View Full Version: Lucas Annwheiler

Digital Dreams > Member Profiles > Lucas Annwheiler


Title: Lucas Annwheiler
Description: Using Graphics in place of Writing!


Lucas - July 8, 2007 04:45 PM (GMT)
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Tamer Information

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DEP Chart

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Falcomon
+1.00 DEP - "Lucas Annwheiler" [Sign-Up]
+0.20 DEP - "The Town of New Beginning" [Primary Village]
+0.10 DEP - "Of Digisouls and Pinamon" [Grassy Plains]
+0.00 DEP - "Pinamon Challenge" [Training Fields]
+0.10 DEP - "Winter Holidays" [Holiday and Celebration Center]
+0.10 DEP - "Insomnia? Read a Book!" [Graveyard]
+0.05 DEP - "Falcomon's Debut!" [Training Fields]
+0.00 DEP - "A Leap of Faith!" [Glacial Plains]
+0.15 DEP - "Friendship is in the Eye of the Beholder" [Glacial Plains]
+0.10 DEP - "Dreamer's Ball '08" [Holiday and Celebration Center]
+0.20 DEP - "Awards" [News]
+0.05 DEP - "An Unexpected, Enthusiastic Meeting!" [Shopping Center]
+0.10 DEP - "The Siege" [The Park]
+0.20 DEP - "Yom Kippur" [Holiday and Celebration Center]
+0.15 DEP - "Aerial Showdown! Falcomon Versus Falcomon!" [Training Fields]
+0.15 DEP - "Happy Hannukah!" [Holiday and Celebration Center]
+0.05 DEP - "Dong Ji" [Holiday and Celebration Center]
+0.10 DEP - "Merry Christmas" [Holiday and Celebration Center]
+0.10 DEP - "Happy St.Patrick's Day" [Holiday and Celebration Center]
+0.20 DEP - "DIGIMON DAY!!!" [Holiday and Celebration Center]
+0.15 DEP - "Passover" [Holiday and Celebration Center]
+0.15 DEP - "Happy Mother's Day" [Holiday and Celebration Center]
+0.15 DEP - "Happy Digital Dreams Day!" [Holiday and Celebration Center]
+0.10 DEP - "Digital Malfunction" [The Forest]
+0.10 DEP - "Seek Out the Pale Moonlight" [The Graveyard]
+0.15 DEP - "Happy Canada Day" [Holiday and Celebration Center]
+0.15 DEP - "Happy Independence Day!" [Holiday and Celebration Center]
+0.10 DEP - "A Chance to Test Your Mettle" [Training Fields]
+0.10 DEP - "Lucas's Revenge! Assault on the Falcomon Fortress!" [The Forest]
Total: 4.25 DEP


Gertrude
+1.50 DEP - "GerTRUde to Your Heart" [Grassy Plains]
+0.10 DEP - "Rosh Hashana and Yom Kippur" [Holiday and Celebration Center]
+0.10 DEP - "Spreading Wings" [Training Fields]
+0.20 DEP - "This is Halloween" [Holiday and Celebration Center]
+0.20 DEP - "Happy Turkey Day!" [Holiday and Celebration Center]
+0.15 DEP - "Happy BirthdaY Lucas!" [Holiday and Celebration Center]
+0.20 DEP - "Christmas Time!" [Holiday and Celebration Center]
+0.10 DEP - "Lucas's Revenge! Assault on the Falcomon Fortress!" [The Forest]
+0.10 DEP - "Happy Easter!!!" [Holiday and Celebration Center
+0.15 DEP - "Happy Turkey Day!" [Holiday and Celebration Center]
+0.20 DEP - "Lucas's Birthday" [Holiday and Celebration Center]
+0.10 DEP - "Dong Zhi" [Holiday and Celebration Center]
Total: 3.10 DEP

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Funds

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Money: $8,194

Lucas - September 29, 2008 03:01 AM (GMT)
Falcomon's Line

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Lucas - September 29, 2008 03:06 AM (GMT)
Gertrude's Line

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Lucas - September 29, 2008 03:11 AM (GMT)
Spirit Evolution Line

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Lucas - September 29, 2008 03:13 AM (GMT)
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Promotional Cards

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Name: Scale of the Gods
Number: S18
Type: Single Target
Duration: As long as the affected item remains
Effect: One card created weapon of the user’s choice becomes as light as a feather to its wielder and twice as heavy as normal to any opponent it connects with, meaning that while it can be wielded with much greater ease, its blows will be twice as damaging. However, the effect of this card will only work if the user wields the affected weapon with pure, unselfish intentions at heart; otherwise the weapon’s weight will only be halved - as will the damage of a successful hit with it.

Name: Ai no Tsuyosa
Number: P03
Type: Multi-Target
Duration: Until after next attack
Effect: The power of all the user’s partners’ next attacks increases by any number between ten and forty points, depending on how close the user’s bond with their Digimon is (a moderator must make a realistic estimate as to the amount of the bonus, based on your prior character development).

Name: Kimi no Chikara
Number: P05
Type: Weapon
Duration: Three Turns
Effect: The Tamer's passionate love for his/her partner can be manifested into a weapon of the user’s choice, which can be wielded by human and Digimon alike. This weapon is capable of dealing an amount of damage equal to double the Digimon’s regular power level.

Name: Freedom
Number: P15
Type: Single Target
Duration: Five Turns
Effect: Prevents the affected Digimon from being affected by the opponent’s cards at all.

Name: July 4th
Number: P16
Type: Single Target
Duration: N/A
Effect: Grants one of the user’s Digimon use of the attack Patriotic Pummel, which allows it to shoot fireworks from its mouth or palms. The attack is worth forty points of damage, and the fireworks are the same colors as the flag of the Tamer’s home country.

Name:Intangibility
Number: P21
Type: Single Target
Duration: 2 Turns
Effect: No attacks or objects will be able to hurt the affected Digimon for as long as the card is in effect, however none of its own physical attacks will work (though it can still use elemental/energy based attacks).

Name: Pilgrims and Indians
Number: P25
Type: Weapon
Duration: Until arrows are used up
Effect: The user’s Digimon acquires a pilgrim hat, a bow and three arrows, which will each deal an amount of damage double that of a regular attack from the user (if they hit).

Name: United We Stand
Number: P34
Type: Multi Target
Duration: N/A
Effect: Increases the attack power and the defense of up to four digimon based upon their tamer's confidence and faith in battle. The user's digimon can gain up to thirty points added to their current attack power and defense. However, this card will only work if the user's digimon band together and attack in a combined effort.

Name: Guardian's Savior
Number: P35
Type: Single Target
Duration: N/A
Effect: Ten spirits will appear and circle around the user's digimon. These spirits can be used to defend the user's digimon from an oncoming attack (doubled the defense of the user's digimon), or they can be used as an attack worth at thirty points plus the decimal number of the user's DEP. ((if a user has 1.8 DEP, the attack will cause thirty-eight points of damage; if a user has 2.3 it will cause thirty-three points of damage).

Name: Tickled Pink
Number: P45
Type: Single Target
Duration: Remainder of the battle
Effect: Doubles the endurance of a pink Digimon, the agility of a human wearing pink clothing, or increases the physical strength of a partially-pink Digimon by 50%. In any case, using this card restores 50% of a non-pink Digimon’s health, 75% of a partially-pink Digimon’s health, or 100% of a pink Digimon’s health.

Name: Lucky Dip [Quantity: 2]
Number: P47
Type: Single Target
Duration: Remainder of the battle
Effect: A moderator must randomly choose one: either the affected Digimon acquires a weapon (of their Tamer’s choice) capable of dealing 150% of the damage of one of their regular attacks, 25% boosts in physical strength, speed and endurance plus 50% of its total health back, or this card has the effect of a randomly-selected Uncommon or Rare Card. In any case, the effects of this card last for the remainder of the battle (even if the randomly-selected card would last for a shorter amount of time).

Name: Naughty Or Nice [Quantity: 2]
Number: P48
Type: Single Target OR Weapon
Duration: Remainder of the battle OR Until shuriken/coal is eaten/thrown
Effect: A Vaccine-type Digimon acquires a peppermint candy cane that, when eaten, restores 100% of their health and boosts their endurance, speed, reflexes and accuracy by 33% each for the remainder of the battle. A Data-type Digimon acquires a shuriken (throwing star) made of chocolate that can either be eaten to restore 75% of its total health, or thrown at the opponent – it will cause thirty points of damage if it hits. A Virus-type Digimon acquires three lumps of coal to throw at the opponent which, if they hit, cause forty points of damage each.

Name: Peace On Earth [Quantity: 2]
Number: P49
Type: State
Duration: Up to Five Turns
Effect: Prevents all members of the opponent party from using offensive skills or weapons for up to five turns, but if the user or his/her Digimon attack an opponent in any way before then, that opponent will be freed from the card’s effect. Any additional opponents will remain under the card’s effect, however.

Name: Arctic Blizzard
Number: P50
Type: State
Duration: Remainder of the Battle
Effect: Causes the battle arena to be struck with an arctic-style blizzard, increasing the attack power of either an ice-element Digimon or all ice-based attacks by 50%. High winds will cause temporary blindness to all except the user's Digimon.

Name: Hoplite Formation
Number: P51
Type: Multi Target OR Single Target
Duration: 5 turns/As long as the effected item remains
Effect: The user of this card chooses between the following effects: either the defense of two or more Digimon fighting together will increase by 20% as long as they actively try to protect each other, OR the size of an existing card created shield or weapon increases by 20%, without any change to the weight or difficulty to wield of the weapon.

Name: Gift Exchange
Number: P52
Type: Multi-Target
Duration: Remainder of the battle
Effect: One unused card is randomly selected (by a moderator) from each Tamer in the current battle. A white rabbit appears, collects the cards, and redistributes them at semi-random: each Tamer is guaranteed not to get the card they originally owned.

Name: Lexi’s Generosity
Number: P54
Type: Single Target OR Multi Target
Duration: Five turns/Remainder of the battle
Effect: User can choose from two options: either a Digimon from the Virus Busters family can evolve to its next form (regardless of DEP, with or without a Crest/Blue Card/Digisoul), or one Digimon fighting alongside the user may receive a 75% bonus in attack power, a second a 75% bonus in physical strength, a third a 75% bonus in speed, a fourth a 75% bonus in agility and a fifth a 75% bonus in endurance. (If there are less than five Digimon fighting alongside the user, s/he may choose from the above five stats, and distribute the boosts between allies as s/he wishes.) All members of the opponent party have 50% of their total health restored when the second effect is used.

Name: Luck o’ the Irish
Number: P56
Type: Single Target
Duration: Four OR Five Turns
Effect: A gold coin appears in the affected Digimon’s hand, and may be flipped or tossed at any point during the current battle. If it comes up heads, the affected Digimon’s attack power, physical strength, speed, agility and defence are doubled for four turns, and 50% of its total health is restored. If it comes up tails, 100% of the affected Digimon’s total health is restored, and it acquires 10% bonuses in attack power, speed and defence and an Irish accent for five turns. (IRL, a moderator must flip a coin to decide the outcome.)

Name: Mourning Dragon
Number: P59
Type: Weapon
Duration: Remainder of the battle/Until used
Effect: One of the user's Digimon gains a compact, handgun-sized, five-shot flamethrower. In addition to incinerating flammable scenery, its flames deal 20 points of damage to any Digimon they hit. The weapon lasts until all the shots are fired.

Name: Julien’s Inhibition
Number: P67
Type: Single Target
Duration: Five Turns/Until used
Effect: The user picks one of the following effects: one Digimon from the Wind Guardians family evolves to its next form (regardless of DEP, with or without a Crest/Blue Card/Digisoul), OR the user’s Digimon gains the ability to use the attack "Serenity Zephyr" once, which restores 75% of the health (healing some of their actual wounds/sustained damage) and 25% of the energy (negating some of their fatigue/loss of stamina from card usage or physical exertion) of up to three Digimon (this can include the one using the attack). However, this technique prevents any Digimon affected by it from taking any kind of offensive action on the same turn Serenity Zephyr is used, as well as the Tamer from using any other cards on that turn. This card cannot be re-used through any effect.

Name: Bit Toss
Number: P69
Type: Single-Target
Duration: Until used three times/until used once
Effect: Target Digimon gains the ability to use the attack 'Bit Toss' up to three times. This attack consumes up to (the user's DEP x10) of their tamer's money and does damage equal to money used. Alternatively, the Digimon can use a 'Super Bit Toss' attack that consumes (their DEP x100) bits and does (their DEP x10) damage, undodgeable. A mix of these attack can be employed, but 'Super Bit Toss' can only be used once. (Example: A Digimon with 2.5 DEP could spend 25 bits to do 25 damge, or 250 bits to do 25 damage that can't be avoided through normal means.)

Name: Forgive and Forget
Number: P73
Type: Single Target
Duration: Remainder of the battle
Effect: For every harsh word exchanged, every sad occurrence, or fight between the user and a target that got resolved, said target gains 25% health and 25% power, to a maximum of 150% of each.

Name: Giving Thanks
Number: P76
Type: Single-Target
Duration: Remainder of the battle/4 Turns.
Effect: By showing thankfulness towards someone for something they've done, the user can choose one of the following effects: Either selected tamer or Digimon gains a 40% increase in all stats for 4 turns OR chosen tamer or Digimon gains 75% of any lost energy back (for card use, fighting, etc). This card cannot be reused by any other card

Name: One Candled Menorah
Number: P77
Type: State
Duration: 1 Turn
Effect: Affected target is consumed by an unending blaze of flames. These flames can cause massive damage to the target and surrounding areas.

Name: Destiny Bond
Number: P82
Type: Multi-Target/Single-Target
Duration: 3 Turns
Effect: The bond between a tamer's partners is inpenetrable. With this card, the user can choose one of the following effects: Either all of the DEP values of each of the tamer's partners becomes equal to the partner with the highest DEP's value, or all of the tamer's partners reduce their DEP to 1.0 for the duration in order to increase the target partner's DEP by an amount equal to the total DEP transferred from the other partners divided in half. The effects of this card only apply to evolutions (DEP appears normal for purposes of cards, etc.). This card cannot be reused in battle by any means, and no other cards can be used in the same turn that this card is used.

Name: Superior Mimicry
Number: P83
Type: Single-Target
Duration: 2 Turns
Effect: Digimon are versatile and creative in their own right, able to adapt to any situation. With this card, the target Digimon partner can either emulate any Digimon of the same level or below in terms of attributes, type, attacks, etc while still retaining their main form; or, the target Digimon partner can create a new attack from their own abilities and the surroundings. any attack(s) created/emulated by this card's effect is used at their own level and granted a 30-point damage bonus. This card cannot be reused in battle by any means.

Name: LAG: Little Asian Gnomes
Number: P86
Type: Single Target/Multi-Target
Duration: Up to 3 turns
Effect: They lurk in the shadows, the Digital World's most elite intelligence agency. They're small of stature, but fierce of heart and full of skill. They are LAG, the Little Asian Gnomes, and with this card you can enlist their aid. When activating this card, the user may specify up to three Digimon that they can see, and the elite agents of LAG will assault those targets with their greatest weapon... spam email. For three turns if only one Digimon is targetted, two turns if two Digimon are targetted, or one turn if three Digimon are targetted, the target(s) will recieve so many meaningless emails that their connection to the digital world will noticably slow, to the point they can barely move and become easy targets.

Be cautious with this card though, if you call upon thier services too often, LAG may come for you...

Lucas - September 29, 2008 03:14 AM (GMT)
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Common Cards

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Name: Angelic Diamond [Quantity: 2]
Number: C01
Type: Single Target
Duration: N/A
Effect: A petite diamond from heaven shoots rays of light at one opponent. It is only useable once, and is treated as a normal attack for the user’s level (i.e. it would count as an Adult-level attack if the user is an Adult, a Perfect-level attack if the user is a Perfect, etc). It inflicts 20% more damage against dark Digimon.

Name: Aquatic Attack [Quantity: 3]
Number: C02
Type: Single Target
Duration: Remainder of the battle
Effect: One Digimon gains the ability to shoot water from their mouth or palms. The water is treated as a normal attack of the user’s level (i.e. it would count as an Adult-level attack if the user is an Adult, a Perfect-level attack if the user is a Perfect, etc.).

Name: Coral Rip [Quantity: 3]
Number: C03
Type: Single Target
Duration: 5 turns
Effect: All of one Digimon's attacks gain water attributes in addition to their other attributes (for example, a Renamon’s Fox Leaf Arrowhead attack would have drops of water mixed in with it).

Name: Data Duplication [Quantity: 3]
Number: C04
Type: Single Target
Duration: Remainder of the battle
Effect: Up to three holographic clones of the affected Digimon appear. These copies are for confusion purposes only, and have no physical form (meaning they cannot use attacks or take any damage).

Name: Demonic Crystal
Number: C05
Type: Single Target
Duration: N/A
Effect: A giant crystal from the Netherworld shoots magma at the opponent. It is only useable once, and is treated as a normal attack for the user’s level (i.e. it would count as an Adult-level attack if the user is an Adult, a Perfect-level attack if the user is a Perfect, etc). It inflicts 20% more damage against light Digimon.

Name: Divine Box [Quantity: 2]
Number: C07
Type: Single Target
Duration: 3 Turns
Effect: A cube of light materialises around whatever the user wishes (be it a Digimon, person, object or building), and completely protects it from any attack from an Adult-level Digimon or below. If used on a Digimon, it will regain ten points of health every turn for three posts.

Name: Elemental Enhancement
Number: C08
Type: Single Target
Duration: Remainder of the battle
Effect: Adds fifteen points of damage to any attacks associated with one of the ten elements (Fire, Light, Wind, Thunder, Ice, Darkness, Earth, Water, Wood, Metal).

Name: False Gift [Quantity: 3]
Number: C09
Type: Single Target
Duration: N/A
Effect: A mystic treasure chest will appear and open up to reveal an object desired by the opponent (they must decide what this object is). As soon as the enemy touches the object, it will explode and cause twenty-five points of damage to their Digimon.

Name: Fiery Breath [Quantity: 2]
Number: C10
Type: Single Target
Duration: 1 Turn
Effect: One Digimon gains the ability to breathe fire. The fire is treated as a normal attack of the user’s level (i.e. it would count as an Adult-level attack if the user is an Adult, a Perfect-level attack if the user is a Perfect, etc.).

Name: Flame Burst [Quantity: 2]
Number: C11
Type: Single Target
Duration: N/A
Effect: The user’s Digimon shoots a small fireball which causes 10 points of damage. The effect must be used as soon as the card is swiped and can only be used once.

Name: Flower Wreath [Quantity: 2]
Number: C12
Type: Single Target
Duration: 3 Turns
Effect: Only usable by a Light Tamer. A flowery wreath appears around a Digimon of the user’s choice, cleansing it of all evil influences and mind control devices for three turns.

Name: Fly-Trap [Quantity: 4]
Number: C13
Type: Single Target
Duration: Remainder of the battle
Effect: Renders one opponent Digimon incapable of flight (whether the flight ability is natural or through the effects of a card).

Name: Fox Power [Quantity: 3]
Number: C15
Type: Single Target
Duration: 5 Turns
Effect: The affected Digimon gains the speed and agility of a Renamon for 5 posts, making it easier for it to dodge attacks.

Name: Frost Breath [Quantity: 6]
Number: C16
Type: Single Target
Duration: 1 Turn
Effect: The user’s Digimon acquires the ability to breathe super-cold air, which can be used to freeze any water as well as any fire-based attacks from an Adult-level or below (this ability can be used either to block water or fire based attacks, or to add the element of ice to a Digimon’s own attack).

Name: Graceful Charity [Quantity: 6]
Number: C17
Type: Single Target
Duration: N/A
Effect: Allows the user to re-use one card s/he has used earlier in the battle (the card lasts as long as its description states), but disallows him/her from using two cards of his/her choice that have not yet been used in the current battle.

Name: Hexadecimal [Quantity: 2]
Number: C18
Type: Single Target
Duration: N/A
Effect: Changes the target of a card useable only by Dark Tamers to one of the original user's Digimon. This card cannot be reused in battle at all.

Name: Hollow Wind [Quantity: 3]
Number: C19
Type: Single Target
Duration: Remainder of the battle
Effect: False sounds confuse the target opponent, preventing them from launching a successful attack. This card can only be used by a Tamer with a Virus-type partner Digimon.

Name: Knight Device
Number: C20
Type: Single Target
Duration: 1 Turn
Effect: Both the user and the affected Digimon gain the ability to leap twice the height they are normally able to.

Name: Lightning Agility
Number: C21
Type: Single Target
Duration: Remainder of the battle
Effect: Increases the affected Digimon's speed and reaction time by 10%.

Name: Magic Box
Number: C22
Type: Single Target
Duration: N/A
Effect: A magic healing box kit appears, and replenishes affected Digimon's health by 75%.

Name: Mend [Quantity: 2]
Number: C23
Type: Single Target
Duration: N/A
Effect: Heals 10% of the affected Digimon’s health.

Name: Mental Booster [Quantity: 2]
Number: C24
Type: Single Target
Duration: Remainder of the battle
Effect: Doubles the affected Digimon’s thought speed, and therefore its reflexes and accuracy as well, allowing it to play on an even field with opponents much faster than itself.

Name: Neon Splasher [Quantity: 3]
Number: C25
Type: Single Target
Duration: N/A
Effect: One of the user's Digimon fires a spray of energy blasts towards one opponent, causing 20 points of damage. The attack must be fired the instant the card is swiped, and has a guaranteed hit.

Name: Offensive X [Quantity: 2]
Number: C26
Type: Single Target
Duration: Remainder of the battle
Effect: The next attack used by the affected Digimon doubles in power.

Name: Rapid Arrow [Quantity: 2]
Number: C28
Type: Single Target
Duration: N/A
Effect: An arrow that never misses shoots the target opponent Digimon for 20 guaranteed points of damage.

Name: Recycle [Quantity: 3]
Number: C29
Type: Single Target
Duration: N/A
Effect: The effect of one card (of the user’s choice) used by either Tamer in the previous 3 posts is reactivated (the card lasts as long as its own description states).

Name: Regeneration [Quantity: 4]
Number: C30
Type: Single Target
Duration: 5 Turns
Effect: Restores ten points of your Digimon’s health every turn for five turns.

Name: Shadowsnap
Number: C31
Type: Single Target
Duration: 1 Turn
Effect: The affected Digimon throws a sharp object into one opponent's shadow, stopping him/her in place.

Name: Silly Rabbit [Quantity: 4]
Number: C32
Type: Single Target
Duration: N/A
Effect: A mischievous white rabbit materializes beside the user, crosses the battlefield, snatches up to three items (usually cards; must be chosen by a moderator) from the opponent, then returns them to the Tamer, who can use them as his/her own until the end of the battle. The amount of items taken depends on the type of the user’s Digimon: three for Vaccine, two for Data and one for Virus. Though the rabbit is agile, it can be destroyed by one Adult-level attack, and disappears after it has delivered the stolen items.

Name: Snimon's Scythes
Number: C33
Type: Single Target
Duration: 3 Turns
Effect: Transforms the affected Digimon’s hands into sharp, curved blades like those of a Snimon, allowing use of the attacks Shadow Sickle and Green Sickle Cut (at the user’s own power level), and enabling the Digimon to cut through any physical objects except those created by other cards.

Name: Snow Tornado [Quantity: 2]
Number: C34
Type: Single Target
Duration: N/A
Effect: The affected Digimon spins rapidly, generating a tornado-like blizzard. The blizzard is treated as a normal attack of the user’s level (i.e. it would count as an Adult-level attack if the user is an Adult, a Perfect-level attack if the user is a Perfect, etc.).

Name: Stun Blast
Number: C35
Type: Single Target
Duration: 1 Turn
Effect: The user’s Digimon fires an electro-magnetic blast that stuns one opposing Digimon, preventing it from moving or attacking.

Name: Tracer [Quantity: 2]
Number: C36
Type: Single Target
Duration: Until opponent is no longer invisible
Effect: Only works on invisible Digimon. A glowing, very visible ribbon about two metres in length attaches to the target.

Name: Trigger [Quantity: 2]
Number: C37
Type: Single Target
Duration: N/A
Effect: Forces the targeted opponent to attack the instant this card is swiped.

Name: Turtle Power
Number: C38
Type: Single Target
Duration: 5 Turns
Effect: The affected Digimon gains the endurance and vitality of a Tortomon for 5 posts, making it harder for it to become worn out.

Name: Twilight Timer [Quantity: 3]
Number: C39
Type: Single Target
Duration: 1 Turn
Effect: Completely immobilises one opponent Digimon for a single turn.

Name: Underworld Fruit [Quantity: 3]
Number: C40
Type: Single Target
Duration: Three Turns
Effect: Gradually restores 100% of the health of a Virus-type Digimon over the course of three turns, or instantly restores 50% of the health of a Data-type Digimon partnered with a Dark Tamer.

Name: Vice Shout
Number: C42
Type: Multi-Target
Duration: 1 Turn
Effect: One of the user's Digimon roars tremendously, blowing smaller Digimon away.

Name: Cementation [Quantity: 2]
Number: C43
Type: State
Duration: 3 Turns
Effect: Prevents any Digimon from burrowing underground.

Name: Collapsed Control Spire
Number: C44
Type: State
Duration: N/A
Effect: Prevents the Control Spire card from being played, and voids the effects of all cards that prevent evolution.

Name: Control Spire
Number: C45
Type: State
Duration: 3 Turns
Effect: No Digimon can evolve to Adult-level or higher for three turns (Armor level is below Adult).

Name: Darkness Approaches [Quantity: 3]
Number: C46
Type: State
Duration: Remainder of the battle
Effect: Summons a wild Adult-level Virus-type Digimon from the environment, which will aid the user’s Digimon until the opponent can defeat it. A moderator must choose and control the Digimon.

Name: Hope Arises [Quantity: 2]
Number: C47
Type: State
Duration: Remainder of the battle
Effect: Summons a wild Adult-level Vaccine-type Digimon from the environment, which will aid the user’s Digimon until the opponent can defeat it. A moderator must choose and control the Digimon.

Name: Isolate [Quantity: 3]
Number: C48
Type: State
Duration: 1 Turn
Effect: Prevents all Virus-type Digimon from attacking for one round.

Name: Angels' Arsenal [Quantity: 3]
Number: C49
Type: Weapon
Duration: 1 Turn/Until the arrows are fired
Effect: Grants one of the user’s Digimon a pair of angel wings, a bow and three arrows. These arrows have power equal to a regular attack of the Digimon’s level. The wings are only usable for one turn, but the arrows last until they are used up.

Name: Bomb [Quantity: 3]
Number: C50
Type: Weapon
Duration: Remainder of the battle
Effect: The user's Digimon gains two bombs to attack with. They explode on contact, damaging everything in a blast radius of about fifty feet, and causing ten points of damage each to any opponent Digimon within that radius.

Name: Cutlery Arsenal [Quantity: 2]
Number: C51
Type: Weapon
Duration: Remainder of the battle
Effect: A giant metal spork appears in one of the user's Digimon's hands, a giant kitchen knife in the other, a sieve on its head and a giant plate on each arm. Each utensil is capable of causing ten points of damage, and the sieve and plate will reduce all damage from physical attacks by ten points.

Name: Fuuma Shuriken
Number: C53
Type: Weapon
Duration: Remainder of the battle
Effect: Either the user or his/her Digimon obtains a large ninja star (shuriken) to throw at opponent. The shuriken can be held until it is needed, and can be picked up by the opponent. It deals 15 damage points if thrown by a Child-level Digimon, 20 if thrown by a human or 25 if thrown by an Adult-level or higher.

Name: Icicle Lasso [Quantity: 2]
Number: C54
Type: Weapon
Duration: 3 Turns
Effect: Either the user or his/her Digimon acquires a noose made of exceptionally flexible ice like a rope, and can use it has s/he wishes.

Name: Iron Drill
Number: C55
Type: Weapon
Duration: 3 turns
Effect: The user's Digimon receives iron drills, much like those of a Digmon, on its hands. The drills allow the Digimon to drill through any physical objects except those created by the effects of other cards (Golden Shield, for example).

Name: Matador Dance [Quantity: 2]
Number: C56
Type: Weapon
Duration: Remainder of the battle
Effect: Grants the user’s Digimon a 10% bonus in agility, a red cape that can be used to block or dodge one attack, and a small sword that can cause 10 points of damage. Both items disappear as soon as they connect with the opponent, but the agility bonus lasts for the whole battle.

Name: Silent Sabre [Quantity: 3]
Number: C57
Type: Weapon
Duration: Remainder of the battle
Effect: Either the user or the affected Digimon acquires a lightweight sword that allows for an attack at twice the wielder’s regular speed, and at their regular power level.

Name: Swift Slash [Quantity: 4]
Number: C58
Type: Weapon
Duration: 1 Turn
Effect: Grants the user’s Digimon a 50% bonus in speed and a large claw on its right hand (if the affected Digimon already has claws, they will double in size and sharpness) that is capable of inflicting twenty points of damage.

Lucas - September 29, 2008 03:15 AM (GMT)
---------------------------------

Uncommon Cards

---------------------------------

Name: Angewomon's Gift
Number: U01
Type: Single Target
Duration: Remainder of the battle
Effect: Increases the affected Digimon’s endurance by 50%, and restores 50% of their health.

Name: Crystal Fire
Number: U03
Type: Single Target
Duration: 3 turns
Effect: Pale lilac, celestial flames appear on the target Digimon’s hands and feet. They can either be used by the user’s Digimon for an attack worth five damage points per flame, or can be set on an opponent’s Digimon to cause ten points of damage to them per turn. Either way, the flames cannot hurt the user’s Digimon.

Name: Dark Light [Quantity: 2]
Number: U04
Type: Single Target
Duration: Remainder of the battle
Effect: The user’s Digimon shoots a black beam of energy at one opponent, dealing 15 points of damage, or 30 if the user is a Virus-type. The attack can only be used by Data- or Virus-type Digimon, but while Data-types can only use it once, Virus-types can use it as many times as they wish during the battle.

Name: Dark Network [Quantity: 2]
Number: U05
Type: Single Target
Duration: Remainder of the battle
Effect: Only a Dark Tamer can use this card. The affected Digimon draws energy from all electronic devises in the area (excluding D-bans), increasing either its attack power, physical strength, speed, agility, endurance or accuracy (the user’s choice) by 50%.

Name: Dice Roll [Quantity: 5]
Number: U07
Type: Single Target
Duration: Remainder of the battle
Effect: A celestial dice is rolled, and for each dot, the affected digimon gains a 10% boost in power (IRL, a moderator will roll a six-sided die to determine the number).

Name: Digi-Beetles
Number: U08
Type: Single Target
Duration: 1 Turn
Effect: Miniature insects come about to sting and bite the affected opponent, occupying their time and leaving an opening, guaranteeing one hit.

Name: Earth Breaker
Number: U09
Type: Single Target
Duration: Remainder of the battle
Effect: The user’s Digimon gains the power to create an earthquake by striking the ground. This earthquake will cause twenty points of damage to all participants in the current battle. If the Digimon is affiliated with the Earth element, their attacks gain the strength of a Digimon one level above themselves (e.g. an Adult-level would gain the strength of a Perfect).

Name: Elegant Zephyr [Quantity: 3]
Number: U10
Type: Single Target
Duration: 1 Turn
Effect: Allows the affected Digimon to attack the opponent from a far distance using a blast of mystical wind. This attack is equal in power to a normal attack from the user plus five damage points, and is 50% more accurate

Name: Grani
Number: U12
Type: Single Target
Duration: Remainder of the battle
Effect: The robotic steed known as Grani appears and saves the affected Digimon from any peril. The Digimon will then gain a pair of white wings for the remainder of the battle, and the strength of its next attack will be doubled – but for the card to work, the affected Digimon’s health must be at 33% or lower when it is swiped.

Name: Ice Armor
Number: U13
Type: Single Target
Duration: Remainder of the battle
Effect: The affected Digimon acquires armor plating made of ice, which reduces all damage received by 33%, but will melt upon taking a fire-based attack or shatter after a physical strike from a Perfect-level or above.

Name: LadyDevimon's Gift [Quantity: 2]
Number: U14
Type: Single Target
Duration: Remainder of the battle
Effect: Increases the affected Digimon’s speed, as well as the strength of its next attack, by 50% each.

Name: Law of the Normal
Number: U15
Type: Single Target
Duration: 5 Turns
Effect: Brings the target Digimon to the same evolutionary level as the user’s partner.

Name: Lightning Pulse [Quantity: 2]
Number: U16
Type: Single Target
Duration: 3 Turns
Effect: An electric pulse flows through the affected Digimon’s body, causing ten points of damage to any Digimon it touches and five points to any that touch it – including via attacks.

Name: Lightning Vortex [Quantity: 2]
Number: U17
Type: Single Target
Duration: N/A
Effect: Bolts of electricity come from out of nowhere to strike the target. It guarantees a hit, but it causes damage to the user's Digimon as well. The user can select how much damage (up to 20 points) they wish to inflict on the opponent, but all of their Digimon will incur half that damage. This card can only be used by a Tamer with a Virus-type partner Digimon.

Name: Lightspeed Arrow
Number: U18
Type: Single Target
Duration: N/A
Effect: A mysterious arrow appears briefly, immediately hitting affected opponent from any angle, guaranteeing 30 points of damage

Name: Meat [Quantity: 4]
Number: U19
Type: Single Target
Duration: 4 turns
Effect: A large piece of meat appears. When eaten, the Digimon regains 10% of their health and their physical strength is multiplied by 5 for four turns.

Name: Power Charger [Quantity: 2]
Number: U22
Type: Single Target
Duration: Remainder of the battle
Effect: The next attack used by the affected Digimon triples in power.

Name: Power Freeze [Quantity: 3]
Number: U23
Type: Single Target
Duration: 1 Turn/5 Turns
Effect: Enables the affected Digimon to attack with ice. The attack can only be used for one turn, but the ice and its effects remain for five turns. If the Digimon affiliated with the elements of ice or water, the ice remains for the remainder of battle. This ice cannot be melted or shattered, except by a fire-based or physical attack from an Ultimate (Mega) level.

Name: Reverse
Number: U24
Type: Single Target
Duration: N/A
Effect: Any cards used by your opponent in his/her previous post will affect a randomly-selected target on the opposite side instead – e.g. a card supposed to double his/her Digimon’s speed would double the speed of your Digimon instead, and a card that sent arrows flying at your Digimon would send the arrows toward his/her Digimon.

Name: Sacred Fruit [Quantity: 3]
Number: U25
Type: Single Target
Duration: N/A
Effect: The accuracy and thought speed of the affected Digimon are increased by 20% each, and twenty points of its health are restored.

Name: Skull's Red Bird [Quantity: 5]
Number: U26
Type: Single Target
Duration: N/A
Effect: Summons a Garudamon which will swoop down on the battlefield and strike one opponent Digimon with its Shadow Wing (Wing Blade) attack, causing thirty points of damage plus the decimal number of the user’s DEP (if a user has 1.8 DEP, the attack will cause thirty-eight points of damage; if a user has 2.3 it will cause thirty-three points of damage).

Name: Snake Caller
Number: U27
Type: Single Target
Duration: 1 Turn
Effect: Summons a Santiramon that will attack the opponent with two Treasure Halberd attacks in one turn, with thirty base damage per strike and at least one guaranteed hit.

Name: Soul On Fire [Quantity: 2]
Number: U28
Type: Single Target
Duration: 3 Turns
Effect: Turns the affected Digimon invisible.

Name: Spiritual Crystal
Number: U29
Type: Single Target
Duration: N/A
Effect: The affected Digimon can look into what the future has in store for them (limited insight; a moderator will tell you what is seen after it is scanned.) Cannot be used in battles with other members.

Name: Spiritual Ring
Number: U30
Type: Single Target
Duration: Remainder of the battle
Effect: A golden ring appears on the affected Digimon's hand/limb, and adds 15 points of damage to all of its attacks against Virus-types.

Name: Training Gear [Quantity: 2]
Number: U32
Type: Single Target
Duration: 3 Turns
Effect: The affected Digimon is either held down, preventing their movement, or their strength is increased, adding 10 points of damage to each attack.

Name: Twilight Lullaby [Quantity: 4]
Number: U35
Type: Single Target
Duration: 3 Turns
Effect: The affected Digimon sings a lullaby which causes all opponent Digimon to fall into a deep sleep. They can only be woken by a physical attack from an Adult-level or above; otherwise they will sleep for three turns.

Name: Ultra Evolution Pill [Quantity: 3]
Number: U36
Type: Single Target
Duration: 3 Turns
Effect: Causes the affected Digimon to evolve to its Perfect (Ultimate) level, regardless of DEP, with or without a Crest/Blue Card/Digisoul. They will revert to their Baby II (In-Training) level after three turns.

Name: Unexpected Seduction
Number: U37
Type: Single Target
Duration: 3 Turns
Effect: Usable only in battles between two Digimon of opposite genders. The opponent's Digimon becomes infatuated with yours, and will refuse to attack him/her.

Name: Night Vision
Number: U39
Type: Multi-Target
Duration: Battle: 3 turns; Adventure: Remainder of the thread
Effect: The user and all his/her Digimon gain the ability to see clearly in the dark and through illusions.

Name: Vacuum [Quantity: 2]
Number: U42
Type: Multi-Target
Duration: Remainder of the battle
Effect: One opponent Digimon loses 20% or its power, while one of the user’s Digimon gains a 20% increase in power.

Name: Wing Shards
Number: U43
Type: Multi-Target
Duration: 1 Turn
Effect: Allows the affected Digimon to attack with mystical feathers made of light, but cannot be used by a Virus-type Digimon. This attack’s power is equal to that of a regular attack from the user, but its power increases by 33% against Data-type Digimon and doubles against Virus-types.

Name: Driving Snow [Quantity: 2]
Number: U44
Type: State
Duration: N/A
Effect: Negates the effect of one of the opponent Tamer’s cards, but does not work if that card is associated with the element of ice (Snow Tornado, Icicle Lasso etc).

Name: Musical Rhythm
Number: U45
Type: State
Duration: 1 Turn
Effect: Background music comes out of nowhere, causing the user's Digimon to dance, enabling it to dodge every attack from the opponent.

Name: Angel Staff
Number: U48
Type: Weapon
Duration: Remainder of the battle
Effect: Only a Light Tamer can use this card, which summons Angemon’s Holy Rod to either the Tamer or his/her Digimon partner. The rod grants a human wielder the agility of an Angemon or a Digimon a 10% boost of power, as well as use of the attack Heaven’s Knuckle (at their own power level).

Name: Coin Bombers
Number: U49
Type: Weapon
Duration: Until coins are used up
Effect: User can choose from three options: either the affected Digimon acquires ten coins, the Tamer acquires the same, or Tamer and Digimon each acquire five coins. Either way, the coins can be thrown, tossed or flipped at the opponent and will explode on impact to cause five points of damage per coin.

Name: Cyber Arrow
Number: U50
Type: Weapon
Duration: 3 Turns
Effect: The user's Digimon shoots 3 arrows at one opponent, causing 10 points of damage each (if they hit). The next turn, the affected Digimon shoots two arrows, and the third turn, it shoots one. The arrows obtained on each turn can be saved for later use, but cannot be “stashed” to accumulate a total of six arrows.

Name: Fiend Sword
Number: U52
Type: Weapon
Duration: 5 Turns
Effect: The user’s Digimon acquires a dark blade haunted by the spirit of a Phantomon, allowing use of the attack Soul Chopper (Shadow Scythe), which is worth damage thirty points plus the decimal number of the user’s DEP (if a user has 1.8 DEP, the attack will cause thirty-eight points of damage; if a user has 2.3 it will cause thirty-three points of damage).

Name: Iron Fist
Number: U53
Type: Weapon
Duration: 2 Turns
Effect: The affected Digimon’s fists become encased in iron, adding twenty points of damage to all its physical attacks and thirty points to its electrical attacks.

Name: Gatling Arm [Quantity: 4]
Number: U54
Type: Weapon
Duration: Remainder of the battle
Effect: Transforms the affected Digimon’s hands into those of a Galgomon, allowing use of the attacks Gatling Arm and Dum Dum Upper (at their own power level), and doubling their accuracy.

Name: Platinum Sword [Quantity: 2]
Number: U56
Type: Weapon
Duration: Duration of the battle
Effect: Summons a sword that can be wielded by either the user or their Digimon. This sword is capable of causing thirty points of damage, and can also be used to block physical attacks.

Name: Ray Gun [Quantity: 3]
Number: U57
Type: Weapon
Duration: 5 Turns
Effect: The user’s Digimon acquires a space-age gun identical to that of a Vadermon, allowing use of the attack Abduction (Alien) Ray, which is worth thirty damage points plus the decimal number of the user’s DEP (if a user has 1.8 DEP, the attack will cause thirty-eight points of damage; if a user has 2.3 it will cause thirty-three points of damage).

Name: Scattergun [Quantity: 3]
Number: U58
Type: Weapon
Duration: Remainder of the battle/Until used
Effect: One of the user's Digimon gains an old-fashioned, three-shot shotgun. Usually at least one shot will hit an unprotected Digimon, dealing 20 points of damage. The weapon lasts until all the shots are fired.

Lucas - September 29, 2008 03:15 AM (GMT)
---------------------------------

Rare Cards

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Name: Blitz
Number: R02
Type: Single Target
Duration: N/A
Effect: Allows the affected Digimon to attack twice in one turn before the opponent can react.

Name: Burst Stream of Destruction [Quantity: 2]
Number: R03
Type: Single Target
Duration: 1 Turn
Effect: Allows the user’s Digimon to release a massive amount of energy in the form of a narrow beam. This attack is powerful enough to instantly knock out any Digimon with less DEP than the user, but automatically causes the Digimon using it to devolve one level (it cannot evolve back until after the battle is over).

Name: Checkmate
Number: R04
Type: Single Target
Duration: Single Use
Effect: Allows use of an unavoidable laser attack whose damage = the user’s DEP x 20 (e.g. if the user has 2.1 DEP, it deals 42 damage; if the DEP is 4.0, it deals 80 damage).

Name: Copycat [Quantity: 2]
Number: R05
Type: Single Target
Duration: 1 Turn
Effect: Allows the affected Digimon to use the attacks of an opponent Digimon (at their own power level – e.g. a Child-level copying an Adult-level’s attacks would result in a Child-level version of the copied attack).

Name: De-Digivolution
Number: R07
Type: Single Target
Duration: 5 Turns
Effect: The target Digimon devolves to its previous form and cannot evolve back until the card wears off.

Name: Extreme Patience
Number: R09
Type: Single Target
Duration: 2 Turns
Effect: Slows down the opponent to such an extreme that it buys the user’s Digimon time to regenerate fifteen points of health per turn. The opponent returns to normal speed after being attacked once, or after two turns are up (whichever comes first).

Name: Fire Up!
Number: R12
Type: Single Target
Duration: 5 Turns
Effect: The affected Digimon’s body becomes enveloped by a flame that cannot hurt it, but everything around it. The flame can cause the amount of damage of a regular attack of the user’s level, but with ten additional points of damage. The affected Digimon’s existing fire-based attacks also gain a 30% power bonus.

Name: Hyper Mode
Number: R13
Type: Single Target
Duration: 5 Turns
Effect: Triples the affected Digimon's potential, agility, strength, and endurance.

Name: Last Will
Number: R14
Type: Single Target
Duration: 3 Turns
Effect: Only usable if the affected Digimon’s health is at 50% or lower when the card is swiped. The affected Digimon’s attack power quadruples, but if they have not won the battle after the card expires, they will automatically faint.

Name: Magic Barrier
Number: R15
Type: Single Target
Duration: Remainder of the battle
Effect: As long as the affected Digimon stands reasonably still, a force field impenetrable to any Digimon with under 4.0 DEP will surround it. This field will disappear as soon as the Digimon moves from its current spot, but reappears as soon as the Digimon stands still again, vanishes again when they move, and so on.

Name: Radiant Light [Quantity: 2]
Number: R20
Type: Single Target
Duration: N/A
Effect: The affected Digimon shoots a beam of holy energy at its opponent. This beam causes 20 points of damage to Data- or Vaccine-type opponents, and 60 points of Virus-types (Virus-types cannot use this attack themselves).

Name: Reload
Number: R21
Type: Single Target
Duration: Dependant on the card reactivated
Effect: User can select one of his/her cards that has lost its effect in the previous two posts. The effect of that card is reactivated, but doubled (e.g. a card that boosted your Digimon’s speed by 30% would re-boost it by 60%; a card that immobilised your opponent for one turn would immobilise them for two more turns).

Name: Reverse Wave Cannon
Number: R22
Type: Single Target
Duration: N/A
Effect: Negates the effects of one of the opponent’s cards used in the previous five posts, and allows the user’s Digimon to counter with the effect of the negated card.

Name: Venomous Net
Number: R26
Type: Single Target
Duration: 2 Turns
Effect: A poisonous net surrounds affected opponent, causing 15 points of damage each round, and preventing them from moving.

Name: Zero Hour
Number: R27
Type: Single Target
Duration: 3 turns
Effect: Prevents the target from using any offensive skills for 3 posts.

Name: Special Bandage [Quantity: 2]
Number: R32
Type: Multi-Target
Duration: N/A
Effect: Instantly restores 100% of the health of up to two Digimon of the user’s choice.

Name: Consecrated Light [Quantity: 2]
Number: R36
Type: State
Duration: 2 Turns
Effect: A blinding, holy light appears out of nowhere, preventing anyone present from seeing. This light has a different effect on any Digimon it touches, depending on their type: Viruses will lose ten points of health per turn; Datas will regain ten points of health per turn; and the attack power of Vaccines will double.

Name: Convulsion Of Nature
Number: R37
Type: State
Duration: Remainder of the battle
Effect: A moderator must choose a natural disaster at random (either a volcanic eruption, tornado, brushfire, earthquake, thunderstorm or flood rain), and that disaster will occur on the battlefield, affecting ally, enemy, Digimon and Tamer alike.

Name: Mystical Reflector [Quantity: 2]
Number: R39
Type: State
Duration: N/A
Effect: All of the opponent’s attacks are reflected and sent back to them at double their original power.

Name: Power Hoard
Number: R41
Type: State
Duration: 3 Turns
Effect: The user’s Digimon will absorb all of the opponent’s attacks into its body, increasing the attacked Digimon's strength by the number of damage points the attack would normally cause (e.g. a ten point attack would add ten points attack strength).

Name: Excalibur
Number: R46
Type: Weapon
Duration: Remainder of the battle
Effect: Allows use of HolyAngemon’s Excalibur, which can be used for an attack worth thirty damage points plus the decimal number of the user’s DEP (if a user has 1.8 DEP, the attack will cause thirty-eight points of damage; if a user has 2.3 it will cause thirty-three points of damage).

Name: Golden Shield
Number: R49
Type: Weapon
Duration: Remainder of the battle
Effect: Either the user or their Digimon receives a shining gold shield that can block any and all attacks from Adult-level Digimon or lower. The shield disappears after blocking one Perfect-level attack.

Name: Positron Laser
Number: R52
Type: Weapon
Duration: Single Use
Effect: Allows use of Imperialdramon’s laser, which causes fifty points of damage if successful, but is only good for one shot.

Name: Rook Device
Number: R53
Type: Weapon
Duration: Remainder of the battle
Effect: A large battering ram will appear in the arms of either the user or the affected Digimon, allowing them to deal twice the damage of a normal attack of their power level if used by a Digimon, and 30 points of damage if used by a human.

Name: Snake Fang
Number: R54
Type: Weapon
Duration: Remainder of the battle
Effect: The user’s Digimon gains large snake-like fangs that secrete venom. The first successful hit with these fangs will cause your opponent to lose five points of health every turn and nullify the effects of speed or strength upgrade cards. Any regeneration or healing card will stop this effect from continuing.

Name: The Aegis
Number: R55
Type: Weapon
Duration: Remainder of the battle
Effect: Digimon acquires a shield identical to Dukemon’s. It can be used to completely block all attacks from a Perfect (Ultimate)-level Digimon or lower, but will break after blocking one Ultimate (Mega)-level attack.

Lucas - July 27, 2009 06:30 PM (GMT)
-------------------------

Other Items

--------------------------

Sliver Of Hope
This soft, durable, rose pink ribbon is about eighteen inches in length and one in width, and emits a very faint glow. Damage from any attack that hits its wearer (be they human or Digimon) will be reduced by 1 point of damage if the attacker is a pink Digimon, 2 points if s/he is partially pink or 5 if s/he is not pink. If the wearer is pink or wearing pink clothing (excluding a D-ban or the ribbon itself), his/her attack power increases by 10%.

Pack of Turkey Drumsticks
Five high-quality, succulent turkey legs expertly foil wrapped to ensure they never spoil or go mouldy in any way for as long as they remain in their package. When eaten by a Digimon, they restore up to 40 points of health, but can be consumed little by little to prolong their usefulness – so that eating a quarter of a drumstick would restore 10 points of health, eating half would restore 20, and so on. They also increase the consumer’s physical strength and attack power (be they human or Digimon) by 25% each for five turns, but also induce a slight sleepy feeling, reducing the consumer’s concentration and speed by about 20% for four turns.

Tin of Cranberry Sauce
Quite literally exactly what it says on the tin: contained in a vessel about the size of a can of beans, this very sweet-tasting but nutritious cranberry sauce is intended to add flavor to a turkey but can also be served on its own. Eating about a teaspoon of its contents is enough to restore 15 points of a Digimon’s health and increase their speed and alertness by about 10% each for six posts – in theory, eating the entire can at once could restore a Digimon to full health instantly while doubling their speed – but its stickiness coupled with the need for a can opener makes it awkward to eat on the go, unless you either bought along a spoon or don’t object to eating it straight from the tin somehow.

Box of Milk & Plain Chocolates
These sweet, yet classy little treats heal 5 points of a Digimon’s health per chocolate, but only five can be consumed per turn. Some have hazelnut praline filling – yummy!

Dagger Bouquet
At first glance they appear to be two dozen normal, harmless red roses, but if properly utilized, each one can be an effective, if not durable, weapon: holding the head like a hilt, one discovers the abnormally sharp point on the end of the stem (to say nothing of the thorns). Each rose can be used by Digimon or human in any way the wielder sees fit to deal the same amount of damage as a regular attack from a Digimon wielder/a human wielder’s primary Digimon plus 5 points if successful, and the odds of a successful hit are high due to being small, quick and easy to whip out and move around. However, each rose will wither and die as soon as it has dealt its damage successfully. The heads of the flowers can also be worn (like corsages, behind one’s ear, on a string, or simply carried in the pocket), and when used this way, their uplifting scent will boost the wearer’s attack power and agility by 33% while healing 5 points of health per turn, but this effect is only good for five turns in battle.

Black Charm
This small, thin black band is a symbol for friendship, where the circle shape shows the connection between friends. It can be worn or just carried, but can be given to someone else once per battle. If it is willingly given to someone else, it increases the stamina and strength of that person by 33%.

White Charm
This small, thin white band is a symbol of love, where the circle shape shows the connection bewteen people who love one another. It can be worn or just carried, but can be given to someone else once per battle. If it is willingly given to someone else, it increases the health and agility of that person by 33%.

Bishop Plushie
This golden and white Renamon bears an unusually evil grin, and is positioned with its arms over its chest. It seems to carry the memory of a tough battle in the Training Fields. Attached to the plushie is a small tag that reads "Bishop and Kyra"

Sugar Cookies (x12): These delightful little treats are made from the digital worlds' sweetest sugar and gooiest dough. Each one has 3 bites worth, but eat too much and you'll become a burpmon! Each bite recovers 15% damage and fills the eater with a pleasant, warm feeling.

Wedding Cake: A piece of cake from a certain wedding. Any flavor you want, with any icing or decorations. Eat it alone, you gain all of your health, eat it with someone else, and they'll be your friend for life.

Blue Alien Plushie
A plush toy made of the finest royal blue material, this unique creature has a slender and graceful-looking humanoid body, a soft lilac ruff and vaguely bird-like head with two long, semi-erect, curved antennae atop it. He has a distinct look of arrogance in his stance and expression, but the love and devotion put into his every stitch and fibre is plain to see. If you hold him on a lonely night with no-one else beside you, you could swear you felt a reassuring heartbeat…

10 Pieces of Gelt
Gelt (Not Guilt!) are coin-shaped chocolates usually wrapped in silver or gold foil to simulate real money. Even though the pieces are small, they're very delicious. Eating one of these can heal 20% of your health.

Dreidel
This pleasant toy can be used in battle as well as festive fun. Spin the Dreidel and see what you get (Moderator will choose): If user spins and gets Gimel, your opponent is disabled for a turn and the spinner regains 25% health. If the user spins and gets Hei, the user regains 20% health. If the user spins and gets Nun, nothing happens. If the user spins and gets Shin, the spinner loses 5% health. Unlike a card, this can be spun any number of times in a battle, but the more it is spun, the higher chance the user gets of spinning Shin and the less chance of spinning Gimel.

Siege Plushie
A large, chair sized plushie, which shows a mock of the Siege Battle at the Park, fully depicting the various tamers and their digimon in the midst of the battle for the city's park!

Spring Spring
A spring that ushers in the cool wind of spring. Causes everyone to stop what they're doing for one turn including the user.

Clover of Four Leaves
This nifty little green item resembles a Four-leaf Clover. It can attach itself painlessly to any surface on which it is stuck, including tamers and Digimon. Once per battle the person who wears this item will find one of their opponent's attacks miraculously deflected, blocked, or negated by a seemingly random event such as a sudden gust of wind, a stop sign popping out of the ground, or anything else the user finds humorous. Since this item is so small, it may easily be lost, but the owner will always find it in the last place they look.

Kayo Plushie
A large Ko Kabuterimon plushie that carries the memory of a ridiculous battle in the Training Fields. The digimon looks very smug and satisfied. Attached to its head is a small tag reading "David and Kayo"

Death-sicles
A box of nine individually wrapped popsicles, each with two seperate halves. The first half is black, has a random flavor (your choice), and grants the eater a 50% boost in Physical Strength and Damage Resistance. The second half is orange, tastes like candy, and grants the eater a 50% boost in Energy and Speed. New Special Offer! Ninth popsicle is blood red on both halves. Each half boosts Agility and Thought Process by 50%. Popsicles stay cold and never melt in any temperature as long as they stay in the packages. Only one popsicle may be eaten per battle. Popsicle may be split evenly for two people. If one person eats both halves by themselves, they recieve all the benefits, but also acquire brain freeze for two turns, which keeps the eater from acting during that time period.

Frost Knight Plushie
A very regal looking digimon in its full-gloss plastic shell stares out between a narrow slit for vision. Coming out of the shell is a plushie jet of water, from which hangs a tag that read "Frost Knight and Hikari"

St. Patrick's Day Piemon Figurine
Sword slashing action and the ability to speak three phrases of the owners choice. Also, comes with a tiny cauldron filled with yellow Skittles

Thunderbane Gem
A translucent amethyst gem about the size of a golf ball. It can be used once per battle like a card, but unlike a card, does not require a partner Digimon's energy. Render one target Digimon immobile for two turns.

Sunstar Gem
A translucent white diamond gem about the size and shape of a golf ball. It can be used once per battle like a card, but unlike a card, does not require a partner Digimon's energy. Target Digimon becomes completely immune to the chosen element for four turns.




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