JOB_JOB DASAR BELLATO UNION

Senin, 09 Februari 2009

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Contents

[hide]

Bellato

Bellato Federation
Hero DarkHotShot
Special Weapon Server Crash
Area Solus Settlement, Anacaade Settlement, Bellato HQ, Sette Union Port, Ether Bellato Wharf, Crag Union Port
Government Federation, Union
Life Expectancy 150 years
Procreation 1 Year
Time taken to reach adulthood 22 years


Introduction
Due to the intense gravity on their home planet, the Bellato are the smallest people. They are a race of inventors that are able to combine creative tools and weapons with the Light form of universal magic. The Bellato enter the war as the least physically capable and yet given their ingenuity they have the potential to become the strongest. Before they became the Bellato Union, however, they were the Bellato Empire, who seized control after the Cora civil war but were beaten by the Accretians. Under such sustained attacks they fell from power, yet they have bided their time until they can become a force to be reckoned with once again.

Background Story

The mechanized equipment was initially produced for use in scientific progression, and was used on construction sites in the past and not for battle purposes. As the technology progressed, more diverse types of armour equipment were mass-produced and as the armour unit became more established it was placed into live battle zones.

Those early battles featuring the armoured machines saw some impressive victories for the federation. This led to the national defence expenditure increasing, with the army gearing towards producing more of the armour units. However, in the course of the Novus War, the armour units previous criminal records coupled with a series of defeats in battle to the Accretian launcher units, saw the internal position of the unit's effectiveness within the army weakened. These defeats where largely as a result of the armoured units not being designed in consideration of the geographical features of the Novus Planet, but after the rights to manufacture was handed over to the civilian contractors, they were remodelled to suit the landscape of Novus.

As the efficiency of the armour units dropped due to the huge operational costs involved, the federations peace committee decided to close down the armour unit group. The armoured units can be divided into two types; one constructed as a field style unit and the other as a siege warfare unit. The Siege unit was very complicated to produce and required vast amounts of consumable resources, more than the federation could really sustain. The Field Armour unit in contrast was better suited to mass production as it was possible to produce them economically and for this reason they are more widely available. The committee then became unsure as to how to dispose of the units, so they decided that the civilians could dispose and trade the units at a low price, but a law was passed due to the powerful firepower of the units to ensure that they were not used outside of the army.

Bellato Society

Bellateans learned early on that the fastest way to develop technology and profit is for their people to be happy. A happy person is a productive person. This is why they have freedom of expression and individualism. They have long understood that freedom drives minds to think better, rather than oppression. This is why Bellato citizens enjoy many freedoms and liberties.

However, most, if not all of the dominant Bellateans are members of Houses. Houses are congregations of individuals who share the same blood (family ties being taken very seriously by Bellateans) and/or interests (wealth and power being taken much more seriously by Bellateans).

Success breeds success, and while Bellateans promote individual achievement, over the years, the same families harvest most of the wealth and power. Influential Bellateans then lend money, offer services or help to lesser ones, for the conduct of their business or other matters, and strong ties develop between the two sides. Soon enough, it is a vast network of interests that emerges. A House. Several networks can intertwine, of course, but the core of every one of them is a powerful and identifiable family that will do its best to keep the relatives, allies, and clients in line with the House interests.


The Union

The Union is the Bellatos military and colonization force.

The Bellato Union utilise machines and some magic in their culture. Renowned for their great mechanical minds, intelligence and hand-eye coordination, the Bellato can construct huge armoured battle mechs and weapons to use in the war. Though they are physically strong and intelligent, the huge gravitational energies from their home planet have left the Bellato with smaller builds. The Bellato are experienced traders and their financial minds and greed have driven the need to extend out to other planets, to colonize and claim resource. To expand to the rest of the universe, the Bellato have to ensure that the Novus Sector doesn't fall under the supremacy of the Accretia or Cora. This desire to expand and grow will no doubt leave the galaxy engulfed in turmoil and chaos.

Bellato Classes

Ranger

image:Bell_ranger.jpg
image:Bellato_desperado.gif Desperado (Lv30)

Desperado take advantage of both long range and close range skills to dominate the battle. They are looked at as the damage-dealing junior ranger class.

Class Bonus,

Range PT 91,714

Defense PT 51,589

Basic Range Skill 2,500 (to all)

Lv30 Intense Firearm

Gain 1 skill

Strength Desperado All 60 (FP) 10s
Temporary increase to an ally's ranged attack power. Target: Self
(Atk+25%, Duration:120s)

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image: Hidden_soldier.gif Hidden Soldier (Lv40)

They are the secretive Desperado unit of the Bellato Union. They are best with firearms and are positioned at the rear of the battle lines to attack from a distance. This class change is only available if your character was first a Desperado.

Class Bonus

Range PT 944,327

Defense PT 225,350

Basic Range Skill 13,044 (to all)

Expert Range Skill 19,566 (to all)

[30,000] Terra Ammunition

Gain 2 skills

Eagle Cruiser Hidden Soldier Firearm 90 (FP) 120 (SP) 20s
Fires a series of shots at an enemy. Target: Another Race, Monster


Quick Attack Hidden Soldier All 90 (FP) 10s
Reduces all skill reuse timers. Target: Self
(skill cool down -3s, Duration: 240s)

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image:Bellato_sniper.gif Sniper (Lv30)

Snipers specialize in long range combat, making close-range attacks very risky. They do have sneaky class abilities that make them great for scouting or laying traps.

Class Bonus

Range PT 91,714

Defense PT 51,589

Basic Range Skill 2,500 (to all)

Lv30 Intense Bow

2x Blasting Powder Trap

Gain 3 skills

Find Trap Sniper All 60 (FP) 10s
Searches the immediate area for traps set by enemy players.


Shadow Walker Sniper All 60 (FP) 10s
User becomes invisible for a certain amount of time. Only players with specific buff(bellato/cora) or "detect" amulet/ring (accretian) can see you. Any attack or buff cancels invisiblity for 20 seconds. Target: Self
(Duration: 120s)


Trapping Sniper All 0 0
*Passive* Allow you to set a trap on the ground using a trap kit. Target: Another Race

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image:Bellato_infiltrator.gifInfiltrator (Lv40)

A secretive force! Using stealth, their mission is to infiltrate enemy lines and demoralize them using their trapping skills or stealth attack. This class change is only available if your character was first a Sniper.

Class Bonus

Range PT 550,857

Defense PT 450,701

Basic Range Skill 13,044 (to all)

Expert Range Skill 19,566 (to all)

Lv40 Throwing Knife (white/normal)

3x Advanced Blasting Powder Trap

Gain 2 skills

Fatal Step Infiltrator Throwing 90 (FP) 120 (SP) 30s
Massive damage to an enemy by attacking vital organs. Must be invisible to use. Target: Another Race, Monster


Trap Box Infiltrator All 0 0
*Passive* Permenant increase to the maximum amount of traps that can be deployed at any one time. Need to set mines 40 and higer levels.


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image:Bellato_sentinel.gif Sentinel (Lv40)

Special defense force of the Bellato Union. Their unique skills can render their opponent force ability powerless, and they use holy force in order to protect themselves. This class change is only available if your character was first a Sniper or Desperado.

Class Bonus

Range PT 826,286

Defense PT 300,467

Basic Range Skill 13,044 (to all)

Expert Range Skill 19,566 (to all)

[30,000] Terra Advanced Beam Cell

Gain 3 skills

Divinity Sentinel All 90 (FP) 20s
Instantly removes all "debuffs" and "buffs" spells and any effects on the user. Target: Self


Mental Assault Sentinel All 90 (FP) 50s
Reduces an enemy's maximum FP and causes FP costs to rise. Target: Another Race
(4/5 Max FP, FP Costx2, Duration:?)


Scamper Sentinel All 90 (FP) 60s
Temporary increase of walk / run speed. Target: Self


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Spiritualist

image:Bell_spiritualist.jpg
image:Psyper.gif Psyper (Lv30)

Psypers have greater force power than all other classes. They make use of this great force to overcome their enemies, and rarely use supporting force skills.

Class Bonus

Fire/Aqua/Earth/Air Basic 10,000

Lv30 Staff

Gain 1 skill

Edian's Soul Cypher All 60 (FP) 10s
Temporary increase to an ally's attack power. Target: Self
(Atk+35%, Duration:120s)

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image:Bellato_Wizard.gif Wizard (Lv40)

These are the most offensive spiritualists in the Union. They make great use of the staff and dish out very effective damage. This class change is only available if your character was first a Psyper.

Class Bonus

Fire/Aqua/Earth/Air Basic 58,696

Fire/Aqua/Earth/Air Expert 58,696

1 Elite fire spell of choice.

Gain 3 skills
Sage Force Wizard All 90 (FP) 10s
Temporary increase to self magic range and 10% atk. Target: Self


Deadly Staff Wizard Staff 90 (FP) 20s
Attacks and attempts to stun an enemy with staff. Target: Another Race, Monster


Force Impact Wizard Staff 90 (FP) 120 (SP) 30s
Damages an enemy and is resist piercing. Target: Another Race, Monster

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image:Chandra.gif Chandra (Lv30)

Chandras do not focus on battle. They make use of their abilities to help their allies instead. Their abilities are made up of holy force.

Class Bonus

Holy Basic 30,000

Lv30 Staff

Gain 2 skills

Recall Chandra All 60 (FP) 600s
Teleports party member to Chandra. Only works in limit of one location.


Healing Wind Chandra All 60 (FP) 6s
Instantly recover HP of all group members. (Max HP Recover 50%). Target: Same Race

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image:Holychandra.gif Holy Chandra (Lv40)

They are at the peak of mastering the holy force. They can blind their opponents and have maximum healing abilities. A valuable support class for any party. This class change is only available if your character was first a Chandra.

Class Bonus

Holy Basic 117,393

Holy Expert 117,393

1 Elite holy spell of choice.

Gain 3 skills

Intensive Meditation Holy Chandra All 90 (FP) 10s
Reduces all skill reuse timers. Target: Self
(skill reuse timers-2s, Duration:240s)


Nerve Fuzz Holy Chandra All 90 (FP) 60s
Blinds an enemy. Enemy cannot see any characters and mobs untill debuff is on it. Target: Another Race


Recovery Circle Holy Chandra All 120 (FP) 8s
Instantly recover HP of all group members.
(Max HP Recover 80%)

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image:Astralist.gif Astralist (Lv40)

They usually support their allies rather than fight on the front lines. Their unique abilities allow them to flee the danger of battle to safety with their party members. This class change is only available if your character was first a Psyper or Chandra.

Class Bonus

Dark/Fire/Aqua/Earth/Air Basic 58,696

Dark/Fire/Aqua/Earth/Air Expert 58,696

1 Elite debuff spell of choice

Gain 3 skills

Escape Astralist All 90 (FP) 10s
Teleports self to user's bind point. Work in battle mode. Target: Self


Force Freezing Astralist All 90 (FP) 60s
"Freezes" player - make you immortal, but causes immobilization. Target: Self


Return Gate Astralist All 90 (FP) 300s
Teleports entire party to user's bind point.

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Warrior

image:Bell_warrior.jpg
image:Commando.gif Commando (Lv30)

Commandos are a typical type of warrior. They prefer to use 2-handed weapons to crush their enemies and focus on close-range combat with an effective skill that increases their attack power.

Class Bonus

Melee PT 91,714

Defense PT 51,589

Basic Melee Skill 2,500 (to all)

Lv30 Intense Melee Weapon

Gain 1 skill

Howl Commando All 60 (FP) 10s
Temporary increase to attack power. Target: Self
(Atk+25%, Duration:120s)

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image:Berserker.gif Berserker (Lv40)

Berserkers are the most specialized in close-range combat. The name comes from a legendary warrior of ancient times who only focused on offense. This class change is only available if your character was first a Commando.

Class Bonus

Melee PT 826,286

Defense PT 300,467

Basic Melee Skill 13,044 (to all)

Expert Melee Skill 19,566 (to all)

99 Potion (+40% attack for 5 minutes)

Gain 3 skills

Double Crash Berserker Knife, Sword, Axe, Mace, Spear 90 (FP) 120 (SP) 5s
Strong spinning attack against one enemy. Target: Another Race, Monster


Laboring Bless Berserker All 90 (FP) 60s
Snares an enemy, reducing their movement speed. Target: Another Race, Monster
(Duration:30s)


Beast Eye Berserker All 90 (FP) 10s
Increases Attack and Dodge. Target: Self
(Dmg+15%, Dodge+15, Duration:240s)

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image:Miller.gif Miller (Lv30)

Millers are warriors focused on defense. They are commonly seen wielding a sword and shield combination rather than 2-handed weapons. They play an important role in the Bellato ranks.

Class Bonus

Melee PT 61,143

Defense PT 34,393

Shield PT 34,393

Basic Melee Skill 2,500 (to all)

Lv29 Intense Shield

Gain 2 skills

Defend Miller All 60 (FP) 10s
Temporary increase to self defense rating. Requires the user to have a shield equipped. Target: Self
(Def+30%, Duration:120s)


Taunt Miller All 60 (FP) 10s
Causes NPC enemies in the immediate area to attack the user instead of others. Target: Monster

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image:shield_miller.gif Shield Miller (Lv40)

Shield Millers are at the forefront of every battle. They specialize in defensive power and stand to protect their allies with deadly abilities such as absorbing their opponent HP. This class change is only available if your character was first a Miller.

Class Bonus

Melee PT 413,143

Defense PT 300,467

Shield PT 300,467

Basic Melee Skill 13,044 (to all)

Expert Melee Skill 19,566 (to all)

99 Protect Potion (+50% def for 5 minutes)

Gain 2 skills

Build Defense Shield Miller All 90 (FP) 10s
Temporary increase to defense rating and block rate. Requires user to have a shield equipped. Target: Self
(Def+40%)


Absorb Blood Shield Miller All 90 (FP) 20s
Damages an enemy and slightly restores the HP of the user. Target: Another Race, Monster

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image:Armsman.gif Armsman (Lv40)

Armsmen specialize in using the Mace as their primary weapon. They have a very good balance of offensive and defensive abilities. This class change is only available if your character was first a Miller or Commando.

Class Bonus

Melee PT 550,857

Defense PT 450,701

Basic Melee Skill 13,044 (to all)

Expert Melee Skill 19,566 (to all)

99 Burst Potion (40% atk) or 99 Protect Potion (50% def)

Gain 3 skills

Judgement Armsman Hammer 90 (FP) 20s
Creates a shockwave that stuns nearby enemies. Target:Another Race, Monster
Stamina Zero Armsman All 90 (FP) 40s
Lowers an enemy's max stamina and slows their stamina recovery. Target: Another Race


Perfect Armsman All 90 (FP) 10s
Temporary increase to aiming ability. Target: Self
(Accuracy+50, Duration:240s)

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Specialist

image:Bell_specialist.jpg
image:Bellato_Craftsman.gif Craftsman (Lv30)

The Craftsman duty is to mine and process ore to produce weapons and armor for the race. They have proven invaluable to guilds and an essential element to the success of the Bellato Union. They do not focus on combat. Becoming a craftsman sets you on your way to become a Mental Smith at level 40.

Class Bonus

Weapon/Shield 500

Armor 500

Ammo 4500

Light Guard Tower (x3)

Ruby (x6) and Crystal (x6)

Gain 1 skill

Set Guard Tower Craftsman All 0 0
Constructs a stationary defense turret that automatically fires upon nearby enemies.

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image:Mentalsmith.gif Mental Smith (Lv40)

These soldiers bear the task of supplying armor to their race. They spend their time crafting and perfecting their skills of trade. They have a unique ability to revive their allies but only limited combat capabilities. This class change is only available if your character was first a Craftsman.

Class Bonus

Weapon/Shield 600

Armor 600

Ammo 10,000

Defense PT 180,280

Choice of amulet* (12% HP/FP increase) or 10 high-grade gems of choice. (*Amulets cannot be traded or removed from the character.)

Gain 2 skills

Gauge Recovery Mental Smith All 90 (FP) 20s
Restores DP gauge of ally. Target: Same Race

Rebirth Mental Smith All 240(HP/FP) 480(SP) 60s
Ressurects a fallen ally. Target: Same Race

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image:Bellato_Driver.gif Driver (Lv30)

The Driver Main focus is on handling the MAU. Drivers are feared in the field of battle.

Image:TMAU.JPG


Class Bonus

Gain 1 skill


Driver Driver, Armor Rider All 0 0
*Passive* Allows the use of MAU

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image:Armorrider.gif Armor Rider (Lv40)

Masters of the MAU, only the best MAU pilots may join the Armor Rider unit. They are qualified to pilot the all-new Black MAU or BMAU. Feared in battle and glorified at home. image:BMAU.jpg

Class Bonus

Unit PT 10,000,000

Defense PT 90,140

Choice of amulet* (12% HP/FP increase) or 10 high-grade gems of choice. (*Amulets cannot be traded or removed from the character.)

Gain 2 skills

Armored Mastery Armor Rider All 0 0
*Passive* Increase to the attack and defense power of the user's MAU.(Def +100%, Dmg +10%)

Armor Repair Armor Rider All 0 0
*Passive* All MAU repair costs are reduced for ~30%. automatically.

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The MAU

The MAU has many upgrades which are labeled based on their color.

MAU Upgrades

12 Unit PT - Advance Headpiece (Goliath, Catapult) Increases accuracy

15 Unit PT - Booster(Goliath, Catapult), Backpack (Goliath, Catapult), Earthquake Punch Arms (Goliath), Flame Blaster Arms (Catapult)

30 Unit PT - Cutter Arms (Goliath), Rocket Launcher Arms (Catapult)

40 Unit PT - Net Gun (Sub-weapon Goliath), Multi Missile (Sub-Weapon Catapult)

Once you get 40 Unit PT you can upgrade your MAU with a sub-weapon. The Goliath has a Net Gun which can pin down an enemy for 10 seconds, this prevents them from moving and attacking. The Catapult gets a Multi-Missile Launcher, currently available missile's decrease defense and evasion rate's of your foes. Each sub-weapon ammo clip can only be used 10 times before you need another clip (you can carry multiple clips). These clips cost around 33,000 varying dependent on your race's current tax rate.

Level 35, 52 Unit PT - Advanced Scissors (Goliath) Galvanic Gatling Gun (Catapult)

Level 37, 62 Unit PT - Last Weapon Upgrades and Leg Armor Upgrade +10 elemental defense

Level 38, 75 Unit PT - Last Chest Armor Upgrade with more DEF

BMAU Upgrades

Once you reached level 40, become an Armor Rider and have 80 Unit PT you will have new upgrades availiable. All except the booster. Upgrading will result in having a Black MAU or BMAU.

Upgrades for Armor Riders Level 40-50

Goliath Upgrades

LV41 80pt Energy Booster (ST500+ 8 ammo)

LV42 88pt Correct Eye Head (Def 891, increase 40 from LV40's Head)

LV43 81pt Electro Knife Arm (Attack 9205-10228)

LV45 78pt Type C Missile (longer range than previous one, and the looks) F. Reflet Leg (Def 2552 resist 15, increase 671 from LV40's Leg)

LV48 93pt new arm, head, and armor. Names not comfirmed, only arm's attack power is known 16237-18040

Catapult Upgrades

LV41 80pt Mega Megazine Tab (ST10 + 4 ammo)

LV42 88pt Correct Catapult Head (Def 821)

LV43 81pt Advance Gattling Arm (Attack 9205-10228)

LV45 78pt Type C Missile (Longer Range) Harden Steel Leg (Def 1861 Resist 15)

LV48 93pt new arm, head, and armor.

The Red MAU

The Red MAU becomes available at level 50.

image:RMAUGoliath.jpgimage:RMAU_Catapult.jpg

Its size is larger than the original BMAUs and MAUs. It has a much faster attacking rate and increased hit rate. Cross class specialists are able to ride a Red MAU. Red MAU users also gain 2 new skills


Red MAU have 2 skills of self buff, 1 attack skill, and 1 passive skill. Buff skills are +30% attack and +30% defence, only one buff can be activated at a time. A passive skill called critical mode is implemented wherein when the Red MAU reaches 5% of its remaining hp, it will let you choose the option of self destruct mode, after choosing self destruct mode you cannot get out of your Red MAU and will wait for 10 sec till explosion (max damage 24089-27086 area attack within a 20 cm radius and can be interrupted). Ramming Skill is Implemented on Monsters (not to other races, max damage 20764-24857) it is a splash damage skill which causes the FP gauge to deplete a little (FP gauge are like gas tanks). FP gauge is enabled for self buff and ramming skill. Frame HP recovery tanks are sold separately to the MAU NPC (the pots for MAU, it doesn't really help though cause it just heals 500 hp per tank and it's very cheap).

Red Goliath

The Red Goliath has more powerful blade arms (max damage 25367-31568) The net gun of the Goliath Red MAU causes some slight damage and applys the a debuff that keeps the target from moving, attacking or even use potions for 10 seconds.

Red Catapult

The Catapult's Vulcan deals more damage (max damage 24791-29246) The Catapult's sub weapon is now a charging particle cannon (max charging time 25 seconds with max damage 39745-43063) and applys the -50% evade and -50% defense debuff but it has a long cooldown time of 2 mins, and only 10 of these bullets can be carried. A new set of bullets are available that increase the attacking power of the Catapult Red MAU.


Archon/Patriarchal/Rulership system

A player receives Contribution Points (CP) whenever they kill a character from another race and also from completing quests. This also means you will lose CP if you are killed by a member of an opposing race. The members of each race with the highest amount of contribution points (top 100) can enter in an election to become the Race Leader for the week or one of the four voted Archon positions, which include Sub-Archon (50% Defense Increase), Assulter (20% Attack Increase), Defender (20% Defense Increase) and Supporter (Has the ability to use 2 racial buffs that raise HP/FP and Attack/Defense).

Additionally, with the Episode 2 update, the Race Leader has the ability to appoint a further four Archons to each of the positions as described above, with the appointed Sub-Archon having similar powers to the Race Leader with the ability to appoint Honour Guilds and set Tax Rates. The voted Sub-Archon does not have these powers, but does have the power to use Nuclear weapons as per the other Sub-Archon and Race Leader.

These nine Patriarchs as they are collectively known are able to communicate with the entire race through global race chat and are expected to lead the race in the Chip Wars. The Race Leader also has the unique ability to understand the language of other races.

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