And That's a Wrap | Sun May 30, 2010 12:18 am by Kami | This website is now officially closed. All topics must be finished, and all character must register on the New Website All ranking exams will be finished and ranked by a seperate proctor, and all money will be reset to $200 for everyone in order to make way for the new currency system, coming soon.
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Your Site-Moving Questions, Answered~! | Wed May 26, 2010 3:12 pm by Kami | We've been getting a good amount of questions regarding the move and the time skip that the move will created for all characters. So here are a few general questions, along with their answers, and of course feel free to post any more concerns you have here.
Q: What abilities or weapons will we be able to add or expand on?
A: Not a whole lot, honestly. I'd say a few improvements on what you already have, but not by a lot, as well as maybe one or two new techniques. Let's not do a major overhaul, because that would then disrupt your rank, which will not change in the move. As for weapons, …
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| The List of Elemental Djinn. | |
| | Author | Message |
---|
Skelette Kage of the Swamps
Posts : 124 Rep. : 0 Join date : 2009-08-27 Nation : Village Hidden in the Swamps Guild : The Academy Energy Type : Shini Energy, Graveyard Havoc, Necromancy
Character sheet Race: Undead Energy Reaper/Necromantic Spirit
| Subject: The List of Elemental Djinn. Sat Feb 13, 2010 8:09 am | |
| So, here's what you Golden Sun fans have all been waiting for! Yay! It's time for the super Elemental Djinn of wonderfulness! Let's get some background info on Djinn, Shall we?
First, there are 4 elements of Djinn: Earth, Wind, Fire and Water. Each elemental Djinn has control over the element it has and each specific Djinn has a different ability. There are numerous Djinn and many copies shall be out (since we wanna be fair to everyone to get Djinn.) Lastly, the more Djinn you collect, the more Psynergy you will be able to do and the more powerful your Summons will be, which we'll come to later.
Now, to receive a Djinn, you must go look for one. Except for your first one. You will receive ONE Djinn from myself, Skelette, and it will be whatever element you want. But it shall be only one freebie. The rest you must go look around HARD for. They're not easy to find, mind you and are also prone to running away so... If you find one and it runs... Tough nuts for YOU! HAHAHAHAHAHA. That just means you need to try harder, you lazy bum! But yeah, this list will show the Djinn by elements as well as what each individual Djinn does. Any questions, refer to me, Skelette!
Djinn also cannot be used consecutively. They may only be used ONCE, and then they will go onto Standby mode, which is required for their power to be used for a Summon. They cannot be used for summons unless on Standby Mode, so you have to use them before you can summon up... Summons. Lastly, after using a Summon, all used Djinn will go into Recovery mode, meaning they cannot be used for their own attacks or for Summons. Recovery mode will always last for 3 posts. After the 3rd post, your Djinn will be back to their normal selves. For those who are a little slow-- I mean, don't understand, here's how it goes!
--Set: Djinn are ready to use their abilities listed below.
--Standby: After using their power ONCE, they are set to use their remaining power to summon up a Summon.
--Recovery: After being used for a Summon, the Djinn itself cannot use its own abilities or use power for summons for 3 posts.
Final thing, you must post what Djinn you have collected HERE. NOT IN THIS SPECIFIC TOPIC. Make your own and be like "I'S COLLECTED THEEEESE MANY DJINN!!! :DDDDDDDD" And make it clear. And update it when you get a new one. And don't try to add them when you know you don't have them. We'll know. And if we find out you're doing something of the sort... BANG. ZOOM. RIGHT TO THE MOON. And no more Djinn for you! And no more Psynergy for you!
Last edited by Skelette on Sat Feb 13, 2010 8:21 am; edited 1 time in total | |
| | | Skelette Kage of the Swamps
Posts : 124 Rep. : 0 Join date : 2009-08-27 Nation : Village Hidden in the Swamps Guild : The Academy Energy Type : Shini Energy, Graveyard Havoc, Necromancy
Character sheet Race: Undead Energy Reaper/Necromantic Spirit
| Subject: Re: The List of Elemental Djinn. Sat Feb 13, 2010 8:18 am | |
| Venus Djinn:
Venus Djinn symbolize the Earth Element, usually focusing on power and defense. They tend to have powers that involve the very earth and the plants and nature and such, their names reflecting it.
Flint: Embeds Venus energy into your weapon/attack and strikes with a heavy, destructive blow.
Granite: Creates a large shield around all allies made of Venus (Earth) energy that makes all blows from all attacks lessened by half.
Quartz: Rejuvenates a person of a quarter of their chakra/health/etc. if it is depleted. Otherwise, it does not work.
Vine: Creates an unending amount of vines from the ground to ensnare the enemy. Once cut, they regrow twice as fast.
Sap: Embeds Venus energy into your weapon/attack and makes a strike to drain chakra/energy of a foe by half and sucks it into yourself for energy.
Ground: A super quick vibration shoots through the ground that will instantly paralyze the enemy for if they are touching the ground while this has been used.
Bane: Embeds Venus energy into your weapon/attack and strikes with a heavy blow that will also poison the enemy upon contact.
Echo: Embeds Venus energy into your weapon/attack and strikes with a heavy blow that resonates throughout the bones and may cause paralysis.
Iron: Surges Venus energy throughout the body to increase strength and defense. If it is used consecutively (without other Djinn being used after recovery) then it will continue to increase strength and defense.
Steel: Embeds Venus energy into your weapon/attack and strikes with a heavy blow that can shatter steel with ease.
Mud: The ground instantly becomes liquefied and sticky preventing the foe from moving their legs. If they are in the air, Mud with shoot up and grab them with sticky mud tentacles and pull them down.
Flower: Venus Energy slightly restores a bit of chakra/energy/health/etc, giving you the energy to go on just a bit longer.
Meld: Embeds Venus Energy into your weapon/attack and strikes with a heavy blow that is delivered with twice the power of the one using it.
Petra: Venus Energy surges through the opponent and petrifies them for one post, leaving them vulnerable to any and all attacks unless stated otherwise.
Salt: Removes all status ailments via Venus Energy. This is for ALL status ailments, regardless of what their effects are (except for death and.. well.. loss of body parts.)
Geode: Venus energy forms into a gigantic clod of energy then slams down at the foe with thrice the power of the user.
Mold: Venus Energy takes the form of the foe or a foe's ally and proceeds in beating the foe until the Djinn goes to Standby.
Crystal: Venus Energy restores all health/chakra/energy and gives the foe the will to go on for a lot longer. | |
| | | Skelette Kage of the Swamps
Posts : 124 Rep. : 0 Join date : 2009-08-27 Nation : Village Hidden in the Swamps Guild : The Academy Energy Type : Shini Energy, Graveyard Havoc, Necromancy
Character sheet Race: Undead Energy Reaper/Necromantic Spirit
| Subject: Re: The List of Elemental Djinn. Sat Feb 13, 2010 8:28 am | |
| Mars Djinn:
Mars Djinn symbolize the Fire element, basing their attacks on mostly strength and power as well as status. They tend to revolve around heat, fire and lava/magma.
Forge: Surges Mars energy through the user and gives them incredible power.
Fever: Surges Mars energy through a weapon or attack and hits with a heated strike that will also cause blindness on contact.
Corona: Surges Mars energy through the user and gives them incredible defensive power.
Scorch: Embeds Mars energy through a weapon/attack and hits with a burning hot strike that causes paralysis upon contact.
Ember: Mars energy replenishes all chakra/energy/etc. for the user.
Flash: Mars energy not only increases the defense of the user, but the flash from it also weakens the enemy's defenses.
Torch: Embeds Mars energy through a weapon/attack and hits with an exceptionally burning hot strike that can melt through any defenses, physical or non-physical.
Cannon: Mars energy shoots at the foe in the form of a heated and swift cannon blast.
Spark: Restores a great amount of chakra/health/energy to the user if they run out.
Kindle: Mars energy surges through the user to increase power and speed by double the user's original.
Char: Mars energy flows through the air in a concentrated manner to stun the foe on contact.
Coal: Mars energy surges through the user and increases speed by thrice the user's original speed.
Reflux: Mars energy surges through the body and upon being struck by the opponent in any way, they will instantly, without fail strike back with double power. It is unmissable and unable to be guarded against, though the user cannot move until hit or until it wears off.
Core: Embeds Mars energy in a weapon/attack that is so hot that it melts the defenses of a foe no matter what they may be, physical or non-physical and then hits them in a weak spot.
Tinder: Upon going unconscious, restores chakra, health, energy, etc to maximum power.
Shine: Mars energy surges through a weapon/attack that shines extremely brightly, causing blindness and then delivers a powerfully hot blow.
Fury: Mars energy allows a strike to the foe that will enable consecutive strikes coming from Fury (not the user) for about 3 posts.
Fugue: Mars Energy surges through the foe and lowers their chakra/energy/etc. drastically. | |
| | | Skelette Kage of the Swamps
Posts : 124 Rep. : 0 Join date : 2009-08-27 Nation : Village Hidden in the Swamps Guild : The Academy Energy Type : Shini Energy, Graveyard Havoc, Necromancy
Character sheet Race: Undead Energy Reaper/Necromantic Spirit
| Subject: Re: The List of Elemental Djinn. Sat Feb 13, 2010 8:35 am | |
| Jupiter Djinn:
Djinn that symbolize the Wind element, focus mainly on speed and status, also mostly long range attacks. They use the wind, sky and electricity.
Gust: A large gust of Jupiter energy surges around the foe in a whirlwind-like fashion to cause quite a bit of damage.
Breeze: Calming Jupiter energy flows around the user to make them resistant to all elements for a while.
Zephyr: Jupiter energy allows the user to move at blinding speed as well as run along wind.
Smog: Jupiter Energy flows at the enemy in a fog-like formation to both hurt them and cause blindness.
Kite: A strike from the user allows paralysis in the body of the foe until another strike is delivered by the user, in which then they are free from paralysis. Otherwise, the foe will stay paralyzed.
Squall: A blast of Jupiter energy in the form of lightning that can paralyze the foe instantly upon contact.
Luff: Seals chakra/energy/etc. when contact is made with the foe.
Breath: Cooling breeze of Jupiter energy heals the user as well as increases speed a bit.
Blitz: Jupiter energy surges through a weapon/attack of the user and upon contact will electrocute and paralyze the foe.
Ether: Restores chakra/energy/etc. by half.
Waft: A gaseous Jupiter energy that will both hurt the opponent and put them into a deep sleep instantly.
Haze: The user becomes completely invulnerable to any attack until the Djinn goes into Standby, however they cannot move or attack, themselves.
Wheeze: A gaseous Jupiter energy that will both hurt the opponent and inflict a deadly poison instantly upon contact.
Aroma: Restores a quarter of chakra/health/energy/etc. to all allies instantly.
Whorl: Powerful Jupiter energy surges through a weapon/attack and can cause instant death/knockout to an opponent if hit correctly (dice roll, 2 dice, numbers must be equal to or over 10.)
Gasp: Jupiter energy will cause doom upon everyone in the area with a countdown of 10 posts. If one side does not win within these posts, both parties will fall unconscious and there will be a draw.
Lull: Stops/nullifies everything that is happening. (For example, a fireball is coming towards me and I use Lull, the fireball is instantly nullified and disintegrated.)
Gale: A powerful gust of Jupiter energy with enough force to both hurt the foe and blow them out of the battle (dice roll, 3 dice). | |
| | | Skelette Kage of the Swamps
Posts : 124 Rep. : 0 Join date : 2009-08-27 Nation : Village Hidden in the Swamps Guild : The Academy Energy Type : Shini Energy, Graveyard Havoc, Necromancy
Character sheet Race: Undead Energy Reaper/Necromantic Spirit
| Subject: Re: The List of Elemental Djinn. Sat Feb 13, 2010 8:39 am | |
| Mercury Djinn:
Djinn that symbolize the Water element, focuses mainly on healing and status. They tend to use ice, water and liquid in general.
Fizz: Restores energy to the user as well as heals small wounds with Mercury energy.
Sleet: Icy, chunky Mercury energy is shot at the foe that both weakens the enemy's power and hurts them.
Mist: Mercury energy flows at the foe in a gaseous formation and surrounds them, both hurting them and putting them to sleep.
Spritz: Restores health/energy/chakra/etc. to all allies.
Hail: Mercury energy flows through a weapon/attack and strikes the foe with a chilly blow that will lower the defenses of the foe.
Tonic: Cures the user of all ailments.
Dew: Rejuvenates the user's energy/chakra/health completely if they are depleted and heals all wounds.
Fog: Mercury energy flows in a gaseous formation that will continuously hurt the foe as well as blind them.
Sour: Mercury energy flows through the user's weapon/attack and delivers a blow that will hurt the foe and make them vulnerable to any and all elements, regardless of abilities, until hit once with any elemental attack.
Spring: Mercury energy allows better speed and reflexive abilities as well as heals the user of energy.
Shade: Mercury energy surrounds the user and makes all attacks from the foe weakened by half.
Chill: Mercury energy flows through a weapon/attack and strikes the foe with a chilly blow that will destroy all defenses of the foe.
Stream: Mercury energy flows around the user and makes them resistant to all elements for a while.
Rime: Seals the foe's chakra/energy/etc. as well as the ability to move the body.
Gel: Squishy Mercury energy is shot at the foe and sticks to their chakra/energy/etc. that both hurts the foe and makes the foe as weak as a fly, regardless of strength.
Balm: Restores all allies completely of all energy/chakra/health/etc and heals all wounds.
Serac: Powerful Mercury energy surges through a weapon/attack and can cause instant death/knockout to an opponent if hit correctly (dice roll, 2 dice, numbers must be equal to or over 10.) | |
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