield). Unable to use against bosses.
Aero 2 80 50% chance of blowing 1 opponent away (dispatching him off the battlefield). Unable to use against bosses.
Water 50 This spell deals 50 damage plus additional Water damage. If the opponent has the Fire-Element, water deals 80 damage.
Quake 60 This spell deals 60 damage plus additional ground-damage. If the opponent has the lightning element, Quake deals 90 damage.
Meteor 70 Giant Meteors hit all opponents for 40 damage each.
Holy 100 Deals 50 damage to all opponents, if the opponent has the Dark Element, Holy deals 80 damage.
Flare 100 Flare deals 70 damage to all opponents.
Shadow 75 Shadow deals 50 damage to all opponents, if the opponent has the Holy Element, Shadow deals 80 damage.
Ultima 120 Ultima deals 150 damage to all opponents. If the opponent has the Fire, Ice, Thunder or Water element, Ultima deals 250 damage.
^ WHITE MAGIC ^
Cure 40 Cure restores 40 HP to 1 Ally or 30 HP to all Allies.
Cura 70 Cura restores 80 HP to 1 Ally or 60 HP to all Allies.
Life 50 Brings back an ally from the death. Cures 20 HP.
^ SUPPORT MAGIC ^
Shield 60 Shield sets up a shield which halves all psychical attacks done to you.
Double 60 Double lets you cast 2 of the same Magic Spells in 1 turn.
Triple 100 Triple lets you cast 3 of the same Magic Spells in 1 turn.
^ STATUS EFFECT MAGIC ^
Blind 50 50% chance of blinding the opponent, thus making him miss every psychical attack!
Frog Song 50 Makes all the opponents sleep. They wake up when you use a psychical attack!
Mushroom Song 50 All opponents lose 20 ATK and 20 DEF, because they grow tiny. Minimum what the opponent can have is 5 ATK and 5 DEF.
 Guardian Forces
Fighting Guardian Forces

You can make a new topic to challenge a GF to fight you.  If you win you can summon the Guardian Force in battle and learn abilities and spells from them.

I posted all GFs Battle Statistics which are known. Some Guardian Forces are mysterious and their stats are unknown... GFs aren't impossible to defeat, and they usually have a weakness to a certain element.
Alexander Anima Bahamut
HP: 250     ATK: 200  
DEF:
150
Alexander is one of the strongest summons! Be prepared...
HP: 100     ATK: 50
DEF:
40
Anima uses mediocre attacks and additional darkness damage.
HP: ???     ATK: ???
DEF:
???
Not much is known about this GF, besides his strong attack Shadow Flare!
Carbuncle Ceberus Chocobo
HP: 40     ATK: 12
DEF:
40
Easy to obtain Carbuncle has good defenses but weak attacks.
HP: 40    ATK: 60
DEF:
50
Cerberus shouldn't put up a long fight, but his ATK is very high!
HP: 15     ATK: 6
DEF:
5
The weakest of summons, Chocobos are great for novices to ArtiChaos.
Diablos Eden Ifrit
HP: 70     ATK: 40
DEF:
50
Quite strong, he attacks with additional Darkness damage.
HP: ???     ATK: ???
DEF:
???
The most mysterious of all the summons, more will be discovered.
HP: 50     ATK: 20
DEF:
8
Ifrit uses fire-elemental attacks against his foes, works best against ice.
Leviathan Odin Pandemona
HP: 70     ATK: 70
DEF:
30
God of the water, he inflicts substantial damage with his attacks.
HP: 120     ATK: 0
DEF:
120
He gives you 5 rounds of combat, so be ready and don't mess up.
HP: 200     ATK: 50
DEF:
10
The GF utilizes its control of the winds to fight against its enemies.
Ramuh Sabotendeur Shiva
HP: 60     ATK: 25
DEF:
20
Ramuh destroys his enemies with strong lightning attacks
.
HP: 100     ATK: 30
DEF:
100
A balanced fighter that can diminish his enemies' HP.
HP: 40     ATK: 22
DEF:
12
The ice-element queen, Shiva is agile and swift with her ice attacks.
Siren Tiamat Tonberry King
HP: 50     ATK: 30
DEF:
30
Not known for sheer strength, Siren can inflict status effects
.
HP: ???     ATK: ???
DEF:
???
Another secretive GF, Tiamat can use Shadow Flare.
HP: 50     ATK: 60
DEF:
50
With knife in hand, Tonberry King can kill enemies in one turn.
 World Map

Green
Grass
Dk. Green
Forest
Yellow
Sand
Brown
Rocks
Dk. Brown
Mountains
Blue
Water
White
Ice/Snow
Gray
Snow Mt.
 Chaos Continent
 1. Pagoda   2. Galba   3. Beachton   4. Foresta    5. Fisherman's Shore   6. Checkle Town  7. Trevolta   8. Gogonza  
 9. Doma   10. Visk   11. Tora
 Serenity Continent
 1. Mysidia   2. Kaipo   3. Kamek   4. Mountain Corner   5. Mount Justice
 Other Continents
 1. Crescent Island   2. Warship Island   3. Bo Town
 Important Information
Pagoda - Chinese themed town with samurai.
Foresta - Forest Town. Mostly old people, very peaceful.
Doma - City with alot of factories.
Mysidia - Town with alot of magic users.

Kaipo - Oasis Town
Mount Justice - Evil rests inside this cave, a Natural Maze.
Crescent Island - Town where they worship the Cactuar.
Warship Island - Unknown

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