Pretty Princess Shio
Posts : 1371 Join date : 2010-04-21
| Subject: Event Natrelmon and Purchaseable Natrelmon Wed Apr 21, 2010 11:57 pm | |
| + Broselak +- Spoiler:
+ Broselak + Stage: 1 Type: Blood/Poison/Grass Growth Rate: Slow Reproduction Rate: How many offspring does it produce in a month? Rarity: EVENT PA: MA: D: LS: AS: WS: Appearance: A relative of Cheret, Broselak is a black flowered plant that walks on it's roots. The plant has an eye on each of its petals, allowing it to keep track of threats from nearly all angles. The only blindspot is directly below the flower. The petals are a deep black, with a bit of a red tint and the stem has a slightly withered look. Innate Ability: Tainted Blood - Tainted Blood prevents the use of Bypass. However, once per 2 weeks, Broselak produces a vial of Tainted Blood. When used on another Natrelmon, it grants countdown poison effect to one of their moves, allowing a trainer to poison a move like Telekinetic Glare or Multibolt. + Cheret +- Spoiler:
+ Cheret + Stage: 1 (DNE) Type: Ice/Grass Growth Rate: Medium Rarity: Event Appearance: Cheret looks like a simple pine tree, with no ornaments or ribbons. However, all of the pine needles are a perfect white color, and never fall off of the Natrelmon. It moves with leg-like roots that appear above the ground. While it is slow, it is a force to be reckoned with. It is normally around five feet tall, but can grow taller. Innate Ability: Gift – Once a month, a wrapped present appears under Cheret. This is a random item that will be told to you by the thread owners. + Kyretu +- Spoiler:
+ Kyretu + Stage: 1 (DNE) Type: Earth/Grass/Wind Growth Rate: Fast Rarity: Event Appearance: A turkey type Natrelmon, while able to use wind type moves, cannot fly for extended periods of time. However, despite the bird’s flight issues, it has a powerful body and is commonly sought during autumn seasons. Innate ability: Nature’s Bounty – once two weeks, Kyretu is able to give up half of its experience another Natrelmon. For the next 7 days it will recover that experience. + Synbot -> Guren I/Guren II/Guren III -> Guren IV +- Spoiler:
+ Synbot + Stage: 1 (SE) Type: Steel/Electric Growth Rate: Medium Rarity: Not in wild. Can be bought from Pinehearst Industries for N20,000. PA: MA: D: LS: AS: WS: Appearance: Synbot is the first, and only manmade Natrelmon. It appears in the form of a robot about four feet tall, covered with a decently strong armor. The problem with this armor, however, is that it must be repaired after a battle to be of use. On the creature’s left arm is a cannon capable of firing electric bolts a little stronger than a Spark from a creature of a similar level. Its right arm sports a hand capable of lifting several times the creature’s weight, as well as delivering strong punches. Preferred Location: Nowhere. It is only for sale from Pinehearst Industries. Innate Ability (Gained at level 10): Armory - Synbot can attach itself to a friendly creature, allowing the creature to use every move the Synbot can use, as well as the electric cannon and upgrades. Unlike Armic, if a creature evolves with Synbot on, they do not become permanently fused.
+ Guren I + Stage: 2 (Upgraded from Synbot at level 30) Type: Steel/Electric Growth Rate: Medium Rarity: N/A PA: MA: D: LS: AS: WS: Appearance: The upgrade from the Synbot drastically changes its appearance. Now red in color, it has become more menacing in appearance, with the added spiked protrusions and more unique head design. The Guren I in particular now sports 'light wings' which allow it greater speed and flight. Innate Ability: Assassin's Speed - By temporarily removing the power influx inhibitor's central program, the Guren I is capable of speed rivaling that of a Hawkline. However, this is only able to be done once every 5 posts and drains the use of one electric move each time it is used. There is so much speed that there is a slight blur to the Guren I. Despite the speed, it is very agile.
+ Guren II + Stage: 2 (Upgraded from Synbot at level 30) Type: Steel/Electric Growth Rate: Medium Rarity: N/A PA: MA: D: LS: AS: WS: Appearance: The upgrade from the Synbot drastically changes its appearance. Now red in color, it has become more menacing in appearance, with the added spiked protrusions and more unique head design. Instead of the wings that the Guren I has, the Guren II has a crystal slotted into its left hand. This is capable of producing a powerful defensive field. Innate Ability: Radiant Wave Field - Once per 6 posts the Guren II is capable of producing a high energy field from the front of the crystal that spans out 5 feet in each direction from the crystal. This technique is capable of blocking any attack that meets it and can be used as an offense against physical attacks as it deals countdown poison and damage to those that hit it.
+ Guren III + Stage: 2 (Upgraded from Synbot at level 30) Type: Steel/Electric Growth Rate: Medium Rarity: N/A PA: MA: D: LS: AS: WS: Appearance: The upgrade from the Synbot drastically changes its appearance. Now red in color, it has become more menacing in appearance, with the added spiked protrusions and more unique head design. This Guren possess the highest attack capabilities. It's right hand can be launched from a wire with rockets propelling it. It also possess the same crystal as the Guren II. Innate Ability: Radiant Surger - By pulsing a large amount of energy through the crystal, the Guren III is capable of producing a high impact blast of Poison/Light/Fire/Electric damage. This attack is quite draining and will sap the use of one Electric move from its store. This can only be launched once every 7 posts.
+ Guren IV + Stage: Stage: 3 (Upgrades from Synbot at level 45) Type: Steel/Electric Growth Rate: Medium Rarity: N/A PA: MA: D: LS: AS: WS: Appearance: Unchanged from the previous Guren models in physical appearance, the Guren now possesses the ability to use all of the previous upgrade modules in conjunction. It does, however, sport two new cannons that flip up from behind it to fire. Innate Ability: GM00-IRMDC (Guren Mode 00 - Inhibitor Release Mode Dual Core) - The Guren's ultimate mode. While this is active, all power inhibitors are released from all upgrade modules. This allows the Guren to use 1.5x time power attack increased and will restore the use of the electrical moves (1 move use each post) by gathering solar energy from the wings. As well, this allows the Guren to use the new cannons it has gained which fire an attack similar to the Guren III's. This state can only be used once every 10 posts and will cause 500 N of damage to the Guren each time it is used.
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