Jump to content

Endgame

Eurobricks Archdukes
  • Posts

    11,302
  • Joined

  • Last visited

Everything posted by Endgame

  1. QM Note: Understood, The_Customizer. Round Two Of The Intruder Excluder! >Grimwald heals himself (back): Heal (8+13=21 HP healed) >Grimwald casts Frailty on Sword Dauntlet (left) (back): Success! >Arthur VS Sword Dauntlet (left) (back): Special Damage Special Damage Miss Critical Hit (11x2=22+31=53x2=106-5=101 damage) >Arthur VS Sword Dauntlet (right) (back): Special Damage Damage Special Damage Critical Hit (20x2=40+31=71-5=66 damage) >Grimwald casts Frailty on Claw Dauntlet L (back): Failure! >Grimwald casts Frailty on Claw Dauntlet L (back): Success! >Minoid VS Claw Dauntlet (right) (back): Special Damage (Crush!) >Erdathcath VS Sword Dauntlet (left) (back): Damage Damage Damage Hit (15+21=36x2=72x2=144-5=139 damage >Erdathcath VS Sword Dauntlet (left) (back): Special Damage Damage Damage Aim (15x4=60-5=55 damage) >Sword Dauntlet (left) self destructs: All heroes take 12 damage! >Magic Dauntlet (left) VS Grimwald (back): Blinded, nothing happens. >Magic Dauntlet (right) VS Arthur (back): 40/2=20/2=10-20=0 damage >Claw Dauntlet (left) VS Arthur (back): Cloak of Deception, Claw Dauntlet (left) attacks Magic Dauntlet (left): 40x2=80-5=75 damage >No Dauntlets are Counterstriking! Grimwald gets his bearings, unleashing several succesful spells with minimal failure. Arthur, in the meantime, lashes out. He first lobs his trident at one of the mechanical hands, but then switches to the far more powerful Zoot's Rebel. His arm twists and morphs as he draws out the choatic weapon, eventually sending the broomstick flying at one of the Dauntlets with a black tentacle instead of an arm. The Minoid finds himself marked for death, both Claw Dauntlets lining up to crush him. Erdathcath unleashes a series of shots at one of the Sword Dauntlets, but can't kill it completely. Knowing its death was inevitable, the Sword Dauntlet self destructs, the normally ravaging blast softened by Arthur's phalanx. "Fall!" Sword Dauntlet (Right), Level 60 Mechanical *Poison 10!* HP: 207/400 SP: 5 Immune to Blindness and Sleep! Specials: Slice and Dice: Both Sword Dauntlets cooperate to deliver a flurry of blows to the heroes. All heroes take 30 damage, disregarding SP. Skewer: One Sword Dauntlet attempts to impale its massive blade through the hero who rolled Special Damage. That player takes damage equal to their level and begins to Bleed, defying row and SP. If both Sword Dauntlets are active, Slice and Dice is used. If one remains, Skewer is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: 35 gold "Obey us, NOW." Magic Dauntlet (Left), Level 40 Mechanical *Blind! 2 rounds remaining* HP: 325/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Emergency Essence "Serve us, NOW." Magic Dauntlet (Right), Level 40 Mechanical HP: 400/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Nostrum "Prepare for dismantling." Claw Dauntlet (Left), Level ?? Mechanical *Fragile! 3 rounds remaining* *Preparing to crush the Minoid!* HP: 338/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: Dauntlet Index "Punishment is being delivered." *Preparing to crush the Minoid!* Claw Dauntlet (Right), Level ?? Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. If both Claw Dauntlets are active, Crush is used. If not, Claw Scrape is. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: 35 gold The Party: Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 31.75 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Six Thousand Feet Under] *Party Leader!* *Hastened!* *Lucky!* *Phalanx! 2 rounds remaining* Power: 42 (31 + WP:11) Health: 42/54 (Basic Health: 5 + Level Bonus: 30 + Class Boost: 15 + Permanent Boost: 4*) Ether: 36/36 (Basic Ether: 5 + Level Bonus: 30) Defense: 20 40 (Arm Shield: 14 + Duke's Coat-of-Arms: 5 + Unicorn Helmet: 1) Gold: 198 (Owed 128 gold by Boomingham) Equipment: Gladiator Trident (WP: 11, Spear, causes bleeding effect), Arm Shield (SP:14), Duke's Coat-of-Arms (Protects against Fragile and all Poisons, SP; 5, suitable for knights, dragoons, skirmishers and regulators; bodywear), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors; headwear), Zap-Tap Badge (Artefact, Accessory. Has a 1/2 chance to deal Electric damage to an opponent who has dealt damage to a hero, equal to the hero's level.), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent Inventory: Weapons: Zoot's Rebel (WP:20 broomstick, suitable to Arthur only), Sir Roderick's Sword (WP:12, Longsword), Sword of the Vampir (WP:17, user is Jinxed), Duplovian Swift Halberd (WP:3, stuns on successful hits, Hollow [Ambrosia] halberd),Spider Leg (WP:8, doubled against flying enemies; spear), (Unsuitable weapons: Ammit (Greatsword, WP 6, gains 5 Ether for each kill), Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing), Shackles of War (Accessory, Prevents anyone from fleeing battles), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves (Handwear, wearable by everybody. Prevents enemies from ever stealing gold from you.), Minoid Card Key, Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent (Unsuitable Artifacts: Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors) (sent to Isaac Shawe) ) Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: All Lent! Consumables: *Healing: Potion, Grand Potion x1, Tonic, Grand Tonic , Ether Core, Remedy x6, Elixir x4, Sushi x3 *Status: Nostrum x2, Hurricane, Smelling Salts, Mead x2, Ambrosia x2, Dragon Scale, Jinxy Juice x2, *Venoms: Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), *Permanent Improvement: Bright Polish x2, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), *Bombs: Smoke Bomb x5, 3 Bones, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.), *Currency: Scrap Metal x2, Silver Ore x2 Erdathcath Madilinas, 199 years old, Level 21.33 Druid *Hastened!* Power: 36 Health: 23/35 Ether: 24/24 Gold: 592 Equipped: Tritech Handcannon (WP:15, Fire-elemental *Poison 10*), Satchel of Awesomeness (Permanent Lucky-effect; bodywear), Overkill Gloves, Mage's muffler (protects from sealing) Inventory: Longbow (WP:7), Helmet (+1 max. health), 6 Potions, 3 Grand Potions, 6 Mead, 2 Smelling Salts, 15 Venoms, 3 Deadly Venoms, 2 Floral Bombs, 2 Ice Bombs, 2 Lightning Bombs, 1 Fire Bomb, 3 Smoke Bombs, 2 Water Bombs, 2 Holy Bomb, 2 Dirt Bombs, 2 Air Bombs, Bone, Skeleton Decoy, Bedroll, Shovel, Pickaxe, Telescope, Saber teeth, Scroll of Weakening, Snake Eye Charm (protects from petrified), , Jinxy Juice, Grand Tonic x2, Love Potion, Blind Fury, Grating Stone, Jinxy Juice, Mythril Shard, Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Scroll of Sleep, Scroll of Frailty, Scroll of Blindness, Scroll of Confusion, Healing Staff (WP: 5), Silver Ore, Amulet of Optimism (Adds the confused-effect to all attacks; suitable to Erdathcath only; accessory), Elixir 69 year old male gnome Cleric (Immune to Weakened) *Hastened!* Level: 14 Power: 23 (14 + 8 + permanent boost of 1) SP: 0 Health: 10/22 Ether: 10/18 Gold: 228 Equipment: Knotted Broom (WP: 6), Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear), Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Inventory: Shovel, Pickaxe, Scroll of Frailty, Scroll of Sleep, Mead, Remedy x3, Potion x2, Bone x2, Grand Potion, Bunch of Cherries (10/10 cherries that each restore 1 ether when eaten), Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, Ice Bomb, Root beer (Restores 10 health, or can be used as a bomb against Undead enemies for 20 damage (Does not affect non-Undead enemies)), Ambrosia, Scroll of Blindness, Scroll of Confusion, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Healing Staff (WP: 5), Smoke Bomb, Plague Venom, Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Tricorne (suitable for anyone, SP: 3, headwear), Grand Tonic x2, Pugilist's Gloves (+2 power/immune to Weakened), Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round), Splinter Broom (WP: 8, defies SP), Opal, Amethyst, Diamond "Stirlance, Macbrick, Page 5, Paragraph 2: QUOTE: "To battle once emore, comrades!" END QUOTE." Minoid, Level 19.5 Drilling Automaton HP: 19/31 Power: 32 SP: 2 Equipment: Minoid Drill Arm (WP: 13), Iron Shell (SP: 2), Scanning Eye (Allows the Minoid to analyze most foes before battle. If in battle, it can spend a turn to analyze the fight) Inventory: Remedy x2, Grand Potion, Hollow Blade Dagger (WP:6, dagger, hollow-blade [Phoenix Essence]), Quick bow (WP: 6, Suitable to rangers, provides hastened effect for one round each battle)
  2. Fields of Gory: From Brickdoctor, a pun I made in the Heroica subforum. It's what happens when the Fields of Glory get a lot more violent.
  3. "I got Kettle Helm. Everyone else but Erik, go for Burgonet." Nuitan, Sorsha, and Syrio all attack Burgonet, from the back row. I attack Kettle Helm from the back, twice. Battle Order: Nuitan Sorsha Karie Syrio Sorrow Erik "I hope you know that isn't true."
  4. We've advanced sufficiently enough, however... I don't think it'd be that out of place, if we have automatons with exploisve dispensing arms and acurate analysis.
  5. After 99 concludes. And it's the finale.
  6. I can always drop them again.
  7. 500 Internet Points o anyone who knows where the term "Intruder Excluder" comes from.

    1. Kintobor

      Kintobor

      Google checks says Battletoads. And Battletoads was hard as nails.

  8. "Good idea, Erik. Nuitan, Sorsha, and preferably Karie... draw Burgenet out of cover, from the back row. Syrio, you can for Kettle Helm, from the back row. I'll attack Bascinet twice from the back row, with my bow. Battle Order: >Nuitan >Sorsha >Karie >Sorrow >Syrio >Erik "This sound good to all of you?"
  9. The Dauntlets all give Erdathcath an icy glare. These machines didn't seem to have nearly as much personality as the Oculoids... if you could call what they have "personality." "Sociopathic, abusive tendencies" would be more apt. Round One Of The Intruder Excluder! >Grimwald blinds Magic Dauntlet (left) (back): Failure! >Grimwald blinds Magic Dauntlet (left) (back): Failure! >Grimwald blinds Magic Dauntlet (left) (back): Failure! >Grimwald blinds Magic Dauntlet (left) (back): Success! >Arthur drinks a Nostrum (back) >Minoid VS Claw Dauntlet (left) (back): Critical Hit (6x2=12+19=31x2=62 damage) >Erdathcath throws her Unlucky Horseshoe at Sword Dauntlet (left) (back): Damage Hit (13+21=34x2=68-5=63 damage) >Erdathcath VS Sword Dauntlet (right) (back): Critical Hit Critical Hit (15x2=30+21=51x2=102-5=97 damage) >Arthur VS Magic Dauntlet (right) (back): Damage Shield: Phalanx! >Magic Dauntlet (left) VS Grimwald (back): Blinded, nothing happens. >Claw Dauntlet (right) VS Grimwald (back): (14x2=28/2=14 damage) >Magic Dauntlet (right) and Claw Dauntlet (left) are Counterstriking! The sudden appearance of the swarm of hands disorients Grimwald, the gnome only capable of Blinding omne Dauntlet before he becomes weary. Arthur. Erdathcath, and the Minoid start trading blows with the Dauntlets. Each hero swiftly avoids the opposition's counterattack, each getting in at least one potent attack in. Arthur is the exception, but of the good kind. He puts up his shield, safeguarding the entire party with a sturdy phalanx. A good thing, too, as two Dauntlets were now on the defensive themselves... "Perish." Sword Dauntlet (Left), Level 60 Mechanical *Jinxed!* HP: 337/400 SP: 5 Immune to Blindness and Sleep! Specials: Slice and Dice: Both Sword Dauntlets cooperate to deliver a flurry of blows to the heroes. All heroes take 30 damage, disregarding SP. Skewer: One Sword Dauntlet attempts to impale its massive blade through the hero who rolled Special Damage. That player takes damage equal to their level and begins to Bleed, defying row and SP. If both Sword Dauntlets are active, Slice and Dice is used. If one remains, Skewer is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: 35 gold "Fall." Sword Dauntlet (Right), Level 60 Mechanical *Poison 10!* HP: 293/400 SP: 5 Immune to Blindness and Sleep! Specials: Slice and Dice: Both Sword Dauntlets cooperate to deliver a flurry of blows to the heroes. All heroes take 30 damage, disregarding SP. Skewer: One Sword Dauntlet attempts to impale its massive blade through the hero who rolled Special Damage. That player takes damage equal to their level and begins to Bleed, defying row and SP. If both Sword Dauntlets are active, Slice and Dice is used. If one remains, Skewer is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: 35 gold "Obey us." Magic Dauntlet (Left), Level 40 Mechanical *Blind! 3 rounds remaining* HP: 400/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Emergency Essence "Serve us." Magic Dauntlet (Right), Level 40 Mechanical *Counter Striking!* HP: 400/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Nostrum "Exit." Claw Dauntlet (Left), Level ?? Mechanical *Counter Striking!* HP: 338/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: Dauntlet Index "Punishment is in order." Claw Dauntlet (Right), Level ?? Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. If both Claw Dauntlets are active, Crush is used. If not, Claw Scrape is. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: 35 gold The Party: Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 31.75 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Six Thousand Feet Under] *Party Leader!* *Hastened!* *Lucky!* *Phalanx! 3 rounds remaining* Power: 42 (31 + WP:11) Health: 54/54 (Basic Health: 5 + Level Bonus: 30 + Class Boost: 15 + Permanent Boost: 4*) Ether: 36/36 (Basic Ether: 5 + Level Bonus: 30) Defense: 20 40 (Arm Shield: 14 + Duke's Coat-of-Arms: 5 + Unicorn Helmet: 1) Gold: 198 (Owed 128 gold by Boomingham) Equipment: Gladiator Trident (WP: 11, Spear, causes bleeding effect), Arm Shield (SP:14), Duke's Coat-of-Arms (Protects against Fragile and all Poisons, SP; 5, suitable for knights, dragoons, skirmishers and regulators; bodywear), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors; headwear), Zap-Tap Badge (Artefact, Accessory. Has a 1/2 chance to deal Electric damage to an opponent who has dealt damage to a hero, equal to the hero's level.), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent Inventory: Weapons: Zoot's Rebel (WP:20 broomstick, suitable to Arthur only), Sir Roderick's Sword (WP:12, Longsword), Sword of the Vampir (WP:17, user is Jinxed), Duplovian Swift Halberd (WP:3, stuns on successful hits, Hollow [Ambrosia] halberd),Spider Leg (WP:8, doubled against flying enemies; spear), (Unsuitable weapons: Ammit (Greatsword, WP 6, gains 5 Ether for each kill), Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing), Shackles of War (Accessory, Prevents anyone from fleeing battles), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves (Handwear, wearable by everybody. Prevents enemies from ever stealing gold from you.), Minoid Card Key, Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent (Unsuitable Artifacts: Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors) (sent to Isaac Shawe) ) Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: All Lent! Consumables: *Healing: Potion, Grand Potion x1, Tonic, Grand Tonic , Ether Core, Remedy x6, Elixir x4, Sushi x3 *Status: Nostrum x2, Hurricane, Smelling Salts, Mead x2, Ambrosia x2, Dragon Scale, Jinxy Juice x2, *Venoms: Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), *Permanent Improvement: Bright Polish x2, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), *Bombs: Smoke Bomb x5, 3 Bones, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.), *Currency: Scrap Metal x2, Silver Ore x2 Erdathcath Madilinas, 199 years old, Level 21.33 Druid *Hastened!* Power: 36 Health: 35/35 Ether: 24/24 Gold: 592 Equipped: Tritech Handcannon (WP:15, Fire-elemental *Poison 10*), Satchel of Awesomeness (Permanent Lucky-effect; bodywear), Overkill Gloves, Mage's muffler (protects from sealing) Inventory: Longbow (WP:7), Helmet (+1 max. health), 6 Potions, 3 Grand Potions, 6 Mead, 2 Smelling Salts, 15 Venoms, 3 Deadly Venoms, 2 Floral Bombs, 2 Ice Bombs, 2 Lightning Bombs, 1 Fire Bomb, 3 Smoke Bombs, 2 Water Bombs, 2 Holy Bomb, 2 Dirt Bombs, 2 Air Bombs, Bone, Skeleton Decoy, Bedroll, Shovel, Pickaxe, Telescope, Saber teeth, Scroll of Weakening, Snake Eye Charm (protects from petrified), , Jinxy Juice, Grand Tonic x2, Love Potion, Blind Fury, Grating Stone, Jinxy Juice, Mythril Shard, Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Scroll of Sleep, Scroll of Frailty, Scroll of Blindness, Scroll of Confusion, Healing Staff (WP: 5), Silver Ore, Amulet of Optimism (Adds the confused-effect to all attacks; suitable to Erdathcath only; accessory), Elixir 69 year old male gnome Cleric (Immune to Weakened) *Hastened!* Level: 14 Power: 23 (14 + 8 + permanent boost of 1) SP: 0 Health: 6/22 Ether: 14/18 Gold: 228 Equipment: Knotted Broom (WP: 6), Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear), Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Inventory: Shovel, Pickaxe, Scroll of Frailty, Scroll of Sleep, Mead, Remedy x3, Potion x2, Bone x2, Grand Potion, Bunch of Cherries (10/10 cherries that each restore 1 ether when eaten), Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, Ice Bomb, Root beer (Restores 10 health, or can be used as a bomb against Undead enemies for 20 damage (Does not affect non-Undead enemies)), Ambrosia, Scroll of Blindness, Scroll of Confusion, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Healing Staff (WP: 5), Smoke Bomb, Plague Venom, Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Tricorne (suitable for anyone, SP: 3, headwear), Grand Tonic x2, Pugilist's Gloves (+2 power/immune to Weakened), Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round), Splinter Broom (WP: 8, defies SP), Opal, Amethyst, Diamond "Stirlance, Macbrick, Page 5, Paragraph 2: QUOTE: "To battle once emore, comrades!" END QUOTE." Minoid, Level 19.5 Drilling Automaton HP: 31/31 Power: 32 SP: 2 Equipment: Minoid Drill Arm (WP: 13), Iron Shell (SP: 2), Scanning Eye (Allows the Minoid to analyze most foes before battle. If in battle, it can spend a turn to analyze the fight) Inventory: Remedy x2, Grand Potion, Hollow Blade Dagger (WP:6, dagger, hollow-blade [Phoenix Essence]), Quick bow (WP: 6, Suitable to rangers, provides hastened effect for one round each battle)
  10. For your delectation, Masson's motive speech... Gizoogled.
  11. ...Pyrovisionary, thank you. Thank you so very very much.
  12. When dealing with The Regret, accept no impersonators.
  13. Partially, I suppose. Masson fights more like a Samurai, but I digress. The dinosaur part is the important part in that sentence.
  14. Some clarifaction on a few things: 1. Shouldn't Bascinet have taken damage last round? 2. Why didn't Kettle Helm take damage this round?
  15. QM Note: You wrote the stats up, not me. Also, Phoenix Essence fixed.
  16. I'm not gonna vanish, so don't think you can make every Syndicate member a dinosaur ninja or something.
  17. Unfortunately, but next quest (which may be my last) is reserved for heroes level 15+. You may want to start grinding fast.
  18. Best give Lego Spy that potion back, Kintobor:
  19. Only a thousand posts away from archdukedom.

  20. What do you think is underneath her hair?
  21. To be perfectly honest, I've already double taked at 101 twice - once because of the lovely banner, a second time because bam, taurian.
  22. The voice drones on after the pathetically small window of time to answer had passed. "CORRECT ANSWER: Daranza INPUTTED ANSWER: No answer recieved. INTRUDER! INTRUDER! INDTRUDER!" The tiles in the room bgin to shake and rumble, the floor seperating into partitions and spreading out. Before long, 6 mechanical apparitions slither out from underground spreading out their horrid claws. Two even draw massive swords, the security system humming to life... Six mechanical hands emerge from the floor, tirggered by the party! "CURRENT LIFEFORMS IN TRANSIT: A gnome, a elf/wood hybrid, a psuedo-human, and an automaton." "PASSWORD TEST: Failed." "COURSE OF ACTION: Remove intruders!" The huge mechanical hands lunge towards the party, seemingly attempting to strangulate the heroes! The heroes frantically draw their weapons, desperate to dispatch this horrid security system. Prepare For Battle! "Intruder." Sword Dauntlet (Left), Level 60 Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sleep! Specials: Slice and Dice: Both Sword Dauntlets cooperate to deliver a flurry of blows to the heroes. All heroes take 30 damage, disregarding SP. Skewer: One Sword Dauntlet attempts to impale its massive blade through the hero who rolled Special Damage. That player takes damage equal to their level and begins to Bleed, defying row and SP. If both Sword Dauntlets are active, Slice and Dice is used. If one remains, Skewer is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: 35 gold "Begone." Sword Dauntlet (Right), Level 60 Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sleep! Specials: Slice and Dice: Both Sword Dauntlets cooperate to deliver a flurry of blows to the heroes. All heroes take 30 damage, disregarding SP. Skewer: One Sword Dauntlet attempts to impale its massive blade through the hero who rolled Special Damage. That player takes damage equal to their level and begins to Bleed, defying row and SP. If both Sword Dauntlets are active, Slice and Dice is used. If one remains, Skewer is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: 35 gold "Obey." Magic Dauntlet (Left), Level 40 Mechanical HP: 400/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Emergency Essence "Serve." Magic Dauntlet (Right), Level 40 Mechanical HP: 400/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Nostrum "Leave." Claw Dauntlet (Left), Level ?? Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: Dauntlet Index "Die." Claw Dauntlet (Right), Level ?? Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. If both Claw Dauntlets are active, Crush is used. If not, Claw Scrape is. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: 35 gold The Party: Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 31.75 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Six Thousand Feet Under] *Party Leader!* *Hastened!* Power: 42 (31 + WP:11) Health: 54/54 (Basic Health: 5 + Level Bonus: 30 + Class Boost: 15 + Permanent Boost: 4*) Ether: 36/36 (Basic Ether: 5 + Level Bonus: 30) Defense: 20 40 (Arm Shield: 14 + Duke's Coat-of-Arms: 5 + Unicorn Helmet: 1) Gold: 198 (Owed 128 gold by Boomingham) Equipment: Gladiator Trident (WP: 11, Spear, causes bleeding effect), Arm Shield (SP:14), Duke's Coat-of-Arms (Protects against Fragile and all Poisons, SP; 5, suitable for knights, dragoons, skirmishers and regulators; bodywear), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors; headwear), Zap-Tap Badge (Artefact, Accessory. Has a 1/2 chance to deal Electric damage to an opponent who has dealt damage to a hero, equal to the hero's level.), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent Inventory: Weapons: Zoot's Rebel (WP:20 broomstick, suitable to Arthur only), Sir Roderick's Sword (WP:12, Longsword), Sword of the Vampir (WP:17, user is Jinxed), Duplovian Swift Halberd (WP:3, stuns on successful hits, Hollow [Ambrosia] halberd),Spider Leg (WP:8, doubled against flying enemies; spear), (Unsuitable weapons: Ammit (Greatsword, WP 6, gains 5 Ether for each kill), Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing), Shackles of War (Accessory, Prevents anyone from fleeing battles), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves (Handwear, wearable by everybody. Prevents enemies from ever stealing gold from you.), Minoid Card Key, Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent (Unsuitable Artifacts: Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors) (sent to Isaac Shawe) ) Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: All Lent! Consumables: *Healing: Potion, Grand Potion x1, Tonic, Grand Tonic , Ether Core, Remedy x6, Elixir x4, Sushi x3 *Status: Nostrum x3, Hurricane, Smelling Salts, Mead x2, Ambrosia x2, Dragon Scale, Jinxy Juice x2, *Venoms: Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), *Permanent Improvement: Bright Polish x2, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), *Bombs: Smoke Bomb x5, 3 Bones, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.), *Currency: Scrap Metal x2, Silver Ore x2 Erdathcath Madilinas, 199 years old, Level 21.33 Druid *Hastened!* Power: 36 Health: 35/35 Ether: 24/24 Gold: 592 Equipped: Tritech Handcannon (WP:15, Fire-elemental *Poison 10*), Satchel of Awesomeness (Permanent Lucky-effect; bodywear), Overkill Gloves, Mage's muffler (protects from sealing) Inventory: Longbow (WP:7), Helmet (+1 max. health), 6 Potions, 3 Grand Potions, 6 Mead, 2 Smelling Salts, 15 Venoms, 3 Deadly Venoms, 2 Floral Bombs, 2 Ice Bombs, 2 Lightning Bombs, 1 Fire Bomb, 3 Smoke Bombs, 2 Water Bombs, 2 Holy Bomb, 2 Dirt Bombs, 2 Air Bombs, Bone, Skeleton Decoy, Bedroll, Shovel, Pickaxe, Telescope, Saber teeth, Scroll of Weakening, Snake Eye Charm (protects from petrified), , Jinxy Juice, Grand Tonic x2, Love Potion, Blind Fury, Grating Stone, Jinxy Juice, Mythril Shard, Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Scroll of Sleep, Scroll of Frailty, Scroll of Blindness, Scroll of Confusion, Healing Staff (WP: 5), Silver Ore, Amulet of Optimism (Adds the confused-effect to all attacks; suitable to Erdathcath only; accessory), Elixir 69 year old male gnome Cleric (Immune to Weakened) *Hastened!* Level: 14 Power: 23 (14 + 8 + permanent boost of 1) SP: 0 Health: 22/22 Ether: 18/18 Gold: 228 Equipment: Knotted Broom (WP: 6), Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear), Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Inventory: Shovel, Pickaxe, Scroll of Frailty, Scroll of Sleep, Mead, Remedy x3, Potion x2, Bone x2, Grand Potion, Bunch of Cherries (10/10 cherries that each restore 1 ether when eaten), Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, Ice Bomb, Root beer (Restores 10 health, or can be used as a bomb against Undead enemies for 20 damage (Does not affect non-Undead enemies)), Ambrosia, Scroll of Blindness, Scroll of Confusion, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Healing Staff (WP: 5), Smoke Bomb, Plague Venom, Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Tricorne (suitable for anyone, SP: 3, headwear), Grand Tonic x2, Pugilist's Gloves (+2 power/immune to Weakened), Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round), Splinter Broom (WP: 8, defies SP), Opal, Amethyst, Diamond "Stirlance, Macbrick, Page 5, Paragraph 2: QUOTE: "To battle once emore, comrades!" END QUOTE." Minoid, Level 19.5 Drilling Automaton HP: 31/31 Power: 32 SP: 2 Equipment: Minoid Drill Arm (WP: 13), Iron Shell (SP: 2), Scanning Eye (Allows the Minoid to analyze most foes before battle. If in battle, it can spend a turn to analyze the fight) Inventory: Remedy x2, Grand Potion, Hollow Blade Dagger (WP:6, dagger, hollow-blade [Phoenix Essence]), Quick bow (WP: 6, Suitable to rangers, provides hastened effect for one round each battle)
  23. QM Note: My reccomendation is to take this brief moment to prepare, unless you can nail down the answer. (Highly, HIGHLY unlikely.)
  24. "STATEMENT: Iamtalkinguqicklytomashmyspeechintothis10secondlongtimespan. Idon'tbelievethatmycreatorisrelevant.Ifthisisasecuritysystem,thenitislikelysearchingforthenameofthecreatorofsomeonewhoistypicallyallowedpassthischeckpoint.RECOMENDATION: ANSWERQUICKLY."
×
×
  • Create New...