Shadowtank
Last Activity:
Mar 6, 2019
Joined:
Jul 12, 2017
Messages:
1
Likes Received:
20
Trophy Points:
20
Money:
$55
Reading List:
Link
Gender:
Male
Birthday:
Dec 8, 1993 (Age: 30)

Shadowtank

Member, Male, 30

Shadowtank was last seen:
Mar 6, 2019
    1. episod3ux
      episod3ux
       ̄ω ̄ Welcome to NUF
      1. View previous comments...
      2. Shem
        Shem
        Welcome*
        Jul 19, 2017
      3. Jiye
        Jiye
        Welcome
        Jul 19, 2017
      4. Nahrenne
        Nahrenne
        Welcome!
        *gives a hug*
        (^_^)
        Sorry for the belated welcome...
        X
        Aug 10, 2017
  • Loading...
  • Loading...
  • About

    Gender:
    Male
    Birthday:
    Dec 8, 1993 (Age: 30)

    Signature

    Name: Dragonkin Alchemist
    Dragonkin - Alchemist (Water)
    ID: #107
    Skills: Alchemy (★); Preach (★);
    Leader Skill: Dragonkin Aura [Small Increase in Dragonkin's Stats]
    HP: 11
    Atk: 4
    Spd: 3

    Alchemy:
    Makes a random alchemy:
    Healing Potion - Heals 5x★ HP.
    Doping Potion - Increases attack by a (★small, ★★medium, ★★★great) margin. Lasts 1 turn.
    Molotov Cocktail - Gives 4x★ fire damage to all enemies.
    3 turn cooldown.

    Preach:
    Gives a (★small, ★★, medium, ★★★great) boost to skill damage. Lasts 1 turn.
    3 turn cooldown.
    Name: Lizardman Raider
    Monster - Rider (Water)
    ID: #78
    Skills: Charge (★); Roar(★);
    HP: 11
    Atk: 7
    Spd: 4

    Weapon:
    Name: Steel Short Spear
    ID: #222
    Skill: Charging Weapon [Small increase to charging skills]
    HP: + 2
    Atk: + 2
    Spd: + 1

    Charge:
    Deals (80% + 10% for each start) your attack. Has increased priority.
    2 turn cooldown.

    Roar:
    Gives a (★small, ★★medium, ★★★great) boost to attack. Lasts 1 turn.
    3 turn cooldown.
    Name: Beastkin Guard
    Beastkin - Knight (Earth)
    ID: #50
    Skills: Protect (★);
    HP: 11
    Atk: 2
    Spd: 2

    Protect:
    Reduces by a (★small, ★★medium, ★★★great) quantitie the next damage taken.
    1 turn cooldown.
    Name: Elf Archer
    Elf - Archer (Wind)
    ID: #86
    Skills: Aim (★); Snipe (★);
    HP: 11
    Atk: 4
    Spd: 5

    Aim:
    Takes aim for a turn. Next attack or skill will have a (★small, ★★medium, ★★★great) boost.
    2 turn cooldown.

    Snipe:
    Snipes an target of lower speed. Deals (110 + 20% for each star) you attack.
    3 turns cooldown.
    Name: Elf Druid
    Elf - Priest (Earth)
    ID: #89
    Skills: Earth (★); Treatment (★);
    HP: 11
    Atk: 4
    Spd: 3

    Earth:
    Deals your attack +10% for each star as Earth Damage.
    1 turn cooldown.

    Treatment:
    Heals a single ally by (40% + 10% for each star) your attack.
    2 turns cooldown.

    (C) Orc Philosopher,(C) Elf Thief,(C) Beastkin Cook
    (C) Wooden Spoon,(C) Kunai

    Aim:
    Takes aim for a turn. Next attack or skill will have a (★small, ★★medium, ★★★great) boost.
    2 turn cooldown.

    Alchemy:
    Makes a random alchemy:
    Healing Potion - Heals 5x★ HP.
    Doping Potion - Increases attack by a (★small, ★★medium, ★★★great) margin. Lasts 1 turn.
    Molotov Cocktail - Gives 4x★ fire damage to all enemies.
    3 turn cooldown.

    Blow:
    Deals your attack +10% for each star.
    1 turn cooldown.

    Bless:
    Raises one target attack by a (★small, ★★medium, ★★★great) margin and gives a (★small, ★★medium, ★★★great) reduction on damage taken. Lasts 1 turn.
    3 turn cooldown.

    Brew:
    Makes a random brew:
    Ale - Increases attack by a (★small, ★★medium, ★★★great) margin. Lasts 1 turn.
    Tea - Heals 5x★ HP.
    Coffee - Gives increased priority for 1x★ turns.
    3 turn cooldown.

    Bulk up:
    Gives a (★medium, ★★great, ★★★epic) boost to attack. Lasts 1 turn.
    4 turn cooldown.

    Charge:
    Deals (80% + 10% for each start) your attack. Has increased priority.
    2 turn cooldown.

    Craft:
    Makes a random craft:
    Bomb - Gives 5x★ earth damage to all enemies.
    Rope - Binds* the target for 1x★ turns.
    Bandage - Heals 4x★ HP.
    3 turn cooldown.
    *Binded characters can’t attack, or use attack skills. Support skills are allowed.

    Dance:
    Dances a random dance:
    Waltz - Charms one enemy.*
    Ballet - Removes debuffs from party.
    Swing - Gives a (★small, ★★medium, ★★★great) chance to avoid attacks. Lasts 1 turn.
    3 turn cooldown.
    *Charmed enemies can’t attack the one they’re infatuated.

    Dark:
    Deals your attack +10% for each star as Dark Damage.
    1 turn cooldown.

    Dice Roll:
    Has 1 in 6 chance activate its effect. Once activated, the team will get a (★small, ★★medium, ★★★great) chance of dealing critical damage.* Lasts 1 turn.
    3 turns cooldown.
    *Critical damage deals 150% the normal damage.

    Double Slash:
    Deals 60% + 10% your attack for each star twice.
    2 turn cooldown.

    Drunk Steps:
    Gives a (★small, ★★medium, ★★★great) chance to avoid attacks. Lasts 1 turn.
    3 turn cooldown.

    Earth:
    Deals your attack +10% for each star as Earth Damage.
    1 turn cooldown.

    Expel:
    Deals (50% + 10% for each star) your attack as Holy damage. Dispels buffs when cast on enemy. Dispel debuffs when cast on ally.
    2 turn cooldown.

    Familiar:
    Summons a familiar. It’ll have 10 HP, 6 attack and 3 speed for each star. Lasts 2 turns or until killed.
    4 turn cooldown.

    Fire:
    Deals your attack +10% for each star as Fire Damage.
    1 turn cooldown.

    Heal:
    Heals all allies by (30% + 10% for each star) you attack.
    2 turn cooldown.

    Heavy Blow:
    Deals your attack + 20% for each star. Has decreased priority.
    2 turn cooldown.

    Heavy Slash:
    Deals your attack + 20% for each star. Has decreased priority.
    2 turn cooldown.

    Hide:
    Hides from the enemies.* Lasts 1 + 1x★ turns.
    2 turn cooldown.**
    *Can’t be attacked until attacks or until the effect wears off.
    **Cooldown start from when you exit the hidden state.

    High Familiar:
    Summons a High Familiar. It’ll have 20 HP, 12 attack and 6 speed for each star. Lasts 3 turns.
    5 turn cooldown.

    Holy:
    Deals your attack +10% for each star as Holy Damage.
    1 turn cooldown.

    Iai:
    Waits for a turn. Deals (★1,5x, ★★2x, ★★★ 2,5x) your attack.
    3 turn cooldown.

    Iron Punch:
    Deals your attack + 20% for each star. Has decreased priority.
    2 turn cooldown.

    Land Slash:
    Deals (70% + 10% for each star) of your attack. Has increased priority.
    1 turn cooldown.

    Lead:
    Gives a (★small, ★★ medium, ★★★great) boost to attack. Lasts 2 turns.
    3 turn cooldown.

    Meal:
    Makes a meat that heals all the allies by 4 every turn for 2 + 1x★ turns.

    Pierce:
    Deals you attack + 10% for each star. Ignores damage reductions.
    2 turn cooldown.

    Pinpoint:
    Gives a sure critical attack on the next attack or skill.
    Can only be cast once per battle.

    Preach:
    Gives a (★small, ★★, medium, ★★★great) boost to skill damage. Lasts 1 turn.
    3 turn cooldown.

    Protect:
    Reduces by a (★small, ★★medium, ★★★great) quantitie the next damage taken.
    1 turn cooldown.

    Pry:
    If the enemy is hidden, uncovers its hidden effect. If is not hidden, gives a (★small, ★★medium, ★★★great) chance to give a critical attack.* Lasts 1 turn.
    3 turn cooldown.
    *Critical damage deals 150% the normal damage.

    Quickshot:
    Deals (70% + 10% for each star) your attack. Has increased priority.
    1 turn cooldown.

    Roar:
    Gives a (★small, ★★medium, ★★★great) boost to attack. Lasts 1 turn.
    3 turn cooldown.

    Sing:
    Sings a random song:
    Lullaby - Makes one enemy sleep.*
    Bolero - Increases attack by a (★small, ★★medium, ★★★great) margin.
    Serenade - Gives a (★small, ★★medium, ★★★great) chance to avoid attacks. Lasts 1 turn.
    3 turn cooldown.
    *Sleeping enemies can’t act at all.

    Slash:
    Deals your attack +10% for each star.
    1 turn cooldown

    Snipe:
    Snipes an target of lower speed. Deals (110 + 20% for each star) you attack.
    3 turns cooldown.

    Spirit:
    Deals your attack +10% for each star as Spirit Damage.
    1 turn cooldown.

    Steal:
    Has 30% + 10% for each star of disarming an enemy.
    2 turn cooldown.

    Support:
    Gives a (★small, ★★medium, ★★★great) to one ally’s attack. Lasts 1 turn.
    2 turn cooldown.

    Swift Slash:
    Deals (70% + 10% for each star) of your attack. Has increased priority.
    1 turn cooldown

    Temper:
    Raises the efficiency of a weapon by a (★small, ★★medium, ★★★great) margin. Lasts 2 turns.
    4 turn cooldown.

    Treatment:
    Heals a single ally by (40% + 10% for each star) your attack.
    2 turns cooldown.

    Water:
    Deals your attack +10% for each star as Water Damage.
    1 turn cooldown.

    Wind:
    Deals your attack +10% for each star as Wind Damage.
    1 turn cooldown.
    Command:
    Gives an great boost to allies’ attack and raises priority.
    Can only be cast once per battle.

    Knight's Tale:
    Epic boost to Knight-class allies’ attack. Lasts 1 turn.
    Can only be cast once per battle.

    Majesty:
    Gives a great boost to attack and gives medium damage reduction to all the team. Lasts 3 turns.
    Can only be cast once per battle.

    Ocean Slash:
    Waits 2 turns. After that, gives twice the attack as damage to all enemies.
    Can only be cast once per battle.

    Pinpoint:
    Gives a sure critical attack on the next attack or skill.
    Can only be cast once per battle.

    Release Potential:
    Raises the weapon level to the max. If is a SR and it’s at max level already, raises it to SSR.
    Can only be cast once per battle.

    Revive:
    Revives a team member that died in battle.
    Can only be cast once per battle.

    Sacrifice:
    Sacrifices half the current HP to give a twofold attack damage on a single enemy with 20% chance of critical.
    Can only be cast once per battle.
    Break Cage:
    Gives a great (epic against High Race) boost to attack and medium chance to deal critical damage. As price, gives a great increase to damage taken. Lasts 2 turns.
    4 turn cooldown.

    Dispel:
    Dispels a debuff on ally or a buff on enemy. The buff or debuff dispeled are random.
    2 turn cooldown.

    Fail-not:
    Aims and shots at an target of lower speed. Deals (110 + 10% for each star) you attack. Ignores dodge chance.
    3 turns cooldown.

    Guillotine:
    Deals your attack + 30%x★. Has (★small, ★★medium) chance of deal critical.
    3 turn cooldown.

    Hearthunt:
    Applies the effect of Hearthunt* to the next attack or skill used.
    4 turn cooldown.
    *Hearthunt makes the next attack or skill deal 20% more damage.

    Homunculus:
    Summons a random animal homunculus:
    Bear: 18 HP; 8 Atk; 1 Spd.
    Wolf: 14 HP; 12 Atk; 3 Spd.
    Eagle: 12 HP; 9 Atk; 6 Spd.
    Lasts 3 turns

    Rune Pierce:
    Deals you attack + 30% for each star in elemental damage, depending on the unit element*. Ignores damage reductions.
    3 turn cooldown.

    Saint Slash:
    Deals your attack + 40% for each star in Holy Damage. Has decreased priority.
    3 turn cooldown.

    Shadow Rush:
    If hidden, deals (80% + 10% for each star) of your attack in Dark Damage with great chance of critical. Has increased priority.
    3 turn cooldown.

    Triple Slash:
    Deals 50% + 10% your attack for each star twice. Has small chance of critical.
    3 turn cooldown.

    Undead:
    Brings back one unit from death as an undead*.
    3 turn cooldown.
    *Undeads take extra (+20%) damage from Holy and reduced (-10%) damage from Dark and Spirit. This effect can only be applied once per unit.