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I figured it was to easy to just pick any attack u want, so now u have to get a materia and level it up. Some will have 3 and others will have four. I will put the levels in order u have to unlock them. The first level is what u start with like for when u get Thunder u start with just the attack Thunder. The AP costs for each level of magic for your materia will increase as it levels up as well. The starting AP for any magic is 350 AP, then level 2 increases to 450 AP, and goes up by one die, level 3 goes up to 500 AP, and goes up one die, and finally, level 4 increases to 600 AP, and up one die (for information about the commands for each level, see the bottom of the page).Special attacks cost 500 AP, and each special attack after the first one, increases in AP cost by 50 AP. The only way to unlock the next attack is winning a tournament for now.

THUNDER Materia :
Thunder: Thunder magic damage/one enemy
Thundara: Thunder magic damage/one enemy
Thundaga: Thunder magic damage/all enemy's

LIGHTNING Materia :
Bolt1: Lightning magic damage/one enemy
Bolt2: Lightning magic damage/one enemy
Bolt3: Lightning magic damage/one enemy
Boltage : Lightning magic damage/all enemy's

WIND Materia :
Aero: Wind magic damage/one enemy
Airdo: Wind magic damage/one enemy
Tornado: Wind magic damage/all enemies

ICE Materia :
Blizzard: Ice magic damage/one enemy
Blizzara: Ice magic damage/one enemy
Blizzaga: Ice magic damage/all enemy's

WATER Materia :
Water1: Water magic damage/one enemy
Water2: Water magic damage/one enemy
Water3: Water magic damage/all enemies

FIRE Materia :
Fire: Fire magic damage/one enemy
Fira: Fire magic damage/one enemy
Firaga: Fire magic damage/all enemies

EARTH Materia :
Quake1: Earth magic damage/one enemy
Quake2: Earth magic damage/one enemy
Quake3: Earth magic damage/all enemies

SINISTER Materia :
Meltdown: Non-elemental damage/one enemy
Flare: Non-elemental magic damage/one enemy
Meteor: Non-elemental magic damage/all enemies
Holy: Holy magic damage/all enemies

FORBIDDEN Materia :
Ultime: Non-elemental magic damage/one enemy
Ultima: Non-elemental magic damage/one enemy
Ultimage: Non-elemental magic damage/all enemies

RECOVERY Materia :
Cure1: Restores 1,000 HP
Cure2: Restores 5,000 HP
Regen: Restore HP at regular interval
Curaga: Restores All HP

LIFE Materia :
Life1: Revive from KO
Life2: Restore HP fully, revive from KO
S-Life: Gets rid of Abnormal Status

SPACE Materia :
Demi: Magic to reduce one enemy's HP by 1/4
Double: Use magic successively
Triple: Able to use magic 3 times in a row

TIME Materia :
Haste: Increases speed temporarily
Slow: Reduces speed temporarily
Stop: Stops temporarily


BARRIER Materia :
Barrier: Creates a barrier resistant to physical attacks
M-Barrier: Creates a barrier resistant to magic attacks
Reflect: Reflects attack back at enemy, can be used once per battle
Wall: Creates a barrier with power of Barrier & M-Barrier


STATUS Materia :
Bio: Poison (causes -50 HP after each of enemy's attack)
Sleep: Cause Sleep (puts enemy to sleep for 2 turns)
Blind: Cause Darkness (doesn't let enemy use physical attacks)
Silence: Cause Silence (doesn't let enemy use magic attacks)

CHANGE Materia :
Confuse: Cause Confuse (confuses the enemy)
Break: Cause Petrify (scares the enemy)
Pain: Cause Poison, Darkness and Silence

SUPPORT Materia :
Esuna: Remove abnormal status
Dispel: Remove magic effect
Drain: Absorbs One Enemy's HP
Aura: Able to use Limit Breaks more often

ONE-TIME Materia :
Protect: Blocks physical attack for one turn
Shell: Blocks magic attack for one turn
Reflect: Reflect Magic (there attack hits themselves)

SAGE Materia :
Scan: Scan enemy's HP
Skill: Scans enemy's HP and AP
Right: Scans enemy's stats

Now to go over the commands for each level of magic. The commands change a little bit, but not much.
-For level 1 magic attacks, type: //roll-dice1-sides350
-For level 2 magic attacks, type: //roll-dice2-sides450
-For level 3 magic attacks, type: //roll-dice3-sides500
-For level 4 magic attacks, type: //roll-dice4-sides600

So, as you can tell, not only do the sides of the die go up to the cost of the ap as the magic levels increase, but, so do the die. So if you wanted to cast Blizzaga, you would type: //roll-dice3-sides500 .Then, you would subtract the AP cost which is 500 AP, from your current AP. If you still do not understand, feel free to e-mail me (MuZIkLUVR1585@aol.com). One more thing to go over, let's say you want to use a special attack, let's say it's your first special attack, we'll call it Special attack #1, it'll cost 500 AP, and you would type the following:

//roll-dice1-sides500

But what if you learn another attack, let's call it Special attack #2, It'll cost 550 AP
and you would type the following:

//roll-dice1-sides550

And each level increases by 50 AP, and the sides by 50 as well. Some special attacks cause no damage, and requires no command at all, but cause status affects, you need to be aware of which kind of special attack it is.


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