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 and Mod Points


Siren Animorph 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, Charisma Stats and Mod Points:

Charmer Lv. Max [4] - This makes your Charisma Points have double efficency for 10 Turns. So that 1 Point is in effect 2 Points. [Charisma Points x2, 10 Turns+]

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Bought with Willpower Stats and Mod Points:

Siren Heal Lv. Max [3] - This allows the Siren to heal themselves. [7 HP]

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Bought with Willpower Stats and Mod Points:

Siren Blessing Lv. 1 [3] - The Siren can cast a light speed increase spell on the party. [Increases entire party's Speed By 5 for 10 Turns+, 3 Turn- Casting Time]

Siren Blessing Lv. 2 [3] - The Siren can cast a light strength increase spell on the party. [Increases entire party's Strength By 5 for 10 Turns+, 3 Turn- Casting Time]

Siren Blessing Lv. 3 [2] - The Siren can cast a light durability increase spell on the party. [+3 Durability, 1 Turn- Casting Time]

Siren Blessing Lv. Max - The Siren can cast a light charisma spell on the part. Unlocks the Siren's Blessing Limit Breaker.
[Increases entire party's Charisma By 5 for 20 Turns+, 1 Turn- Casting Time]

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Bought with Willpower Stats and Mod Points:

Siren Enchantment Lv. 1 - The Siren can enchant a weapon with an elemental power of their choice. Fire, Wind, Earth, Water. [Elemental Weapon, 2 Turns- Casting Time]

Siren Enchantment Lv. 2 - The Siren can enchant a weapon with a minor elemental power of their choice. [Minor Elemental Weapon, 2 Turns- Casting Time]

Siren Enchantment Lv. 3 [2] - The Siren can enchant a weapon with Light, Dark, or Void element of their choice. [Moral Elemental Weapon, 3 Turns- Casting Time]

Siren Enchantment Lv. 4 [2] - The Siren can enhant armor with an elemental power of their choice. Fire, Wind, Earth, Water. This gives the armor protection to that element and attacks for 5 hits as well as +2 extra durability. [Elemental Armor, +2 durability, 2 Turns- Casting Time]

Siren Enchantment Lv. 5 [2] - The Siren can enhant armor with a minor elemental power of their choice. This gives the armor protection to that element and attacks for 5 hits as well as +2 extra durability. [Minor Elemental Armor, +2 durability, 2 Turns- Casting Time]

Siren Enchantment Lv. Max [3] - The Siren can enhant armor with Light, Dark, or Void element of their choice. This gives the armor protection to that element and attacks for 5 hits as well as +2 extra durability. Unlocks the Siren Enchanting Limit Breaker. [Moral Elemental Armor, +2 durability, 3 Turns- Casting Time]

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Bought with Willpower Stats, Charisma Stats, and Mod Points:

(Need to have taken Monster Whisperer Lv. Max)

Siren's Call Lv. 1: Allows the Siren to have an easier time taking control of an enraged, or aggroed, monster. This allows you to calm it down with less effort and give the Party the initiative if you can't charm them. [1 Turn- Charm Time]

Siren's Call Lv. 2: Allows the Siren to instantly take control of an aggroed monster of a certain level. [3 Turn- Charm Time]

Siren's Call Lv. 3 [2]: Allows the Siren to weaken the resolve of large/powerful monsters so that the enemy can battle it easier. [10 Turns+]

Siren's Call Lv. Max [3]: Allows the Siren to have a chance to try to charm a large/powerful monster. [2 Turn- Charm Time]

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Bought with Willpower Stats, Charisma Stats, and Mod Points:

(Need to have taken Siren's Call Lv. Max)

Siren's Beckoning Lv. 1 - The Siren is able to attract and pull at the monsters on the enemy's side, taking control away from the enemy and assert their control. This can become a tug of war between the enemy's Charisma, as well as the Siren's, and the Monster's Will. Medium Sized Monsters only. [2 Turn- Charm Time]

Siren's Beckoning Lv. 2 [2] - The Siren can steal a medium sized monster with no battling or countering. This literally rips the control away by using the enemy's own charms against them. After the battle, the Siren has a chance to charm the monster themself, if not the monster will be left to rampage against everyone. [20 Turns+, 2 Turn- Charm Time]]

Siren's Beckoning Lv. 3 - The Siren is able to attract and pull at the monster on the enemy's side, taking control from the enemy and assert their control. Works the same as Level 1, but on giant sized monster's. [2 Turn- Charm Time]

Siren's Beckoning Lv. Max [2] - The Siren can steal a large sized monster with no battling or countering. This literally rips the control away by using the enemy's own charms against them. After the battle, the Siren has a chance to charm the monster themself, if not the monster will be left to rampage against everyone. This Unlocks the Monster Thief Limit Breaker. [20 Turns+, 3 Turn- Charm Time]

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Bought with Willpower Stats, Charisma Stats, and Mod Points:

(Need to have Willpower at 9 and taken Fauna/Werebeast Lv. Max)

Siren's Song Lv. 1 - This allows you to lower the guard on most Fauna and Werebeast. They can attempt to use Counter Points or Action Points to break your song to get away. This makes them more at ease around you and likely to become your friend.

Siren's Song Lv. 2 - This allows you to ask them questions and get information from them to see what they know. Some that are powerful can still spend Counter Points or Action Points, like players.

Siren's Song Lv. 3 [2] - This allows you to try to seduce them and get them to fall for you, in order to get them to see you as a lover or possible romance. If you succeed they might follow you willingly or give you what you need. High level ones can fight this too.

Siren's Song Lv. Max [2] - This allows you to dominate their will to make them like one of your monsters to fight for you. High level oens can fight this, too.

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Bought with Willpower Stats, Charisma Stats, and Mod Points:

Monster Buddy Lv. Max [3] - This allows you to keep one monster/monster type ally with you once every other session, much like the Beastmaster. However, if they are injured you cannot use them again for 5 sessions. [Permenant, Monster Ally Every Other Session]

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Bought with Willpower Stats and Mod Points:

TBA

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Bought with Willpower Stats and Mod Points:

TBA

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Bought with Willpower Stats and Mod Points:

TBA

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Bought with Willpower Stats and Mod Points:

TBA

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More coming (if you have ideas please give them)


 

 
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