Mod List:

The Duality Wars

 

Below are list of Mods. Pick the ones that pertain to your character.

You can buy them with Willpower Stats, Mana Stats, and Mod Points


Herectic Summoner Mods:

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Bought with Willpower Stats and Mod Points:

Willpower Lv. 1 [3] - This upgrades your Willpower Stat from 7 to 8 (only if it is 7)

Willpower Lv. Max [3] - This upgrades your Willpower Stat from 8 to 9 (only if it is 8)

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Bought with Willpower Stats and Mod Points:

Lesser Spirit Capture Lv. 1 - This allows a Herectic to capture Lesser Spirits found in the wild. This is essential for Herectics to capture and perform their rituals later down the road. This allows them to capture Normal Lesser Spirits of no Minor Elements. These are Lesser Spirits of various types that are scattered throughout Geyze.

Lesser Spirit Capture Lv. Max - This allows a Herectic to capture Minor Lesser Spirits found in the wild. This is essential for Herectics to capture and perform their rituals later down the road. This allows them to capture Minor Lesser Spirits that are attached to Elements - the ones that are split off from the Main Elements.

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Bought with Willpower Stats and Mod Points:

(Need to have taken Lesser Spirit Capture Lv. Max)

Spirit Drain Lv. 1 - The Herectic can take any Spirit they have and drain it for life. It is better not to use a Spirit you have attached to an attack move/special move yet to do this, or else capture a new Spirit of the same type. Draining the spirit restores full health. [Full Health Restore]

Spirit Drain Lv. 2 [2] - The Herectic can drain a spirit of it's information - learning about the area and knowledge of the area, leaving the Spirit alive but mindless about what knowledge the Herectic took.

Spirit Drain Lv. Max [3] - The Herectic can drain a Spirit and drain it to refill three stats of their choice that they have drained, as well as part of their health. All these work on Lesser Spirits. [3 Stats Refilled, 3 HP]

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Bought with Willpower Stats and Mod Points:

(Need to have taken Lesser Spirit Capture Lv. Max)

Main Spirit Capture Lv. 1 - This allows a Herectic to capture Main Spirits found in the wild. This is essential for Herectics to capture and perform their rituals later down the road. This allows them to capture Main Spirits of their own element.

Lesser Spirit Capture Lv. Max - This allows a Herectic to capture Main Spirits found in the wild. This is essential for Herectics to capture and perform their rituals later down the road. This allows them to capture Main Spirits of their all elements.

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Bought with Willpower Stats and Mod Points:

(Need to have taken Main Spirit Capture Lv. Max)

Main Spirit Drain Lv. 1 - The Herectics take a Main Spirit of their element and drain them, infusing their weapons of that element and their attacks of that element for the next 10 turns. [10 turns+]

Main Drain Lv. 2 - The Herectic can drain a Main Spirit of it's information - learning about the area and knowledge of the area, leaving the Spirit alive but mindless about what knowledge the Herectic took.

Main Drain Lv. Max [3] - The Herectic can drain four Main Spirits of different elements and become infused with invulernability to all elemenetal attacks and all his attacks have now cuts through all element attacks to do damage to any elemental enemy. This lasts for 15 turns. [15 turns+]

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Bought with Willpower Stats and Mod Points:

(Need to have taken Main Spirit Capture Lv. Max, Willpower 9, and take the Great Spirit Trial to meet the Great Spirit)

Great Spirit Capture Lv. Max [4] - This allows a Herectic to capture a Great Spirit form and bend it to their will, adding it to their collection.

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Bought with Willpower Stats and Mod Points:

(Need to have taken Great Spirit Capture Lv. Max)

Great Spirit Drain Lv. 1 - The Herectic for whatever reasons decides to drain the Great Spirit of it's life, refilling the entire party of all their life and killing the Great Spirit they have on hand. [Full Party Restore]

Great Spirit Drain Lv. 2 [2] - The Herectic can drain the Great Spirit of all it's knowledge and information about the world and element, gaining insight into it and gaining immunities to the element. Leaving the Great Spirit less effective in battle.

Great Spirit Drain Lv. Max [2] - The Herectic can drain a Great Spirit and drain it to refill all their stats that they have drained, as well as all their health. This kills the Great Spirit as well, obviously. Learns the Drain Limit Break. [Full Health Restore, Full Stat Restore]

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Bought with Willpower Stats and Mod Points:

Less. Spirit Elemental Lv. 1 - The Herectic calls upon the forces of nature and kills a Lesser Spirit to bring about a Lesser Spirit with a Minor Elemental nature to it.

Less. Spirit Elemental Lv. 2 - The Herectic can use a Lesser Spirit to explode on someone and do damage to them, and drop their Willpower Stat. [4 HP damage, -3 Willpower]

Less. Spirit Elemental Lv. Max - The Herectic can absorb a Lesser Spirit temporarily and gain that Spirit's elemental traits, changing their own.

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Bought with Willpower Stats and Mod Points:

Main Spirit Elemental Lv. 1 - The Herectic calls upon the forces of nature and kills a Main Spirit to bring about another Main Spirit with a new elemental of their choosing.

Main Spirit Elemental Lv. 2 - The Herectic can use a Main Spirit to explode on someone and do damage to them, and drop their Willpower Stat, setting their elemental damage to them. [6 HP damage, -5 Willpower, elemental infliction to them]

Main Spirit Elemental Lv. Max - The Herectic can absorb a Main Spirit temporarily and gain that Main Spirit's elemental traits, changing their own.

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Bought with Willpower Stats and Mod Points:

(Needs Willpower 9)

Great Spirit Elemental Lv. 1 [3] - The Herectic calls upon the forces of nature and kills a Great Spirit to bring about another Great Spirit with a new elemental of their choosing.

Great Spirit Elemental Lv. 2 [4] - The Herectic can use a Great Spirit to explode on the enemy and do damage to them, and drop their Willpower Stat, setting their elemental damage to them. [6 HP damage, -5 Willpower, elemental infliction to party]

Great Spirit Elemental Lv. Max [3] - The Herectic can absorb a Great Spirit temporarily and gain that Great Spirit's elemental traits, changing their own, as well as a few of their attack moves.

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Bought with Mana Stats and Mod Points:

Magik Absorbtion Lv. 1 [3] - The Herectic kills a Lesser Spirit in order to learn it's Minor Elemental magik permenantly. This will allow the player to create an attack move/special move, which they have to find the slot to fit it in, to create a move of their choice.

Magik Absorbtion Lv. 2 [4] - The Herectic kills a Main Spirit in order to learn it's Elemental magik permenantly. This will allow the player to create an attack move/special move, which they have to find the slot to fit it in, to create a move of their choice.

Magik Absorbtion Lv. Max [7] - The Herectic kills a Great Spirit in order to learn it's Elemental magik permenantly. This will allow the player to create an attack move/special move, which they have to find the slot to fit it in, to create a move of their choice.

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Bought with Mana Stats and Mod Points:

Magik Drain Lv. 1 [2] - The Herectic leeches magik from a Lesser Spirit in order to learn it's Minor Elemental magik. This is a temporary state of affairs that allows them to use the elemental magik they have taken and they still need to make an attack move/special move for when they can activate it. This is for Herectics who do not want to kill Spirits. It takes longer to go this route though, in order to drain the Spirit, then however long the actual move takes to pull off. They, however, keep the magik and can use it however they want for a time. [2 turns- to leech, 10 turns+ to keep]

Magik Drain Lv. 2 [3] - The Herectic leeches magik from a Main Spirit in order to learn it's Elemental magik. This is a temporary state of affairs that allows them to use the elemental magik they have taken and they still need to make an attack move/special move for when they can activate it. This is for Herectics who do not want to kill Spirits. It takes longer to go this route though, in order to drain the Spirit, then however long the actual move takes to pull off. They, however, keep the magik and can use it however they want for a time. [3 turns- to leech, 13 turns+ to keep]

Magik Drain Lv. Max [4] - The Herectic leeches magik from a Great Spirit in order to learn it's Elemental magik. This is a temporary state of affairs that allows them to use the elemental magik they have taken and they still need to make an attack move/special move for when they can activate it. This is for Herectics who do not want to kill Spirits. It takes longer to go this route though, in order to drain the Spirit, then however long the actual move takes to pull off. They, however, keep the magik and can use it however they want for a time. [4 turns- to leech, 15 turns+ to keep]

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Bought with Mana Stats and Mod Points:

Spell Cast Lv. 1 - This allows a Herectic, if they have the Magik Elemental, either through draining or ripping out, or other means, to cast Elemental Spells at their foes. Simply say what Minor Elemental you are using. [Costs 1 Mana Point, 1 turn- to cast]

Spell Cast Lv. 2 - This allows a Herectic, if they have the Magik Elemental, either through draining or ripping out, or other means, to cast Elemental Spells at their foes. Simply say what Main Elemental you are using. [Costs 2 Mana Point, 2 turns- to cast]

Spell Cast Lv. Max [2] - This allows a Herectic, if they have the Magik Elemental, either through draining or ripping out, or other means, to cast Elemental Spells at their foes. Simply say what Main Elemental you are using. [Costs 3 Mana Point, 2 turns- to cast]

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More coming (if you have ideas please give them)

 


 

 
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