Mod List:

The Duality Wars

 

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:

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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)

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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)

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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]

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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.

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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]

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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]

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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.

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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+]

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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]

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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]

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Bought with Mana Stats and Mod Points:

TBA - give me your ideas.

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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]

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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]

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Bought with Intelligence Stats and Mod Points:

TBA

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More coming (if you have ideas please give them)


 

 
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