Attributes contribute more than just their ability. Characters gain traits from their attributes as they progress. Characters begin with one trait from Tier One. They gain more traits from quest rewards and from progressing their character. This is measured by their total Hearts, or MP in the case of Wis. Certain heart values come with another trait of their choice.
6 Hearts yields another Tier One Attribute
8 Hearts yields a Tier Two Attribute or lower
11 Hearts yields a Tier Two Attribute or lower, or they may choose another attribute at Tier One.
-Choosing to following another attribute locks your first attribute. Proceed as if you were starting over at this point. (14 yields Tier One, 16 yields Tier Two, 20 yields Tier Two)
14 Hearts yields a Tier Two Attribute or lower
16 Hearts yields a Tier Three Attribute or lower
20 Hearts yields a Tier Three Attribute or lower
Strength (ATK): Tier One:
Level 1 Weapon
Additional Quarter Heart of Damage on Physical Attacks
Additional Use of Attribute Skill per Thread (May be selected multiple times)
Tier Two:
Free Lv. 2 Weapon or Upgrade
Additional Quarter Heart of Damage on Physical Attacks
May Wield One Heavy Style Weapon without Penalty
All Lv. 0 Weapons Count as Lv. 1 Weapons when wielded by you
Can Make a Single Attack Area of Effect Threatening All Enemies Near The User, Usable Once Every Three Posts
Attacks Cause Stagger When Damage is Inflicted While Wielding Heavy Weapons, reducing the Enemy’s Actions by One.
New Ability:Power Attack – Any physical attacks performed in this turn deals double damage. May only be used once per thread.
Tier Three:
Free Lv. 3 Weapon or Upgrade
Any Weapon Counts as Lv. 2 in Your Hands
Additional Half Heart of Damage on Physical Attacks
Gain an Additional Quarter Heart of Damage for Every Enemy Defeated in a Room
Attacks are Capable of Sending Unarmored Foes Flying While Wielding Heavy Weapons
Capable of Dual-Wielding Massive (Heavy) Weapons
Damage Dealt can be increased by x1½, but Damage Received is increased by x1½ (rounded down)
New Ability:Berserker’s Charge – Usable when Heart Points are below 15%. All damage dealt is doubled. When Heart Points would drop below zero, may continue fighting for one more turn. Lasts until Heart Points are restored above 15% or Heart Points drop below zero. May only be used once per thread.
Constitution (DEF): Tier One:
Additional Heart Point
Negate One Status Ailment per Thread
Additional Use of Attribute Skill per Thread (May be selected multiple times)
Tier Two:
Additional Heart Point
Gain ½ Heart Points of Damage Reduction naturally
Choose one status ailment, gain an immunity to this status ailment
May Wield One Heavy Style Defensive Item With No Penalty
Shields can block single target magic attacks though they suffer similar consequences to being hit. (IE. Ice may freeze shield, Lightning is conducted, Fire may set it ablaze and burn flammable materials.)
Shields Gain One Additional Action Every Two Turns. This Action May Be Used as a Counter Attack.
New Ability:Stoic Bulwark – Gain Total Heart Points in temporary HP for the next four turns, reduce damage by half for the next two turns. May only be used once per thread.
Tier Three:
Additional Heart Point
Gain One Heart Point of Damage Reduction Naturally
Choose One Status Ailment, Gain An Immunity to this Status.
May Wield Two Heavy Style Defensive Items Without Penalty
When Attacked, Regardless of Damage Dealt, Attacker Suffers 1/4 Heart of Damage
When an Attack is Parried or Blocked Three Times, It Takes On the Broken Status Reducing Damage by Half
Any Part Of Your Body May Be Used as a Shield, No Durability
Shields Gain One Additional Action Every Turn. This Action May Be Used as a Counter Attack.
New Ability:Resolute Defender – Immune to damage for one turn, gain half of your total of Heart Points back. Enemies are drawn to this character, but they cannot move for two turns.
Wisdom (MAG): Tier One:
Additional Magic Point
Passively Regain One Magic Point Every Three Posts
Gain One Additional Spell (May be selected multiple times)
Tier Two:
Additional Magic Point
Passively Regain One Magic Point Every Two Posts
Reduce All Magical Damage by ½ Hearts
Gain One MP Upon Taking Spell Damage
Increase Magical Effectiveness by One and One Fourth (1 ¼ )
Cast a Spell On Your Weapon to Imbue Them With That Element For One Thread. Damage and Effect Dependent Upon Element.
Weapons and Objects can be Infused with a One Time Casting of Any Spell Known
New Ability:Mirror Cast – The next spell cast causes a duplicate spell to be cast. The second spell costs no Magic Points and has a 50% reduced effectiveness. May be used once per thread.
Tier Three:
Additional Magic Point
Passively Regain One Magic Point Every Post
Reduce All Magical Damage by ½ Hearts
Upon Being Hit by a Spell of a Particular Element, All Spells of that Element Deal Half Damage to You
By Spending an Additional Magic Point, Double a Spell’s Effectiveness
After Casting a Spell, Another Spell Of Equal Or Lesser Cost May Be Cast Without MP Cost. May Be Used Once Per Three Spells.
Weapons Can Have Two Magical Effects On Them
New Ability:Mystical Inspiration – You may cast a spell that is not on your list of spells. This spell must be under one of the elements you have access to. It cannot be a Sage spell. May be used once per thread.
Dexterity (SPD): Tier One:
May Make an Additional Action without Restriction Once Every Three Posts
Avoid One Room in a Dungeon
Additional Use of One Attribute Skill per Thread
Tier Two:
May Make an Additional Action without Restriction Once Every Two Posts
Feint Action Becomes Available, Denying the Opponent of One Action to Prevent Damage. Usable Once Per Three Turns.
Acrobatics Can Be Used to Avoid an Obstacle Only Passable By Certain Tools, IE. Hookshot
The Dodge Action Can Be Used to Avoid Area of Effect Attacks, No Other Actions Can Be Performed on That Turn.
May Use Two Items during One Action
New Ability:Dungeon Saboteur – Reduce the number of enemies in any dungeon room by half. Doesn’t work on bosses. May be used once per thread.
Tier Three:
May Make An Additional Action Without Restriction Every Post
Feints May Be Used Once Every Two Posts
May Make a Dodge Action Once Per Turn without Action Cost, Any Additional Dodge Actions Cost Actions
May Use Three Items during One Action
Can Steal Items Off of Enemies without Defeating Them
When Wielding a One-Handed Weapon or Dual-Wielding Light Weapons an Additional Attack May Be Performed At 50% Damage
New Ability:Flurry of Action – Your number of actions for one round is doubled. There is no restriction of what can be done for those actions. All attack actions and spells cast deal 50% damage due to focus on speed than power. May be used once per thread.
Animal Communication - the ability to speak to animals.
Blacksmith - the ability to repair broken equipment.
Alchemist - the ability to create potions from the proper materials.
Farmer - you have a cow automatically, and you also get food automatically
Chef - the ability to create soups from the proper ingredients.
Leadership - the ability to boost morale if in a party.
Natural Charm - the ability to get people to do what you want with charisma (NPCs)
Natural Intimidation - the ability to get people to do what you want with fear (NPCs)
Keen Eye - the ability to see through illusions and sensory trickery.
Seraphim - the ability to evoke a sense of heroism in the good, fear in the evil. (NPCs)
Pilot - the ability to maneuver through anything or anyone when manning a vehicle
Sturdy Composition - immunity to paralysis
Willpower - immunity to petrification
Awakened - immunity to sleep
Warm Blooded - immunity to freezing
Courage - immunity to burning
Outspoken - immunity to silence
True Sight - immunity to blind
Superb Immune System - immunity to poison
Extra info on certain skills:
Alchemist: This ability gives you the ability to make potions, which means you do not have to pay for them. BUT you must have ingredients, you get these through quests, if you defeat any Chuchus.
- You need five red chu jellies for a red potion - You need five blue chu jellies for a blue potion - You need five green chu jellies for a green potion (Which does double damage with magic) - You need five purple chu jellies for a purple potion (Which adds double physical damage) - You can make ANY of these with a yellow chu jelly but you need 15 of them
Chief: You can make pumpkin soup without paying for it BUT you must have these ingredients. You can get this from any quest where you go and collect food of some sort.
For soup you need: - Two Pumpkins - Five Medical Herbs - Water
Farmer: You can get Lon Lon Milk from your cow! But it has to be happy, so you have to have a thread of you taking care of your cow. OR have Epona's song to get milk from your cow.
these skills are available as a character advances and buys traits
Power Attack: Any physical attacks performed in this turn deals double damage. May only be used once per thread.
Berserkers Charge: Usable when Heart Points are below 15%. All damage dealt is doubled. When Heart Points would drop below zero, may continue fighting for one more turn. Lasts until Heart Points are restored above 15% or Heart Points drop below zero. May only be used once per thread.
Stoic Bulwark: Gain Total Heart Points in temporary HP for the next four turns, reduce damage by half for the next two turns. May only be used once per thread.
Resolute Defender: Immune to damage for one turn, gain half of your total of Heart Points back. Enemies are drawn to this character, but they cannot move for two turns.
Mirror Cast: The next spell cast causes a duplicate spell to be cast. The second spell costs no Magic Points and has a 50% reduced effectiveness. May be used once per thread.
Mystical Inspiration: You may cast a spell that is not on your list of spells. This spell must be under one of the elements you have access to. It cannot be a Sage spell. May be used once per thread.
Dungeon Saboteur: Reduce the number of enemies in any dungeon room by half. Doesn’t work on bosses. May be used once per thread.
Flurry of Action: Your number of actions for one round is doubled. There is no restriction of what can be done for those actions. All attack actions and spells cast deal 50% damage due to focus on speed than power. May be used once per thread.
Armos Mobile statues, inhabited by hostile spirits. They bounce toward their prey, bludgeoning them with their massive, virtually indestructible bodies. All Armos however possess a weak point, where they may be attacked and destroyed. Weakness: Nature Health: Damage[Unarmed]: Damage[Flail]:
Bubble: Floating skulls surrounded by an unnatural fire, these odd spirits have a method of cursing those they touch, preventing them from using whatever weapon they are currently holding for 2 turns. May also apply burning Weakness: Water Health: Damage:
Bulbin: Hulking trolls that live amongst themselves as hostile bandit tribes that enjoy senseless violence. Their methods for attack are clubs for the melee and bows for the long-range. Weakness: Light Health: Damage:
Chuchu Tiny, gelatinous creatures that come in a myriad of shapes and sizes. Generally easy to kill, and their gel is required to make potions. Weakness: Varies by Color Health: Damage:
Corrupt Hylian Guard Most of the Royal Guards have a code of morality that forces them to uphold justice. These are not those guards. Fueled by strong ethnocentrism, with the use of magic swords and armor, these warriors will crush anyone in their way. Weakness: Shadow Health: Damage:
Deku Baba A carnivorous plant that attacks by clamping down on its opponent with their jaws. They mostly populate areas that are heavily forested. Weakness: Fire Health: Damage:
Fire Keese A small bat like creature, that is surrounded by fire so does a little bit more damage then a normal keese Weakness: Water Health: Damage:
Floormaster Giant, disfigured hands which delight in frustrating adventurers to no end by plopping their butts back at the start of whatever dungeon they're in. If they grab someone, that player has 1 turn to be freed by the other players before the grabbed person is transported to the start of the dungeon. When killed they split into three smaller hands with 1/2 a heart of health each that reform the Floormaster next turn if they are not killed. Weakness: Light Health: Damage:
Garo Robe Ninja-like warriors who attack outsiders with extreme prejudice. They are ancient enemies of the Ikana Kingdom, and can often be found in Ikana Canyon, clashing with their ancient enemies. While deadly with a blade, they can be disarmed by blocking their attacks, sending their blades ricocheting off the shield and rendering them unarmed. Weakness: Water Health: Damage[Armed]: Damage[Unarmed]:
Gerudo Pirate The twin blade-wielding pirates that storm landscapes and take their pray. Be wary, it's not just the desert or ocean that they can catch you in. They are much more cunning than the average scoundrel. Weakness: Water Health: Damage:
Gibdo/Mummies These are people who have come back from the dead, but only think about feasting much like a zombie or a mummy. They have the ability to paralyze with a scream and then feast Weakness: Water Health: Damage: per post they grab you
Gohma Larvae These gross little buggers are hatched from the eggs of there bigger more spider-like Gohma. They crawl up rather slowly and try to stab their targets with a swarm mentality. Weakness: Fire Health: Damage:
Jellyfish electric jellyfish that can shock you if you touch them while trying to electrocute. Health: Damage:
Keese Small and insignificant bat creatures. They have low amounts of health and do little damage. Large annoyances, they are the most common monster mob. Weakness: Air Health: Damage:
Laser Head large rock human-like formations that can spin around their heads that just look like a giant eyeball and shoot out a laser. They are unable to to move though. Health: Damage:
Moblin large blins that have spears, and are very pig-like Weakness: light Health: Damage (With spear): Damage (Without Spear:
Like Like Gelatinous, tube-like creatures with an insatiable appetite for armor and shields. Will devour players whole, stunning them for a turn before spitting them out, minus any shields they were wearing. If the Like-Like is not killed within two turns of eating a shield, the shield will be digested and destroyed. Otherwise it can be extracted from the Like-Like's corpse. Weakness: Fire Health: Damage: Upon eating and upon spitting out.
Miniblins small little blins that have tiny little pitch forks that have little horns, not really harmful just annoying. Weakness: light Health: Damage:
Moblin large blins that have spears, and are very pig-like Weakness: light Health: Damage (With spear): Damage (Without Spear:
Octorok Odd octopi that act as living turrets. They attack by rapidly shooting rocks out from their canon shaped mouths. Weakness: Air Health: Damage:
Poe Ghostly spirits that carry flaming lanterns, Poe are often found at graveyards or places where many people have died. When attacked, Poe can turn invisible and intangible, protecting themselves from all harm for 1-2 posts, before re-appearing. The Lantern remains active during this time and can still attack. Weakness: Water Health: Damage: , attacks may apply burning.
Redead These are people who have come back from the dead, but only think about feasting much like a zombie. They have the ability to paralyze with a scream and then feast on people they grab. Weakness: Water Health: Damage: per post they grab you
River Zora A blood thirsty and tribal civilization of the Zora. They are prone to attacking anyone who comes near waters, slicing them through with their fin blades. Weakness: Earth Health: Damage:
Rope The second most common monster mob. Tiny snakes that try to attack with frenzied leaps and fang bites. Weakness: Water Health: Damage:
Sheikah Assailant If one of these elite shadow walkers are after you, you'd best come prepared. You likely won't be, as they always get the first jump. Watch out for needles...and poison. Weakness: Light Health: Damage:
Skulltula Small spiders that have a hard carapace, which has a distinctive skull look. They attack with their jaws, or by swinging from webs and slamming into their enemies. Weakness: Fire Health: Damage:
Stalchild Contrary to their name, they do not appear to resemble children at all. These skeletal soldiers often come out at night, but deal very little damage. Weakness: Spirit Health: Damage[Weapon]: Damage[Unarmed]:
Stalfols They're walking skeletons with big swords, you have to get the head in order to finish them off or they'll just keep regenerating again. Weakness: Spirit Health: Damage:
Them Odd ghostly creatures that appear to be of extraterrestrial origin. They can only be harmed by ranged attacks, as they disappear when someone draws too near; Unless they plan to abduct them. Weakness: Light Health: Damage: .
Wolfos Large, bi-pedal wolf monstrosities that seem to be experts at combat. They have a near impenetrable guard; The only way to damage them is to strike their tail, which they usually keep well-guarded. Weakness: Fire Health: Damage:
Undead Hylian Guard Royal Guards who fought and died defending their kingdom, and were later brought back as terrible, ghastly versions of their former selves. Weakness: Shadow Health: Damage:
all characters may start with one Level 1 racial skill or a the third scaled racial skill, if it does NOT have a prerequisite.
HUMANS
Human Spirit: Once per thread, Humans are allowed to survive an action that would have KO'd them.
Level 1 - Revive with remaining. Level 2 - Revive with remaining. Level 3 - Revive with remaining. Level 4 - Revive with remaining.
Critical Condition: When your HP enters the low range, your basic physical attacks double in power.
Level 1 - Double base attack power, upon entering critical condition. (10% of max HP) Level 2 - Double base attack power, upon entering critical condition. (20% of max HP) Level 3 - Double base attack power, upon entering critical condition. (25% of max HP) Level 4 - Double base attack power, upon entering critical condition. (30% of max HP)
Fast Learner: Under the circumstance that a human will gain a passive skill, the human gains 2.
HYLIANS
Mana Charge: A Hylian may recharge MP while not casting magic.
Level 1 - Every four posts a Hylian goes without magic, they may restore a single Level 2 - Every three posts a Hylian goes without magic, they may restore a single Level 3 - Every two posts a Hylian goes without magic, they may restore a single
Doublecast: Hylians can perform and chain magic together faster than any other race. Level 1 - In a single post, a Hylian may cast twice the amount of spells are usually permitted. Level 2 - Twice per thread, you may cast 2 spells for the price of higher cost spell.
Chosen of the Goddess: (One other racial must be maxed out first) All Darkness and Light damage is halved.
GERUDO
Luck Mastery: Gerudo have a natural luck and charm about them that seems to earn them a few rewards, here and there.
Level 1 - Items cost 10% less rupees at the shops. Level 2 - Items cost 15% less rupees at the shops. Level 3 - Items cost 20% less rupees at the shops. Level 4 - Items cost 25% less rupees at the shops.
Bloodrage: Gerudo can use some of their own health to affect an enemy.
Level 1 - Subtract a Gerudo's base attack power from their HP to double their damage for a single post. Level 2 - Subtract a Gerudo's base attack power from their HP to double their damage for a two turns.
For Those Cast of Iron: (Requires another racial to be maxed out, and at least 10 hearts.) The Gerudo dons the armor of an Iron Knuckle, causing their current armor to instantly be made into Heavy Equipment free of charge. They may upgrade Weapons and Shields to heavy Equipment for half price. Additionally, they suffer combat penalties as if they were wearing one less piece of Heavy Equipment.
ZORA
Electric Barrier: Zora's are able to discharge electricity to protect themselves and attack surrounding enemies.
Level 1 - The Zora can create an electric barrier that does damage at a cost of for every turn this is used. Level 2 - The Zora can create an electric barrier that does damage at a cost of for every turn this is used. Level 3 - The electric barrier now paralyzes all enemies it comes in contact with for a single round.
Mastery of the Arts:
Level 1 - Once per thread, a Zora may use a free song or spell devoid of MP cost. Level 2 - Twice per thread, a Zora may use a free song or spell devoid of MP cost. Level 3 - Twice per thread, a Zora may double the power of a song or spell.
Finn Blades: Zora can use their fins, copying their usual weapon base damage, as dual blades. They can also launch and retract fins from their arms for long range option.
GORON
Explosives Expert: Gorons are experts with explosive and the like, and they can use that knowledge to their advantage.
Level 1 - In lieu of taking an combat action, a Goron may use a post to create a bomb that will do of damage to all enemies on their next post. Level 2 - In lieu of taking an combat action, a Goron may use a post to create a bomb that will do of damage to all enemies on their next post.
Rock Body: Goron physiology has proved them with some helpful strengths and resistances.
Level 1 - Unarmed attack of a Goron does of damage. Level 2 - Fire damage and physical damage is reduced by Level 3 - Fire damage and physical damage is reduced by
Rollout: For the cost of per post, a Goron may go into an invulnerable curled rock ball form where they cannot be damaged. Attacking in this invincible form will cost an additional for each attempt.
DEKU
Flower Flight: A Deku can produce a large flowers from the ground or it's own body and use them to fly. Level 1: For 1 MP each turn, a Deku can float through the air. Becoming invulnerable to all melee attacks form land-based attacks, but rendering themselves unable to attack. Level 2: While airborne, a Deku can shoot seed projectiles that do their base physical attack damage. Level 3: While airborne, a Deku can race past most enemies.
Bubble Blast: A Deku may produce powerful bubbles for attack and defense.
Level 1: A Deku can shoot a powerful bubble that does of damage for the cost of Level 2: A Deku can shoot a powerful bubble that does of damage for the cost of Level 3: A Deku can fire a flurry of bubbles that can function as a shield that offers continuous protection from harm for a single per post.
Deku Shield:
A Deku may render themselves completely still and put up a shield in the form of a large Deku Nut. A Deku may not move or make any actions in this form, but they are immune to all damage (excluding fire).
RITO
Arial Acrobatics: While airborne, Rito become faster and more nimble.
Level 1 - The Rito can outmaneuver the average bird. Level 2 - The Rito can outmaneuver large gusts of wind. Level 3 - The Rito can outmaneuver a thrown object. Level 4 - The Rito can outmaneuver a skilled marksmen.
Bird Bones: Rito's feathers can soak up most air damage and their hands have the impact of retracted claws.
Level 1 - Unarmed attack of a Rito does of damage. Level 2 - Wind damage and physical damage is reduced by Level 3 - Wind damage and physical damage is reduced by
Blessing of the Dragon:
Upon reaching 10% of their base HP, Rito are allowed an additional combat action per post.
KOKIRI
Nimbleness of the Child: That's actually not a very accurate title. Thanks to their forest magic, they can run even faster than the usual child.
Level 1 - The Kokiri can outrun the average person. Level 2 - The Kokiri can outrun any animal. Level 3 - The Kokiri can outrun a train. Level 4 - The Kokiri can outrun a bullet!
Plant Mastery: Living their whole lives in the forest, the young Kokiri have gained a magical connection with plant-life.
Level 1 - Surrounds one target in pedals that shreds it, as well as disrupt vision. Level 2 - Surrounds up to four targets in pedals that shreds them, as well as disrupts vision. Level 3 - Surrounds the caster in protective flowers shred any enemies that get near them, as well as disrupting their vision. Also surrounds all enemies in similar pedals with the same effect.
Instead of a third skill, all Kokiri start with a song.
FAIRIES
All fairies are born with immense knowledge of the world and it's creatures.
Heal: Fairies, whether wild or domesticated, have a natural affinity for the healing arts.
Level 1: A fairy can heal after using a single Level 2: A fairy can freely convert 's to 's.
The Ascension of a Great Fairy:
Upon reaching the rank of Great Fairy, a fairy may select one outside racial level skill to use. [Requires at least 10 MP.]
SHIEKAH
Shadowstep: The Shiekah are longtime masters of stealth, and have been infamous for using it in their combat advantage.
Level 1: Shiekah are undetectable by footstep. Level 2: A Shiekah can enter any existing Shadow and render themselves undetectable. Level 3: A Shiekah does double their physical damage if they are attacking from an undetectable posision.
Poison Mastery: The Sheikah are infamous chemists, known for brewing up some of the most crafty poisons known to man.
Level 1: A Shiekah can spend to poison an enemy, ensuring that the enemy loses one in their next post. Level 2: When the poison takes effect, the enemy is paralyzed for a turn. Level 3: When the poison takes effect, the enemy is put to sleep for two turns.
The True Chosen of the Goddess: (requires another racial to be maxed out) All Light and Shadow damage is doubled.
TWILI
Dark Mastery: Twili can give into their Dark Interloper heritage and utilize their darkness abilities.
Level 1 - The Twili is able to enhance the damage of all darkness attacks by Level 2 - The Twili is able to enhance the damage of all darkness attacks by Level 3 - The Twili is able to reduce the cost of all darkness spells and abilities . Cost cannot drop below .
Shadow Walker: The Twili have always been beings of the shadow. Even in this realm of light, they can still utilize the dark.
Level 1 - The Twili can shift into a dark, translucent form, known as the Shadow Form. They cannot hurt anyone in this state, but they themselves cannot be hurt in turn. Level 2 - The Twili can hide out in another character's shadow while in this form, taking up less room and revealing themselves when they please. Level 3 - The Twili can move from shadow to shadow as they please while in this form. Level 4 - The Twili can pour themselves into an inanimate object's shadow, allowing them to possess it in case their body isn't right for the job. It has the same health bar as the Twili though, so be careful!
Shadow Beast: A Twili can sacrifice half their MAX MP to turn into a monstrous form that doubles their physical and darkness damage.
MINISH
All Minish have ability to craft Kinstones. Magical stones that, when given to those who cannot see them, can evoke certain emotions within the people who are given them.
Master Craftsmanship: The Minish are master crafters, and are capable of even the finest craftmanship with much less materials.
Level 1 - Weapon upgrades and blessings cost 10% less rupees at the shops. Level 2 - Weapon upgrades and blessings cost 15% less rupees at the shops. Level 3 - Weapon upgrades and blessings cost 20% less rupees at the shops. Level 4 - Weapon upgrades and blessings cost 25% less rupees at the shops.
Animal Transformation: A Minish can sacrifice half their MAX MP to turn into an form that doubles their physical and nature damage.
The cut off age for adulthood is 16, meaning any character sixteen or older is considered an adult. Making sixteen also the drinking age.
Skyloft Academy tends to take people in around the age of thirteen. And they graduate at Sixteen, this can differ though. As long as they get at least three years of education it doesn't quite matter. This is just the general deal.
Skyloft isn't fond of foreigners and it's pretty hard to get in if you're not from there.
The king of Hyrule has a few bastard children around.
The royal family is very strict about only having Hylian's in their court.
Clock town has a running train from Castle Town to there.
Weapons: All Lv. 0 weapons do a quarter Heart of damage (or one HP) per hit. - 100
Lv. 1 Weapons do half a Heart of damage per hit. - 100 - Unupgradable Lv. 1 Weapons cost 100 rupees to buy
Lv. 2 Weapons do a full Heart of damage per hit. - 250
Lv. 3 Weapons do two Hearts of damage per hit. - 500
OR They can continue to do one Heart of damage and be imbued with a special magic. + ~magic~
If you dual wield a set of weapons that count as a single weapon. Upgrades are double the price.
Weapons can be made into 'Heavy Weapons' for an additional 150 rupees. These weapons do an additional half a Heart of damage Heavy Weapons fall under 'Heavy Equipment.'
Armor: All Lv. 0 Armor blocks a quarter Heart of damage per hit. - 100 Durability - Lv. 1 Armor blocks a half Heart of damage per hit. - 100 - Unupgradable Lv. 1 Armor costs 100 rupees to buy Durability - Lv. 2 Armor blocks three quarters Heart of damage per hit. - 200 Durability - Lv. 3 Armor blocks a full Heart of damage per hit. - 300 Durability - ~Add a magic ability for 200 rupees~
Armor can be made into 'Heavy Armor' for an additional 200 rupees. The armor's block value will be tripled and the durability will be double. (IE. Lv. 0 Heavy Armor blocks three quarters Heart of damage and has a durability of two hearts ) Heavy Armor falls under 'Heavy Equipment.'
Shields: All Lv. 0 Shields have three hearts of durability. - 100
Lv. 1 Shields have four hearts of durability. - 125 - Unupgradable Lv. 1 Shield costs 100 rupees
Lv. 2 Shields have five hearts of durability. - 150
Lv. 3 Shields have six hearts of durability. - 200
~Add a magic ability for 200 rupees~
Shields double as weapons and require additional rupees following the Weapons Upgrading guidelines to increase damage.
Shields can be made into Heavy Shields for 150 rupees. They gain double durability and one heart of damage reduction after running out. They cannot be used to attack though. Heavy Shields fall under 'Heavy Equipment.'
Spells: Each new spell is 100 rupees. The spell you receive is randomized and given to you by a staff member either in thread or in PM. Once you have three spells of a particular element you can buy a starter spell from another element.
FATE PROTOTYPE saber, ricard leonhardt FATE STAY NIGHT caster, siera ariamas FAIRYTAIL Loke / Leo the Lion, Charles Stone FINAL FANTASY aeris, olive flynwood FINAL FANTASY, jecht, malacai FIRE EMBLEM azue/inigo ezekial "zeek" thron
I, J, K, L
INAZUMA ELEVEN midorikawa ryuuji, malvis
KINGDOM HEARTS eraqus, aldkin balfour KINGDOM HEARTS roxas, jacob cartney
LEAGUE OF LEGENDS kayle, aira euridice LEGEND OF ZELDA darunia, gough the smith LEGEND OF ZELDA: MINISH CAP vaati (picori form) , echi dechi
M, N, O, P
MAGICAL GIRL LYRICAL NANOHA reinforce, einnashe zeil MAGI: THE LABYRINTH OF MAGIC, morgiana, rina MAHOU TSUKAI NO YORU aozaki aoko, aria reins MEZAMERO blackbird, ziil
NIER kaine, elion falmer
OKAMI issun, kouta gottschalk ONE LAST GOD KUBERA riagara, ada idrae ONE LAST GOD KUBERA maruna, marut oshaunni ONE LAST GOD KUBERA mr. ari, banumendary orsodos
Q, R, S, T
ROZEN MAIDEN souseiseki, myreen layne ROZEN MAIDEN suiseiseki, myraid layne SAILOR MOON sailor venus, scarlett halverson
~all characters may start with a single spell of their choosing, as long as it's of their element. ~all purchased spells after that, are randomized. ~once a character has three spells of their own element, they are permitted to purchase spells of outside elements
Water Magic
Water - Drops a small magical ball of water that splashes on top of one enemy. MP: Damage:
Blizzard - Ice energy is called upon and is shot against at a target, shattering on impact. MP: Damage: and an additional on any targets that are hit by the shattering ice.
Holy Geyser - The fountain of life is summoned in order to heal wounds of all allies. MP: Heal:
Earth Magic
Stone - Drops one large magical stone, the size of a head, atop a target. MP: Damage:
Quake - Causes an earthquake that will hit up to three enemies in the area. MP: Damage:
Oil - Blasts out a short range stream of oil, any opponent caught in it will take increased fire damage and will begin to burn for 3 posts. MP:
Fire Magic
Fire - Shoots a ball of fire at one enemy. MP: Damage:
Dragon's Fury - Fire energy is focused on the body of a caster or an ally. Physical damage is temporarily increased. This does not cost an action. MP: Effect: Double physical damage for a turn Phoenix's Shine - Fire energy is focused on the body of a caster or an ally. Physical and magical defense is temporarily increased. This does not cost an action. MP: Effect: Half damage taken for a turn
Wind Magic
Aero - Sends a blast of wind at your target. Can knock them off balance. MP: Damage:
Thunder - Zaps one enemy with lightning from above. Will make the target malfunction if the enemy is a machine for the next post, and cause paralysis to humanoid targets. MP: Damage: Effect: causes paralysis
Body of Wind - Surrounds self or ally with a gust of magical wind. Increasing defenses and speed a bit. MP: Effect: halves physical damage taken and increases speed for a turn
Nature Magic
Thorny Trap - Thorns grow out of the ground and wrap around the target's ankles. They dig in, making it difficult to move. MP: Damage: Effect: causes slow
Flower - Surrounds one target in pedals that try to slice and shred at them. Also may disrupt their vision. Damage: MP: Effect: causes blind
Light Magic
Devotion - Light energy surrounds an ally, or allies, to create a strong shield. While the ally will not take any damage from attacks directed at him or her, the one who cast the spell will receive it. It can end when the caster stops it or falls unconscious. MP: 0 Effect: Takes damage for allies
Sacred Aura - The target is bathed in a soft light, healing them slightly. MP: Amount Healed:
Dark Magic
Shade
- A dark shadow is cast over a single target, enveloping it in fear and darkness in the caster's next post. MP: Damage:
Orba * - summon three orbs of darkness that can be shot into targets at the caster's discretion. MP: Damage: per orb
Bloodlink * - envelop a target's body in darkness to take absorb their life force. MP: Damage: Effect: damage dealt is healed onto the caster
Spirit Magic
Reflect - A mirror of spiritual energy is placed in front of the caster. Any action made toward the caster is sent back to the source. MP: Effect: reflect any action made against the caster
Virtual * - Create an aether copy of your weapon that floats around you, and can be controlled via telekinesis by the wielder. It may be either used to attack or defend, once it is used it vanishes. MP: Effect: can attack or defend up to of damage.
Time Magic
Stop - Halt an enemy completely, not allowing them to take an action. MP: Effect: target is rendered unable to act for a turn
Haste - Take an extra action. This does not cost an action. MP: Lasts until: The end of your turn.
* indicates that the spell is not eligible for a starting spell
Woodfall Rises is an au legend of Zelda RP
the current skin was made by Rozie. with the exception of the miniprofile which was
created by RITZ! Codes seen and used were taken from resource sites such as slightly insane, ProBoards
support, and Socal. all images are either from Zerochan or made by original owners.