Mod List:
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Below are list of Mods. Pick the ones that pertain to your character. You can buy them with Mana Stats, Intelligence Stats, and Mod Points Bullet Mage Mods: --- Bought with Mana Stats and Mod Points: Mana Lv. 1 [3] - This upgrades your Mana Stat from 7 to 8 (only if it is 7) Mana Lv. Max [3] - This upgrades your Mana Stat from 8 to 9 (only if it is 8) --- Bought with Intelligence Stats and Mod Points: Intelligence Lv. 1 [3] - This upgrades your Intelligence Stat from 7 to 8 (only if it is 7) Intelligence Lv. Max [3] - This upgrades your Intelligence Stat from 8 to 9 (only if it is 8) --- Bought with Mana Stats and Mod Points: (Need to have taken Mage Cure Lv. Max) Mages get a third of the HP from all group heals. Heal Bullet to the Heart Lv. 1 - This allows the Bullet Mage to do a massive heal to one person other than themselves by firing a bullet. [7 HP, 1 Turns- Casting Time] Heal Bullet to the Heart Lv. 2 - This allows the Bullet Mage to do a full heal to one person other than themselves by firing a bullet. [9 HP, 1 Turns- Casting Time] Heal Bullet to the Heart Lv. 3 - This allows the Bullet Mage to do a group heal, the only way they can heal themselves. [3 HP, 2 Turns- Casting Time] Heal Bullet to the Heart Lv. 4 [2] - This allows the Bullet Mage to do a group heal, the only way they can heal themselves. [6 HP, 3 Turns- Casting Time] Heal Bullet to the Heart Lv. Max [3] - This allows the Bullet Mage to do a group heal, the only way they can heal themselves. This unlocks the Bullet Healer Limit Break [9 HP, 5 Turns- Casting Time] --- Bought with Mana Stats and Mod Points: Jump-Shot to the Heart Lv. 1 [2] - Restores someone to life within 2 turns after their death. They come back with none of their moves and all of their stats are at 1 until they rest. Cannot ressurect yourself. [2 Turn Time Limit Use] Jump-Shot to the Heart Lv. 2 [3] - Restores someone to life within 3 turns after death. They come back with half of their moves and their stats are at half until they rest. Cannot ressurect yourself. [3 Turn Time Limit Use] Jump-Shot to the Heart Lv. 3 [3] - Restores someone to life within 5 turns after death. They come back with all of their moves and all stats. Cannot ressurect yourself. [5 Turn Time Limit Use] Jump-Shot to the Heart Lv. Max [4] - Can fire shots into undead and make an army of up to five to serve you as servants. Have access to the Brought Back Limit Break. --- Bought with Mana Stats and Mod Points: Shot Buffer Lv. 1 [2] - The Bullet Mage fires a shot at their allies to give them immunity to status ailments of any kind for 15 turns. [15 turns+ immunity, 1 Turn- Casting Time] Shot Buffer Lv. 2 [2] - The Bullet Mage fires a shot at their allies to form a physical shield to block damage for 15 turns. +5 durability [15 turns+ - +5 Durability, 1 Turn- Casting Time] Shot Buffer Lv. Max [2] - The Bullet Mage fires a shot at their allies to form a Magik/Spirit shield to block damage for 15 turns. [15 turns+ - +5 Durability, 1 Turn- Casting Time] --- Bought with Mana Stats and Mod Points: Bullet Casings Lv. 1 - Produces 5 more bullets to use in combat. Bullet Casings Lv. 2 [2] - Produces 10 more bullets to use in combat. Bullet Casings Lv. Max [3] - Produces unlimited bullets to use in combat. [Permenant] --- Bought with Mana Stats and Mod Points: Eagle Eye Lv. Max - This gives the Bullet Mage far sight that goes an incredible distance, allowing them to use their gun to look through their scope a good distance to scout and scan the area. --- Bought with Mana Stats and Mod Points: Scope Scan Lv. 1 - The Bullet Mage is able to use their scope to scan the enemy for Elemental status, to learn what Element they are. [1 Turn- Casting Time] Scope Scan Lv. 2 - The Bullet Mage is able to use their scope to scan the enemy for weaknesses and attack moves that might work best. [1 Turn- Casting Time] Scope Scan Lv. Max - The Bullet Mage is able to use their scope to scan the enemy for when they are going to attack and with what. Unlocks Scanner Limit Break. [1 Turn- Casting Time, 15 Turns+] --- Bought with Mana Stats and Mod Points: (Need to have Mana at 9) Rapid Shot Lv. 1 - The Bullet Mage can fire two attack/special moves back to back after the casting on this is finished. If the first does hit, the second is guarenteed to hit. [4 Turn-Casting Time] Rapid Shot Lv. 2 - The Bullet Mage can fire two elemental attacks back to back, mixing the elements together to make a Dual Magik Strike. Depending on what is picked there will be different magik after effects. [6 HP damage, various elemental after effects, 3 Turns- Casting Time] Rapid Shot Lv. 3 [4] - The Bullet Mage can fire all four elemental attacks back to back to make a Quad Shot, dealing a massive damage and making unique massive explosion of magik. The Quad Magik cannot be absorbed since no one has that element. Unlocks the Quad Limit Break. [12 HP Damage, 4 Turns- Casting Time] --- Bought with Mana Stats and Mod Points: Shield Shot Lv. 1 - Fires Shield Magik at an ally, giving them protection. +2 durability. [+2 durability, 1 Turn- Casting Time] Shield Shot Lv. 2 - Fires Shield Magik at an ally, giving them protection. +4 durability. [+4 durability, 2 Turn- Casting Time] Shield Shot Lv. 3 [2] - Fires Shield Magik at party, giving them protection. +2 durability. [+2 durability, 1 Turn- Casting Time] Shield Shot Lv. 4 [2] - Fires Shield Magik at an party, giving them protection. +4 durability. [+4 durability, 2 Turn- Casting Time] Shield Shot Lv. Max - Fires Shield shot at self, giving yourself protection. +4 durability [+4 durability, 2 Turn- Casting Time] --- Bought with Mana Stats and Mod Points: TBA - give me your ideas. --- Bought with Intelligence Stats and Mod Points: (Need Intelligence at 9 for Lv. Max only) Gun Power Up Lv. 1 - The gun powers up and increases it's attack powers, so that the attack move power doubles in damage for the next attack. [Double Damage, 1 Turn- Casting Time] Gun Power Up Lv. 2 - The gun powers up and increases it's special powers, so that the special move power doubles in damage/abilities for the next move [Double Damage, 1 Turn- Casting Time] Gun Power Up Lv. 3 [2] - The gun powers up and increases the attack move/special move of another person for their next move [Double Damage, 2 Turn- Casting Time] Gun Power Up Lv. Max [4] - The gun powers up and increases the attack move/special move of the entire party for their next move. Unlocks Gun Master Limit Break. [Double Damage, 5 Turn- Casting Time] --- Bought with Intelligence Stats and Mod Points: Loading Time Decrease Lv. 1 [2] - The loading time for needing to get bullets in decreases temporarily for 10 turns by knocking off 2 turns from everything. This extends to attack moves/special moves and Mods. So 1 Turns are automatically used. [10 Turns+, knocks off 2 turns from everything] Loading Time Decrease Lv. Max [3] - The loading time for needing to get bullets in decreases temporarily for 10 turns by knocking off 5 turns from everything. This extends to attack moves/special moves and Mods. So 1 Turns are automatically used. [10 Turns+, knocks off 2 turns from everything] --- Bought with Intelligence Stats and Mod Points: TBA --- More coming (if you have ideas please give them)
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