Game Introduction: Each character will have one element, and also a Entity to fight, the entity will have the same element as the master.(total 1-3 Entity's allowed they have same moves)
Elemental RP now supports Level up system, and also stats! Yay!!!!!
Now you can find Shops everywhere, along with dimensional portals teleporting you to other worlds and or dimensions!
Weapons! Now you don't have to waste skills to use weapons!
More Dungeons!
More Stuff!
If you are in the Registered list, go here RP!!!!
Elemental RP now supports Level up system, and also stats! Yay!!!!!
Now you can find Shops everywhere, along with dimensional portals teleporting you to other worlds and or dimensions!
Weapons! Now you don't have to waste skills to use weapons!
More Dungeons!
More Stuff!
Classes (Click to View)
Classes:
Assaulter: An Assaulter Class, easily assaults enemies with heavy power, great when fighting groups of enemies. ( Bonus: All attacks can splash damage hitting every enemy member. Disadvantage: Scouts are not effected by Splash Damage. Advantage: Their Splash damage is helpful when fighters are there, fighters are always front liners so they get hit by splash easily taking 2X damage. Human HP: 125 Entity HP: 175)
Scout: Scouts are fast and (Annoying)dodgy, and also not effected to any splash damage, great if you want to deal heavy Damage. ( Bonus: Extreme Speed, and also high damage. Disadvantage: Tacticians can easily defeat Scouts, Tacticians are reflexive and quick enough to counter attack. Advantage: Distracts enemies so that high damage can be dealt easy by other scouts or fighters. Human HP: 95 Entity HP: 115 )
Tactician: Quick and Reflexive, the Tactician can easily defeat enemies with low health, and also dodge attacks and get style points in attacking, and is pretty much an all rounder. [ Bonus: Better than Average Attacks, receives experience by defeating an enemy, instead of waiting for the battle to be finished. Disadvantage: Tanks, they pretty much destroy tacticians, as tanks have good armor automatically, and also High health. Advantage: Easily counters Every other classes(Except Tank) also quite reflexive but less than scout.Human HP: 115 Entity HP: 135]
Tank: You all know, High HP, medium Damage, and low speed, what else?. [ Advantage: Tacticians are easily defeated by tanks, because Tacticians wear weak armor so they are not resistant to Hammers And Axes, and or rocket launchers. Bonus: High HP and also, attacks sometimes gets reflected back. Disadvantage: Takes double damage from fighters because of their armor piercing weapons. Human HP: 200 Entity HP: 250.]
Fighter: Being a good class on the battlefield, he can easily take down anyone in melee, but really weak to Splash damage.( Bonus: Better than average damage just like the tactician. Disadvantage: Assaulters, they deal splash damage which deals 2X damage to fighters. HP: 135. Advantage: Can defeat tanks easily because of their weapons. ]
All Rounder: Default class, immune to nothing, good at defeating nothing. no bonuses, Human HP: 150 and Entity HP: 200 along with medium damaging attacks.
Assaulter: An Assaulter Class, easily assaults enemies with heavy power, great when fighting groups of enemies. ( Bonus: All attacks can splash damage hitting every enemy member. Disadvantage: Scouts are not effected by Splash Damage. Advantage: Their Splash damage is helpful when fighters are there, fighters are always front liners so they get hit by splash easily taking 2X damage. Human HP: 125 Entity HP: 175)
Scout: Scouts are fast and (Annoying)dodgy, and also not effected to any splash damage, great if you want to deal heavy Damage. ( Bonus: Extreme Speed, and also high damage. Disadvantage: Tacticians can easily defeat Scouts, Tacticians are reflexive and quick enough to counter attack. Advantage: Distracts enemies so that high damage can be dealt easy by other scouts or fighters. Human HP: 95 Entity HP: 115 )
Tactician: Quick and Reflexive, the Tactician can easily defeat enemies with low health, and also dodge attacks and get style points in attacking, and is pretty much an all rounder. [ Bonus: Better than Average Attacks, receives experience by defeating an enemy, instead of waiting for the battle to be finished. Disadvantage: Tanks, they pretty much destroy tacticians, as tanks have good armor automatically, and also High health. Advantage: Easily counters Every other classes(Except Tank) also quite reflexive but less than scout.Human HP: 115 Entity HP: 135]
Tank: You all know, High HP, medium Damage, and low speed, what else?. [ Advantage: Tacticians are easily defeated by tanks, because Tacticians wear weak armor so they are not resistant to Hammers And Axes, and or rocket launchers. Bonus: High HP and also, attacks sometimes gets reflected back. Disadvantage: Takes double damage from fighters because of their armor piercing weapons. Human HP: 200 Entity HP: 250.]
Fighter: Being a good class on the battlefield, he can easily take down anyone in melee, but really weak to Splash damage.( Bonus: Better than average damage just like the tactician. Disadvantage: Assaulters, they deal splash damage which deals 2X damage to fighters. HP: 135. Advantage: Can defeat tanks easily because of their weapons. ]
All Rounder: Default class, immune to nothing, good at defeating nothing. no bonuses, Human HP: 150 and Entity HP: 200 along with medium damaging attacks.
Elements (Click to View)
Elements:
[num]/[num] resembles how many people used it, Example: 2/2 <---- No one used it yet, its at its max amount it was. 0/2 <---- people used it, no longer usable
Elements Introduction:
Fire: Can Burn Enemy's, enemy's walk faster, but attacks are weaker.
Poison: This Element is well, Venom, it has a chance of poisoning your enemy, and also corroding metal.
Chemical: This element can also Corrode metal, and always has Different Effects on hits. (Can Only be obtained from Wizards)
Water: Slows down Enemy's, But its a weak element.
Earth: You can make Earthquakes and Control Earth with it.
Grass: You can control Plants to attack your enemy, and even grow plants instantly.
Air: You can control the force of air to attack your enemy, and walk on clouds.
Lightning: You can control electricity, and shock your enemy's, shocking enemy's will stun them.
Dark: You can control the Darkness, and also you have the power of weakening your enemy's by half of their strength and also, blind them.(Forgot to mention Darkness is very powerful, but the attacks are a bit slow)
Light: You can control the Light, Light Attacks are very fast but low damaging, also you become very fast while using this element, you can rush to your enemy in a blink of an eye, you have the power of strengthening your ally's and Healing them, also blind enemies by light.
Pure Elements:
Pure Elements are stronger than non-pure, but includes no special feature.
Earth/Earth= 10/10, Water/Water= 10/10, Fire/Fire= 10/10, Grass/Grass= 10/10, Lightning/Lightning= 10/10, Dark/Dark= 5/5, Light/Light= 5/5, Air/Air= 10/10, Poison/Poison= 7/7.
Angelic Elements:
Angelic Elements are faster and their support moves powers are increased.
Light/Earth= 3/3, Light/Fire= 3/3, Light/Lightning= 3/3, Light/Grass= 3/3, Light/Water= 3/3, Light/Air= 3/3, Light/Poison= 3/3.
Demonic Elements:
Demonic ones are stronger and their dark moves power is increased.
Dark/Earth= 3/3, Dark/Fire= 3/3, Dark/Lightning= 3/3, Dark/Grass= 3/3, Dark/Water= 3/3, Dark/Air= 3/3, Dark/Poison= 3/3.
Combined Elements:
Combined ones include a mixture of 2 elements, Example Fire is first, Lightning is second, and the last one is combined, like Fire/Lightning/Blaze, Blaze is the Combination of those 2, that means stronger than Fire and Lightning.
Fire/Lightning/Blaze= 3/3, Water/Fire/Boil= 3/3, Grass/Fire/Smoke= 2/3, Earth/Lightning/Metal= 2/3, Earth/Water/Wood= 3/3, Earth/Fire/Lava= 3/3, Earth/Air/Dust= 3/3, Water/Lightning/Storm= 3/3, Water/Air/Ice= 2/3.
Special Elements:
These Elements are made for VIP Members,Global Moderators,Moderators and Administrators, normal members can't choose it, but, VIP Members,Global Moderators,Moderators and Administrators, can use normal elements too.
Admin Element: Fire+Air+Water+Earth+Dark+Light+Poison+Lightning= Arthrogic(No better name found than this XD) 2/2
Global Mod Element: Light+Fire+Air+Water+Earth+Lightning+Grass+Poison= Linorazor(LOL) 4/4
Mod Element: Dark+Fire+Air+Water+Earth+Lightning+Grass+Poison= Tazelamoran(Wha?) 3/3
VIP Member Element: Fire+Air+Water+Earth+Lightning+Grass+Poison= Displanortis(Seriously?) 9/10
Element of CHAOS:
Not recommended to use, your attacks have a chance of hitting your own team mates, and also auto casting dreadful not-in-your-list spells sometimes.
Chaos: 0/1 (Used by some Nyamaiku :P)
[num]/[num] resembles how many people used it, Example: 2/2 <---- No one used it yet, its at its max amount it was. 0/2 <---- people used it, no longer usable
Elements Introduction:
Fire: Can Burn Enemy's, enemy's walk faster, but attacks are weaker.
Poison: This Element is well, Venom, it has a chance of poisoning your enemy, and also corroding metal.
Chemical: This element can also Corrode metal, and always has Different Effects on hits. (Can Only be obtained from Wizards)
Water: Slows down Enemy's, But its a weak element.
Earth: You can make Earthquakes and Control Earth with it.
Grass: You can control Plants to attack your enemy, and even grow plants instantly.
Air: You can control the force of air to attack your enemy, and walk on clouds.
Lightning: You can control electricity, and shock your enemy's, shocking enemy's will stun them.
Dark: You can control the Darkness, and also you have the power of weakening your enemy's by half of their strength and also, blind them.(Forgot to mention Darkness is very powerful, but the attacks are a bit slow)
Light: You can control the Light, Light Attacks are very fast but low damaging, also you become very fast while using this element, you can rush to your enemy in a blink of an eye, you have the power of strengthening your ally's and Healing them, also blind enemies by light.
Pure Elements:
Pure Elements are stronger than non-pure, but includes no special feature.
Earth/Earth= 10/10, Water/Water= 10/10, Fire/Fire= 10/10, Grass/Grass= 10/10, Lightning/Lightning= 10/10, Dark/Dark= 5/5, Light/Light= 5/5, Air/Air= 10/10, Poison/Poison= 7/7.
Angelic Elements:
Angelic Elements are faster and their support moves powers are increased.
Light/Earth= 3/3, Light/Fire= 3/3, Light/Lightning= 3/3, Light/Grass= 3/3, Light/Water= 3/3, Light/Air= 3/3, Light/Poison= 3/3.
Demonic Elements:
Demonic ones are stronger and their dark moves power is increased.
Dark/Earth= 3/3, Dark/Fire= 3/3, Dark/Lightning= 3/3, Dark/Grass= 3/3, Dark/Water= 3/3, Dark/Air= 3/3, Dark/Poison= 3/3.
Combined Elements:
Combined ones include a mixture of 2 elements, Example Fire is first, Lightning is second, and the last one is combined, like Fire/Lightning/Blaze, Blaze is the Combination of those 2, that means stronger than Fire and Lightning.
Fire/Lightning/Blaze= 3/3, Water/Fire/Boil= 3/3, Grass/Fire/Smoke= 2/3, Earth/Lightning/Metal= 2/3, Earth/Water/Wood= 3/3, Earth/Fire/Lava= 3/3, Earth/Air/Dust= 3/3, Water/Lightning/Storm= 3/3, Water/Air/Ice= 2/3.
Special Elements:
These Elements are made for VIP Members,Global Moderators,Moderators and Administrators, normal members can't choose it, but, VIP Members,Global Moderators,Moderators and Administrators, can use normal elements too.
Admin Element: Fire+Air+Water+Earth+Dark+Light+Poison+Lightning= Arthrogic(No better name found than this XD) 2/2
Global Mod Element: Light+Fire+Air+Water+Earth+Lightning+Grass+Poison= Linorazor(LOL) 4/4
Mod Element: Dark+Fire+Air+Water+Earth+Lightning+Grass+Poison= Tazelamoran(Wha?) 3/3
VIP Member Element: Fire+Air+Water+Earth+Lightning+Grass+Poison= Displanortis(Seriously?) 9/10
Element of CHAOS:
Not recommended to use, your attacks have a chance of hitting your own team mates, and also auto casting dreadful not-in-your-list spells sometimes.
Chaos: 0/1 (Used by some Nyamaiku :P)
Char Sheet (Click to View)
Character Sheet:
This one is for your Human Character
Name: [Name of your character]
Gender: [Gender of your character]
Age: [Age of your character]
Personality: [How he acts and reacts to others]
Element: [The Element of your character, can only choose one]
Class: [New! Add a class to your char for Bonuses]
Description: [A little back story, not important]
---------------------------------------------------------------
This one is for your Entity:
Name: [Name of your Entity]
Gender: [Gender of your Entity]
Class: [New! Add a class to your char for Bonuses]
Base Form: [What kind of Thing is he, Example: Golem/Fox/Bear/Tiger/Dragon, okay?]
Personality: [How he acts and reacts to others]
Element: [Write same one you chose for your Human Character]
Moves: [Write your entity's moves, if you have any passive moves type in [passive] near the move, limited to 4 active and 4 passive moves]
This one is for your Human Character
Name: [Name of your character]
Gender: [Gender of your character]
Age: [Age of your character]
Personality: [How he acts and reacts to others]
Element: [The Element of your character, can only choose one]
Class: [New! Add a class to your char for Bonuses]
Description: [A little back story, not important]
---------------------------------------------------------------
This one is for your Entity:
Name: [Name of your Entity]
Gender: [Gender of your Entity]
Class: [New! Add a class to your char for Bonuses]
Base Form: [What kind of Thing is he, Example: Golem/Fox/Bear/Tiger/Dragon, okay?]
Personality: [How he acts and reacts to others]
Element: [Write same one you chose for your Human Character]
Moves: [Write your entity's moves, if you have any passive moves type in [passive] near the move, limited to 4 active and 4 passive moves]
Registered (Click to View)
Registered people:
Nyamaiku = JS
Amadis = SunGodBoy (GM)
STM1993 = Tzenshin (VIP)
TheKidd = TK
Conqueror = Void
Appendix = Wolfshead
Nyamaiku = JS
Amadis = SunGodBoy (GM)
STM1993 = Tzenshin (VIP)
TheKidd = TK
Conqueror = Void
Appendix = Wolfshead
Stats (Click to View)
AP: Attribute point
HP: Hit point
MP: Magic point ( I think)
Strength: Strength increases physical damage and close range damage. ( 1 AP to this increases close range and physical damage )
Agility: Increases your chance of dodging, making you more evasive. ( 3 AP to this, increases 1 percent of dodging )
Dexterity: Increases your chance of hitting, and also increases ranged damage. ( 1 AP to this, increases 1 Ranged Damage, and 3 AP to this, increases 1 percent of attack being successful )
Intellect: Increases your MP, and also Magic Damage. ( 1 AP to this, increases 2 MP, and 1 Magic Damage )
Defense: Increases your HP, and also decreases how much damage you take.( 1 AP to this, and get 2 HP, and 3 AP decreases damage reduced from all attacks by 1 )
HP: Hit point
MP: Magic point ( I think)
Strength: Strength increases physical damage and close range damage. ( 1 AP to this increases close range and physical damage )
Agility: Increases your chance of dodging, making you more evasive. ( 3 AP to this, increases 1 percent of dodging )
Dexterity: Increases your chance of hitting, and also increases ranged damage. ( 1 AP to this, increases 1 Ranged Damage, and 3 AP to this, increases 1 percent of attack being successful )
Intellect: Increases your MP, and also Magic Damage. ( 1 AP to this, increases 2 MP, and 1 Magic Damage )
Defense: Increases your HP, and also decreases how much damage you take.( 1 AP to this, and get 2 HP, and 3 AP decreases damage reduced from all attacks by 1 )
Class Starting Stats (Click to View)
Assaulter (Click to View)
Strength: 24
Agility: 16
Dexterity: 20
Intellect: 18
Defense: 15
MP: 75
Agility: 16
Dexterity: 20
Intellect: 18
Defense: 15
MP: 75
Scout (Click to View)
Strength: 25
Agility: 25
Dexterity: 18
Intellect: 14
Defense: 9
MP: 75
Agility: 25
Dexterity: 18
Intellect: 14
Defense: 9
MP: 75
Tactician (Click to View)
Strength: 18
Agility: 18
Dexterity: 28
Intellect: 16
Defense: 15
MP: 55
Agility: 18
Dexterity: 28
Intellect: 16
Defense: 15
MP: 55
Tank (Click to View)
Strength: 26
Agility: 8
Dexterity: 15
Intellect: 10
Defense: 30
MP: 50
Agility: 8
Dexterity: 15
Intellect: 10
Defense: 30
MP: 50
Default All rounder (Click to View)
Strength: 15
Agility: 15
Dexterity: 15
Intellect: 15
Defense: 15
MP: 85
Agility: 15
Dexterity: 15
Intellect: 15
Defense: 15
MP: 85
Fighter (Click to View)
Strength: 30
Agility: 15
Dexterity: 17
Intellect: 9
Defense: 15
MP: 65
Agility: 15
Dexterity: 17
Intellect: 9
Defense: 15
MP: 65
Weapon Basic Guide (Click to View)
NOTE: YOU CAN'T TAKE ANY WEAPONS THAT GIVE BONUSES WHEN YOU EQUIP THEM, YOU CAN ONLY USE BASIC ONES, BASIC ONES ARE USED BY ANYONE BUT DOESN'T PROVIDE BONUSES, SAYING THIS JUST FOR THE SAKE OF NON-OVER-POWERED-NESS, AND ALSO ALL OF BONUSES DEPEND ON LEVELS.
Swords are basic weapons, no bonuses.
Bull Whips are basic weapons. no bonuses.( Thanks STM )
The long sword gives a bonus to Fighters, which is depended on your level. ( Level 1 = 2 Bonus Damage. Level 10 = 20 Bonus Damage )
Hammers Ignores Armor when used by Tanks, which is also depended on your level. ( Level 1 = -1 damage reduced by armor. Level 10 = -10 damage reduced by armor. )
Battle Axes are same as the Hammer and sword, when used by fighter it gives the Sword Bonus and when used by the Tank it gives the Hammer Bonus.
Chained Swords increases hit chance, and only used by Tacticians. ( Level 1 = 1+ Chance of hitting. Level 10 = 10+ Chance of hitting )
Pistols are just a normal weapon, doesn't give any bonus.
The Shotgun is also a normal weapon, no bonus, any future class might get bonuses from the shotgun. ( Again Thanks STM )
The Machine Gun gives a bonus to Fighters, which is the same as the Long Sword. ( Level 1 = 2 Bonus Damage. Level 10 = 20 Bonus Damage )
Rocket Launchers also ignore armor, but are very costly. ( Level 1 = -2 damage reduced by armor. Level 10 = -20 damage reduced by armor. )
Assault Rifles Give Bonuses to Assaulter's (Makes sense right?) It increases the Damage, and also, decreases miss chance. ( Level 1 = 2 Bonus Damage and 1+ Chance of hitting. Level 10 = 20+ Bonus Damage and 10+ Chance of hitting )
Magnums are same as Chained Swords, and only used by Tacticians. ( Level 1 = 1+ Chance of hitting. Level 10 = 10+ Chance of hitting )
Swords are basic weapons, no bonuses.
Bull Whips are basic weapons. no bonuses.( Thanks STM )
The long sword gives a bonus to Fighters, which is depended on your level. ( Level 1 = 2 Bonus Damage. Level 10 = 20 Bonus Damage )
Hammers Ignores Armor when used by Tanks, which is also depended on your level. ( Level 1 = -1 damage reduced by armor. Level 10 = -10 damage reduced by armor. )
Battle Axes are same as the Hammer and sword, when used by fighter it gives the Sword Bonus and when used by the Tank it gives the Hammer Bonus.
Chained Swords increases hit chance, and only used by Tacticians. ( Level 1 = 1+ Chance of hitting. Level 10 = 10+ Chance of hitting )
Pistols are just a normal weapon, doesn't give any bonus.
The Shotgun is also a normal weapon, no bonus, any future class might get bonuses from the shotgun. ( Again Thanks STM )
The Machine Gun gives a bonus to Fighters, which is the same as the Long Sword. ( Level 1 = 2 Bonus Damage. Level 10 = 20 Bonus Damage )
Rocket Launchers also ignore armor, but are very costly. ( Level 1 = -2 damage reduced by armor. Level 10 = -20 damage reduced by armor. )
Assault Rifles Give Bonuses to Assaulter's (Makes sense right?) It increases the Damage, and also, decreases miss chance. ( Level 1 = 2 Bonus Damage and 1+ Chance of hitting. Level 10 = 20+ Bonus Damage and 10+ Chance of hitting )
Magnums are same as Chained Swords, and only used by Tacticians. ( Level 1 = 1+ Chance of hitting. Level 10 = 10+ Chance of hitting )
Important Rules (Click to View)
1. Do not make over powered moves, look at others chars and make a balanced character.(You may make a LF2 Char :P)
2. Please Choose a Class, or just Type N/A to use Default All Rounder.
3. Do not Argue with others, this is also a Discussion thread, and not only Register thread.
4. Behave well in the RP, unless your character is annoying or blah.
2. Please Choose a Class, or just Type N/A to use Default All Rounder.
3. Do not Argue with others, this is also a Discussion thread, and not only Register thread.
4. Behave well in the RP, unless your character is annoying or blah.
Class Changes (Click to View)
Fighter to Paladin at level 10
Tank to Protector at level 10
Assaulter to Sniper or Blaster at level 15
All rounder to All rounder x2 at level 10
Tank to Protector at level 10
Assaulter to Sniper or Blaster at level 15
All rounder to All rounder x2 at level 10
Special Class Change Abilities (Click to View)
Paladins inflict double damage to Undead stuff.
Protectors get 100 more hp and take half damage done to allies by how much it reduces damage when he/she is hit by half, if I confused you which I possibly did here is an example, Defense 60, Reduce damage taken 20, Protector protects allies by soaking 10 damage, 20 reduce damage taken, and 10 soak damage taken, so thats it.
Snipers are powerful long rangers, who fight from a far away range, they get 20 more Dex, but health is reduced by 40.
Blasters use powerful guns, like Laser pistols, and Blasters which shoot 3 bullet at once, they get 5+ Agi,Dex,Int and Str.
All rounder X2 just receives 5+ to all stats, and 6+ to defense.
also note, except all of that, the New Class Transformation classes don't have any base stats.
Protectors get 100 more hp and take half damage done to allies by how much it reduces damage when he/she is hit by half, if I confused you which I possibly did here is an example, Defense 60, Reduce damage taken 20, Protector protects allies by soaking 10 damage, 20 reduce damage taken, and 10 soak damage taken, so thats it.
Snipers are powerful long rangers, who fight from a far away range, they get 20 more Dex, but health is reduced by 40.
Blasters use powerful guns, like Laser pistols, and Blasters which shoot 3 bullet at once, they get 5+ Agi,Dex,Int and Str.
All rounder X2 just receives 5+ to all stats, and 6+ to defense.
also note, except all of that, the New Class Transformation classes don't have any base stats.
Crafting! (Click to View)
Now you can craft things, like set items and stuff, here is a list of what is available to crafting right now
Elemental Assault Rifle: 15 of any Weapon Materials ( Like, Emerald, Diamond, Iron, Steel ), and 5 of any Elemental Stones, along with 2 Logs "Assault with Assault Rifle!"
Steel: A Iron and a Refined Coal "Steel Beats the Classic Iron"
Refined Coal: 5 Coal "Never Seen Coal Bars"
Elemental Sniper Rifle: 18 of any Weapon Materials, and 5 of any Elemental Stones, along with 5 Small Logs "Boom! Headshot"
Elemental 9mm: 6 of any Weapon Materials, 3 of any Elemental Stones, and 1 Extra Small Log "Make the 9 your Friend"
Silencer: 2 of any Weapon Materials. "For Making Silenced stuff, works with Sniper Rifle Best!" [ Can't make Silenced Bazooka, because Silenced Bazooka would be weird ]
Elemental Bazooka: 25 of any Weapon Materials, 12 of any Elemental Stones, and a Giant Log ( Not too Giant ) "Oh, you will be seriously breaking the Ground"
Elemental Hammer: 10 of any Weapon Materials, a big Stick, and 3 of any Elemental Stones "This will be GROUNDBREAKING!!!"
Pickaxe: 5 of any Weapon Materials, and 1 medium stick "Time to go mining"
If you don't use Elemental stones it will be a normal one, also silencer + Modern day range weapons ( Except explosives ) silenced modern day ranged weapons.
Elemental Assault Rifle: 15 of any Weapon Materials ( Like, Emerald, Diamond, Iron, Steel ), and 5 of any Elemental Stones, along with 2 Logs "Assault with Assault Rifle!"
Steel: A Iron and a Refined Coal "Steel Beats the Classic Iron"
Refined Coal: 5 Coal "Never Seen Coal Bars"
Elemental Sniper Rifle: 18 of any Weapon Materials, and 5 of any Elemental Stones, along with 5 Small Logs "Boom! Headshot"
Elemental 9mm: 6 of any Weapon Materials, 3 of any Elemental Stones, and 1 Extra Small Log "Make the 9 your Friend"
Silencer: 2 of any Weapon Materials. "For Making Silenced stuff, works with Sniper Rifle Best!" [ Can't make Silenced Bazooka, because Silenced Bazooka would be weird ]
Elemental Bazooka: 25 of any Weapon Materials, 12 of any Elemental Stones, and a Giant Log ( Not too Giant ) "Oh, you will be seriously breaking the Ground"
Elemental Hammer: 10 of any Weapon Materials, a big Stick, and 3 of any Elemental Stones "This will be GROUNDBREAKING!!!"
Pickaxe: 5 of any Weapon Materials, and 1 medium stick "Time to go mining"
If you don't use Elemental stones it will be a normal one, also silencer + Modern day range weapons ( Except explosives ) silenced modern day ranged weapons.
Spoilered Spoilers (Click to View)
My projects (Click to View)
Dragon Ball Z RPG ( Click if you are interested ) (Click to View)
Just hosted a new RPG in a different Forum, it was first on a DBZ forum but now its on a Self made Proboards forum.
More info in the thread.
More info in the thread.
Interested in Gaming? Check out my channel, its going to be updated soon.
You're just dying if you're living and thinking about a betrayal, revive yourself.
Think about that one person that has trusted you forever, not the thousand people that have betrayed you.
Think about that one person that has trusted you forever, not the thousand people that have betrayed you.