Alternative
Name: 魔兵传奇 (Mó Bīng Chuán Qí)
Genre: Action, Adventure, Fantasy, Comedy, Romance, Tournaments,
Other Dimension,
Other Dimension,
Description:
Ginta is a Japanese high school boy who
often fantasizes about a land known as MÄR Heaven. One day, he is mysteriously
summoned to the imaginary land, which in fact turned out to be real. Upon
reaching there, he learns of powerful weapons known as Arms that exist in MÄR
Heaven. With the companions and friends that he meets during his travels, the
group seeks to destroy the Chess, a faction led by the mysterious Phantom,
which is determined to bring about MÄR Heaven’s Ultimate Demise for reasons
unknown.
Episode: 102
Original Run: April 3, 2005 – March 25, 2007
Studio: SynergySP
List of Songs: (directly to CrimNight Muse Garden)
1. Kono Te wo Nobaseba [Eighth Ending]
2. Kaze to Rainbow [Fourth Opening]
3. Mou Kokoro Yuretari Shinaide [Seventh Ending]
4. Koyoi Eden no Katasumi de [Sixth Ending]
5. Yume Hanabi [Third Opening]
6. Miracle [Fifth Ending]
7. Sakurairo [Fourth Ending]
8. Haredokei [Second Opening]
9. Mainichi Adventure [Third Ending]
10. Fukigen ni Naru Watashi [Second Ending]
11. Kimi no Omoi Egaita Yume Atsumeru Heaven [First Opening]
12. I Just Wanna Hold You Tight [First
Ending]
Published: May 2003 – July
2006
Volume: 15
2. MÄR Omega
Published: September 2006 – June 13, 2007
Volume: 4
Version 1A: Hammer ÄRM
* Babbo can telepathically communicate with Ginta.
* For close range fighting.
Version 1B: Dagger ÄRM
* Babbocan telepathically communicate with Ginta.
* For close range fighthing.
that look like Babbo.
* For long range fighting or as a cover.
* For long range fighting or as a cover.
giant crystal as his lower waist and hold a ring in this mouth.
* Use the ring to fire a strong beam that uses a lot of magical power.
* Ginta can't move when he uses this power as it is very dangerous,
* Use the ring to fire a strong beam that uses a lot of magical power.
* Ginta can't move when he uses this power as it is very dangerous,
if any reckless move, Ginta will lost his sanity (means his spirit
energy will be crushed).
* First sighted in the underground lake defeating Girom, and blast a
way out for the lost souls of an old ship to escape.
* Used in Gate of Training when he was with Snow.
* Used to send magical energy to Allan when Saturn place a
* Used in Gate of Training when he was with Snow.
* Used to send magical energy to Allan when Saturn place a
cursed on him.
Version 4: Alice
magic, where is effective for counter-attack and protection against
Darkness ÄRMs.
* Becomes embarrassed when he transform into this form.
* First sighted when battling with Kannochi.
* Used to undo the curses placed on Ed/Alan and Alviss (fails to
* Becomes embarrassed when he transform into this form.
* First sighted when battling with Kannochi.
* Used to undo the curses placed on Ed/Alan and Alviss (fails to
reverse the spell on Alviss).
* Jack and Nanahi think Alice is beautiful.
* Jack and Nanahi think Alice is beautiful.
absorbs all physically destructive attacks used by the enemy.
* However, this move will render Ginta motionless.
* First sighted when his second battle with Girom during the
* However, this move will render Ginta motionless.
* First sighted when his second battle with Girom during the
War Games.
4 knives with one hidden knife in each boot and the ability
to use other ÄRMs.
* First sighted during his final fight with Phantom. It has the
following ÄRMs:-
a. Fresh Bonito: A fish weapon ÄRM - may seem weak but
* First sighted during his final fight with Phantom. It has the
following ÄRMs:-
a. Fresh Bonito: A fish weapon ÄRM - may seem weak but
was strong enough to best Phantom Guardian III, Drei.
b. Mr. Replacer: a unique Doll ÄRM - has to replace Ginta with
b. Mr. Replacer: a unique Doll ÄRM - has to replace Ginta with
the doll whenever he's hit. Puss in Boot seems to have 3 dolls.
Version 7: (False)
GateKeeper Clown
allowing a certain number of people, determined by the dice roll of
the Gate Keeper, to go into a real world from MÄR Heaven.
* Ginta and his dad meet up with Kyouki and return home.
* In anime, Ginta finds another Gate-Keeper Crown in a shop.
Version 8: Omega
Gargoyle (anime only)
* Made to get stronger with the hopes and dreams with every person
in MÄR Heaven.
* Artifacts known to every resident which born in thee land
of MÄR Heaven and used by them, almost all for a variety of purposes.
* Since 1st Marchen War, their weaponry efficiency in warfare matters
* Since 1st Marchen War, their weaponry efficiency in warfare matters
was introduced, and from then forth it's been popularized.
* The creation originated in the magic kingdom, Kaldea, along with
its magical counterpart, the magic stones. They were manufactured by
the wizards through the use of special metallurgy, giving them the
extraordinary power in the form of normal accessories.
* Can almost and always be "upgraded" with magic stones as they
contain the abilities of the other ÄRMs as well as magical power to boost
any ÄRMs' abilities.
* Varies in strength & appearances as well as are divided into many
kinds:-
a. Simple ÄRMs - are little more than simple tools when active.
b. Holy ÄRMs - posses the power to heal and undo curses inflicted by the
Darkness ÄRMs and also known as known as Sacred ÄRMs.
c. Weapon ÄRMs - are used as weapons in battle.
d. Darkness ÄRMs - are powerful artifacts typically used to curse
a. Simple ÄRMs - are little more than simple tools when active.
b. Holy ÄRMs - posses the power to heal and undo curses inflicted by the
Darkness ÄRMs and also known as known as Sacred ÄRMs.
c. Weapon ÄRMs - are used as weapons in battle.
d. Darkness ÄRMs - are powerful artifacts typically used to curse
people and usually the user needs to pay the cost.
e. Dimension ÄRMs - can teleports anyone to different places,
e. Dimension ÄRMs - can teleports anyone to different places,
create pocket dimensions, and occasionally allow someone to watch
scenes happening far away.
f. Guardian ÄRMs - summon a monster or a 'guardian' of some sort
f. Guardian ÄRMs - summon a monster or a 'guardian' of some sort
to protect the user. As long as the guardian is active, the ÄRMs user
must stay the vary spot when he/she summoned it.
g. Nature ÄRMs - are used for certain elemental attacks or enhancing a
body's physical performance.
h. Ghost ÄRMs - attach to the user's body and allows the user to use
body's physical performance.
h. Ghost ÄRMs - attach to the user's body and allows the user to use
his/her body as a living weapon.
i. Unique ÄRMs - are any ÄRMs that can't be categorized under the above
classes, such as Babbo.
* ÄRMs' power depends largely upon the user's aptitude - mentally,
i. Unique ÄRMs - are any ÄRMs that can't be categorized under the above
classes, such as Babbo.
* ÄRMs' power depends largely upon the user's aptitude - mentally,
physically and above all magically; one must have magical power -
without it, the user is incapable of using powerful ÄRMs, or in case
he/she uses weak ÄRMs, the effect is minimal.
* That one born of magicless blood (therefore with no such innate
* That one born of magicless blood (therefore with no such innate
capacity) can have magical power as per follow options:-
a. either training compatibility with ÄRMs (example: using ÄRMs in
multiple fights) or synchronizing with it - to think ÄRMs is a part of the
a. either training compatibility with ÄRMs (example: using ÄRMs in
multiple fights) or synchronizing with it - to think ÄRMs is a part of the
body
b. required 'sixth sense' - the stronger the sense, the more consummate
b. required 'sixth sense' - the stronger the sense, the more consummate
an user one will become. When the user can fully synchronize with
the ÄRM, he befits the title of ÄRM user - as he fights, his magical
power will increase, as will the power of ÄRM in accordance with it.
However, it can be fatal flaw to those who use elemental Nature ÄRMs:
as one synchronizes with them, one's physical state is highly
susceptible to the ÄRM's element's anti-elementals
(example: fire weakens ice), which will eventually exhaust the two
remaining factors in a chain-reaction.
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