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Shadow Links are Trash mobs: in combat anyone can control them. I don't care because I have an infinite number of them since I'm using the Dark Mirror version.
Infinite Shadow Links... (until Dark Mirror is sealed)
Infinite Risen... (Until Grima is killed)
....suddenly I understand how Grima destroyed the world...
Miraark´s armor is similar too since they are in molag bal´s dimension if im correct
Hermaeus Mora's, actually.
Sometimes when you're driving down a road, a bug hits your windshield. It's ugly and unpleasant, but you just activate the wipers / cleaning fluid and it's gone in a few seconds. It's just part of driving down the road. You don't dwell on it, because that'd be silly. Bugs aren't worth the time.
Completely ignoring a VERY pissed off Cole MacGrath? Not a wise idea...
Speaking of Cole... I've meaning to introduce inFamous' karma system into Cole's powers and abilities but I haven't been able to work it out that well. I originally was going to ignore it and have Cole at always Champion Karma because of the complications. But I'm thinking of introducing the karma system as like a fury/chaos gauge. The more angry and chaotic Cole becomes, the more evil karma Cole has. Naturally, Cole starts at Champion Karma. His 2nd Good Karma stage. But if he gets annoyed, he can go down to Guardian (1st Stage Good Karma) or worse...
I'll have to work on it a bit before actually implementing it. But that'll have to be very quickly because of Alvis...
Smash through the blocks that bar your way; No time for fear, just let it all fall away; Nobody believes in me and you, Just look at the way they stare; So what if we live in a walled garden, As long as I've got you then I don't care! My 3DS Friend Code: 2208-5334-3531 (Ask for Pokémon shenanigans or random multiplayer games)
My Switch Friend Code: SW-1503-3394-5328
My NNID: OfficialTRXD
Steam: http://steamcommunity.com/id/lunapixu/
@Cucoo
Cole will attempt it anyway regardless of the amount of power Alvis possesses. And besides, even if I don't make Cole attack Alvis, he's still going to charge himself up as a threat towards Alvis. Due to this, you can see the change of karmic state through his electricity.
In evil karma states, Cole's electricity is red. And it's even worse if Cole had chosen to reactivate the Raysphere in inFamous. Black lightning with a red outline.
Smash through the blocks that bar your way; No time for fear, just let it all fall away; Nobody believes in me and you, Just look at the way they stare; So what if we live in a walled garden, As long as I've got you then I don't care! My 3DS Friend Code: 2208-5334-3531 (Ask for Pokémon shenanigans or random multiplayer games)
My Switch Friend Code: SW-1503-3394-5328
My NNID: OfficialTRXD
Steam: http://steamcommunity.com/id/lunapixu/
Um, Jack's armor is offline. It's broken because of an experiment Chung performed on it, one that overloaded Jack's suit, fried the power supply, and forced the suit to perform an emergency shutdown. Nothing is working except for the magnetic holsters, but that's because they still have a magnetic field.
It will work on all the other SPARTANs, but Jack's armor is pretty much just a shell now.
Originally posted by S121
Every time I see a new post on the Forum, I feel like a little kid during Christmas, all giddy.
well, Monado Shield will protect Alvis nonetheless.
Note: Alvis's version of Monado Shield will not have a duration. He can remain invulnerable to physical attacks indefinitely. (Emphasis on Physical)
as a counter to the electrical attacks, assume Alvis can manipulate it due to his tie to the energy of the universe. He can just have it bend around him.
The man has no real offensive attacks.
Aside from some flashy sword attacks.
Here's the test app for the Dovahkiin. I added all the spells, but that's just to make sure he knows them when the time is right. He is no longer in his world, which means that he can't buy spells. Just think of this Dovahkiin as a completionist's Dovahkiin, kind of like what I do in Skyrim.
Name: "Dovahkiin"
Game of Origin: Skyrim
Power: Extensive magical abilities, shouts, and extreme resilience to cold, even magical cold.
Candlelight (Novice):
Creates a hovering light that lasts for 60 seconds. Cost= 21
Equilibrium (Novice):
Convert health into magicka at a rate of 25 points per second. Caster can be killed by this effect. Cost= 0 (25 health per second)
Oakflesh (Apprentice):
Improves the caster's armor rating by 40 points for 60 seconds. Cost= 103
Magelight (Apprentice):
Ball of light that lasts 60 seconds and sticks where it strikes. Cost= 84
Stoneflesh (Apprentice):
Improves the caster's armor rating by 60 points for 60 seconds. Cost= 194
Ash Shell (Adept):
Targets that fail to resist are immobilized in hardened ash for 30 seconds. Cost= 149 per second
Detect Life (Adept):
Nearby living creatures, but not undead, machines, or daedra can be seen through walls. Cost= 100 per second
Ironflesh (Adept):
Improves the caster's armor rating by 80 points for 60 seconds. Cost= 266
Telekinesis (Adept):
Can pull an object to you from distance. Add it to your inventory or throw it. Cost= 170 per second
Transmute (Adept):
Transmute one piece of unrefined Iron Ore to Silver, or Silver Ore to Gold, if the caster is carrying any. Cost= 100
Waterbreathing (Adept):
Can breathe under water for 60 seconds. Cost= 222
Ash Rune (Expert):
Cast on a nearby surface, it explodes when enemies are nearby, immobilizing them in hardened ash for 30 seconds. Cost= 248
Detect Dead (Expert):
Nearby dead can be seen through walls. Cost= 148 per second
Ebonyflesh (Expert):
Improves the caster's armor rating by 100 points for 60 seconds. Cost= 341
Paralyze (Expert):
Targets that fail to resist are paralyzed for 10 seconds. Cost= 450
Dragonhide (Master):
Caster ignores 80% of all physical damage for 30 seconds. Cost= 837
Mass Paralysis (Master):
All targets in the area that fail to resist are paralyzed for 15 seconds. Cost= 937
Bound Dagger (Novice
Creates a magic dagger for 120 seconds. Sheathe it to dispel. Cost= 32
Bound Sword (Novice):
Creates a magic sword for 120 seconds. Sheathe it to dispel. Cost= 93
Conjure Familiar (Novice):
Summons a Familiar for 60 seconds wherever the caster is pointing. Cost= 107
Raise Zombie (Novice):
Reanimate a weak dead body to fight for the player for 60 seconds. Cost= 103
Summon Unbound Dremora (Novice):
Summons an unbound Dremora. Cost= 100
Bound Battleaxe (Apprentice):
Creates a magic battle axe for 120 seconds. Sheathe it to dispel. Cost= 169
Conjure Boneman (Apprentice):
Summons a Boneman archer for 60 seconds wherever the caster is pointing. Cost= 129
Conjure Flame Atronach (Apprentice):
Summons a Flame Atronach for 60 seconds wherever the caster is pointing. Cost= 150
Flaming Familiar (Apprentice):
Summons a Flaming Familiar which will charge into battle and explode. Cost= 57
Reanimate Corpse (Apprentice):
Reanimate a more powerful dead body to fight for the player for 60 seconds. Cost= 144
Soul Trap (Apprentice):
If a target dies within 60 seconds, fills a soul gem. Cost= 107
Spectral Arrow (Bound Bow) (Apprentice):
Fires a Spectral Arrow at the target doing 30 points of damage and staggering the target (shot from Bound Bow). Cost= 0
Summon Arniel's Shade (Apprentice):
Summons the Shade of Arniel Gane for 60 seconds wherever the caster is pointing. Cost= 71
Summon Arvak (Apprentice):
Summons the horse Arvak wherever the caster is pointing. Cost= 136
Banish Daedra (Adept):
Weaker summoned daedra are sent back to Oblivion. Cost= 196
Bound Bow (Adept):
Creates a magic bow for 120 seconds. Sheathe it to dispel. Cost= 207
Conjure Ash Spawn (Adept):
Summons an Ash Spawn for 60 seconds wherever the caster is pointing. Cost= 186
Conjure Frost Atronach (Adept):
Summons a Frost Atronach for 60 seconds wherever the caster is pointing. Cost= 215
Conjure Mistman (Adept):
Summons a Mistman from the Soul Cairn for 60 seconds wherever the caster is pointing. Cost= 193
Conjure Seeker (Adept):
Summons a Seeker for 60 seconds wherever the caster is pointing. Cost= 157
Revenant (Adept):
Reanimate a powerful dead body to fight for the player for 60 seconds. cost= 183
Conjure Ash Guardian (Expert):
Creates an Ash Guardian that guards that location until destroyed. Consumes a heart stone from your inventory, without which it will be hostile. Cost= 207
Command Daedra (Expert):
Powerful summoned and raised creatures are put under the player's control. cost= 243
Conjure Dremora Lord (Expert):
Summons a Dremora Lord for 60 seconds. Cost= 358
Conjure Wrathman (Expert):
Summons a Wrathman from the Soul Cairn for 60 seconds wherever the caster is pointing. Cost= 301
Conjure Storm Atronach (Expert):
Summons a Storm Atronach for 60 seconds wherever the caster is pointing. cost= 322
Dread Zombie (Expert):
Reanimate a very powerful dead body to fight for the player for 60 seconds. cost= 302
Expel Daedra (Expert):
Powerful summoned daedra creatures are sent back to Oblivion. Cost= 215
Dead Thrall (Master):
Reanimate a dead body permanently to fight for the player. Cost= 1000
Flame Thrall (Master):
Summons a Flame Atronach permanently. Coast= 900
Frost Thrall (Master):
Summons a Frost Atronach permanently. Cost= 1100
Storm Thrall (Master):
Summons a Storm Atronach permanently. Cost= 1200
Flames (Novice):
A gout of fire inflicting a base damage of 8 points of fire damage per second. Targets on fire take extra damage. One of the two basic spells. Cost= 14 per second
Frostbite (Novice):
A blast of cold inflicting a base damage of 8 points of frost damage per second to Health and Stamina. Cost= 16 per second
Sparks (Novice):
Lightning which inflicts a base damage of 8 points of shock damage per second to Health and Magicka. Cost= 19 per second
Arniel's Convection (Novice):
Burns the target 1 point per second. Targets on fire take extra damage. Cost= 0 per second
Vampiric Drain (Novice):
Absorb 2, 3, 4 or 5 points (depends upon the level of vampirism) of health from the target. Cost= 6, 10, 13 or 17 per second (depends upon the level of vampirism)
Firebolt (Apprentice):
A bolt of fire that inflicts 25 points of fire damage. Targets on fire take extra damage. Cost= 41
Freeze (Apprentice):
A spike of ice that does 20 points of frost damage to Health and Stamina and slows the target for 15 seconds. Cost= 30
Ice Spike (Apprentice):
A spike of ice that inflicts 25 points of ice damage to Health and Stamina. Coast= 48
Ignite (Apprentice):
A blast of flame that sets targets of fire, doing 4 damage per second for 15 seconds. Cost= 30
Lightning Bolt (Apprentice):
A bolt of lightning that inflicts 25 points of shock damage to Health and half as much to Magicka. Cost= 51
Fire Rune (Apprentice):
Cast on a nearby surface, it explodes for 50 points of damage when enemies come near. Affected targets take extra damage. Cost= 234
Frost Rune (Apprentice):
Cast on a nearby surface, it explodes for 50 points of damage to Health and Stamina when enemies come near. Movement speed is reduced for affected targets. Cost= 293
Lightning Rune (Apprentice):
Cast on a nearby surface, it explodes for 50 points of damage to Health and half as much to Magicka when enemies come near. Cost= 323
Chain Lightning (Adept):
A lighting bolt inflicting 40 points of damage to Health and half as much to Magicka, then leaps to a new target. If the character has learned Augmented Shock 2/2, the lightning jumps on one additional target and does 60 damage. Caution! Friendly-fire is possible. Cost= 156
Fireball (Adept):
A fireball which explodes on impact for 40 points of damage in a 15 foot radius. Targets on fire take extra damage. If the character has learned Augmented Flames 2/2, the radius of the fire explosion is increased by 5 and damage increases to 60 points. Does harm Followers, but not Dragonborn. Cost= 133
Ice Storm (Adept):
A freezing whirlwind that does 40 points of damage per second to Health and Stamina. The whirlwind radius is increased if the character has Augmented Frost 2/2. Spell range is smaller if cast with Destruction Dual Casting. Does harm Followers, but not Dragonborn. Cost= 144
Flame Cloak (Adept):
For 60 seconds, opponents in melee range take 8 points of damage per second. Targets on fire take extra damage. Does not harm Followers. Does harm neutral NPCs like town guards. Cost= 289
Frost Cloak (Adept):
For 60 seconds, opponents in melee range take 8 points of damage per second to Health and Stamina. Does not harm Followers. Does harm neutral NPCs like town guards. Cost= 316
Lightning Cloak (Adept):
For 60 seconds, nearby opponents take 8 points of damage per second to Health and half as much to Magicka. Does not harm Followers. Does harm neutral NPCs like town guards. Cost= 370
Whirlwind Cloak (Adept):
For 60 seconds, opponents in melee range have a chance of being flung away. Cost= 338
Icy Spear (Expert):
A spear of ice that does 60 (90) points of frost damage to Health and Stamina. Cost= 320
Incinerate (Expert):
A blast of fire that does 60 (90) points of fire damage. Targets on fire take extra damage. Cost= 298
Thunderbolt (Expert):
A thunderbolt that does 60 (90) points of shock damage to Health and half that to Magicka. Cost= 343
Wall of Flames (Expert):
Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second. Does not harm Followers or Dragonborn. Cost= 118 per second
Wall of Frost (Expert):
Sprayed on the ground, it creates a wall of frost that does 50 points of frost damage per second. Does not harm Followers or Dragonborn. Cost= 137 per second
Wall of Storms (Expert):
Sprayed on the ground it creates a wall of lightning that does 50 points of shock damage per second. Does not harm Followers or Dragonborn. Cost= 145 per second
Blizzard (Master):
Creates a blizzard that surrounds the caster. Targets take 20 point of frost damage every second for 10 seconds, plus stamina damage. Cost= 656
Fire Storm (Master):
A 100 point fiery explosion centered on the caster. The closer a target is, the more damage they take. Cost= 846
Lightning Storm (Master):
Fires a continuous stream of lightning. Target takes 75 points of shock damage per second to Health, and half that to Magicka. Cost= 138 per second
Weaknesses: ((What makes them fragile or causes them to be at a disadvantage?))
Appearance: ((What do they look like? Be very descriptive. You will also have to post a picture of them ether with a link or post it on your Character Sheet so everyone knows how they look.))
Personality: ((How are they like? Do they behave in a certain way or like doing particular activities? When you RP as one, you don't have to act just like they would in the game, but don't make them totally different from how they really are. However, you can develop the character!))
Morality: Good.
Biography: ((What is their history like? How did they come to be of what they are today? Anything that involves their past or what they do for a living.))
Traumas: ((Anything they fear most? What causes them to have a flashback and remember a horrible event that chills them?))
Notes: ((This is where you let us know how you feel about the RP or your Schedule. If you are busy during certain hours or anything that is useful to our RP, put it down. Also, anything else you want us to know about your character you can put in too. It's pretty much whatever you'd like us to know about you or the character.))
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