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Flipz

Eurobricks Archdukes
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Everything posted by Flipz

  1. Why not Zoidberg?
  2. I've got two in the works for when 139 finishes, still need to get set lists out to people though.
  3. That's because you're mega-rich. It is good, but it's not too good. Keep in mind, 250 Gold for 1 SP is equivalent to a shield-bearing class upgrading an SP:25 shield; unless you're me and have SP-multiplying Artifacts, for a shield-bearing class it's going to be cheaper to just buy upgrades normally, and for classes that can't use shields it's still a pretty big chunk of change. Maybe a Rogue-class in the old days could afford to casually drop that kind of money, but not anymore, not since the Steal nerf. Nerwen's one of the few Heroes without any sort of "signature" piece of equipment, isn't she? We need to fix that sometime.
  4. "Miirym!" Arthur cries. "Hang back. I'll not see you come to harm." Arthur stabs Bellerai's Left Wing with his Clockwork Lance from the Back Row. Miirym pauses, then nods, acknowledging her injured state. She does nothing from the Back Row.
  5. QM Note: The illusion(s) will be disrupted even though the Mirage Knight is Immortal; the Mirage Knight just won't lose any health from any hits.
  6. QM Note: The Immortal effect is the same as that granted by the Immortal challenge in the Fields of Glory--the enemy cannot be damaged or inflicted with negative effects until all others are defeated.
  7. There's also Thalion, but he's been super quiet...
  8. FM Note: Siercon rolls: 6, 6, 6. Round 5 of Battle 2: >Erik vs. Carrion Squirrels A - Extra Critical Hit (Carrion Squirrels A: 12*3=36+25=61*2/2=61 damage) >Warlen (Light) vs. Skeleton Mage - SHIELD (Spellblade Spin - 2+3=5 hits; Skeleton Mage: 12+19+13=44*2/2/2=22 damage + no Hex; Carrion Squirrels A: 12+19+13=44*2/2=44 damage + no Hex; Carrion Squirrels B: 12+19+13=44*2/2=44 damage + no Hex; Carrion Squirrels C: 12+19+13=44*2/2=44 damage + Hexed; Carrion Squirrels D: 12+19+13=44*2/2=44 damage + Hexed; Warlen: -1 Ether) >William vs. Carrion Squirrels B - Special Damage (Bone Club - William: 10*2=20/2=10-14=0 damage; Warlen: +1 Power) >William vs. Carrion Squirrels C - Special Damage (Bone Club - William: 10*2=20/2=10-14=0 damage; Warlen: +1 Power) >Siercon (Light) vs. Skeleton Knight - Damage (Siercon: 26/2=13-5=8 damage; Warlen: +1 Power) >Avalanche vs. Carrion Squirrels A - Hit (Carrion Squirrels A: 10+14=24/2=12 damage (KO!) >Alexander vs. Skeleton Mage - SHIELD (Marking the Favored - 16*3=48+27=75 damage + Mark undead?) Carrion Squirrels D Free Hit vs. Erik - enemy Hexed! attacks Carrion Squirrels B: 20 damage Carrion Squirrels E Free Hit vs. Warlen - 20/2=10-9=1 damage; Carrion Squirrels E: Cursed! Creeping Hand Free Hit vs. William: 20/2=10-14=0 damage Carrion Squirrels D Cursed: -10% max health Carrion Squirrels E Cursed: -10% max health Erik spikes the first group of squirrels into the air, killing one and giving Warlen and Avalanche the chance to ping-pong the other to death with their own weapons. Warlen turns his momentum into another Spellblade Spin, but his aerial antics throw off his spacing and weaken his blows; fortunately, his boots somewhat make up for the lost power, as they continue to suck in strength from the squirrels' wailing away on William's shield. Siercon gets stabbed by the Knight, but Alexander once again gets a chance to Mark undead as his blow lands. Seven enemies remain. THE BATTLE CONTINUES! The Enemies: Carrion Squirrels B *Mob 1* Type: Vermin/Dark Level: 10 (10*1) Health: 65/105 (105*1) Special: Bone Club – Causes 10 damage to the target, multiplied by the amount of bones the target carries. Drops: Bone Carrion Squirrels C *Mob 1* *Hexed (1 Round)* Type: Vermin/Dark Level: 10 (10*1) Health: 102/105 (105*1) Special: Bone Club – Causes 10 damage to the target, multiplied by the amount of bones the target carries. Drops: Bone Carrion Squirrels D *Mob 2* *Cursed* *Hexed (1 Round)* Type: Vermin/Dark Level: 20 (10*2) Health: 110/210 139 (105*2) Special: Bone Club – Causes 10 damage to the target, multiplied by the amount of bones the target carries. Drops: Bone Carrion Squirrels E *Mob 2* *Cursed* Type: Vermin/Dark Level: 20 (10*2) Health: 178/210 189 (105*2) Special: Bone Club – Causes 10 damage to the target, multiplied by the amount of bones the target carries. Drops: Bone Creeping Hand *Immortal!* Type: Undead Level: 20 Health: 254/254 Special I: Eye Poker – Causes 20 damage and the blinded-effect on the target Special II: Chokehold – Causes petrified-effect, but also makes the Creeping Hand unable to act as long as the target is petrified. Used only if the target is already blinded. Drops (varies by roll): 1-2: Gold Ring (worth 15 gold; can be given to someone to make them enamored with the giver) 3-4: Bone 5-6: nothing Skeleton Knight *Immune to bleeding and sudden death* Type: Undead Level: 26 Defense: 6 Health: 533/730 Special: Skull Guard – Protects self from all damage and negative effects for the next turn. Drops (varies by roll): 1-2: Skull Shield (SP:6, immune to darkness-elemental damage; suitable to Black Knights only.) 3-6: Potion Skeleton Mage *Ranged, fights from the back row* *Immune to bleeding and sudden death* Type: Undead Level: 26 Health: 350/579 Ether: 6/6 Special: Dark Magic Burst – Deals 13 darkness-elemental damage to all opponents regardless of row at the cost of 1 ether. If ether is at zero, nothing happens. Drops (varies by roll): 1-2: Pointy Hat (Max. Ether +2, suitable for mages and clerics.) 3-6: Tonic The Party: Warlen Melimane, Eulalia's Knight (The Chosen Minifigure) 23 year old male half-elf Mystic Knight Level 19 *Immune to Ether Reduction* *Cursed defense!* *+1 POWER whenever a party member rolls DAMAGE/SPECIAL DAMAGE* Power Bonus: 0 16 Health: 24/27 (18+1+3+5+7*) SP: 9 (5+4) Ether: 20/30 (18+3+5+1) Gold: 250 Glory Points (GP): 1 Equipment: Darkstar Wand (WP:12; has 1/2 chance of inflicting hexed-effect; darkness-elemental wand) (loaned from Erik), Eulalia Shield (SP: 5, prevents ether reduction), Vorpalis Diremail (SP: 4, enemies that inflict damage on the wearer become Cursed. Bodywear), Vorpalis Purgers (Power +0; goes up by 1 every time a someone in the hero's party/the hero themselves rolls damage/special damage. Resets to zero if the wearer is knocked out or if the battle ends. Legwear), Inventory: Weapons: The Cannonblade (Can be used as a longsword or handcannon, WP: 8. Ignores SP in sword mode, deals Bleeding 1 in cannon mode), Healing Staff (WP: 5, staff, heals instead of damaging), Rusty Dagger (WP:2, poison 10, breaks after 3 uses).[/font] Artifacts: Cloak of Deception (Free hits against the wearer have a 1/6 chance to be redirected to a random opponent), Counterstrike Gloves, Magician's Glove* (+10 spell power), Locustoid Greaves (+4 ether, suitable for ether users), Lethauros Ring (Health and Ether +5. Suitable for anyone, accessory), Spellbook: Amethyst, Aquamarine, Emerald, Ruby, Sapphire, Garnet x2 Lent to Siercon, Opal, Topaz, Diamond, Scroll of Sleep, Scroll of Frailty, Scroll of Antimagic Must Be RPed: Lightning Ball (25 electric damage to all enemies, bomb), Small Frost Ball (10 ice damage, bomb) Consumables: Potion x2, Grand Potion x3, First Aid Kit (Full Health and remove negative effects for the whole party), Health Core, Tonic x3, Grand Tonic x2, Remedy x7, Banana (Full Health), Smoke Bomb x3, Milk x2 (+15 HP and Ether), Hurricane x3 (Grants *Drunk* effect. If user makes pun every round, the strength of their attack is doubled), Phoenix Essence, Phoenix Incense, 2x Mead, 4x Smelling Salts Other Junk: Bedroll, Shovel, Telescope, Magnifying Glass, Pickaxe, Magic Compass, Bones x6, Shiny Gold Rocks x2 (Worth 1 gold at most stores, 5 at magic stores), 10-gallon Hats x7 (Grants wearer tourist effect, causing no one to take them seriously, headwear), Viper Scale (worth 40 gold to a certain someone) For Sale: Wand of Enamouring (WP:6, deals *Enamoured*-effect, wand), Feathered Cap (SP: 1, headwear, immune to *Petrified*), *+1 to health from Rockapple Fruit, Quest #131 *Name changed from Magicians Gloves. Erik Tyrvarr (Myrddyn) 19 years old male human Battle Mage. Level: 25.33 *Natural Respite* *Immune to Fragile, Fire, Water,* *Commands dogs* *Party Leader!* Power Bonus: +0 Defense: 14 (Heavy Armour 5 + Bright Polish 1 + Dog Fur Coat 5 + Tricorne 3) Health: 9/45 (Barbarian base 8 + Level bonus 24 + Battle Mage bonus 5 + Raw Meat 5 + Vampire Dust 3) Ether: 25/26 (Level bonus 25 + Battle Mage bonus 1) Gold: 566 Glory Points (GP): 1 Equipment: Titanic Axe (WP:12, Earth, fire, Light-elemental, has 1/6 chances of inflicting petrified-effect; axe), Brightly Polished Heavy Armour (SP: 6, immune to Fragile, fire, water, bodywear), Dog Fur Coat(SP:5, Grants Command over dogs, backwear), Tricorne(SP: 3). Inventory: Weapons: Darkstar Wand (WP:12; has 1/2 chance of inflicting hexed-effect; darkness-elemental wand) loaned to Warlen, Silver Cup of Victory (WP:10; has 1/6 chance of causing doomed; club) loaned to Avalanche, Plunger (WP:2; 1/2 chance to cause sudden death to an aquatic enemy with each hit; club), Twin Axe (WP: 5, dual strike-axe), Voltedge (WP: 13, greatsword/longsword). Artifacts: Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Talisman of Enlightenment(Protects from hexed-effect; accessory), Sharkskin Armour (SP +1, bodywear), Shamanic Plate (Max. Health +2, Max. Ether +2; Blood Ritual does double damage to the target; suitable for shamans; bodywear), Lighter Armor (SP: 4, immune to Fragile, bodywear) loaned to William, Helmet (Health +1), Barbarian's Boots (Natural Respite>Restoration; footwear), Ethereal Cloak (SP:2, Max. Ether +4, suitable for mages, clerics, necromancers, scholars and weather mages; backwear.) Gems: Amethyst, Ruby, Topaz. Consumables: Milk (Restores 15 health and ether), Grand Elixir (Restores full health and ether to target and remedies all negative effects), 4*Tonics, Nostrum, Venom, Ether Core, 3x Potions, Health Core, Mulled Wine, Mead, Smelling Salts, Elixir, Grand Potion, Deluxe Skeleton Decoy, Feather of Flight (Allows the user to flee from the battle when used.), Bone Other items: Gold Statuette (Worth 100 gold), 3*Torches (WP:2, breaks after one use, suitable to all), Chair (WP:4, club), 2*Crystal Balls (worth 50 gold, except in magic shops where it is worth 100 gold.) Siercon (Siercon and Coral) Male, Age and species unknown (Visual appearance of hollow black smoke in human form.) Battlemage Level 18.5 *Natural Respite* *Darkness to all Attacks; Immune to Darkness and Asleep* Power Bonus: +10 spellpower Defense: 5 (Dark Phibbian Cloak +5) Health: 12/28 (5 base + 18 lvl + 5 class) Ether: 22/24 (5 base + 18 lvl + 1 class) Gold: 109 Glory Points (GP): 7 Equipment: Giant Spear (WP:17, causes Bleeding, Hollow [-]), Dark Phibbian Cloak (SP:5, Immune to Darkness and Sleep, adds Darkness-element to attacks; bodywear, suitable for magic users), Magicians Gloves(Spellpower +10; Handwear, suitable for Mages) Inventory: Weapons/Artifacts: Sylvania's Cowl (grants Animal Talk; headwear, suitable for anyone), Sanctified Rito Spear (WP:4, doubled against Flying enemies, Hollow upgrade [-]), 2x Mithril Shard (1/4 of a piece of Mithril) Gems: Topaz (Lightning), Diamond (Light), Ruby (Fire), Emerald (Wood), Garnet (Earth) (loaned from Warlen) Bombs: Cataclysm Bomb 200 (200 damage to all enemies with all elements [except darkness], ignores row and SP), Muddy Bomb (deals blinded and poisoned by 3 to all foes), Confuse Bomb (Deals 5 damage and the confused-effect to all opponents), 5x Bone, Smoke Bomb Consumables: 6 Potions, 3 Remedies, 1 Grand Potion Tools: Magic Compass, Shovel, Magnifying Glass For Sale: (Message if interested): Chain Scythe (WP:6, appliesEnamored), Hood of the Dark Druid (wearer absorbs Wood- and Darkness-elemental damage; headwear, suitable for druids only), Quest: Good Rep: Shadeaux, Rito Alexander Vandangant (Wedge09) 99 years old elf Hunter Level 27 *Natural Respite* *Immune to asleep and fast asleep* *Favors Humanoid- and Beast-type enemies* Power Bonus: +2 WP Defense: 6 (Chevalier of Charis armor + Dream Helm) Health: 39/39 (6 + 20 + 6 + 4 + 2 Chicken Drumstick) Gold: 280 Glory Points (GP): 59 Equipment: Fauxthril Crossbow (WP: 14 16 due to Hunter's Quiver, darkness-, ice-elemental, Hollow Blade upgraded [nothing stored]), Chevalier of Charis armor (Artifact, bodywear) (Maximum health +2, SP: 2), Dream Helm (SP: 4, wearer immune to asleep and fast asleep, artifact, headwear), Hunter's Qiver (WP: +2 to bows and crossbows, allows the hunter to favour two typers at the same time) Inventory: •Delfrin Crossbow (WP: 7), Delfrin Master Bow (WP:8, inflicts Jinxed) • Duplovian Helmets of the Guard (SP: 2, Immune to Magic and Healing), Sterile Gloves (Immune to Poisoned and Bleeding; handwear), Ancient Spear (WP:5, Earth elemental), Trickster's Mask of the Gender-Swap • Grand Potion (2), Potions (10), Remedies (2), Tonic (2), Venoms (6), Nostrum, Smoke Bomb, Dirt Bomb, Ice Bomb, Holy Bomb, Fire Bomb (2), Lightning Bob, Elven Bomb, First Aid Kit (Consumable), Meads (3), Weak potion (2), Weak Regeneration Potion (1), Weak Regeneration Tonic (1), Smelling Salt (2), Mithril Shard (1/4 of a piece of Mithril), Big Apple, Bones (6), Skeleton Decoy, Charcoal, Phoenix Essence (2), (2) Grating Stone • Bedroll, Shovel, Telescope, Magic Compass, Magnifying Glass Reputation: Ziegfrieds - Great (+2 Quest), Bonapartes - Great (+2 Quest) Name: William Harkenshire *Immune to Light and Fragile* *Counterstriking* Level: 22 Warden Power Bonus: 0 Defense: 14 Health: 36/36 Gold: 559 Glory Points (GP): 1 Equipment: Croise Crossbow (WP: 12), Mirror Shield (SP:10, user is immune to light-elemental damage; shield), Lighter Armor (SP: 4, immune to Fragile, bodywear) (loaned from Erik), Quiver of Homing Arrows (Rolls of AIM become HIT; can only be used with a bow or a crossbow; backwear.), Counterstrike Gloves (If the wearer is damaged by a Free Hit, they counter with strength equal to their level; handwear.) Inventory: * Repeating Crossbow (WP: 5 May not be upgraded; Fire; Hastened), Delfrin Sword (WP:3), Chain Whip (WP:7, causes Bound), Hand Cannon (WP: 5; Lightning , Wood), Handy Longsword (WP: 4, 1/6 chance to inflict poisoned), Norgh Shield (SP: 5, Immune to Fragile), Lion Knight Shield (SP: 4, suitable for Knights), Pauldrons (SP +2, suitable to Knights, Dragoons and Skirmishers; accessory), Amulet of the Elven Horse Rider (Power +1 on the front row, doubles movement), Chimera Armor (SP:2, +2 Max Health; bodywear, suitable for Knights and Barbarians), Wave Sword (WP: 11, Darkness-elemental, deals Cursed Effect) * Sapphire, Smoke Bomb, Bedroll, Pickaxe, Skeleton Decoy, Shovel, Magnifying Glass, Venom x3, Elven Bomb, Bomb XX, 4 Fire Bombs, Water Bomb, Elixer, Military Grade Water Bomb, Military Grade Lightning Bomb, Bone x2, Magic Saucepan, Nostrum, Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), 1 fine Montresorian Wine, Mead, (Shard of Wood: WP 1 Dagger), Gold Bar, Mithril Shard (1/4 of a piece of Mithril) Avalanche, the Super Sleuth (Dragonfire) 30 years old male yeti Barbarian *Natural Respite* *Immune to Fragile* *Counterstriking* Level 14 Power Bonus: 0 Health: 17/22 (8+13+1*) SP: 5 Gold: 5 Glory Points (GP): 2 Equipment: Silver Cup of Victory (WP:10; has 1/6 chance of causing doomed; club) (loaned from Erik), Heavy Armour (immune to fragile, SP:5), Counterstrike Gloves (after the wearer is struck by a Free Hit, they counter with strength equal to the damage taken) Inventory: Frostbite (halberd, WP:8, damages undead), Trollsbane (club, WP:7, earth-elemental), 4x Potion, Grand Potion, Remedy, Mulled Wine, Smoke Bomb, 4x Venom, 2x Nostrum, Mead, Smelling Salts, Pumpkin Bomb (causes the stunned-, blinded-, poisoned by 1-, asleep-, sealed- and confused- effects to all opponents), Lightning Bomb, Dirt Bomb, Holy Bomb, 8x Bone, Skeleton Decoy, Bumble Fanshirt (SP:1, vermin with less than half of the wearer's level are scared and won't directly attack the wearer, bodywear) (*One Chicken Drumstick eaten) Party Leader, choose the order of action. All of you, choose your targets and the row you want to fight in. Also mention if you want to try to flee, heal or cast a magic spell, or if you want to use an item instead of attacking. Any enemy not targeted will get a Free Hit on the party after everyone has acted. Mobs get an extra Free Hit if there are more members of the mob than standing party members.
  9. Round 7 of Terror at Timehenge (Northeast): Jinnipher does nothing Juvenile Tyrannosaur Poisoned: -5 health Alone with the mighty Tyrannosaur, Jinnipher is the only witness to its final moments. With a mighty roar that suddenly goes silent, the beast takes one step, two, before beginning to fall. Jinnipher watches the life leave its eyes as its enormous head plunges toward her--but a quick bash of her shield knocks it aside, leaving the elven Knight unharmed. Round 7 of Terror at Timehenge (Southwest): Mac does nothing >Sakurai vs. Juvenile Coelophysus Mob A (twice) - Dual Hit (Juvenile Coelophysus Mob A: 1 hit + 1 hit = 2 hits >Terry (Wind) vs. Juvenile Coelophysus Mob A - Great Spell (Juvenile Coelophysus Mob A: 1 hit (KO!); Terry: -1 Ether) >Boris vs. Juvenile Coelophysus Mob A - Torald vs. Juvenile Coelophysus Mob A - Kheyli vs Juvenile Coelophysus Mob A - Ezeran vs. Juvenile Coelophysus Mob A - With a trio of quick strikes, the reinforcements from the northeast bring the battle to a swift end. THE BATTLE IS VICTORIOUS! All party members gain experience. Boris is now Level 10 and may equip a second Artifact! The enemies drop a bunch of loot. The Party Terry Yelnats (played by Endgame) *Party Leader!* Male Human Mage Level 8 Power Bonus: 0 Health: 10/12 (5+6) Defense: 1 Ether: 3/12 (5+5) Gold: 23 Equipment: Grumpy's Staff (WP: 10), Leather Cap (SP: 1) Inventory: Ether Lash Wand: (WP 3 Wand, at the cost of 1 ether per WP the Wand becomes dual strike for one attack.), Cattle Prod Staff (WP: 3), 3x Potion, Sapphire (Wind), Opal (Ice), 2x Bat Guano (can be thrown at an enemy to cause the Blind Effect), Bedroll, Robes of the Murine Chieftan (SP:2, Max Ether +2, grants Command over rats; bodywear, suitable to Ether-using classes), Jinnipher Buchaire (JimBee) 76-year-old female Moon Elven Knight *Deals half damage to/takes half damage from Beasts, Plants, and Vermin* Level 8 Power Bonus: 0 Defense: 9 Health: 17/17 Gold: 75 Equipment: Brine Blade (WP:5, deals Poison 5; greatsword), Natural Shield (SP:6, bearer deals half damage to and takes half damage from Beasts, Plants, and Vermin; shield), Moone Mail (SP:3; bodywear) Inventory: The Beheader (WP:15, defies SP; greatsword), Full Moon Shield (SP:5), Vorpalis Conquerors (Power +0; goes up by 2 for every enemy defeated, drops back down to 0 if the wearer is knocked out or if the battle ends; footwear), Paper Doll (protects from Hexed-effect; accessory), 3x Potion, Grand Potion, Greater Tonic, 3x Remedy, Bedroll, Shovel, Letter of Recommendation, Venom, Boris Bruhalv (Waterbrick Down) 38 year old male vampire Cleric *Immune to Stunned and Poisoned* Level 10 Power Bonus: 0 Defense: 2 (2) Health: 16/18 (9+8) Ether: 8/14 (5+8) Gold: 103 Equipment: Simple Mace (WP: 3, mace), Rusty Chainmail (SP: 2, Immune to Stunned and Poison) Inventory: Defender's Ring (Accessory, Rolls of "Heal Less" become "Heal"), Scroll of Sleep (Enables casting the asleep-effect to the target, forcing them to miss its turn for three rounds or until woken up by an attack. Each casting has a 50/50 chance of success and costs 1 ether.), 2 Potions, 2 Remedies, 4 Tonics, 1x Sleep Bomb, 3x Blind Bomb, Military Grade Fire Bomb (Deals 10 Fire damage to all opponents when used), Military Grade Dirt Bomb (Deals 10 Ground damage to all opponents when used), Military Grade Holy Bomb (Deals 10 Holy damage to all opponents when used), Military Grade Lightning Bomb (Deals 10 Lightning damage to all opponents when used), Floral Bomb, Bone, Grating Stone, Crimson Scorpion Dagger (WP:5, deals Cursed; dagger), Ezeran Yavarr (MysticModulus) 42 year old male human mage Level 3 Power Bonus: 0 Defense: 0 Health: 7/7 Ether: 5/7 Gold: 0 Equipment: Ebony Scorpion Dagger (WP:5, deals Poisoned-by-3; dagger), Inventory: Staff infested with demonic slime (WP 3), 2x Potion, Emerald (Wood) Torald Waruelf (Alfadas) 20 year old male Human Barbarian Level 3 Power Bonus: 0 Defense: 0 Health: 10/10 Gold: 10 Equipment: Ebony Scorpion Spear (WP:5, deals Poisoned-by-3; spear), Inventory: Old and Rusty Greatsword (WP: 3), Potion, Mead, Tiger Balm, Fire Bomb, Kheyli (K-Nut) 327 years old female fairy Barbarian Level 3 Power Bonus: 0 Defense: 0 Health: 10/10 Gold: 0 Equipment: Rat Club (WP:5, deals Afraid to Vermin-type enemies and Poisoned-by-1 to enemies of all types; club), Inventory: Barrager (WP:3 Greatsword), 3x Potion, Mead, Poison Bomb Sakurai Sato (NPC, uncooperative [controlled by QM]) 62 years old male Human Sorcerer/Marauder *Immune to Sealed, Stunned, Confused, and Poisoned* *Permanently Afraid* Level 10.5 Power Bonus: 0 Health: 9/10 (5+9-4) Defense: 3 Ether: 24/24 (5+9+5+5) Gold: 7 Equipment: Sapphamber Staff (WP:7, doubled against Ancient enemies, Wind-elemental; staff), Silver Samurai Katana (WP:7, doubled against Beasts and Werefolk; longsword), Robe of the Archmagi (SP:3, Max. Ether +5, protects from sealed-effect; bodywear, suitable for mages, clerics, necromancers, scholars and weather mages), Cloak of the Marauding Sorcerer (Wearer is permanently Afraid, Wearer uses the Dexterous battle style for melee attacks and the Flourished battle style for spells; backwear, suitable for Sakurai Sato only) Inventory: Sapphire (Wind), Ether Core, Smoke Bomb x50, Mac (takes suggestions) Has a 1/6 chance to grant Inspired Has a 1/2 chance to grant Encouraged Inventory: 3x Tonic, 3x Potion, Remedy Note: Mac does not deal or take damage from enemies and cannot prevent Free Hits. As the last of the lizards finally falls, Sakurai quickly begins to search through the creatures' remains, throwing everything he doesn't need to Mac. He growls in frustration, apparently unable to shift the tyrannosaur's body with both hands full. "Here, hold this," he says, handing his staff to Jinnipher while sheathing his sword. At last, the Sorcerer finds what he's searching for. "Finally!" he cheers, hefting his claimed Adamantite shard, unaware of the shimmering mist that begins to flow across the ground. "With this, I'll be strong enough. With this, I can finally afford to try and take on--" The party is completely surrounded by the fog. An unfamiliar figure rises atop the nearby ridge, its armor gleaming amidst the glowing mist, its echoing voice booming as it addresses the party. "Who dares disturb this hallowed place? Beware, for thou hast earned my wrath!" "...the Mirage Knight..." The Mirage Knight fades into the mist, then appears at the party's level and begins to approach...from every side. In its hand it holds a gleaming, golden scythe, precisely poised to penetrate all of their defenses, as its golden cloak seems to shimmer in the mist. As the mist curls around them, the party notices a strange magical barrier surrounding their opponent (opponents?), as if for some reason the being had become temporarily Immortal... "I...don't think we can fight this one, Heroes." Even as Sakurai prepares to throw a Smoke Bomb, he seems to be counting... "six, seven, eight...wait, eight? That's at least two more than the last time I saw this guy. Some of these must be illusions. If even one of you can land a solid hit on an illusion, we'll have a direction to run once I throw this thing. Until then, though, we're trapped." PREPARE FOR BATTLE...? The Enemy (enemies?) Mirage Knight (A?) *Immune to ???* *Lucky* *Immortal!* Type: ???? Level: ?? Health: ????/???? Special I: It's Just a Mirage - Negates all damage dealt by the enemy party until the Mirage Knight can act again. Used only if ???? Special II: Did I Get Him? - ???? Passive Special: Mirage Mirror - The Mirage Knight's level is equal to the power (WP+Level+Power Bonus) of the target. Drops: Mirage Scythe (WP: X, WP is equal to the level of the targeted enemy, cannot be upgraded; scythe), to each hero 10 Glory Points and the title of "Mirage Breaker". Mirage Knight (B?) *Immune to ???* *Lucky* *Immortal!* Type: ???? Level: ?? Health: ????/???? Special I: It's Just a Mirage - Negates all damage dealt by the enemy party until the Mirage Knight can act again. Used only if ???? Special II: Did I Get Him? - ???? Passive Special: Mirage Mirror - The Mirage Knight's level is equal to the power (WP+Level+Power Bonus) of the target. Drops: Mirage Scythe (WP: X, WP is equal to the level of the targeted enemy, cannot be upgraded; scythe), to each hero 10 Glory Points and the title of "Mirage Breaker". Mirage Knight (C?) *Immune to ???* *Lucky* *Immortal!* Type: ???? Level: ?? Health: ????/???? Special I: It's Just a Mirage - Negates all damage dealt by the enemy party until the Mirage Knight can act again. Used only if ???? Special II: Did I Get Him? - ???? Passive Special: Mirage Mirror - The Mirage Knight's level is equal to the power (WP+Level+Power Bonus) of the target. Drops: Mirage Scythe (WP: X, WP is equal to the level of the targeted enemy, cannot be upgraded; scythe), to each hero 10 Glory Points and the title of "Mirage Breaker". Mirage Knight (D?) *Immune to ???* *Lucky* *Immortal!* Type: ???? Level: ?? Health: ????/???? Special I: It's Just a Mirage - Negates all damage dealt by the enemy party until the Mirage Knight can act again. Used only if ???? Special II: Did I Get Him? - ???? Passive Special: Mirage Mirror - The Mirage Knight's level is equal to the power (WP+Level+Power Bonus) of the target. Drops: Mirage Scythe (WP: X, WP is equal to the level of the targeted enemy, cannot be upgraded; scythe), to each hero 10 Glory Points and the title of "Mirage Breaker". Mirage Knight (E?) *Immune to ???* *Lucky* *Immortal!* Type: ???? Level: ?? Health: ????/???? Special I: It's Just a Mirage - Negates all damage dealt by the enemy party until the Mirage Knight can act again. Used only if ???? Special II: Did I Get Him? - ???? Passive Special: Mirage Mirror - The Mirage Knight's level is equal to the power (WP+Level+Power Bonus) of the target. Drops: Mirage Scythe (WP: X, WP is equal to the level of the targeted enemy, cannot be upgraded; scythe), to each hero 10 Glory Points and the title of "Mirage Breaker". Mirage Knight (F?) *Immune to ???* *Lucky* *Immortal!* Type: ???? Level: ?? Health: ????/???? Special I: It's Just a Mirage - Negates all damage dealt by the enemy party until the Mirage Knight can act again. Used only if ???? Special II: Did I Get Him? - ???? Passive Special: Mirage Mirror - The Mirage Knight's level is equal to the power (WP+Level+Power Bonus) of the target. Drops: Mirage Scythe (WP: X, WP is equal to the level of the targeted enemy, cannot be upgraded; scythe), to each hero 10 Glory Points and the title of "Mirage Breaker". Mirage Knight (G?) *Immune to ???* *Lucky* *Immortal!* Type: ???? Level: ?? Health: ????/???? Special I: It's Just a Mirage - Negates all damage dealt by the enemy party until the Mirage Knight can act again. Used only if ???? Special II: Did I Get Him? - ???? Passive Special: Mirage Mirror - The Mirage Knight's level is equal to the power (WP+Level+Power Bonus) of the target. Drops: Mirage Scythe (WP: X, WP is equal to the level of the targeted enemy, cannot be upgraded; scythe), to each hero 10 Glory Points and the title of "Mirage Breaker". Mirage Knight (H?) *Immune to ???* *Lucky* *Immortal!* Type: ???? Level: ?? Health: ????/???? Special I: It's Just a Mirage - Negates all damage dealt by the enemy party until the Mirage Knight can act again. Used only if ???? Special II: Did I Get Him? - ???? Passive Special: Mirage Mirror - The Mirage Knight's level is equal to the power (WP+Level+Power Bonus) of the target. Drops: Mirage Scythe (WP: X, WP is equal to the level of the targeted enemy, cannot be upgraded; scythe), to each hero 10 Glory Points and the title of "Mirage Breaker". The Party Terry Yelnats (played by Endgame) *Party Leader!* Male Human Mage Level 8 Power Bonus: 0 Health: 10/12 (5+6) Defense: 1 Ether: 3/12 (5+5) Gold: 23 Equipment: Grumpy's Staff (WP: 10), Leather Cap (SP: 1) Inventory: Ether Lash Wand: (WP 3 Wand, at the cost of 1 ether per WP the Wand becomes dual strike for one attack.), Cattle Prod Staff (WP: 3), 3x Potion, Sapphire (Wind), Opal (Ice), 2x Bat Guano (can be thrown at an enemy to cause the Blind Effect), Bedroll, Robes of the Murine Chieftan (SP:2, Max Ether +2, grants Command over rats; bodywear, suitable to Ether-using classes), Jinnipher Buchaire (JimBee) 76-year-old female Moon Elven Knight *Deals half damage to/takes half damage from Beasts, Plants, and Vermin* Level 8 Power Bonus: 0 Defense: 9 Health: 17/17 Gold: 75 Equipment: Brine Blade (WP:5, deals Poison 5; greatsword), Natural Shield (SP:6, bearer deals half damage to and takes half damage from Beasts, Plants, and Vermin; shield), Moone Mail (SP:3; bodywear) Inventory: The Beheader (WP:15, defies SP; greatsword), Full Moon Shield (SP:5), Vorpalis Conquerors (Power +0; goes up by 2 for every enemy defeated, drops back down to 0 if the wearer is knocked out or if the battle ends; footwear), Paper Doll (protects from Hexed-effect; accessory), 3x Potion, Grand Potion, Greater Tonic, 3x Remedy, Bedroll, Shovel, Letter of Recommendation, Venom, Sapphamber Staff (WP:7, doubled against Ancient enemies, Wind-elemental; staff), Boris Bruhalv (Waterbrick Down) 38 year old male vampire Cleric *Immune to Stunned and Poisoned* Level 10 Power Bonus: 0 Defense: 2 (2) Health: 16/18 (9+8) Ether: 8/14 (5+8) Gold: 103 Equipment: Simple Mace (WP: 3, mace), Rusty Chainmail (SP: 2, Immune to Stunned and Poison) Inventory: Defender's Ring (Accessory, Rolls of "Heal Less" become "Heal"), Scroll of Sleep (Enables casting the asleep-effect to the target, forcing them to miss its turn for three rounds or until woken up by an attack. Each casting has a 50/50 chance of success and costs 1 ether.), 2 Potions, 2 Remedies, 4 Tonics, 1x Sleep Bomb, 3x Blind Bomb, Military Grade Fire Bomb (Deals 10 Fire damage to all opponents when used), Military Grade Dirt Bomb (Deals 10 Ground damage to all opponents when used), Military Grade Holy Bomb (Deals 10 Holy damage to all opponents when used), Military Grade Lightning Bomb (Deals 10 Lightning damage to all opponents when used), Floral Bomb, Bone, Grating Stone, Crimson Scorpion Dagger (WP:5, deals Cursed; dagger), Ezeran Yavarr (MysticModulus) 42 year old male human mage Level 3 Power Bonus: 0 Defense: 0 Health: 7/7 Ether: 5/7 Gold: 0 Equipment: Ebony Scorpion Dagger (WP:5, deals Poisoned-by-3; dagger), Inventory: Staff infested with demonic slime (WP 3), 2x Potion, Emerald (Wood) Torald Waruelf (Alfadas) 20 year old male Human Barbarian Level 3 Power Bonus: 0 Defense: 0 Health: 10/10 Gold: 10 Equipment: Ebony Scorpion Spear (WP:5, deals Poisoned-by-3; spear), Inventory: Old and Rusty Greatsword (WP: 3), Potion, Mead, Tiger Balm, Fire Bomb, Kheyli (K-Nut) 327 years old female fairy Barbarian Level 3 Power Bonus: 0 Defense: 0 Health: 10/10 Gold: 0 Equipment: Rat Club (WP:5, deals Afraid to Vermin-type enemies and Poisoned-by-1 to enemies of all types; club), Inventory: Barrager (WP:3 Greatsword), 3x Potion, Mead, Poison Bomb Sakurai Sato (NPC, uncooperative [controlled by QM]) 62 years old male Human Sorcerer/Marauder *Immune to Sealed, Stunned, Confused, and Poisoned* *Permanently Afraid* Level 10.5 Power Bonus: 0 Health: 9/10 (5+9-4) Defense: 3 Ether: 24/24 (5+9+5+5) Gold: 7 Equipment: Silver Samurai Katana (WP:7, doubled against Beasts and Werefolk; longsword), Robe of the Archmagi (SP:3, Max. Ether +5, protects from sealed-effect; bodywear, suitable for mages, clerics, necromancers, scholars and weather mages), Cloak of the Marauding Sorcerer (Wearer is permanently Afraid, Wearer uses the Dexterous battle style for melee attacks and the Flourished battle style for spells; backwear, suitable for Sakurai Sato only) Inventory: Sapphire (Wind), Ether Core, Smoke Bomb x50, Adamantite Shard (1/4 of a full Adamantite) Mac (takes suggestions) Has a 1/6 chance to grant Inspired Has a 1/2 chance to grant Encouraged Inventory: 3x Tonic, 3x Potion, Remedy, *Previous battle's loot* Note: Mac does not deal or take damage from enemies and cannot prevent Free Hits. Party Leader, choose the order of action. All of you, choose your targets and the row you want to fight in. Also mention if you want to try to flee, heal or cast a magic spell, or if you want to use an item instead of attacking. Any enemy not targeted will get a Free Hit on the party after everyone has acted; each party's Free Hits are separate. Mobs get an extra Free Hit if there are more members of the mob than standing party members.
  10. I like the idea of effect resistance on enemies, a lot actually. That said, it's still not a "one size fits all" solution. I mean, take a look at Endgame's enemies; since our discussion all the way back during Quest 70, I don't think I've seen more than 6 immunities on a single opponent he's made, and yet his battles have remained just as challenging as they should be, even with players using Pumpkin Bombs and the like on them. Honestly, putting thought into battles is the best solution; here's a rough idea of how my mental thought process goes down: 1.) Am I re-using/modifying a Fields enemy or an enemy from another Quest for the sake of world consistency? If so, try to match what's already been seen, but fine-tune appropriately for my party. 2.) Do I want the party to have to struggle with this particular enemy? 2a.) Why do I want the party to have to struggle with this particular enemy? (Is it a main villain? A recurring enemy? A "boss"? Does the enemy do some mechanical thing [i.e. summoning reinforcements] that I'd prefer they have the chance to do?) 2b.) Do I already have other enemies in this battle that I want them to struggle with? If so, which of the enemies would I most prefer to be the focus of their struggle? 3.) Do I want the whole party to struggle with this enemy, or only some of them? 3a.) Do I want this enemy to be a challenge for all party members except one, or is there just one specific party member I want to make this enemy difficult for? 3b.) If I'm making this enemy tough for one specific party member, is there at least one other target said party member CAN take on? 3c.) Do I really want to make this enemy a pain, or do I just want to force my party to try alternate methods from their norm? [side note: this is the question where I usually answer with the latter, which actually changes the way I think about the problem--after all, how can I expect my party to think outside the box if I myself don't think outside the box in my balancing?] 4.) Is anyone in my party going to feel gypped by what I've laid out for this battle? That's just my process, though, others' results may vary.
  11. Well, before I say anything else, I will say that I think effect-applying bombs should only have a 50% application rate for effects (with the exception of the Alchemist-made bombs, to make them more useful compared to their more common Marketplace counterparts); effect bombs have the same problem that Nanny's Lullaby has: the player declares their action, and the enemies are automatically crippled without even a roll. I like the idea of effect resistance on enemies, a lot actually. That said, it's still not a "one size fits all" solution. See my post in the QM Lounge for more thoughts on the matter. ...maybe I should move that last bit to the QM Lounge. One sec. done.
  12. See my earlier quote: Examples: link to Quest 129 final battle because Pie's locking the topic prevents me from quoting it That's at least 17 instances in the past six months alone (that's three per month!), from at least four different QMs, and I'm almost certain there's more examples I've missed. It's not just 136, and I wasn't intending to speak directly to it; in fact, when I first made my complaint, I hadn't even realized that all of the enemies had that immunity, I'd only noticed it on the first one. Again, my complaint is not with a specific battle or Quest, my complaint is with overuse of *Immune to Negative Effects* as a trend. That's also not to say *Immune to Negative Effects* never has a place; some of the examples I've listed make perfect sense mechanically and/or story-wise. However, it's getting overused a LOT, and it's important that we stay aware of the trend.
  13. QM Note: Upon re-reading the Mage's SHIELD skill, I realized that Terry's Magic Burst last Round should have indeed been of Wind; I have rectified the error in the earlier Round. QM Note: I'd be happy to autoroll a bit, if I can get some actions declared and no one objects. Round 6 of Terror at Timehenge (Northeast): Jinnipher vs. Juvenile Tyrannosaur - Critical Hit (Juvenile Tyrannosaur: 5*2=10+7=17 damage + Poisoned 5) >Terry switches fronts Juvenile Tyrannosaur Poisoned: -5 health With Terry departing as well, Jinnipher is finally allowed the focus she needs to fatally poison the Tyrannosaur; it will only be a matter of time before the beast falls. Current Weather: Hot (Doubles Fire-elemental damage, halves Ice-elemental damage) The Northeastern Enemies: Juvenile Tyrannosaur *Slowed* *Poisoned by 5* Type: Ancient Level: 9 Health: 5/80 Special: Devour – Removes the target from the battle. The devoured target is returned with 1 health after the Juvenile Tyrannosaur's defeat. Drops (varies by roll): 1: Ancient Amber, 2x Ancient Bone (Can be thrown at monsters to distract them for 3 turns. Worth nothing, except in magic shops where it is worth 50 gold.), Sakurai's Adamantite Shard (Quest Item) 2-6: 4x Ancient Bone (Can be thrown at monsters to distract them for 3 turns. Worth nothing, except in magic shops where it is worth 50 gold.), Sakurai's Adamantite Shard (Quest Item) The Northeastern Party: Jinnipher Buchaire (JimBee) 76-year-old female Moon Elven Knight *Deals half damage to/takes half damage from Beasts, Plants, and Vermin* *Encouraged* *Secondary Party Leader* Level 7 Power Bonus: 0 Defense: 9 Health: 16/16 Gold: 75 Equipment: Brine Blade (WP:5, deals Poison 5; greatsword), Natural Shield (SP:6, bearer deals half damage to and takes half damage from Beasts, Plants, and Vermin; shield), Moone Mail (SP:3; bodywear) Inventory: The Beheader (WP:15, defies SP; greatsword), Full Moon Shield (SP:5), Vorpalis Conquerors (Power +0; goes up by 2 for every enemy defeated, drops back down to 0 if the wearer is knocked out or if the battle ends; footwear), Paper Doll (protects from Hexed-effect; accessory), 3x Potion, Grand Potion, Greater Tonic, 3x Remedy, Bedroll, Shovel, Letter of Recommendation, Venom, Round 5 of Terror at Timehenge (Southwest): Torald vs. Juvenile Coelophysus Mob A - Extra Critical Hit (Mob A: -1 hit) Kheyli vs Juvenile Coelophysus Mob A - Miss >Sakurai vs. Juvenile Coelophysus Mob A (twice) - Dual Damage (Sakurai: 1+1=2/2=1-3=0 damage) Ezeran vs. Juvenile Coelophysus Mob A - SHIELD (Magic Burst of Wood - Mob A: no effect, immune) >Boris vs. Juvenile Coelophysus Mob A - Special Damage (Cry for Help - Mob A: +1 member) Mac does nothing Terry arrives on the Southwest front Torald lands another spectacular hit, so powerful it inadvertently knocks the Coelophysus out of the way of Kheyli's strike. Sakurai tries to get in close to finish the job, but the verminous reptile rebuffs him. Ezeran, perhaps overenthused by the closeness of victory, inadvertently releases a burst of ineffective magical energy, allowing the Coelophysus time to cry for help. Terry arrives from the other front, resuming command as Party Leader. Current Weather: Hot (Doubles Fire-elemental damage, halves Ice-elemental damage) The Southwestern Enemies: Juvenile Coelophysis Mob A *Mob 2* *Immune to Poisoned, Bleeding, Burning, Petrified, Minimized, and all damage-dealing effects* *Afraid* *Swarming* Type: Ancient/Vermin Level: 2 (1*2) Health: 3/4 hits (2 hits*2) Special I: Swarm - The Juvenile Coelophysis Mob rushes into the party's Front Row, forcing the party into the Back Row until the Coelophysis Mob is defeated. While Swarming, the Coelophysis Mob deals and takes full damage from Heroes in the Back Row. Afraid will counteract the effects of Swarm. Special II: Cry for Help - The Juvenile Coelophysis Mob calls for an additional member. Used when the Juvenile Coelophysis Mob is already Swarming. Drops (varies by roll): 1: Ancient Bone 2-4: 3x Bone 5-6: nothing The Southwestern Party Terry Yelnats (played by Endgame) *Party Leader!* Male Human Mage Level 7 Power Bonus: 0 Health: 9/11 (5+6) Defense: 1 Ether: 3/11 (5+5) Gold: 23 Equipment: Grumpy's Staff (WP: 10), Leather Cap (SP: 1) Inventory: Ether Lash Wand: (WP 3 Wand, at the cost of 1 ether per WP the Wand becomes dual strike for one attack.), Cattle Prod Staff (WP: 3), 3x Potion, Sapphire (Wind), Opal (Ice), 2x Bat Guano (can be thrown at an enemy to cause the Blind Effect), Bedroll, Robes of the Murine Chieftan (SP:2, Max Ether +2, grants Command over rats; bodywear, suitable to Ether-using classes), Boris Bruhalv (Waterbrick Down) 38 year old male vampire Cleric *Immune to Stunned and Poisoned* *Encouraged* Level 9 Power Bonus: 0 Defense: 2 (2) Health: 15/17 (9+8) Ether: 7/13 (5+8) Gold: 103 Equipment: Simple Mace (WP: 3, mace), Rusty Chainmail (SP: 2, Immune to Stunned and Poison) Inventory: Defender's Ring (Accessory, Rolls of "Heal Less" become "Heal"), Scroll of Sleep (Enables casting the asleep-effect to the target, forcing them to miss its turn for three rounds or until woken up by an attack. Each casting has a 50/50 chance of success and costs 1 ether.), 2 Potions, 2 Remedies, 4 Tonics, 1x Sleep Bomb, 3x Blind Bomb, Military Grade Fire Bomb (Deals 10 Fire damage to all opponents when used), Military Grade Dirt Bomb (Deals 10 Ground damage to all opponents when used), Military Grade Holy Bomb (Deals 10 Holy damage to all opponents when used), Military Grade Lightning Bomb (Deals 10 Lightning damage to all opponents when used), Floral Bomb, Bone, Grating Stone, Crimson Scorpion Dagger (WP:5, deals Cursed; dagger), Ezeran Yavarr (MysticModulus) 42 year old male human mage Level 2 Power Bonus: 0 Defense: 0 Health: 6/6 Ether: 4/6 Gold: 0 Equipment: Ebony Scorpion Dagger (WP:5, deals Poisoned-by-3; dagger), Inventory: Staff infested with demonic slime (WP 3), 2x Potion, Emerald (Wood) Torald Waruelf (Alfadas) 20 year old male Human Barbarian Level 2 Power Bonus: 0 Defense: 0 Health: 9/9 Gold: 10 Equipment: Ebony Scorpion Spear (WP:5, deals Poisoned-by-3; spear), Inventory: Old and Rusty Greatsword (WP: 3), Potion, Mead, Tiger Balm, Fire Bomb, Kheyli (K-Nut) 327 years old female fairy Barbarian Level 2 Power Bonus: 0 Defense: 0 Health: 9/9 Gold: 0 Equipment: Rat Club (WP:5, deals Afraid to Vermin-type enemies and Poisoned-by-1 to enemies of all types; club), Inventory: Barrager (WP:3 Greatsword), 3x Potion, Mead, Poison Bomb Sakurai Sato (NPC, uncooperative [controlled by QM]) 62 years old male Human Sorcerer/Marauder *Immune to Sealed, Stunned, Confused, and Poisoned* *Permanently Afraid* Level 10 Power Bonus: 0 Health: 9/10 (5+9-4) Defense: 3 Ether: 24/24 (5+9+5+5) Gold: 7 Equipment: Sapphamber Staff (WP:7, doubled against Ancient enemies, Wind-elemental; staff), Silver Samurai Katana (WP:7, doubled against Beasts and Werefolk; longsword), Robe of the Archmagi (SP:3, Max. Ether +5, protects from sealed-effect; bodywear, suitable for mages, clerics, necromancers, scholars and weather mages), Cloak of the Marauding Sorcerer (Wearer is permanently Afraid, Wearer uses the Dexterous battle style for melee attacks and the Flourished battle style for spells; backwear, suitable for Sakurai Sato only) Inventory: Sapphire (Wind), Ether Core, Smoke Bomb x50, Mac (takes suggestions) Has a 1/6 chance to grant Inspired Has a 1/2 chance to grant Encouraged Inventory: 3x Tonic, 3x Potion, Remedy Note: Mac does not deal or take damage from enemies and cannot prevent Free Hits. Party Leader, choose the order of action. All of you, choose your targets and the row you want to fight in. Also mention if you want to try to flee, heal or cast a magic spell, or if you want to use an item instead of attacking. Any enemy not targeted will get a Free Hit on the party after everyone has acted; each party's Free Hits are separate. Mobs get an extra Free Hit if there are more members of the mob than standing party members. NOTE: Any party member can switch to the other half of the battle by spending a turn, but you will only get experience once during this dual battle. If all party members on a front are Knocked Out, the remaining enemies will join the other front.
  14. On the one hand, I'm honored Zeph considers my Spider Leg to be on par with Lifestealer in balance terms; on the other, I'd like to get to actually use the blasted thing. But it's all good, now seems like a great time to use my Trident and Clockwork Lance. Incidentally, this is a good example of what I mean by flexibility; even if a QM counterbalances my main attack option, I'm never completely shut down; there's always something I can do to contribute to the team. *Immune to negative effects*, especially on top of other shut-down techniques like Ancient, Immune to Sudden Death, and Ethereal, do way more than just counterbalance one or two powerful Heroes, they shut down entire parties. Stacked "cant touch this" enemies basically say to the party "hey, remember when you were Level 1 and basically did jack squat to enemies? Welcome baaaaack!" That's one reason I front-loaded the weapons in 141; I wanted my Level 1 players to be able to feel like they could contribute to battles beyond "I attack with my dinky basic weapon and hope that I get lucky with all my rolls". For clarity, I'm not complaining about a specific fight, I'm complaining that I'm seeing this across a LOT of recent fights, to the point where it's almost a common occurrence. That robs the technique of its power (instead of making the enemy intimidating, it makes me go "oh, look, the QM must like that one", the whole "when everyone's super" deal), and it makes battles BORING, which is something that in my opinion should be avoided at all costs.
  15. I guess I can give a little constructive criticism as an observer: while I loved the characters and the references in their names and designs (Seamus Aaron wins hands-down on both fronts ), the fact that their names were so different from the users' names made it difficult at times to keep track of who was who, especially with the third person speech pattern of Dragonfire's character.
  16. Buy Grimwald's SP-piercing broom. Observe as I cry myself to sleep at night. Also: This is way, WAY too friggin' common in recent Quests. WAY WAY WAY too common. Like, stupidly overcommon. Stahp. Please. Before this trend gets even worse.
  17. Nope. There is one elemental Counterstrike Artifact (the Zap-Tap Badge), but a.) it works slightly differently from Counterstrike Gloves (1/2 chance of dealing Lightning-elemental damage equal to the wearer's Level whenever damaged), and b.) it's an Accessory, not handwear. I believe someone's already using it, though (since I sold it to them). Would be nice to see a few more variants on that concept, however.
  18. ...I am very confused by this game. Cool story, though, and I definitely loved the pics/editing.
  19. FM Note: I'll assume William repeats this time, since it's been 24 hours; I'll also assume that Siercon repeats, since it won't put him in danger of KO. Wedge09, I will assume Alexander does not choose to Mark Undead-type enemies; if I am incorrect and you would like to Mark (favor) Undead-type enemies, please let me know and also tell me which existing favoring you would like to discard (Humanoid or Beast). Round 4 of Battle 2: >William vs. Carrion Squirrels B - Aim->Hit (Carrion Squirrels B: 5+22=27 damage) >William vs. Carrion Squirrels C - Critical Hit (Carrion Squirrels C: 5*2=10+22=32 damage) >Warlen revives Siercon (Siercon: revived with full health) Erik vs. Skeleton Mage - Special Damage (Hexed! enemy attacks Creeping Hand: no effect, Immortal; Warlen: +1 Power) >Siercon (Light) vs. Skeleton Mage - Spell Counter (Hexed! enemy attacks Skeleton Knight: 26-6=20 damage; Skeleton Mage: 17+18+10=45*2=90 damage; Siercon: -1 Ether) Avalanche vs. Skeleton Mage - Extra Critical Hit (8*3=24+14=38 damage) >Alexander vs. Carrion Squirrels A - Damage (Hexed! enemy attacks Carrion Squirrels E: 20 damage; Warlen: +1 Power) Carrion Squirrels D Free Hit vs. William - 20/2=10-14=0 damage Carrion Squirrels E Free Hit vs. Warlen - Hexed! enemy attacks Carrion Squirrels C: 20 damage Creeping Hand Free Hit vs. Erik: 20-14=6 damage Skeleton Knight Free Hit vs. Siercon - 26/2=13-5=8 damage Carrion Squirrels D Cursed: -10% max health All eight enemies remain. THE BATTLE CONTINUES! The Enemies: Carrion Squirrels A *Mob 2* Type: Vermin/Dark Level: 20 (10*2) Health: 114/210 (105*2) Special: Bone Club – Causes 10 damage to the target, multiplied by the amount of bones the target carries. Drops: Bone Carrion Squirrels B *Mob 2* Type: Vermin/Dark Level: 20 (10*2) Health: 129/210 (105*2) Special: Bone Club – Causes 10 damage to the target, multiplied by the amount of bones the target carries. Drops: Bone Carrion Squirrels C *Mob 2* Type: Vermin/Dark Level: 20 (10*2) Health: 146/210 (105*2) Special: Bone Club – Causes 10 damage to the target, multiplied by the amount of bones the target carries. Drops: Bone Carrion Squirrels D *Mob 2* *Cursed* Type: Vermin/Dark Level: 20 (10*2) Health: 154/210 154 (105*2) Special: Bone Club – Causes 10 damage to the target, multiplied by the amount of bones the target carries. Drops: Bone Carrion Squirrels E *Mob 2* Type: Vermin/Dark Level: 20 (10*2) Health: 178/210 (105*2) Special: Bone Club – Causes 10 damage to the target, multiplied by the amount of bones the target carries. Drops: Bone Creeping Hand *Immortal!* Type: Undead Level: 20 Health: 254/254 Special I: Eye Poker – Causes 20 damage and the blinded-effect on the target Special II: Chokehold – Causes petrified-effect, but also makes the Creeping Hand unable to act as long as the target is petrified. Used only if the target is already blinded. Drops (varies by roll): 1-2: Gold Ring (worth 15 gold; can be given to someone to make them enamored with the giver) 3-4: Bone 5-6: nothing Skeleton Knight *Immune to bleeding and sudden death* Type: Undead Level: 26 Defense: 6 Health: 533/730 Special: Skull Guard – Protects self from all damage and negative effects for the next turn. Drops (varies by roll): 1-2: Skull Shield (SP:6, immune to darkness-elemental damage; suitable to Black Knights only.) 3-6: Potion Skeleton Mage *Ranged, fights from the back row* *Immune to bleeding and sudden death* Type: Undead Level: 26 Health: 447/579 Ether: 6/6 Special: Dark Magic Burst – Deals 13 darkness-elemental damage to all opponents regardless of row at the cost of 1 ether. If ether is at zero, nothing happens. Drops (varies by roll): 1-2: Pointy Hat (Max. Ether +2, suitable for mages and clerics.) 3-6: Tonic The Party: Warlen Melimane, Eulalia's Knight (The Chosen Minifigure) 23 year old male half-elf Mystic Knight Level 19 *Immune to Ether Reduction* *Cursed defense!* *+1 POWER whenever a party member rolls DAMAGE/SPECIAL DAMAGE* Power Bonus: 0 13 Health: 25/27 (18+1+3+5+7*) SP: 9 (5+4) Ether: 21/30 (18+3+5+1) Gold: 250 Glory Points (GP): 1 Equipment: Darkstar Wand (WP:12; has 1/2 chance of inflicting hexed-effect; darkness-elemental wand) (loaned from Erik), Eulalia Shield (SP: 5, prevents ether reduction), Vorpalis Diremail (SP: 4, enemies that inflict damage on the wearer become Cursed. Bodywear), Vorpalis Purgers (Power +0; goes up by 1 every time a someone in the hero's party/the hero themselves rolls damage/special damage. Resets to zero if the wearer is knocked out or if the battle ends. Legwear), Inventory: Weapons: The Cannonblade (Can be used as a longsword or handcannon, WP: 8. Ignores SP in sword mode, deals Bleeding 1 in cannon mode), Healing Staff (WP: 5, staff, heals instead of damaging), Rusty Dagger (WP:2, poison 10, breaks after 3 uses).[/font] Artifacts: Cloak of Deception (Free hits against the wearer have a 1/6 chance to be redirected to a random opponent), Counterstrike Gloves, Magician's Glove* (+10 spell power), Locustoid Greaves (+4 ether, suitable for ether users), Lethauros Ring (Health and Ether +5. Suitable for anyone, accessory), Spellbook: Amethyst, Aquamarine, Emerald, Ruby, Sapphire, Garnet x2 Lent to Siercon, Opal, Topaz, Diamond, Scroll of Sleep, Scroll of Frailty, Scroll of Antimagic Must Be RPed: Lightning Ball (25 electric damage to all enemies, bomb), Small Frost Ball (10 ice damage, bomb) Consumables: Potion x2, Grand Potion x3, First Aid Kit (Full Health and remove negative effects for the whole party), Health Core, Tonic x3, Grand Tonic x2, Remedy x7, Banana (Full Health), Smoke Bomb x3, Milk x2 (+15 HP and Ether), Hurricane x3 (Grants *Drunk* effect. If user makes pun every round, the strength of their attack is doubled), Phoenix Essence, Phoenix Incense, 2x Mead, 4x Smelling Salts Other Junk: Bedroll, Shovel, Telescope, Magnifying Glass, Pickaxe, Magic Compass, Bones x6, Shiny Gold Rocks x2 (Worth 1 gold at most stores, 5 at magic stores), 10-gallon Hats x7 (Grants wearer tourist effect, causing no one to take them seriously, headwear), Viper Scale (worth 40 gold to a certain someone) For Sale: Wand of Enamouring (WP:6, deals *Enamoured*-effect, wand), Feathered Cap (SP: 1, headwear, immune to *Petrified*), *+1 to health from Rockapple Fruit, Quest #131 *Name changed from Magicians Gloves. Erik Tyrvarr (Myrddyn) 19 years old male human Battle Mage. Level: 25.33 *Natural Respite* *Immune to Fragile, Fire, Water,* *Commands dogs* *Party Leader!* Power Bonus: +0 Defense: 14 (Heavy Armour 5 + Bright Polish 1 + Dog Fur Coat 5 + Tricorne 3) Health: 15/45 (Barbarian base 8 + Level bonus 24 + Battle Mage bonus 5 + Raw Meat 5 + Vampire Dust 3) Ether: 25/26 (Level bonus 25 + Battle Mage bonus 1) Gold: 566 Glory Points (GP): 1 Equipment: Titanic Axe (WP:12, Earth, fire, Light-elemental, has 1/6 chances of inflicting petrified-effect; axe), Brightly Polished Heavy Armour (SP: 6, immune to Fragile, fire, water, bodywear), Dog Fur Coat(SP:5, Grants Command over dogs, backwear), Tricorne(SP: 3). Inventory: Weapons: Darkstar Wand (WP:12; has 1/2 chance of inflicting hexed-effect; darkness-elemental wand) loaned to Warlen, Silver Cup of Victory (WP:10; has 1/6 chance of causing doomed; club) loaned to Avalanche, Plunger (WP:2; 1/2 chance to cause sudden death to an aquatic enemy with each hit; club), Twin Axe (WP: 5, dual strike-axe), Voltedge (WP: 13, greatsword/longsword). Artifacts: Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Talisman of Enlightenment(Protects from hexed-effect; accessory), Sharkskin Armour (SP +1, bodywear), Shamanic Plate (Max. Health +2, Max. Ether +2; Blood Ritual does double damage to the target; suitable for shamans; bodywear), Lighter Armor (SP: 4, immune to Fragile, bodywear) loaned to William, Helmet (Health +1), Barbarian's Boots (Natural Respite>Restoration; footwear), Ethereal Cloak (SP:2, Max. Ether +4, suitable for mages, clerics, necromancers, scholars and weather mages; backwear.) Gems: Amethyst, Ruby, Topaz. Consumables: Milk (Restores 15 health and ether), Grand Elixir (Restores full health and ether to target and remedies all negative effects), 4*Tonics, Nostrum, Venom, Ether Core, 3x Potions, Health Core, Mulled Wine, Mead, Smelling Salts, Elixir, Grand Potion, Deluxe Skeleton Decoy, Feather of Flight (Allows the user to flee from the battle when used.), Bone Other items: Gold Statuette (Worth 100 gold), 3*Torches (WP:2, breaks after one use, suitable to all), Chair (WP:4, club), 2*Crystal Balls (worth 50 gold, except in magic shops where it is worth 100 gold.) Siercon (Siercon and Coral) Male, Age and species unknown (Visual appearance of hollow black smoke in human form.) Battlemage Level 18.5 *Natural Respite* *Darkness to all Attacks; Immune to Darkness and Asleep* Power Bonus: +10 spellpower Defense: 5 (Dark Phibbian Cloak +5) Health: 20/28 (5 base + 18 lvl + 5 class) Ether: 22/24 (5 base + 18 lvl + 1 class) Gold: 109 Glory Points (GP): 7 Equipment: Giant Spear (WP:17, causes Bleeding, Hollow [-]), Dark Phibbian Cloak (SP:5, Immune to Darkness and Sleep, adds Darkness-element to attacks; bodywear, suitable for magic users), Magicians Gloves(Spellpower +10; Handwear, suitable for Mages) Inventory: Weapons/Artifacts: Sylvania's Cowl (grants Animal Talk; headwear, suitable for anyone), Sanctified Rito Spear (WP:4, doubled against Flying enemies, Hollow upgrade [-]), 2x Mithril Shard (1/4 of a piece of Mithril) Gems: Topaz (Lightning), Diamond (Light), Ruby (Fire), Emerald (Wood), Garnet (Earth) (loaned from Warlen) Bombs: Cataclysm Bomb 200 (200 damage to all enemies with all elements [except darkness], ignores row and SP), Muddy Bomb (deals blinded and poisoned by 3 to all foes), Confuse Bomb (Deals 5 damage and the confused-effect to all opponents), 5x Bone, Smoke Bomb Consumables: 6 Potions, 3 Remedies, 1 Grand Potion Tools: Magic Compass, Shovel, Magnifying Glass For Sale: (Message if interested): Chain Scythe (WP:6, appliesEnamored), Hood of the Dark Druid (wearer absorbs Wood- and Darkness-elemental damage; headwear, suitable for druids only), Quest: Good Rep: Shadeaux, Rito Alexander Vandangant (Wedge09) 99 years old elf Hunter Level 27 *Natural Respite* *Immune to asleep and fast asleep* *Favors Humanoid- and Beast-type enemies* Power Bonus: +2 WP Defense: 6 (Chevalier of Charis armor + Dream Helm) Health: 39/39 (6 + 20 + 6 + 4 + 2 Chicken Drumstick) Gold: 280 Glory Points (GP): 59 Equipment: Fauxthril Crossbow (WP: 14 16 due to Hunter's Quiver, darkness-, ice-elemental, Hollow Blade upgraded [nothing stored]), Chevalier of Charis armor (Artifact, bodywear) (Maximum health +2, SP: 2), Dream Helm (SP: 4, wearer immune to asleep and fast asleep, artifact, headwear), Hunter's Qiver (WP: +2 to bows and crossbows, allows the hunter to favour two typers at the same time) Inventory: •Delfrin Crossbow (WP: 7), Delfrin Master Bow (WP:8, inflicts Jinxed) • Duplovian Helmets of the Guard (SP: 2, Immune to Magic and Healing), Sterile Gloves (Immune to Poisoned and Bleeding; handwear), Ancient Spear (WP:5, Earth elemental), Trickster's Mask of the Gender-Swap • Grand Potion (2), Potions (10), Remedies (2), Tonic (2), Venoms (6), Nostrum, Smoke Bomb, Dirt Bomb, Ice Bomb, Holy Bomb, Fire Bomb (2), Lightning Bob, Elven Bomb, First Aid Kit (Consumable), Meads (3), Weak potion (2), Weak Regeneration Potion (1), Weak Regeneration Tonic (1), Smelling Salt (2), Mithril Shard (1/4 of a piece of Mithril), Big Apple, Bones (6), Skeleton Decoy, Charcoal, Phoenix Essence (2), (2) Grating Stone • Bedroll, Shovel, Telescope, Magic Compass, Magnifying Glass Reputation: Ziegfrieds - Great (+2 Quest), Bonapartes - Great (+2 Quest) Name: William Harkenshire *Immune to Light and Fragile* *Counterstriking* Level: 22 Warden Power Bonus: 0 Defense: 14 Health: 36/36 Gold: 559 Glory Points (GP): 1 Equipment: Croise Crossbow (WP: 12), Mirror Shield (SP:10, user is immune to light-elemental damage; shield), Lighter Armor (SP: 4, immune to Fragile, bodywear) (loaned from Erik), Quiver of Homing Arrows (Rolls of AIM become HIT; can only be used with a bow or a crossbow; backwear.), Counterstrike Gloves (If the wearer is damaged by a Free Hit, they counter with strength equal to their level; handwear.) Inventory: * Repeating Crossbow (WP: 5 May not be upgraded; Fire; Hastened), Delfrin Sword (WP:3), Chain Whip (WP:7, causes Bound), Hand Cannon (WP: 5; Lightning , Wood), Handy Longsword (WP: 4, 1/6 chance to inflict poisoned), Norgh Shield (SP: 5, Immune to Fragile), Lion Knight Shield (SP: 4, suitable for Knights), Pauldrons (SP +2, suitable to Knights, Dragoons and Skirmishers; accessory), Amulet of the Elven Horse Rider (Power +1 on the front row, doubles movement), Chimera Armor (SP:2, +2 Max Health; bodywear, suitable for Knights and Barbarians), Wave Sword (WP: 11, Darkness-elemental, deals Cursed Effect) * Sapphire, Smoke Bomb, Bedroll, Pickaxe, Skeleton Decoy, Shovel, Magnifying Glass, Venom x3, Elven Bomb, Bomb XX, 4 Fire Bombs, Water Bomb, Elixer, Military Grade Water Bomb, Military Grade Lightning Bomb, Bone x2, Magic Saucepan, Nostrum, Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), 1 fine Montresorian Wine, Mead, (Shard of Wood: WP 1 Dagger), Gold Bar, Mithril Shard (1/4 of a piece of Mithril) Avalanche, the Super Sleuth (Dragonfire) 30 years old male yeti Barbarian *Natural Respite* *Immune to Fragile* *Counterstriking* Level 14 Power Bonus: 0 Health: 17/22 (8+13+1*) SP: 5 Gold: 5 Glory Points (GP): 2 Equipment: Silver Cup of Victory (WP:10; has 1/6 chance of causing doomed; club) (loaned from Erik), Heavy Armour (immune to fragile, SP:5), Counterstrike Gloves (after the wearer is struck by a Free Hit, they counter with strength equal to the damage taken) Inventory: Frostbite (halberd, WP:8, damages undead), Trollsbane (club, WP:7, earth-elemental), 4x Potion, Grand Potion, Remedy, Mulled Wine, Smoke Bomb, 4x Venom, 2x Nostrum, Mead, Smelling Salts, Pumpkin Bomb (causes the stunned-, blinded-, poisoned by 1-, asleep-, sealed- and confused- effects to all opponents), Lightning Bomb, Dirt Bomb, Holy Bomb, 8x Bone, Skeleton Decoy, Bumble Fanshirt (SP:1, vermin with less than half of the wearer's level are scared and won't directly attack the wearer, bodywear) (*One Chicken Drumstick eaten) Party Leader, choose the order of action. All of you, choose your targets and the row you want to fight in. Also mention if you want to try to flee, heal or cast a magic spell, or if you want to use an item instead of attacking. Any enemy not targeted will get a Free Hit on the party after everyone has acted. Mobs get an extra Free Hit if there are more members of the mob than standing party members.
  20. Nah, Sarge has lots of flexibility. Dual-strike + Hastened means you can spread out your damage or focus down on a single target, and your shield is a nice touch, too. The only thing is, if you're going for Vindicator (which I think you've stated you are?), you'll need new Bodywear. You've got a couple of other Artifacts that you might want to sell off as well, since they're either comparatively useless to you; the Monkey Armor is okay overall but kind of useless for a Black Knight unless you can give it a Stunned immunity, and it's unsuitable for Vindicators, and the headdress and plectrum are outright unusable for you or any of your available classes; all three are good enough to sell to Heroes, though, and I'm pretty sure it won't be hard to find at least someone in the market. Other than that, though, you're pretty set; maybe buy some of the Oaths dropped on 132 and you're ready for anything. Kiray's got a fantastic tank build, and it actually works all right with Black Knight. She takes half damage from Free Hits (SUPER powerful, probably the strongest Artifact in the game short of the Boots of Evasion or Lucky Die) and a VERY strong armor set in the Never Blessed pack. (Shame Zeph didn't make it an actual set like the Dastan stuff, but then again that Quest happened before armor sets really started to become a thing. ) You've also got a lot of shields, but unfortunately you're sort of stuck using the strongest one despite it having no extra effect. Give it another Quest or so, but if you hit 25 without any better drops I'd spend a little cash upgrading one of the other shields, just so you have one that's doing something for you, and maybe look into some more weapons upgrades. You've already added some DoT to the Smith's Katana; if you really like the weapon, it *might* be a good Everlasting Venom candidate if you don't mind ripping off Boomingham's build, but of course like the shields I'd give it another Quest or two just to be sure. You sort of have a similar situation to Lind for a similar reason; MoG=substandard loot pool for your level. It's mitigated somewhat by your starting later with it and by Benji already having poured a lot of resources into the Medal (meaning it actually does work rather than just being a level-buffer), but really your build isn't going to come into its own until you hit 30 and can equip the hood and/or Witch's Talisman on top of your gloves and mail. Aside from that, some more Scrolls would help, but other than that just focusing on acquiring capital (Gold, standard consumables, etc.) would be a good idea so that you have the material assets to wheel and deal with the Expert Class tier of Heroes; you have decent resources for a 20s-Level character...if you were around Level 22-24 and were leveling normally, but your level growth is outpacing your available resources. Your build is very generic, but that's fine for a character that's sub-15. Raider would probably be your best option; you've already ruled out Shaman and Battle Mage, and Berserker is a bad idea if you don't have enough Artifact-based SP and immunities to back it up (Berserkers basically have to commit to taking a TON of punishment thanks to the "no target switching" clause). That leaves Hunter and Raider, and while a melee-based Hunter would be really cool to see, it does benefit from a more focused build than what Avalanche has right now.
  21. FM Note: The Skeleton Mage is ranged and ignores Row.
  22. OOC: I should only have 11 Meads and 7 Nostrums, and the Love Potion should also be gone from my inventory. Also, it looks like a bunch of images are breaking--Purpearl's and one of the wings on PC, but none of the enemy pics save the main profile pic loaded on mobile. Arthur is not caught off-guard by Bellerai's aggression, and he throws his bottle of Tiger Balm at Bellerai Fire-Stomach from the Back Row. Miirym narrows her eyes. Smoke begins to positively pour from her, a midnight violet miasma surrounding the youngling Dragon as she lunges forth. <You will do no such thing, arrogant bitch. I am the Guardian, and my will shall utterly outmatch yours.> Miirym spits (breath) in Bellerai Fire-Stomach's face from the Back Row.
  23. Round 5 of Terror at Timehenge (Northeast): >Terry (Wind) vs. Juvenile Tyrannosaur - SHIELD (Magic Burst of Wind - Juvenile Tyrannosaur: 10+7=17 damage; Terry: -1 Ether) Jinnipher vs. Pterodactyl Hatchling A - SHIELD (Sentinel - Northeastern party: protected from physical damage) Mac switches fronts >Sakurai switches fronts Terry and Jinnipher are too busy fighting each other to fight their foe; Terry, too distracted by bickering, nearly grabs the wrong gem in the midst of his Magic Burst, while Jinnipher stands with her shield raised, forgetting amidst the fighting to actually attack. "You know, you could probably just poison the thing to death..." Sakurai points out before passing to the other front. Current Weather: Hot (Doubles Fire-elemental damage, halves Ice-elemental damage) The Northeastern Enemies: Juvenile Tyrannosaur *Slowed* Type: Ancient Level: 9 Health: 27/80 Special: Devour – Removes the target from the battle. The devoured target is returned with 1 health after the Juvenile Tyrannosaur's defeat. Drops (varies by roll): 1: Ancient Amber, 2x Ancient Bone (Can be thrown at monsters to distract them for 3 turns. Worth nothing, except in magic shops where it is worth 50 gold.), Sakurai's Adamantite Shard (Quest Item) 2-6: 4x Ancient Bone (Can be thrown at monsters to distract them for 3 turns. Worth nothing, except in magic shops where it is worth 50 gold.), Sakurai's Adamantite Shard (Quest Item) The Northeastern Party: Terry Yelnats (played by Endgame) *Party Leader!* Male Human Mage Level 7 Power Bonus: 0 Health: 9/11 (5+6) Defense: 1 Ether: 3/11 (5+5) Gold: 23 Equipment: Grumpy's Staff (WP: 10), Leather Cap (SP: 1) Inventory: Ether Lash Wand: (WP 3 Wand, at the cost of 1 ether per WP the Wand becomes dual strike for one attack.), Cattle Prod Staff (WP: 3), 3x Potion, Sapphire (Wind), Opal (Ice), 2x Bat Guano (can be thrown at an enemy to cause the Blind Effect), Bedroll, Robes of the Murine Chieftan (SP:2, Max Ether +2, grants Command over rats; bodywear, suitable to Ether-using classes), Jinnipher Buchaire (JimBee) 76-year-old female Moon Elven Knight *Deals half damage to/takes half damage from Beasts, Plants, and Vermin* *Encouraged* Level 7 Power Bonus: 0 Defense: 9 Health: 16/16 Gold: 75 Equipment: Brine Blade (WP:5, deals Poison 5; greatsword), Natural Shield (SP:6, bearer deals half damage to and takes half damage from Beasts, Plants, and Vermin; shield), Moone Mail (SP:3; bodywear) Inventory: The Beheader (WP:15, defies SP; greatsword), Full Moon Shield (SP:5), Vorpalis Conquerors (Power +0; goes up by 2 for every enemy defeated, drops back down to 0 if the wearer is knocked out or if the battle ends; footwear), Paper Doll (protects from Hexed-effect; accessory), 3x Potion, Grand Potion, Greater Tonic, 3x Remedy, Bedroll, Shovel, Letter of Recommendation, Venom, Round 5 of Terror at Timehenge (Southwest): Torald vs. Juvenile Coelophysus Mob A - SHIELD (Frenzy - all enemies: -1 hit (Mob B KO'd!)) Kheyli does nothing >Ezeran vs. Juvenile Coelophysus Mob B - Miss (nothing happens) >Boris heals Kheyli - Heal (Kheyli: 3+9=12 health restored; Boris: -1 Ether) Mac arrives on the Southwest front Sakurai arrives on the Southwest front. Torald rolls to the side and skewers two of the Coelophysus, leaving just one to fight on this front. Ezeran misses, but Boris manages to heal Kheyli. Two allies arrive from the other front. Current Weather: Hot (Doubles Fire-elemental damage, halves Ice-elemental damage) The Southwestern Enemies: Juvenile Coelophysis Mob A *Mob 2* *Immune to Poisoned, Bleeding, Burning, Petrified, Minimized, and all damage-dealing effects* *Afraid* *Swarming* Type: Ancient/Vermin Level: 1 (1*1) Health: 2/2 hits (2 hits*1) Special I: Swarm - The Juvenile Coelophysis Mob rushes into the party's Front Row, forcing the party into the Back Row until the Coelophysis Mob is defeated. While Swarming, the Coelophysis Mob deals and takes full damage from Heroes in the Back Row. Afraid will counteract the effects of Swarm. Special II: Cry for Help - The Juvenile Coelophysis Mob calls for an additional member. Used when the Juvenile Coelophysis Mob is already Swarming. Drops (varies by roll): 1: Ancient Bone 2-4: 3x Bone 5-6: nothing The Southwestern Party Boris Bruhalv (Waterbrick Down) 38 year old male vampire Cleric *Immune to Stunned and Poisoned* *Secondary Party Leader* *Encouraged* Level 9 Power Bonus: 0 Defense: 2 (2) Health: 15/17 (9+8) Ether: 7/13 (5+8) Gold: 103 Equipment: Simple Mace (WP: 3, mace), Rusty Chainmail (SP: 2, Immune to Stunned and Poison) Inventory: Defender's Ring (Accessory, Rolls of "Heal Less" become "Heal"), Scroll of Sleep (Enables casting the asleep-effect to the target, forcing them to miss its turn for three rounds or until woken up by an attack. Each casting has a 50/50 chance of success and costs 1 ether.), 2 Potions, 2 Remedies, 4 Tonics, 1x Sleep Bomb, 3x Blind Bomb, Military Grade Fire Bomb (Deals 10 Fire damage to all opponents when used), Military Grade Dirt Bomb (Deals 10 Ground damage to all opponents when used), Military Grade Holy Bomb (Deals 10 Holy damage to all opponents when used), Military Grade Lightning Bomb (Deals 10 Lightning damage to all opponents when used), Floral Bomb, Bone, Grating Stone, Crimson Scorpion Dagger (WP:5, deals Cursed; dagger), Ezeran Yavarr (MysticModulus) 42 year old male human mage Level 2 Power Bonus: 0 Defense: 0 Health: 6/6 Ether: 4/6 Gold: 0 Equipment: Ebony Scorpion Dagger (WP:5, deals Poisoned-by-3; dagger), Inventory: Staff infested with demonic slime (WP 3), 2x Potion, Emerald (Wood) Torald Waruelf (Alfadas) 20 year old male Human Barbarian Level 2 Power Bonus: 0 Defense: 0 Health: 9/9 Gold: 10 Equipment: Ebony Scorpion Spear (WP:5, deals Poisoned-by-3; spear), Inventory: Old and Rusty Greatsword (WP: 3), Potion, Mead, Tiger Balm, Fire Bomb, Kheyli (K-Nut) 327 years old female fairy Barbarian Level 2 Power Bonus: 0 Defense: 0 Health: 9/9 Gold: 0 Equipment: Rat Club (WP:5, deals Afraid to Vermin-type enemies and Poisoned-by-1 to enemies of all types; club), Inventory: Barrager (WP:3 Greatsword), 3x Potion, Mead, Poison Bomb Sakurai Sato (NPC, uncooperative [controlled by QM]) 62 years old male Human Sorcerer/Marauder *Immune to Sealed, Stunned, Confused, and Poisoned* *Permanently Afraid* Level 10 Power Bonus: 0 Health: 9/10 (5+9-4) Defense: 3 Ether: 24/24 (5+9+5+5) Gold: 7 Equipment: Sapphamber Staff (WP:7, doubled against Ancient enemies, Wind-elemental; staff), Silver Samurai Katana (WP:7, doubled against Beasts and Werefolk; longsword), Robe of the Archmagi (SP:3, Max. Ether +5, protects from sealed-effect; bodywear, suitable for mages, clerics, necromancers, scholars and weather mages), Cloak of the Marauding Sorcerer (Wearer is permanently Afraid, Wearer uses the Dexterous battle style for melee attacks and the Flourished battle style for spells; backwear, suitable for Sakurai Sato only) Inventory: Sapphire (Wind), Ether Core, Smoke Bomb x50, Mac (takes suggestions) Has a 1/6 chance to grant Inspired Has a 1/2 chance to grant Encouraged Inventory: 3x Tonic, 3x Potion, Remedy Note: Mac does not deal or take damage from enemies and cannot prevent Free Hits. Party Leader, choose the order of action. All of you, choose your targets and the row you want to fight in. Also mention if you want to try to flee, heal or cast a magic spell, or if you want to use an item instead of attacking. Any enemy not targeted will get a Free Hit on the party after everyone has acted; each party's Free Hits are separate. Mobs get an extra Free Hit if there are more members of the mob than standing party members. NOTE: Any party member can switch to the other half of the battle by spending a turn, but you will only get experience once during this dual battle. If all party members on a front are Knocked Out, the remaining enemies will join the other front.
  24. Eric hits like a truck, though, so you have that on your side. I'm going to guess most of your Gold has gone to Mead/Nostrum, since Eric's always been one of the heavier Hero's Coctail users.
  25. It's a fairly good mixed set, especially compared to the only other one we've seen (Nerwen's). Minstrels aren't known for having a lot of suitable Artifacts, so you've done a good job of getting your hands on defensive gear (and of course the catsuit works wonders in avoiding damage, if the QM remembers to roll for it). I'd advise continuing to look for SP, particularly since your build does align itself well to actual attacks rather than being a songbot; a lot of my complaints about Minstrel spring from it being rather boring to watch, so having a Minstrel actually attack sometimes is always welcome. You're also a little light on immunities; if you can find something similar to the Robes of the Archmagi in Handwear or Footwear form, you'll be in good shape. Actually, not really. Black Knight is not a tank class, it's a self-preservation class--it doesn't have a huge health pool, and because of Hide and Special Dodge you can't accurately manipulate your own health (by design, otherwise Mortal hits would escalate from a nice perk to a potential monster in the making). Moreover, half health is still half health--if an enemy can get you down to half health, then they can also take you completely out if you're sitting at half health. It's a neat perk, but it's not a good basis for a core strategy. Part of the problem as well is that by rushing through levels with the MoG, you denied yourself the time to develop a decent sized gold/loot pool, and then rather than save your resources you've spent them down in between Quests. You've also focused heavily on Artifacts over weapons or shields, meaning that your gear isn't growing with you--you have a 20s-Level character with gear better suited to a pre-15 party. Avalanche, for example, is nearly 10 levels lower than Lind, but one good Quest and he'll probably outclass him--not because the build is particularly optimized, but because that's the quality of gear Lind has. My number one criteria in making a build is flexibility; back when I was hoarding Artifacts, I was doing so with the intention of making sure I could do as many different things as possible. While I've pared down a lot since then, I still have a number of different options I can take as the situation presents itself. By contrast, Lind's build is very, very specific; he does one thing really really well, and everything else is sort of "meh". It also doesn't help that you've neglected your throwing weapon build, which is unfortunate because Black Knight is one of the better classes to use for such a build (along with Assassin); as a result, again the resources you had early on did not grow with you, which in turn leaves you weak for your Level and bracket.
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