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    OPD #6 ~ General Info Thread


    One Piece Destiny Game 6 General Information Thread







    One Piece Destiny (OPD), is a roleplay game, placed in the One Piece world, moderated and guided by hosts. Players are given a general story line, which the game will follow and from there they are free to create their characters, crews and actions.
    Players can fight with one another, recruit fighters, form alliances, go on quests, win tournaments, storm prisons, and of course, search for One Piece.

    Players submit their actions to the Game Master/s who will then post them in frequent write ups, outlining all of the major player actions of that phase.

    The games generally have a lot of flexibility in the actions, and players are allowed to be as creative as they want provided it is logical.

    On the following comments you will find all information necessary for our game. The thread will be updated with more details as the game progresses, so please make sure to frequently check for updates before asking the hosts about new information.

    Last edited by Aertes; Nov 5th '17 at 10:13 PM.


    My love.
    He is yours, now, Hood. Do you smile?
    My love is yours.

    the 9th

  2. The Following 6 Users Say Thank You to Aertes For This Useful Post:

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    Map Info



    The map for this game will be divided into two parts.
    The first part where all crews start will be the easier part of the map where you can find Common, Rare and Epic islands. On this map there will be certain checkpoints which given you meet the requirements (stats) and have discovered their location will lead you to the second half of the map. This part contains Epic and Legendary Islands. The location of a crew that has entered the second part of the map will be known ONLY to the other crews that are also in that part.


    Here is a sample of an OPD map:



    For this game, the map will be bigger and the part of it hidden until a certain point.



    Island Info



    Common Islands

    Easiest islands to clear, require 1 scenario, grant 8 fixed stat points. The treasures and items you discover there will be common meaning of lesser potency compared to higher categories. Recruits will also be less powerful and they won’t have a role. The DFs you can discover in these islands are Paramecia or weak Zoan.

    Rare Islands


    Slightly more challenging islands to clear, require 1 scenario, grant 10 fixed stat points. The treasures and items you discover there will be rare meaning slightly better than common. Recruits will also be less powerful and they won’t have a role. The DFs you can discover in these islands are medium strength Paramecia and Zoan.

    Epic Islands

    Challenging islands that require 2 scenarios to clear and grant 15 fixed stat points. The treasures and items you discover there will be Epic meaning high power weapons/armor/information. Recruits will also be more powerful and they will have a role and possibly a devil fruit. The DFs you can discover in these islands are the strongest Paramecia, strong Zoan and the weaker Logia.

    Legendary Islands


    The most challenging islands that require 2 scenarios to clear and grant 25 fixed stat points. The treasures and items you discover there will be Lege-wait for it-dary meaning one of a kind items, very valuable info etc. Recruits will also be powerful and they will have a role and they will have a strong devil fruit. The DFs you can discover in these islands are the strongest Logia and Mythic Zoan.

    Each Island will have a quest that you have to complete in order to get the island’s rewards. As a crew you can choose mainly 3 ways to complete your quest:

    Kill them All: If you choose this approach you will slaughter most of the inhabitants of the island meaning that you won’t be able to use this island as a place that will grant you gold but you will gain more weapons/armors and notoriety. You can fortify it if you want to and have your allies stationed there. This island is no longer accessible to the other crews, meaning they can't set foot on that territory.

    Conquer them All: If you choose this approach you will have to overthrow the current government and rule over the island. This approach will provide you with more gold and popularity inside the island. This island is considered part of your kingdom along with its inhabitants.

    Negotiate with them All: If you choose this approach you will have to negotiate to loot the place. This approach will provide you with access to special stores and materials in the store. You will be able to get some gold of this place and added to your friendly allied territories. If you happen to fight against another crew on this island the allied forces will aid your crew.

    Base Island

    All crews start from their Base Island. It provides your crew with a steady income of 1000 per scenario. It’s also a fortified base that provides you with some protection against other crews should you fight on it. Base Islands always have shipyard, market place and blacksmith. Each crew can only have one Base Island at any point of time. Islands that have come under your rule through Conquer them All can be turned to your new Base Island. This option is available every 5 scenarios so the crews can always have their Base Island close to their current location.

    Based on your faction there will be some islands whose governments will be of the opposite faction to yours. In these you won’t have all the above options. For example if you are a Pirate Crew you can’t negotiate or conquer a Marine base. You will have to go with Kill them All.
    Last edited by Aertes; Nov 1st '17 at 08:20 PM.


    My love.
    He is yours, now, Hood. Do you smile?
    My love is yours.

    the 9th

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    Character Information



    At the beginning of the game you will be able to create your own character. To do that you will have to choose a race, a role and a fighting style for your character. You can add as many details as you like to your characters, from appearance features to attitude and habits. Your character will gain stats as the game progresses that will be used in fighting etc.





    Stats


    Stamina (STA) will represent the overall life your character has.
    Speed (SPD) will determine your action points (AP) during the fights
    • Attack Speed (AAP) will determine how many action points you will have to attack
    • Defense Speed is (DAP) dedicated to dodging

    Damage
    • Strength (STR)(for close ranged battle styles such as Wrestler, Fighter etc. and DF moves of the same nature
    • Fire Power (FRP) (for long ranged battle styles such as Marksman and DF moves of the same nature)


    Charisma (CHA)
    will determine your access to the 3 types of haki and also your recruitment/negotiation capabilities





    Races


    In the start of the game, each player will choose a race for his/her character. Different races have different attributes and in every x number of scenarios part of your stats will be dedicated to your racial attribute.
    For example, in scenario 5 if you have gained 15 stats as a human, 10 will be distributed freely by you and 5 will go to charisma.

    • Human (has more charisma)
    • Giant (has more stamina)
    • Mink (more attack speed)
    • Angel (more defense speed)
    • Fishman (more strength)
    • Tontatta (more firepower)




    Roles


    • Navigator, Grants +1 hex ship move each scenario
    • Chef, Passive. Gives +5% stamina to all team.
    • Doctor, Heals 5% of damage dealt each battle turn.
    • Musician, Passive. Grants 5% more speed to all team.
    • Archaeologist, Grants increased access to discover better treasures, NPCs etc
    • Engineer, You don’t need to go to a shipyard to make repairs, grants extra gadgets to your ship every 3 number of scenarios





    Fighting Styles



    Wrestler: Close range fighting style, specialized in grabbing and dealing strength damage to single targets.(different types have different moves besides the generic)
    • Sumo: Crowd controls and damages enemies using grabs and throws, repositioning them and ruining their formation.
    • Pankration: Deal more damage comparatively while crowd controlling isolated enemies


    Fighters: Close to medium range fighting style, specialized in many hits to single targets and some area of effect moves. (different types have different moves besides the generic)
    • Okama Kenpo: Mostly focused in kicks and number of hits.
    • Fishman Karate: Mostly focused on striking and open-hand techniques.
    • Boxing: Mostly focused on punching techniques.


    Swordsman
    : Close range fighting style that uses weapons to perform cutting techniques. (different types have different moves besides the generic)
    • Broadsword: Slower but more damaging close to medium range sword style.
    • Katana: Fast and damaging, focused on cutting
    • Fencing: Fast, mutli strikes technique focused on piercing.


    Ninja: Close to medium range style, focused on concealing and striking with daggers, shurikens etc
    Marksman: Long range style, different weapons allow for different moves and different damage
    • Gun: Long range, focused on chained damage
    • Bow: Long range, focused on single target critical damage
    • Slingshot: Focused on long range small AoE damage with utility

    Cyborg: Deals FRP damage by itself and by summoning allied robots, utility moves.





    Haki

    In this game haki will be implement as part of your arsenal. Depending on your charisma, you will be able to unlock the following types of haki:

    Observation Haki: Scout ahead 2 number of hexes and be able to learn about NPCs and players powers and weaknesses. The last one within reasonable area and reach, you can’t “scout” someone’s ability if you are in different islands, different part of the map etc.

    Armament haki: Coat an attack with armament haki to bypass logia’s intangibility. Coat part of your body/all your body in haki to block 10% of incoming damage. This percentage can increase depending on your charisma power, but it won’t overcome a certain point.

    Conqueror’s haki: Only players can unlock this type of haki. Depending on your charisma and your opponents charisma you will be able to disable a person you attack for 2 turns in a battle.


    1st level: Observation haki

    You can unlock this type of haki after reaching 25 CHA points.

    2nd level: Armament haki

    You can unlock this type of haki after reaching 35 CHA points

    3rd lever: After reaching 50 CHA points you will have a choice to either unlock Conqueror's haki or improve your Armament haki to 20% blocking.

    4th level: After reaching 60 CHA points you will either unlock Conqueror's haki if you haven't already or improve your Armament haki to 205 blocking if you haven't already.




    NPC


    Every crew will be consisted of maximum 6 members. Since the number of players in each crew will be fixed (most probable 3) you will only be allowed to have 3 more NPCs max.

    How do I get a NPC: Some island will offer as rewards NPCs or you will find them while in the island. The strength/utility of them will be determined by the island’s level. You will be able to recruit a NPC based on your charisma and actions. If you don't action to recruit, youw on't be able to, even if you have found willing NPCs to join your crew. Having an archeologist increases the chances of discovering more powerful/better NPCs.

    Can I change NPCs: Yes, since the maximum number of crewmates is not that big, you will be able to leave some NPCs to be able to pick another one.
    How does this work: You can’t simply drop a NPC, you can only leave behind ONE NPC every TWO scenarios. You need to leave the NPC in an island that’s under your territory or is an allied area. You can’t throw NPCs in the sea or leave them after a fight you haven’t won and you are in a neutral/enemy territory. The NPCs you leave behind can return the items they got from your crew. You can’t kill them to take their DFs.
    Last edited by Aertes; Nov 16th '17 at 03:46 PM.


    My love.
    He is yours, now, Hood. Do you smile?
    My love is yours.

    the 9th

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    Fighting Information



    In this section you will find information about how the fighting will be handled in this game.

    Your resources
    The things you have to work with during a fight are:
    1) Your total HP. If it reaches 0, that player is considered KO’d and can’t perform any other moves during the fight. If in the last attack against you, makes you reach -30% of your Max HP, you die and you are automatically out of the game.
    2) Your total AP, which defines the amount of moves you can perform during the fight.
    3) Any equipment your team has acquired until that point of time.
    4) The battlefield itself. You may or may not be able to manipulate your surrounding environment to your benefit.


    The duration of a fight

    Each PvP encounter will last 3 battle turns within one scenario. During each one of them, each player has 1/3 of their total AP available in order to perform moves.
    After each battle turn the teams will be provided with results and be asked to submit the next actions for the rest of the fight.

    Time-wise a fight is considered to last a few minutes. This also has the effect of reducing the amount of movements you are to make during each turn of it. See below for more details about this.

    Before each fight begins, there is a preparation stage where you can set your team up for the upcoming battle. In case of an ambush or a trap being set, the preparation part will naturally be an advantage of just the team ambushing / having set the trap. In prearranged battles, it can be used by both. The pre fight preparation (in case there is, which we advise), will be announced to each team before the fight, so you can both know the positioning of each other. The preparation plan must be submitted earlier so you can take into account positioning before making actions. In case you fail to do so, you suck and you will most likely lose.
    In case a fight hasn’t concluded after the passing of the 3 turns, it is continued in the next scenario from the point it was left at.


    Who starts first?


    When the fight breaks out unavoidably one team needs to be the one whose moves will strike first. This is determined by RNG, giving each team equal chance to be the one starting first. The team starting second will be given an amount of AP extra as compensation in order to be able to counter that deficit.
    In case of an ambush/trap, naturally the team setting it up will be the one to strike first.


    The battlefield


    For this game, the battlefield is considered to be of limited area. This is important because it influences how attacks and movement are treated. Namely, an attack will not need to be aimed at you with any particular accuracy for it to land. Instead, just it landing in the zone you are in will be enough. What that means is that positioning yourself right or left in a zone of the battlefield has no effect whatsoever and thus is redundant. More about movement in the subsequent subsection below.
    What are the battlefield zones talked about, you ask? Here are two images that will help you visualize them and easily understand them.

    Spoiler!

    As you can see, be it a circular or a rectangular battlefield, it is divided in 6 zones, each one named the back, middle and front zone of each team. Unless otherwise specified, attacks are considered to “land” on the target location, rather than travel their way there in a linear way. What this means is that unless otherwise specified in the move, you shouldn’t expect it to hit people “on the way”.

    Also, unless explicitly referred to as an Area of Effect (AoE) move, an attack will hit one person and not multiple, no matter how close to each other they might be.

    The rule of thumb about how which zone each attack can reach is the following.
    � If you use a close ranged attack (for example melee attack of a wrestler), you can hit people who are one zone further than you, the one next to you. For example, if you are in your team’s front line, you will be able to hit someone in the enemy team’s front line.
    � If you use a medium ranged attack (such as a swordsman’s wide slash), you can reach opponents that are 3 zones further than you or closer but you can’t hit opponents who are in the zone next to you. For example, if you are in your team’s middle zone, you will be able to hit someone in the enemy team’s front zone and their middle zone.
    � If you use a long ranged attack you can reach opponents that are 5 zones further than you or closer but you can’t hit opponents who are in the zone next to you. For example, if you are in your team’s back zone, you can hit opponents who are in your team’s front zone and opponents who are in any of the enemy team’s zones.
    There are attacks in the game that can be classified as Very Long Ranged. These are special attacks and their range is specified in each move separately.

    Movement in the Battlefield

    Now that you have an understanding of how the battlefield is constructed, let’s move to how you can move inside it.
    What kind of movements are allowed?

    First of all, as was mentioned above, given how the battlefield is defined in this game, movements to the left or to the right inside a zone are considered redundant.
    The movements you are allowed to do are just 2. Forwards or backwards from one zone to another.

    How many times are you allowed to move during a fight?

    During a battle, you can move in two different ways: automatically when you attack or deliberately to reposition.
    Your attacks are defined as long medium or close range. If you are a marksman, you don’t need to move to make an attack. If your attack is melee you need to move to reach your enemy. In this case you move to the zone your attack lands at. For example, if you are in your front line and you use a close ranged attack, you will move to the enemy team’s front line.
    Players that move on the ground are allowed to deliberately re-position twice during each battleturn of the fight.
    Players who are flying are given extra mobility, allowing them to re-position four times during each battleturn.



    Ambushes


    How are they defined and how are they treated?

    The best way to explain this is through an example. Let’s imagine we have 2 teams, A and B and an island X.
    � Team A actions to go to island X and complete a mission there.
    � Team B also actions to go to island X with the intention to ambush team A.
    � Given that an island is a whole area, Team B needs to specify where they will be ambushing Team A, should Team A be on the island that scenario as they were counting on.
    � Team A is allowed to have included an if-scenario in their action with some moves they will be using in the event an ambush takes place. They need to, exactly like team B, specify where they will be using these actions (as in at which point of their journey on that island).
    � Given all this, if the ambush does become a reality, Team B gets to attack Team A for that whole scenario, while Team B is reduced to their defensive moves and the automatic dodging they have at any given point of time. In the next scenario, if the fight is still ongoing, it starts from where it left.
    � If the ambush fails (which would normally mean that Team A simply never arrived to island X), Team B can have an if-scenario where they can action to explore some other part of the island, but since they have wasted time waiting to ambush Team B, the part they will be able to explore in this scenario will be less than the ones they could if they had arrived normally at island X with no ambushing plans.

    When does an ambush happen and what happens if both teams have sent actions to ambush each other on the same island?

    There are 3 scenarios in answer to this question:


    1. If the ambushers have reached the island first and the other team had no ambushing intentions, they will eventually get to ambush the other team when said team will cross the point of ambush.
    2. If the ambushers have arrived second and the other team had no ambushing intentions, they will eventually get to ambush the other team after said team has looted the place and completed their quests, meaning on the way out. That means that the about-to-get-ambushed team will have earned the extra stats and other rewards the island has to offer and can use them in the upcoming battle.
    3. If both teams have ambushing intentions, both ambushes naturally fail and the scenario will be interrupted at that point for both teams in order to announce to them that they are on the same island. In this case, they will be given 2 options: fight or flee. The team that wins the fight or is the one not to flee gets to complete the island’s quests.

    Can an ambush fail even though the other team arrived at the point?

    Yes, an ambush can fail if the way it is planned simply doesn’t work. For example, if you state that you plan to ambush the enemy team by hiding at an open place where you can be viewed, you suck and you will fail. Furthermore, an action can go in a way that was not intended by the ambushers if they get countered by the enemy team’s formation, which would have to be included in the if-scenario as stated above.


    Dodging

    Your Action Points are divided in Attack Speed and Defense Speed. Your defense Speed points are dedicated to dodging. You are given a base and after that you can distribute your earned points however you like.

    How dodging works: You all have a base dodging move with predetermined DAP (Defense Action Points). You can use that as you see fit. You can dodge every move cast to you if you have equal DAP with the move’s AAP. You can’t dodge undodgeable moves (duh), you can’t dodge in case you are stunned or rooted. You can dodge if silenced or blinded.

    Dodging moves are being automatically calculated for every battle turn in the scenario. You can evenly distribute your points on all 3 turns (that will automatically apply in case you haven’t made clear you want a different arrangement), or decide to skip one battle turn and dedicate more DAP to the rest.

    Range in dodge: As in attacking, range applies in dodging as well. A player can only move one area to dodge and you move towards your team’s part of the terrain (meaning backwards unless you are in your team’s back line, in which case you will move one zone forward). For example, if you have an attack that can hit in close to medium range and you are in close range area from the attacker, the attack will hit you, since you can only move to one area (the medium range). If the attacker uses a close range attack and you are in the same area, you can move to medium range and thus, dodge (always taking into consideration the above). Dodging applies re-positioning.


    Cooldown


    To avoid overpowered and unbalanced fights, we decided to incorporate cooldowns for all moves. That means that each move will have a predetermined frequency that can be used. Lower cost and less powerful moves will be casted more often, while high cost, strong moves will have a higher cooldown. You will find the cooldown for each move along with the move description in your moveset. Please note that this will be an important aspect of the fight and moves that are being used/spammed despite being in cooldown will be ignored by the hosts in the fights.



    The terrain

    Depending on which island you are on, the terrain may have different properties that you might be able to manipulate to your advantage. You will be given this information before the fight breaks out.



    Fleeing from battle

    Sometimes things go south and in order to stay in the game you might decide the wisest option is to flee. However, the enemy team is considered as fast as you and can (and will most likely) pursue you. Thus, in order to flee successfully you will need to do one of 2 things:
    1. Root or Stun your opponents in place and action to run. In this case you gain an advantage and can maintain this all the way until you reach your point of escape.
    2. Put an impassable object or make the terrain impassable between your team and the enemy team and action to run. This way again you gain an advantage and can flee successfully.


    After the Battle

    After a battle has successfully ended, you are all healed and returned to your Max Stats. In case someone gets knocked out in a battle, the stats they will receive will be less.
    If a battle has ended unsuccessfully for you, the winning team will decide your faith. You can’t recruit people from other crews. In case you will all get knocked out from a fight with a NPC you will either need to retry and pend another scenario on it, or decide to flee without looting or gaining any stats.


    Move effects

    You will notice that some attacks in your moveset will have additional utility.
    Stun: When a player gets stunned, it means that they will remain in the same spot and become disabled, for the next attack, thus losing their ability to dodge and will also lose their next attack.
    Root: When a player is rooted it means that they will remain in the same spot for the next attack, thus losing their ability to dodge but they will be able to use their next attack.
    Blind: When a player is blinded, it means that his/her next attack to a single target will miss. If the next attack is AoE, then it will hit normally.
    Vulnerable: Some powers/moves can take effect and cause the target to become vulnerable for some turns and take more damage from attacks. Unless otherwise specified in the move, vulnerable cause the target to take 25% more damage for the next turn.
    Small/Limited AoE: Area of Effect applies to one zone. In some moves though you will notice that their effect is in a limited area. That means that attack will take effects around you and hit up to 3 enemies that are in the same zone or the ones next to you.
    Channeling: You will notice that some moves require channeling for some turns to take effect or keep up their effects. That means that the players will be rooted on the same place to channel his/hers affect, so unable to dodge. Usually taking damage will cancel the channeling.
    Disable: When a player get's disabled it mean that he can't act at all for that turn and all positive effects that took effect on him/her are canceled for that turn. It also cancels channeling. For example is someone has received a block percentage for some turns, while disabled that blocking will have no effect.
    Combo: You will notice that some moves mark "combo" at the end of their description. That means that this move can be used alongside with another (and take up only one turn).
    Last edited by Aertes; Nov 6th '17 at 11:10 AM.


    My love.
    He is yours, now, Hood. Do you smile?
    My love is yours.

    the 9th

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    General Mechanics




    Bounty


    In this game, bounty will be implemented as an additional mechanic. According to the actions and decisions of each crew and individual player, a bounty will be assigned to each player of the game. Naturally, as the game progresses this bounty will rise and the way it will influence the gameplay will be by 2 thresholds.
    Cause enough mayhem and some heads are gonna turn. Cause enough to reach the first threshold (which will be set after the game starts) and the east wind will come to get you. In other words, a deadly bounty hunter NPC will tail you and attempt to kill you.
    Upon reaching the second threshold, the world government will take matters into its own hands and dispatch a good old reliable Admiral NPC to attempt to finish the bounty hunter’s job and your crew along with it.


    Characters Design

    When it comes to character design, we encourage you all to use as many details as you like. You can even write speeches or part of the scenarios that you would like us to add. We would also like to urge you tho to pay attention to the races and be careful to of fighting styles. As we mentioned above, each race will have a fixed amount of stats buffing their primary attribute every few scenarios. Fighting styles are dependent on certain stats to be most effective, so make sure to take this into account when creating a character. For example, a Sumo would have best potential chosen by a Giant or a Fishman. On the other hand, if you wish to be a marksman that uses firepower to attack and chose Fishman as your race, you won't be able to reach your full potentials due to your strength being buffed on occasions instead of your firepower.



    Gold

    Gold is an important aspect of the game to be able to make upgrades in your current items and purchase new ones. The amount of gold you can get will be limited, so make sure to use it wise.

    How can you get gold?

    Territory: Each island you conquer or ally with provide an amount of gold per scenario. To be more precise, your base island provides you 1000 per scenario, an island you conquered provides 500 per scenario and an allied island provides 250 per scenario. Those islands will help to have a steady income and of course, if you lose one of them, you lose their income as well.


    Looting islands:
    Most islands will provide gold as a reward for successfully looting them.

    Selling items: You are able to sell things you don’t want in a marketplace and depending on their condition and rarity you will get an amount of gold.

    Why do I need gold? Your items and belongings will take some damage depending on your actions. For example, a ship will need repairs after a certain amount of scenarios or you might need to coat it to reach an underwater island. You can use gold to buy off some NPCs in exchange for their services or info, buy extra items for your team etc.


    Stores

    There will be 4 basic stores that you will find throughout the islands and apart from that, some unique stores might be available in some islands that will have more specialized items. Please note, that once you sell an item/devil fruit in a marketplace, it get's available for other players as well.

    Blacksmith: This is the place where you will be able to buy, repair and improve your weaponry, armors and shields. Depending on the level of the island, you will find items for the same rarity and you will be able to upgrade accordingly.

    Shipyard: Here you will be able to repair and make additions to your ships, such as improving speed, increasing scouting range etc. You can also purchase items that will be useful to build extra gadgets for your ship in case you have an engineer. Depending on the level of the island, you will find items for the same rarity and you will be able to upgrade accordingly.
    You can also buy new ships from here.

    Clothing store: In this store you will be able to buy, repair and improve clothing items, such as glasses that give scouting range, shoes that add speed etc. Depending on the level of the island, you will find items for the same rarity and you will be able to upgrade accordingly.

    Marketplace: Here you will be able to find all type of resources such as material that may help you with your abilities, or unique items that will help you in quests such as special compasses, animal-pets etc. Here you can also sell back items you find and have no use for them like devil fruits, swords, books etc.


    Logia

    Logia fruit user have intangibility, which means that they dodge attacks 30% easier than regular DF users and fighters. This percentage is standard for every logia and doesn't change depending on the type of fruit.
    Coating an attack with armament haki negates this ability.
    Last edited by Aertes; Nov 16th '17 at 03:52 PM.


    My love.
    He is yours, now, Hood. Do you smile?
    My love is yours.

    the 9th

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    Update 1, 12/11/17 : haki levels
    Update 2, 16/11/17 : Logias
    Last edited by Aertes; Nov 16th '17 at 03:53 PM.


    My love.
    He is yours, now, Hood. Do you smile?
    My love is yours.

    the 9th

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