Post by The Hackfather on Feb 28, 2008 16:31:07 GMT -5
An ancient sphinx sits in one of the rooms of the halls of time. It stands there waiting for people to recount their experiences in the hall of time, to reward them accordingly.
As you battle in the Halls of Time, you will recieve a unique experience points: Legacy Cores. These can be turned into the Chronosphinx to gain special abilities to enhance your character. In general higher level battles put out more Legacy Cores than weaker ones.
Note that passive abilities do not stack. Highest value being the one that takes effect.
10 Cores: Amplify Skill I: (Every three turns, you may increase a skill's damage 15%)
10 Cores: Amplify Spell I: (Every three turns, you may increase a spell's damage 15%)
15 Cores: Amplify Rengeki I: (Every three turns, you may increase a rengeki's damage 15%)
15 Cores: Chim Magnet: (Doubles Chim Spheres gained)
20 Cores: Timeless Legacy: (Increases Exp gained 15%)
20 Cores: Avarice Legacy: (Increases Gold gained 15%)
30 Cores: Forgotten Strength: (Passive +5% ATK)
30 Cores: Forgotten Stamina: (Passive +5% DEF)
30 Cores: Forgotten Wisdom: (Passive +5% INT)
30 Cores: Forgotten Spirituality: (Passive +5% RES)
30 Cores: Forgotten Agility: (Passive +5% DEX)
50 Cores: Rengeki Chain I: (Allows user to use a second rengeki in the same turn once per four turns, but the second rengeki is halved in effectiveness)
75 Cores: Forgotten Endruance: (Passive +10% HP)
75 Cores: Forgotten Mentalism: (Passive +10% SP)
80 Cores: Amplify Skill II: (Every three turns, you may increase a skill's damage 30%)
80 Cores: Amplify Spell II: (Every three turns, you may increase a spell's damage 30%)
85 Cores: Amplify Rengeki II: (Every three turns, you may increase a rengeki's damage 30%)
90 Cores: Timeless Legacy II: (Increases Exp gained 30%)
90 Cores: Avarice Legacy II: (Increases Gold gained 30%)
95 Cores: Forgotten Strength II: (Passive +10% ATK)
95 Cores: Forgotten Stamina II: (Passive +10% DEF)
95 Cores: Forgotten Wisdom II: (Passive +10% INT)
95 Cores: Forgotten Spirituality II: (Passive +10% RES)
95 Cores: Forgotten Agility II: (Passive +10% DEX)
100 Cores: Forbidden Force: (Increases max damage cap 10%)
100 Cores: Psychic Shielding: (Reduces damage received by 10%)
150 Cores: Volcano I: (INT x 10 Fire Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Blizzard I: (INT x 10 Frost Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Quake I: (INT x 10 Earth Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Tornado I: (INT x 10 Wind Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Flood I: (INT x 10 Water Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Thunder I: (INT x 10 Lightning Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Divine I: (INT x 10 Light Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Nightmare I: (INT x 10 Dark Damage, usable as an extra action in a turn, once per 5 turns)
200 Cores: Extra Rengeki: Allows the user to learn an extra rengeki for their weapon. This can be bought more than once. This does NOT increase the skill to the next Rengeki.
220 Cores: Rengeki Chain II: (Allows user to use a second rengeki in the same turn once per four turns with no penalty on the second)
250 Cores: Body Ward: (Passive 10% HP regenerated per turn)
250 Cores: Spirit Ward: (Passive 10% SP regenerated per turn)
300 Cores: Forbidden Force II: (Increases max damage cap 20%)
300 Cores: Psychic Shielding II: (Reduces damage received by 20%)
310 Cores: Amplify Skill III: (Every three turns, you may increase a skill's damage 45%)
310 Cores: Amplify Spell III: (Every three turns, you may increase a spell's damage 45%)
310 Cores: Amplify Rengeki III: (Every three turns, you may increase a rengeki's damage 45%)
320 Cores: Timeless Legacy III: (Increases Exp gained 45%)
320 Cores: Avarice Legacy III: (Increases Gold gained 45%)
325 Cores: Forgotten Strength III: (Passive +15% ATK)
325 Cores: Forgotten Stamina III: (Passive +15% DEF)
325 Cores: Forgotten Wisdom III: (Passive +15% INT)
325 Cores: Forgotten Spirituality III: (Passive +15% RES)
325 Cores: Forgotten Agility III: (Passive +15% DEX)
400 Cores: Volcano II: (INT x 15 Fire Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Blizzard II: (INT x 15 Frost Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Quake II: (INT x 15 Earth Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Tornado II: (INT x 15 Wind Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Flood II: (INT x 15 Water Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Thunder II: (INT x 15 Lightning Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Divine II: (INT x 15 Light Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Nightmare II: (INT x 15 Dark Damage, usable as an extra action in a turn, once per 5 turns)
500 Cores: Double Trigger: Allows an Assault Ace to use two different weapons’ rengeki in the same turn. This can only be used once every three turns
600 Cores: Mark of Myraxis: Makes PC Immune to Poison
600 Cores: Mark of Zyra: Makes PC Immune to Paralysis
600 Cores: Mark of Tyra: Makes PC Immune to Silence
600 Cores: Mark of Fijal: Makes PC Immune to Seal
600 Cores: Mark of Sivis: Makes PC Immune to Freeze
700 Cores: Mark of Anubis: Makes PC Immune to Instant Death
700 Cores: Forbidden Force III: (Increases max damage cap 30%)
700 Cores: Psychic Shielding III: (Reduces damage received by 30%)
710 Cores: Amplify Skill IV: (Every three turns, you may increase a skill's damage 60%)
710 Cores: Amplify Spell IV: (Every three turns, you may increase a spell's damage 60%)
710 Cores: Amplify Rengeki IV: (Every three turns, you may increase a rengeki's damage 60%)
720 Cores: Timeless Legacy IV: (Increases Exp gained 60%)
720 Cores: Avarice Legacy IV: (Increases Gold gained 60%)
725 Cores: Forgotten Strength IV: (Passive +20% ATK)
725 Cores: Forgotten Stamina IV: (Passive +20% DEF)
725 Cores: Forgotten Wisdom IV: (Passive +20% INT)
725 Cores: Forgotten Spirituality IV: (Passive +20% RES)
725 Cores: Forgotten Agility IV: (Passive +20% DEX)
730 Cores: Volcano III: (INT x 20 Fire Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Blizzard III: (INT x 20 Frost Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Quake III: (INT x 20 Earth Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Tornado III: (INT x 20 Wind Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Flood III: (INT x 20 Water Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Thunder III: (INT x 20 Lightning Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Divine III: (INT x 20 Light Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Nightmare III: (INT x 20 Dark Damage, usable as an extra action in a turn, once per 5 turns)
750 Cores: Mark of Oni: Makes PC Immune to Stun
1000 Cores: AA Innate: Allows an Assault Ace to use the Innate abilities of their component classes.
As you battle in the Halls of Time, you will recieve a unique experience points: Legacy Cores. These can be turned into the Chronosphinx to gain special abilities to enhance your character. In general higher level battles put out more Legacy Cores than weaker ones.
Note that passive abilities do not stack. Highest value being the one that takes effect.
10 Cores: Amplify Skill I: (Every three turns, you may increase a skill's damage 15%)
10 Cores: Amplify Spell I: (Every three turns, you may increase a spell's damage 15%)
15 Cores: Amplify Rengeki I: (Every three turns, you may increase a rengeki's damage 15%)
15 Cores: Chim Magnet: (Doubles Chim Spheres gained)
20 Cores: Timeless Legacy: (Increases Exp gained 15%)
20 Cores: Avarice Legacy: (Increases Gold gained 15%)
30 Cores: Forgotten Strength: (Passive +5% ATK)
30 Cores: Forgotten Stamina: (Passive +5% DEF)
30 Cores: Forgotten Wisdom: (Passive +5% INT)
30 Cores: Forgotten Spirituality: (Passive +5% RES)
30 Cores: Forgotten Agility: (Passive +5% DEX)
50 Cores: Rengeki Chain I: (Allows user to use a second rengeki in the same turn once per four turns, but the second rengeki is halved in effectiveness)
75 Cores: Forgotten Endruance: (Passive +10% HP)
75 Cores: Forgotten Mentalism: (Passive +10% SP)
80 Cores: Amplify Skill II: (Every three turns, you may increase a skill's damage 30%)
80 Cores: Amplify Spell II: (Every three turns, you may increase a spell's damage 30%)
85 Cores: Amplify Rengeki II: (Every three turns, you may increase a rengeki's damage 30%)
90 Cores: Timeless Legacy II: (Increases Exp gained 30%)
90 Cores: Avarice Legacy II: (Increases Gold gained 30%)
95 Cores: Forgotten Strength II: (Passive +10% ATK)
95 Cores: Forgotten Stamina II: (Passive +10% DEF)
95 Cores: Forgotten Wisdom II: (Passive +10% INT)
95 Cores: Forgotten Spirituality II: (Passive +10% RES)
95 Cores: Forgotten Agility II: (Passive +10% DEX)
100 Cores: Forbidden Force: (Increases max damage cap 10%)
100 Cores: Psychic Shielding: (Reduces damage received by 10%)
150 Cores: Volcano I: (INT x 10 Fire Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Blizzard I: (INT x 10 Frost Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Quake I: (INT x 10 Earth Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Tornado I: (INT x 10 Wind Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Flood I: (INT x 10 Water Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Thunder I: (INT x 10 Lightning Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Divine I: (INT x 10 Light Damage, usable as an extra action in a turn, once per 5 turns)
150 Cores: Nightmare I: (INT x 10 Dark Damage, usable as an extra action in a turn, once per 5 turns)
200 Cores: Extra Rengeki: Allows the user to learn an extra rengeki for their weapon. This can be bought more than once. This does NOT increase the skill to the next Rengeki.
220 Cores: Rengeki Chain II: (Allows user to use a second rengeki in the same turn once per four turns with no penalty on the second)
250 Cores: Body Ward: (Passive 10% HP regenerated per turn)
250 Cores: Spirit Ward: (Passive 10% SP regenerated per turn)
300 Cores: Forbidden Force II: (Increases max damage cap 20%)
300 Cores: Psychic Shielding II: (Reduces damage received by 20%)
310 Cores: Amplify Skill III: (Every three turns, you may increase a skill's damage 45%)
310 Cores: Amplify Spell III: (Every three turns, you may increase a spell's damage 45%)
310 Cores: Amplify Rengeki III: (Every three turns, you may increase a rengeki's damage 45%)
320 Cores: Timeless Legacy III: (Increases Exp gained 45%)
320 Cores: Avarice Legacy III: (Increases Gold gained 45%)
325 Cores: Forgotten Strength III: (Passive +15% ATK)
325 Cores: Forgotten Stamina III: (Passive +15% DEF)
325 Cores: Forgotten Wisdom III: (Passive +15% INT)
325 Cores: Forgotten Spirituality III: (Passive +15% RES)
325 Cores: Forgotten Agility III: (Passive +15% DEX)
400 Cores: Volcano II: (INT x 15 Fire Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Blizzard II: (INT x 15 Frost Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Quake II: (INT x 15 Earth Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Tornado II: (INT x 15 Wind Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Flood II: (INT x 15 Water Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Thunder II: (INT x 15 Lightning Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Divine II: (INT x 15 Light Damage, usable as an extra action in a turn, once per 5 turns)
400 Cores: Nightmare II: (INT x 15 Dark Damage, usable as an extra action in a turn, once per 5 turns)
500 Cores: Double Trigger: Allows an Assault Ace to use two different weapons’ rengeki in the same turn. This can only be used once every three turns
600 Cores: Mark of Myraxis: Makes PC Immune to Poison
600 Cores: Mark of Zyra: Makes PC Immune to Paralysis
600 Cores: Mark of Tyra: Makes PC Immune to Silence
600 Cores: Mark of Fijal: Makes PC Immune to Seal
600 Cores: Mark of Sivis: Makes PC Immune to Freeze
700 Cores: Mark of Anubis: Makes PC Immune to Instant Death
700 Cores: Forbidden Force III: (Increases max damage cap 30%)
700 Cores: Psychic Shielding III: (Reduces damage received by 30%)
710 Cores: Amplify Skill IV: (Every three turns, you may increase a skill's damage 60%)
710 Cores: Amplify Spell IV: (Every three turns, you may increase a spell's damage 60%)
710 Cores: Amplify Rengeki IV: (Every three turns, you may increase a rengeki's damage 60%)
720 Cores: Timeless Legacy IV: (Increases Exp gained 60%)
720 Cores: Avarice Legacy IV: (Increases Gold gained 60%)
725 Cores: Forgotten Strength IV: (Passive +20% ATK)
725 Cores: Forgotten Stamina IV: (Passive +20% DEF)
725 Cores: Forgotten Wisdom IV: (Passive +20% INT)
725 Cores: Forgotten Spirituality IV: (Passive +20% RES)
725 Cores: Forgotten Agility IV: (Passive +20% DEX)
730 Cores: Volcano III: (INT x 20 Fire Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Blizzard III: (INT x 20 Frost Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Quake III: (INT x 20 Earth Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Tornado III: (INT x 20 Wind Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Flood III: (INT x 20 Water Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Thunder III: (INT x 20 Lightning Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Divine III: (INT x 20 Light Damage, usable as an extra action in a turn, once per 5 turns)
730 Cores: Nightmare III: (INT x 20 Dark Damage, usable as an extra action in a turn, once per 5 turns)
750 Cores: Mark of Oni: Makes PC Immune to Stun
1000 Cores: AA Innate: Allows an Assault Ace to use the Innate abilities of their component classes.