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Zepher

Eurobricks Fellows
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  1. Annie loaned him a book in the Hall once, so he likes her! And I knew Vind and Milderun before you did.
  2. Give him a day or two. I felt like saying something, but wanted to see where it was headed/if he course-corrected. He's only been QMing for 24 hours... and he has 3 veteran QMs in the party to tell him if he's being too excessive. That being said, already loving the dynamic of 131. It's like a "Heroes Junior" reunion. (Heroes Junior is what I'm calling the "newest generation" of heroes. ).
  3. "Yo, it ain't being a giant, it's this friggin' heat, I'm sweating balls over here. It's never been this hot in Eubric, yo." Bobby sneezes in the sun. "Last quest I was dealing with snow, god damn! Ah well, I'm sure I'll dig it soon enough. What's up, my man Steve Hill! Bobby Young Bucks Jr yo, it's rad to meet you!"
  4. I think the per target cost would be better, personally. I think it would be a better way to still give the class the punch it needs to continue being THE support class, but would still make you take off some turns as opposed to others. Forcing minstrels to attack occasionally wouldn't be a bad thing - and it's not like it would radically nerd the class, because ether cores (especially at high levels) would still allow the class to function mostly as it is, just for a bit of a steeper upkeep cost. But maybe I'm just grouchy. I've played Paladin for so many years, and I think it's an extremely well balanced class because sometimes I love it and sometimes I'm frustrated by it. I can always protect my party, but there's simply no way to be a heavy hitter with that class because you only get a 1/3 chance of landing a punch. That's balance to me - a unique strength, and a weakness that levels it out. I just feel that some of the classes don't have a leveling weakness. And of course I know it takes time to level out classes - some of these we're just really starting to see in play, even though they've been published for so long! I think we've finally gotten extremely level advanced classes across the board, but obviously that took us years! So just trying to iron things out!
  5. Some class suggested changes (not really fully formed ideas for some of them, just some notes): Minstrels - Minstrels are insanely over powered. We saw it in 121, and we're seeing it again now. I would like to commend Chromeknight immensely for playing along with me and not using the songs that are incredibly powerful... but quite frankly, I don't think it should be on Chromeknight to neuter the class. The ether costs of ALL the songs are simply too cheap, and the class itself has massively outclassed scrolls (for example: Nanny's Lullaby costs 1 ether to put all enemies to sleep FOR CERTAIN, whereas the arc scroll of sleep costs ether x # of foes for a 1/2 chance). I think, and I know this has been proposed before but it seems the fairest solution to me, that the ether costs should be proportional to the number of foes/allies. It would be a little more math, but it would certainly balance the class a little bit more without taking away any of its abilities or its niche. It would just make the minstrel have to strategize a little bit more, same as scroll casters, but still give them an edge of scroll casters with their likelihood of success. And again, Chromeknight has been so incredibly decent about things it makes me sad to suggest that we harm the class. Sorry, Chromeknight. Alchemist - This class has less of a problem, and like I said elsewhere I know Guts is a BAD example of what a class might actually play as. I know we've already nerfed it, but its ability to make gold AND get a massive discount does seem wild. Take, for example, an alchemist with 30 gold, 10 bombs, 5 artifacts and 5 weapons [that's less than most players have at this point]. They can buy 10 potions, so they do. They just have to roll a single 4 in the entirety of the quest, and they've made their gold back. Let's say they roll it three times (again, an underestimation). So they go back to the market with 90 gold. They buy 30 potions. Even if they used all their potions last quest, they now have 50 items. They now only need to roll two 4s to make a profit. See the issue? I like the 4 roll for the class a lot. But it's just too easy for them to grow gold, and that will make them seriously outclass clerics and any buffing class extremely quickly. They can already create powerful and expensive items. That saves them gold already. Those are the only two that I really see a distinct problem with for the time being, but I haven't been watching all the classes, just a few. I think also that theres no reason to keep the dragoon disobedience clause - I understand what you were trying to achieve and like what you were trying to achieve, but it's not working the way you intended it I don't think. Basically it just says "get shadeaux rep by level 30 or don't bother with dragoon" not "dragoons need to be committed". That kind of stinks, because it makes people who want to go dragoon wait around for quests, whereas no other class has to do that. I don't really understand what it brings to that class, either as a negative OR a positive. It just hurts people trying to gain access to that class. Also, and I know you share this opinion because we DID up the ether costs recently, but it is nearly impossible to use up someone's ether over the course of a quest after they get past level 20. At a certain point this means that mages automatically outclass rangers, because they have burst damage and back row and elemental, and their ether doesn't hamper them, which is supposed to be the downside of that class. I see this as an issue with all mage/ether based classes, minus weather mage and necromancer. It's the same issue appearing in Minstrel. Anyway, those are my thoughts. I feel, personally, that classes shouldn't get "better and better" - well, they should, but not so steeply. I think we should aim for "more specialized and specialized" which means a) greater strengths (which we have!) and b) greater weaknesses (which I think are lacking in some classes). I think there are a lot of classes that succeed at this: (my favorite example being the barbarian-advanced classes with their "counter" or the black knight with their lost health being added to their level... things like that!) but I think there are some with too many perks without the proper disadvantage.
  6. Avery twiddles with a knife, staring across the holy barrier at Bella. "These angels take all the fun out of things, don't they?" she asks with a faint smirk. "I suppose I will have to keep killing them." Round Six Angels and Conquerers Battle Samuel v. Commander Colt - Damage/Shield/Hit/Hit Samuel gives Scroll of Sealing to Yu Shu Yu Shu accepts Scroll of Sealing Yu Shu heals Pretzel - Failure/Heal (Pretzel to full health, -1 ether) Pretzel hands Phoenix Essence and Smoke Bomb to Kiray Kiray accepts items Pretzel: Do nothing. Free Hits Bella v. Samuel (-1 ether) Half a Hero - Failure Healer - Success (Heals self for 52) The heroes patch themselves up as Oko's angel dissipates. The Enemies Bella the Four Times Blessed Conquerer Level 40 Humanoid *Immune to Darkness and Light* *Immune to Negative Effects and Instant Death* *Lucky* *Blessed* Health: 575/575 Ether: 0/5 Special I: Trial by Fire – Deals 50 fire damage (ignoring row) to the target hero and 20 fire damage (ignoring row) to the heroes above and below them in the battle order. Also gives the burning by -10 effect to all three. Special II (if ether is depleted): Conquerer – Hexes the hero for three rounds, after which the hero is instant killed. Passive Special: Pyromancer – While ether remains, Bella’s attacks ignore row. Damages/free hits consume 1 ether. Drops: Nothing Guardian Angel of the North Level 20 Holy *Immune to Instant Death* Health: 210/210 Special: Guardian Angel - No damage can be dealt to Bella next round. Passive Special: Serving Guard - All damage to Bella is halved as long as this angel is alive. Passive Special II: Blessed Companion – Blesses Bella. Drops: Soma x2 The Trickster Angel of the West Level – Holy *Immune to Sleep, Stunned, Confused, Hexed, Jinxed, and Instant Death* Health: ???/??? Special: Trickster – Deals damage to the hero equal to SP, ignoring SP & row. Also confuses them. Passive Special I: Get what You Give – The Trickster’s level is equal to the hero’s level x1.5 Passive Special: Special Child – The Trickster makes Bella Lucky. Drops: Trickster’s Mask of the Angel (Allows the wearer to appear as an angel), Jinxy Juice x2 Commander Stephen Colt Level 40 Humanoid *Immune to Stunned, SP Reduction, and Instant Death* *Jinxed* SP: 6 Health: 139/200 Special: Armor Rattler – Deals damage equal to his SP+ the heroes SP (ignoring SP). Reduces the hero’s SP by 5. Drops: Snug Armor (SP: 5, Cannot be De-Equipped, Suitable to all classes that use shields, bodywear) Guardian Angel B Level 15 Holy Health: 120/120 Special: Guardian Angel - No damage can be dealt to Stephen next round. Passive Special: Serving Guard - All damage to Stephen is halved as long as this angel is alive. Drops: Soma Order Imperial Crossbowman Level 18 Humanoid HP: 150/150 SP: 5 Special: Triple Shot- The Order Imperial hits the Hero, as well as the hero above and below them in the battle order for 18 damage. Passive Special: Trained in Marksmanship- The Hinckwell Guard (Crossbowman) attacks from the back row, recieving halved damage from melee weapons from the front row Drops: Nothing Oko Enzima Level 52 (Odd)/41 (Even) Humanoid *Deals Fragile on Even Rounds* *Countstrikes for 7 Damage* *Immune to Darkness, Fire, Wind, Stunned, and Instant Death* *Lucky* Health: 414/520 SP: 17 Ether: 31/32 Special: Guardian’s Fury – Oko’s Angel bursts into existance. Oko sweeps his stave across the party, dealing 20 damage to each ignoring SP, and all enemies are protected from damage the following round. Passive Special: Half-A-Hero – There is a 1/3 chance that Oko will use one of his consumables at the end of a round. Passive Special II: Healer – There is a 1/3 chance that Oko will heal an enemy (equal to his level) at the end of a round. Costs 1 ether. Drops: Mulled Wine x2, Mead x2, Ambrosia, Nostrum, Phoenix Essence x2, Single Fanged Stave (WP: 20), Two Fanged Orcish Shield (SP: 7, Immune to Darkness, Shield Bash replaces Meditate), Helm (SP: 2), Clan Enzima Armor (SP: 8, Immune to Fire, Wind, Stunned and Instant Death, Suitable to Enzimas), Shadeuax Mace The Party Avery the Red Assassin Level 38.25 Assassin Health: 49/49 Equipment: Red Assassin’s Dagger (WP: 10, Deals Cursed), Cape of the Red Assassin (Chance of Assassination 1/3) Inventory: Light Throwing Knife (WP: 8, Light-Elemental, 1/3 to Deal Doomed), Dark Throwing Knife (WP: 8, Darkness-Elemental, 1/3 Chance to Deal Doomed), Smelling Salts, Hidden Red Assassin Dagger (WP:2, Suitable to Avery, Impossible to Steal/Disarm) Yu Shu Enzima Level 36.5 Paladin *Hastened* *Immune to Afraid* *Inspired* *Encouraged* Health: 54/56 108/112 SP: 2 Ether: 33/35 Equipment: Double Fanged Stave (WP: 12, Duel-Strike, Hero Hastened if not holding shield), Golden Helm (SP: 2, Immune to Afraid), Seal of the Warrior Priestess (At the beginning of the battle the user has a 1/6 chance to be Transcended, a 1/6 chance to be Blessed, and a 1/6 chance to be Inspired, Accessory, Suitable for Paladins) Inventory: Phoenix Essence x2, Mead, Potion x2, Tonic, Military Grade Light Bomb x6, Military Grade Darkness Bomb x6, Pegesus Shield (SP: 14, Immune to Slowed and Light Damage), Scroll of Sealing Monk Pretzel and His 99 Pieces, the Super Sleuth (Played by Palathadric) *Temporary Party Leader* 463-year-old male "hermit" Artisan *reinforced* *Hastened* *Lucky* Level: 32 3/4 Power: 39 32 + 7 Defense: 30 Health: 57/57 9 + 15 + 31 + 2* Gold: 1760 Equipment: Dual Staff (WP: 7, Ice, Lightning, Fire, Wind, Light; dual strike; staff), Heavy Armour (SP:5, Immune to Fragile), Marauder’s Mantle (Grants permanent reinforced-effect; suitable to marauders; backwear), Armour of Dark Arts (Takes up: Bodywear, Handwear, Footwear slots; counts as one artifact; SP:10; Suitable to Knight classes, Dragoons, Skirmishers), Soul Link Chain (Allows the user to pair up with another party member, each of them gaining all the effects that the other has. The partner has to equip the chain as well (ie. one chain can be shared by two people); accessory) (Samuel) Inventory: Weapons and Shields: Flying Cross (WP: 8, Darkness; broomstick), Splinter Broom (WP:8; broomstick; defies SP), Whip of Savage Overlords (WP: 9; ⅙ chance of inflicting the Slowed-effect; Whip), Steak (WP: 1, instantly kills vampires on successful hits; suitable for all), Staff of the Necromancer (WP: 12; damages Undead; +1 Level to raised Undead; Staff), Artifacts: Duplovian Helmet (SP:2, immune to Magic and Healing; headwear), Bumble Fanshirt (SP:1, Vermin with level less than half of the wearers are scared and won't directly attack the wearer; bodywear), Rock Gauntlets (Suitable for anyone, grants the wearer Iron Fist at no ether cost, handwear), Counterstrike Gloves (handwear), Soothing Slippers (meditation restores 5 ether; footwear), Magic Viper Skin (heals 1 health to wearer each round of battle unless knocked out; accessory), Shackles of War (accessory), Cloak of the Barbaric Runecaster (SP: 3; wearer creates and deploys a Skeleton Decoy at the start of every battle; suitable for Battle Mages, Necromancers, and Scholars; backwear) Gems: 2 Amethysts, Emerald, Garnet, 2 Aquamarines, Ruby Scrolls: Consumables: 2 Potions, 13 Grand Potions, Cherry (Restores 1 ether), 4 Tonics, 2 Ether Cores, 7 Remedies, Neutralizer, Grand Elixir (Restores full health and ether to target and remedies all negative effects), 2 Phoenix Incenses, 2 Phoenix Essences, 3 Meads, Smelling Salt, Nostrum, 5 Venoms, 5 Deadly Venoms, 2 Paralyzing Venoms, Jinxy Juice, 2 Smoke Bombs, 2 Fire Bombs, Holy Bomb, Military Grade Fire Bomb, Blind Bomb, Seal Bomb, Sleep Bomb, 11 Bones, Raw Meat (+5 max. health upon consumption), Crimson Haze (Causes a weapon to deal the poisoned by 7 and cursed effects permanently), Level-Up Mushroom, Strong Wasabi (-2 poisoned permanently) Tools: Bedroll, Pickaxe, Magnifying Glass, Telescope, Shovel, Magic Compass, Magic Shovel (will always find something when used, limited to three uses per quest) Samuel the Doubly Blessed Level 19.5 Paladin *Hastened* *Lucky* *Immune to Light, Darkness, Blinded, Asleep, Confused, and Jinxed* Power Bonus: 0 Health: 26/26 Ether: 15/20 SP: 12 Gold: 0 Equipment: Sword of the Warrior Priest (WP: 5, Meditates become hits), Armor of the Warrior Priest (SP: 1, Immune to Light and Darkness Elementals, Immune to Blinded, Asleep, Confused, Jinxed), Soul-Link Chain (Pretzel), Orcish Barbed Shield (SP: 11) Inventory: Scroll of Blinding, Scroll of Arc Sleep Kiray Nastayo (KingoftheZempk), A Hero Who Is Actually Worth Something *Absorbs Water* *Immune to Fire* 24 year old female human Level 13.5 Knight *Lucky* Power Bonus: 6 Defense: 29 Health: 21/21 Gold: 167 Equipment: Smith’s Katana (WP:10, Darkness elemental), Fishy Scale Mail (SP: 6, wearer absorbs water-elemental damage as health, immune to Fire; suitable for knights, dragoons, skirmishers, and regulators, body wear), Mythril Shield (SP: 20), Cloak of Necrotic Shielding (SP:3, provides Special Guard against Undead enemies; back wear) Inventory: - x3 Potion, Banana (Restores full health when eaten), Remedy, 2x Nostrum, Ambrosia, 2x Mead, Smelling Salts, Mediocre Pongcanis Brew (Encouraged + Enraged), 5 Bones, Blind Bomb, Seal Bomb, Smoke Bomb, Phoenix Essence - Bedroll, Everlasting Venom (Adds the poisoned by 10-effect to one weapon permanently), Dragon Scale, x3 Fire Bomb, x4 Venom, Sharp Tip (-2 bleeding) -Flameproof Armor (SP:1, no longer flameproof; bodywear, suitable for anyone), Inert Blade (Greatsword, WP 5) , Sanctified Rito Longsword (WP:6, doubled against Flying enemies; longsword), Crescent Shield (SP: 5, halved damage from elemental attacks), Heavy Flail (WP: 5, causes fragile; mace), Anointed Gladius (WP: 8, damages Undead; great sword)
  7. Bobby shrugs off his coat and sweats profusely, waiting for his pals to finish up.
  8. "Vind!" squeals Bobby as the air is nearly crushed from his lungs. He is placed back on his stool all red faced. "And Annie. Yo! The gangs all here! Dope!" "Tight that you got to go back. How is everyone doing? Good, I hope. It's still a grade A bummer to me that we couldn't make peace there." Bobby grins at Vind. "I'm a bit braver now, yo. Especially now that I know that the giant lizard dudes are rad. The boss man." "I've just been chilling round the city, seeing the sights. I gotta meet the Hinckwells and the Shadeaux. Dude, my mom didn't even believe me when I told her, yo. Crazy the shiz Heroica allows you to do, know what I'm saying? It's a good life, yo."
  9. "Oh, it's aight, you know! Just saw my fam for a while, they're hanging in there." Bobby takes a sip of his drink. "How's everything with you, yo? Doing some groovy goodness out in the world?"
  10. Bobby strolls back into the Hall after a visit at home with his family. He pens his name under Quest 131 and 132, a happy grin on his face, and bounces over to the bar humming that infamous Carly Swift song. He glances around as he orders himself a drink, noting a few friends but chilling at the bar for the time being, seeing who might approach him.
  11. All joking aside, I'll be interested to see how Hybros fares. There are some classes I think need serious nerfs still, even though it's always unpopular I feel like it makes the game more fun (and I'm not sure if Alchemist is one, Guts is obviously a bad character to judge that off of). But since no one ever listens to that opinion I just generally don't bring them on quests and hope to not play alongside them. (Not that I feel the players are doing anything wrong by playing the classes, they just take the fun out of the battles for me! It's particularly sad when it's players I enjoy playing with).
  12. OoC: Have re-worded Oko's special. It should imitate Guardian Angel exactly (for obvious reasons) so it also grants immunity to negative effects. If you are vehemently opposed, I'm willing to talk as always. "I'll finish him, then. Stand aside." "You make it sound easy, sister." Round Five Angels and Conquerers Battle >Samuel v. Commander Colt - Special Damage/Critical Hit/Shield/Hit (Guardian Angel) >Samuel heals Pretzel - No Heal/Heal (24 Health Restored, -1 ether) Kiray v. Oko - Special Damage/Special Damage (No Damage to Party, Enemies immune to damage following round) >Avery v. Oko - Shield (123, Assassinates Guardian Angel A) Yu Shu v. Oko - Critical Hit ([[12+36]*2]-17=79 Damage Twice) Yu Shu v. Oko - Shield (Guardian Angel) >Pretzel v. Angel of the South - Shield/Hit (Spirited Away, No Effect) >Pretzel v. Angel of the South - Special Damage/Special Damage (Trap!, 100*2=200 damage to the Angel, KO) Free Hits Bella v. Samuel (-1 ether) Half a Hero - Success (Drinks Nostrum) Healer - Failure Oko's angel and Yu Shu's angel blaze in front of each other as both sides stand back. The Enemies Bella the Four Times Blessed Conquerer Level 40 Humanoid *Immune to Darkness and Light* *Immune to Negative Effects and Instant Death* *Lucky* *Blessed* Health: 575/575 Ether: 1/5 Special I: Trial by Fire – Deals 50 fire damage (ignoring row) to the target hero and 20 fire damage (ignoring row) to the heroes above and below them in the battle order. Also gives the burning by -10 effect to all three. Special II (if ether is depleted): Conquerer – Hexes the hero for three rounds, after which the hero is instant killed. Passive Special: Pyromancer – While ether remains, Bella’s attacks ignore row. Damages/free hits consume 1 ether. Drops: Nothing Guardian Angel of the North Level 20 Holy *Immune to Instant Death* Health: 210/210 Special: Guardian Angel - No damage can be dealt to Bella next round. Passive Special: Serving Guard - All damage to Bella is halved as long as this angel is alive. Passive Special II: Blessed Companion – Blesses Bella. Drops: Soma x2 The Trickster Angel of the West Level – Holy *Immune to Sleep, Stunned, Confused, Hexed, Jinxed, and Instant Death* Health: ???/??? Special: Trickster – Deals damage to the hero equal to SP, ignoring SP & row. Also confuses them. Passive Special I: Get what You Give – The Trickster’s level is equal to the hero’s level x1.5 Passive Special: Special Child – The Trickster makes Bella Lucky. Drops: Trickster’s Mask of the Angel (Allows the wearer to appear as an angel), Jinxy Juice x2 Commander Stephen Colt Level 40 Humanoid *Immune to Stunned, SP Reduction, and Instant Death* *Jinxed* SP: 6 Health: 139/200 Special: Armor Rattler – Deals damage equal to his SP+ the heroes SP (ignoring SP). Reduces the hero’s SP by 5. Drops: Snug Armor (SP: 5, Cannot be De-Equipped, Suitable to all classes that use shields, bodywear) Guardian Angel B Level 15 Holy Health: 120/120 Special: Guardian Angel - No damage can be dealt to Stephen next round. Passive Special: Serving Guard - All damage to Stephen is halved as long as this angel is alive. Drops: Soma Order Imperial Crossbowman Level 18 Humanoid HP: 150/150 SP: 5 Special: Triple Shot- The Order Imperial hits the Hero, as well as the hero above and below them in the battle order for 18 damage. Passive Special: Trained in Marksmanship- The Hinckwell Guard (Crossbowman) attacks from the back row, recieving halved damage from melee weapons from the front row Drops: Nothing Oko Enzima Level 52 (Odd)/41 (Even) Humanoid *Deals Fragile on Even Rounds* *Countstrikes for 7 Damage* *Immune to Darkness, Fire, Wind, Stunned, and Instant Death* *Lucky* Health: 362/520 SP: 17 Ether: 32/32 Special: Guardian’s Fury – Oko’s Angel bursts into existance. Oko sweeps his stave across the party, dealing 20 damage to each ignoring SP, and all enemies are protected from damage the following round. Passive Special: Half-A-Hero – There is a 1/3 chance that Oko will use one of his consumables at the end of a round. Passive Special II: Healer – There is a 1/3 chance that Oko will heal an enemy (equal to this level) at the end of a round. Drops: Mulled Wine x2, Mead x2, Ambrosia, Nostrum, Phoenix Essence x2, Single Fanged Stave (WP: 20), Two Fanged Orcish Shield (SP: 7, Immune to Darkness, Shield Bash replaces Meditate), Helm (SP: 2), Clan Enzima Armor (SP: 8, Immune to Fire, Wind, Stunned and Instant Death, Suitable to Enzimas), Shadeuax Mace The Party Avery the Red Assassin Level 38.25 Assassin Health: 49/49 Equipment: Red Assassin’s Dagger (WP: 10, Deals Cursed), Cape of the Red Assassin (Chance of Assassination 1/3) Inventory: Light Throwing Knife (WP: 8, Light-Elemental, 1/3 to Deal Doomed), Dark Throwing Knife (WP: 8, Darkness-Elemental, 1/3 Chance to Deal Doomed), Smelling Salts, Hidden Red Assassin Dagger (WP:2, Suitable to Avery, Impossible to Steal/Disarm) Yu Shu Enzima Level 36.5 Paladin *Hastened* *Immune to Afraid* *Inspired* *Encouraged* Health: 54/56 108/112 SP: 2 Ether: 34/35 Equipment: Double Fanged Stave (WP: 12, Duel-Strike, Hero Hastened if not holding shield), Golden Helm (SP: 2, Immune to Afraid), Seal of the Warrior Priestess (At the beginning of the battle the user has a 1/6 chance to be Transcended, a 1/6 chance to be Blessed, and a 1/6 chance to be Inspired, Accessory, Suitable for Paladins) Inventory: Phoenix Essence x2, Mead, Potion x2, Tonic, Military Grade Light Bomb x6, Military Grade Darkness Bomb x6, Pegesus Shield (SP: 14, Immune to Slowed and Light Damage), Monk Pretzel and His 99 Pieces, the Super Sleuth (Played by Palathadric) *Temporary Party Leader* 463-year-old male "hermit" Artisan *reinforced* *Hastened* *Lucky* Level: 32 3/4 Power: 39 32 + 7 Defense: 30 Health: 33/57 9 + 15 + 31 + 2* Gold: 1760 Equipment: Dual Staff (WP: 7, Ice, Lightning, Fire, Wind, Light; dual strike; staff), Heavy Armour (SP:5, Immune to Fragile), Marauder’s Mantle (Grants permanent reinforced-effect; suitable to marauders; backwear), Armour of Dark Arts (Takes up: Bodywear, Handwear, Footwear slots; counts as one artifact; SP:10; Suitable to Knight classes, Dragoons, Skirmishers), Soul Link Chain (Allows the user to pair up with another party member, each of them gaining all the effects that the other has. The partner has to equip the chain as well (ie. one chain can be shared by two people); accessory) (Samuel) Inventory: Weapons and Shields: Flying Cross (WP: 8, Darkness; broomstick), Splinter Broom (WP:8; broomstick; defies SP), Whip of Savage Overlords (WP: 9; ⅙ chance of inflicting the Slowed-effect; Whip), Steak (WP: 1, instantly kills vampires on successful hits; suitable for all), Staff of the Necromancer (WP: 12; damages Undead; +1 Level to raised Undead; Staff), Artifacts: Duplovian Helmet (SP:2, immune to Magic and Healing; headwear), Bumble Fanshirt (SP:1, Vermin with level less than half of the wearers are scared and won't directly attack the wearer; bodywear), Rock Gauntlets (Suitable for anyone, grants the wearer Iron Fist at no ether cost, handwear), Counterstrike Gloves (handwear), Soothing Slippers (meditation restores 5 ether; footwear), Magic Viper Skin (heals 1 health to wearer each round of battle unless knocked out; accessory), Shackles of War (accessory), Cloak of the Barbaric Runecaster (SP: 3; wearer creates and deploys a Skeleton Decoy at the start of every battle; suitable for Battle Mages, Necromancers, and Scholars; backwear) Gems: 2 Amethysts, Emerald, Garnet, 2 Aquamarines, Ruby Scrolls: Consumables: 2 Potions, 13 Grand Potions, Cherry (Restores 1 ether), 4 Tonics, 2 Ether Cores, 7 Remedies, Neutralizer, Grand Elixir (Restores full health and ether to target and remedies all negative effects), 2 Phoenix Incenses, 3 Phoenix Essences, 3 Meads, Smelling Salt, Nostrum, 5 Venoms, 5 Deadly Venoms, 2 Paralyzing Venoms, Jinxy Juice, 3 Smoke Bombs, 2 Fire Bombs, Holy Bomb, Military Grade Fire Bomb, Blind Bomb, Seal Bomb, Sleep Bomb, 11 Bones, Raw Meat (+5 max. health upon consumption), Crimson Haze (Causes a weapon to deal the poisoned by 7 and cursed effects permanently), Level-Up Mushroom, Strong Wasabi (-2 poisoned permanently) Tools: Bedroll, Pickaxe, Magnifying Glass, Telescope, Shovel, Magic Compass, Magic Shovel (will always find something when used, limited to three uses per quest) Samuel the Doubly Blessed Level 19.5 Paladin *Hastened* *Lucky* *Immune to Light, Darkness, Blinded, Asleep, Confused, and Jinxed* Power Bonus: 0 Health: 26/26 Ether: 15/20 SP: 12 Gold: 0 Equipment: Sword of the Warrior Priest (WP: 5, Meditates become hits), Armor of the Warrior Priest (SP: 1, Immune to Light and Darkness Elementals, Immune to Blinded, Asleep, Confused, Jinxed), Soul-Link Chain (Pretzel), Orcish Barbed Shield (SP: 11) Inventory: Scroll of Sealing, Scroll of Blinding, Scroll of Arc Sleep Kiray Nastayo (KingoftheZempk), A Hero Who Is Actually Worth Something *Absorbs Water* *Immune to Fire* 24 year old female human Level 13.5 Knight *Lucky* Power Bonus: 6 Defense: 29 Health: 21/21 Gold: 167 Equipment: Smith’s Katana (WP:10, Darkness elemental), Fishy Scale Mail (SP: 6, wearer absorbs water-elemental damage as health, immune to Fire; suitable for knights, dragoons, skirmishers, and regulators, body wear), Mythril Shield (SP: 20), Cloak of Necrotic Shielding (SP:3, provides Special Guard against Undead enemies; back wear) Inventory: - x3 Potion, Banana (Restores full health when eaten), Remedy, 2x Nostrum, Ambrosia, 2x Mead, Smelling Salts, Mediocre Pongcanis Brew (Encouraged + Enraged), 5 Bones, Blind Bomb, Seal Bomb - Bedroll, Everlasting Venom (Adds the poisoned by 10-effect to one weapon permanently), Dragon Scale, x3 Fire Bomb, x4 Venom, Sharp Tip (-2 bleeding) -Flameproof Armor (SP:1, no longer flameproof; bodywear, suitable for anyone), Inert Blade (Greatsword, WP 5) , Sanctified Rito Longsword (WP:6, doubled against Flying enemies; longsword), Crescent Shield (SP: 5, halved damage from elemental attacks), Heavy Flail (WP: 5, causes fragile; mace), Anointed Gladius (WP: 8, damages Undead; great sword)
  13. They'll fail you. Everything will fail you. The heroes are too strong.
  14. May the gods be with you, CMP.
  15. Damn bones! Never thought I'd see them so well used.
  16. OoC: All damage to Colt should be 1/4th'd while the angels are up. I will leave it as is from the previous round, but have applied it this round. Round Four Angels and Conquerers Battle >Samuel v. Commander Colt - Special Damage/Meditate/Damage/Hit (18/4=5 Damage) >Samuel v. Commander Colt - Special Damage/Critical Hit/Critical Hit/Critical Hit (23/4=6 Damage) >Pretzel throws a bone at Bella >Pretzel v. Angel of the South - Special Damage/Special Damage (No Trap [Roll of 4], 30-30=0 Damage) >Kiray: Commander Colt - Hit/Special Damage/Damage/Shield (Sentinel) >Yu Shu v. Colt - Damage/Hit ([36-6]/4=9 Damage) >Yu Shu v. Colt - Special Damage/Shield (Guardian Angel) >Avery: Order Imperial Crossbowman (Dark Throwing Knife) - Damage (No Effect) Bella delivers on her word, and her angel, perhaps angry at Pretzel for his many quips, flies in front of him and with a great rain of light and fire casts him to the ground. Yu Shu and Kiray are able to rush to his defense, with a great roar signifying the return of Yu Shu's angel. Yu Shu drags him to safety and faces Kiray as their foes slowly wake up. "I understand why the Monk wanted me to attack without my weapon that round, but we need to start executing these foes, or they're going to hit us hard when our angels can't stand this realm any longer." "I swear, the next move I make will be deadly," says Avery with a sly smile. "What do you think, Kiray. And we're going to have to deal with Oko sooner or later." Oko menacingly glares at Yu Shu and Kiray as he shambles back to his feet. Suddenly Pretzel rolls over, and though badly singed, he is apparently alright afterwards! QM NOTE: Forgot to apply his immunity to light from Samuel. The Enemies Bella the Four Times Blessed Conquerer Level 40 Humanoid *Immune to Darkness and Light* *Immune to Negative Effects and Instant Death* *Encouraged* *Lucky* *Blessed* Health: 575/575 Ether: 2/5 Special I: Trial by Fire – Deals 50 fire damage (ignoring row) to the target hero and 20 fire damage (ignoring row) to the heroes above and below them in the battle order. Also gives the burning by -10 effect to all three. Special II (if ether is depleted): Conquerer – Hexes the hero for three rounds, after which the hero is instant killed. Passive Special: Pyromancer – While ether remains, Bella’s attacks ignore row. Damages/free hits consume 1 ether. Drops: Guardian Angel of the North Level 20 Holy *Immune to Instant Death* Health: 210/210 Special: Guardian Angel - No damage can be dealt to Bella next round. Passive Special: Serving Guard - All damage to Bella is halved as long as this angel is alive. Passive Special II: Blessed Companion – Blesses Bella. Drops: Soma x2 Battle Angel of the South Level 48 Holy *Immune Weakened, Sealed, Blinded, Jinxed and Instant Death* *Fragile (1 Round)* Health: 182/340 Special: Fire of the Gods - Deals 30 light damage and 30 fire damage ignoring row. Passive Special I: Piercing Light - Damage/free hits ignore SP. Passive Special II: Southern Encouragment – Encourages Bella. Drops: Sword of Fire and Light (WP: 7, Fire-Light Elemental, Greatsword), Mead The Trickster Angel of the West Level – Holy *Immune to Sleep, Stunned, Confused, Hexed, Jinxed, and Instant Death* Health: ???/??? Special: Trickster – Deals damage to the hero equal to SP, ignoring SP & row. Also confuses them. Passive Special I: Get what You Give – The Trickster’s level is equal to the hero’s level x1.5 Passive Special: Special Child – The Trickster makes Bella Lucky. Drops: Trickster’s Mask of the Angel (Allows the wearer to appear as an angel), Jinxy Juice x2 Commander Stephen Colt Level 40 Humanoid *Immune to Stunned, SP Reduction, and Instant Death* *Jinxed (1 Rounds)* SP: 6 Health: 139/200 Special: Armor Rattler – Deals damage equal to his SP+ the heroes SP (ignoring SP). Reduces the hero’s SP by 5. Drops: Snug Armor (SP: 5, Cannot be De-Equipped, Suitable to all classes that use shields, bodywear) Guardian Angel A Level 15 Holy Health: 120/120 Special: Guardian Angel - No damage can be dealt to Stephen next round. Passive Special: Serving Guard - All damage to Stephen is halved as long as this angel is alive. Drops: Soma Guardian Angel B Level 15 Holy Health: 120/120 Special: Guardian Angel - No damage can be dealt to Stephen next round. Passive Special: Serving Guard - All damage to Stephen is halved as long as this angel is alive. Drops: Soma Order Imperial Crossbowman Level 18 Humanoid HP: 150/150 SP: 5 Special: Triple Shot- The Order Imperial hits the Hero, as well as the hero above and below them in the battle order for 18 damage. Passive Special: Trained in Marksmanship- The Hinckwell Guard (Crossbowman) attacks from the back row, recieving halved damage from melee weapons from the front row Drops: Nothing Oko Enzima Level 52 (Odd)/41 (Even) Humanoid *Deals Fragile on Even Rounds* *Countstrikes for 7 Damage* *Immune to Darkness, Fire, Wind, Stunned, and Instant Death* Health: 520/520 SP: 17 Ether: 32/32 Special: Guardian’s Fury – Oko’s Angel bursts into existance. Oko sweeps his stave across the party, dealing 20 damage to each ignoring SP, and all enemies are protected from damage the following round. Passive Special: Half-A-Hero – There is a 1/3 chance that Oko will use one of his consumables at the end of a round. Passive Special II: Healer – There is a 1/3 chance that Oko will heal an enemy (equal to this level) at the end of a round. Drops: Mulled Wine x2, Mead x2, Ambrosia, Nostrum x2, Phoenix Essence x2, Single Fanged Stave (WP: 20), Two Fanged Orcish Shield (SP: 7, Immune to Darkness, Shield Bash replaces Meditate), Helm (SP: 2), Clan Enzima Armor (SP: 8, Immune to Fire, Wind, Stunned and Instant Death, Suitable to Enzimas), Shadeuax Mace The Party Avery the Red Assassin Level 38.25 Assassin Health: 49/49 Equipment: Red Assassin’s Dagger (WP: 10, Deals Cursed), Cape of the Red Assassin (Chance of Assassination 1/3) Inventory: Light Throwing Knife (WP: 8, Light-Elemental, 1/3 to Deal Doomed), Dark Throwing Knife (WP: 8, Darkness-Elemental, 1/3 Chance to Deal Doomed), Smelling Salts, Hidden Red Assassin Dagger (WP:2, Suitable to Avery, Impossible to Steal/Disarm) Yu Shu Enzima Level 36.5 Paladin *Hastened* *Immune to Afraid* *Inspired* *Encouraged* Health: 54/56 108/112 SP: 2 Ether: 34/35 Equipment: Double Fanged Stave (WP: 12, Duel-Strike, Hero Hastened if not holding shield), Golden Helm (SP: 2, Immune to Afraid), Seal of the Warrior Priestess (At the beginning of the battle the user has a 1/6 chance to be Transcended, a 1/6 chance to be Blessed, and a 1/6 chance to be Inspired, Accessory, Suitable for Paladins) Inventory: Phoenix Essence x2, Mead, Potion x2, Tonic, Military Grade Light Bomb x6, Military Grade Darkness Bomb x6, Pegesus Shield (SP: 14, Immune to Slowed and Light Damage), Monk Pretzel and His 99 Pieces, the Super Sleuth (Played by Palathadric) *Temporary Party Leader* 463-year-old male "hermit" Artisan *reinforced* *Hastened* *Lucky* Level: 32 3/4 Power: 39 32 + 7 Defense: 30 Health: 9/57 9 + 15 + 31 + 2* Gold: 1760 Equipment: Dual Staff (WP: 7, Ice, Lightning, Fire, Wind, Light; dual strike; staff), Heavy Armour (SP:5, Immune to Fragile), Marauder’s Mantle (Grants permanent reinforced-effect; suitable to marauders; backwear), Armour of Dark Arts (Takes up: Bodywear, Handwear, Footwear slots; counts as one artifact; SP:10; Suitable to Knight classes, Dragoons, Skirmishers), Soul Link Chain (Allows the user to pair up with another party member, each of them gaining all the effects that the other has. The partner has to equip the chain as well (ie. one chain can be shared by two people); accessory) (Samuel) Inventory: Weapons and Shields: Flying Cross (WP: 8, Darkness; broomstick), Splinter Broom (WP:8; broomstick; defies SP), Whip of Savage Overlords (WP: 9; ⅙ chance of inflicting the Slowed-effect; Whip), Steak (WP: 1, instantly kills vampires on successful hits; suitable for all), Staff of the Necromancer (WP: 12; damages Undead; +1 Level to raised Undead; Staff), Artifacts: Duplovian Helmet (SP:2, immune to Magic and Healing; headwear), Bumble Fanshirt (SP:1, Vermin with level less than half of the wearers are scared and won't directly attack the wearer; bodywear), Rock Gauntlets (Suitable for anyone, grants the wearer Iron Fist at no ether cost, handwear), Counterstrike Gloves (handwear), Soothing Slippers (meditation restores 5 ether; footwear), Magic Viper Skin (heals 1 health to wearer each round of battle unless knocked out; accessory), Shackles of War (accessory), Cloak of the Barbaric Runecaster (SP: 3; wearer creates and deploys a Skeleton Decoy at the start of every battle; suitable for Battle Mages, Necromancers, and Scholars; backwear) Gems: 2 Amethysts, Emerald, Garnet, 2 Aquamarines, Ruby Scrolls: Consumables: 2 Potions, 13 Grand Potions, Cherry (Restores 1 ether), 4 Tonics, 2 Ether Cores, 7 Remedies, Neutralizer, Grand Elixir (Restores full health and ether to target and remedies all negative effects), 2 Phoenix Incenses, 3 Phoenix Essences, 3 Meads, Smelling Salt, Nostrum, 5 Venoms, 5 Deadly Venoms, 2 Paralyzing Venoms, Jinxy Juice, 3 Smoke Bombs, 2 Fire Bombs, Holy Bomb, Military Grade Fire Bomb, Blind Bomb, Seal Bomb, Sleep Bomb, 11 Bones, Raw Meat (+5 max. health upon consumption), Crimson Haze (Causes a weapon to deal the poisoned by 7 and cursed effects permanently), Level-Up Mushroom, Strong Wasabi (-2 poisoned permanently) Tools: Bedroll, Pickaxe, Magnifying Glass, Telescope, Shovel, Magic Compass, Magic Shovel (will always find something when used, limited to three uses per quest) Samuel the Doubly Blessed Level 19.5 Paladin *Hastened* *Lucky* *Immune to Light, Darkness, Blinded, Asleep, Confused, and Jinxed* Power Bonus: 0 Health: 26/26 Ether: 16/20 SP: 12 Gold: 0 Equipment: Sword of the Warrior Priest (WP: 5, Meditates become hits), Armor of the Warrior Priest (SP: 1, Immune to Light and Darkness Elementals, Immune to Blinded, Asleep, Confused, Jinxed), Soul-Link Chain (Pretzel), Orcish Barbed Shield (SP: 11) Inventory: Scroll of Sealing, Scroll of Blinding, Scroll of Arc Sleep Kiray Nastayo (KingoftheZempk), A Hero Who Is Actually Worth Something *Absorbs Water* *Immune to Fire* 24 year old female human Level 13.5 Knight *Lucky* Power Bonus: 6 Defense: 29 Health: 21/21 Gold: 167 Equipment: Smith’s Katana (WP:10, Darkness elemental), Fishy Scale Mail (SP: 6, wearer absorbs water-elemental damage as health, immune to Fire; suitable for knights, dragoons, skirmishers, and regulators, body wear), Mythril Shield (SP: 20), Cloak of Necrotic Shielding (SP:3, provides Special Guard against Undead enemies; back wear) Inventory: - x3 Potion, Banana (Restores full health when eaten), Remedy, 2x Nostrum, Ambrosia, 2x Mead, Smelling Salts, Mediocre Pongcanis Brew (Encouraged + Enraged), 5 Bones, Blind Bomb, Seal Bomb - Bedroll, Everlasting Venom (Adds the poisoned by 10-effect to one weapon permanently), Dragon Scale, x3 Fire Bomb, x4 Venom, Sharp Tip (-2 bleeding) -Flameproof Armor (SP:1, no longer flameproof; bodywear, suitable for anyone), Inert Blade (Greatsword, WP 5) , Sanctified Rito Longsword (WP:6, doubled against Flying enemies; longsword), Crescent Shield (SP: 5, halved damage from elemental attacks), Heavy Flail (WP: 5, causes fragile; mace), Anointed Gladius (WP: 8, damages Undead; great sword)
  17. "I'd be disappointed if he fell to any other blade. If nothing else, he is a warrior. He deserves a warrior's death."
  18. "I have no need of my angels. I will defeat you myself." Round Three Angels and Conquerers Battle Yu Shu v. Angel of the South - Damage (N/A) Yu Shu v. Angel of the South - Damage (N/A) Pretzel v. Angel of the South - Special Damage/Shield (Dig It - Earth Trap) Pretzel v. Angel of the South - Critical Hit/Shield (Finders Keepers - +300 gold) Kiray v. Angel of the South - Miss/Hit (23*2*2=92 Damage) Samuel v. Commander Colt - Hit/Special Damage/Critical Hit/Special Damage ([5*2]+19-6=23) Samuel v. Commander Colt - Hit/Special Damage/Damage/Damage (5+19-6=18 Damage) Avery v. Order Imperial Crossbowman - Special Damage (No Effect) Free Hits N/A (-1 ether Bella) The heroes plow forward, but as the round ends the angel fades and Bella gives a sick smile as she squares off against Pretzel. "We'll see how you fare now, Monk." The Enemies Bella the Four Times Blessed Conquerer Level 40 Humanoid *Immune to Darkness and Light* *Immune to Negative Effects and Instant Death* *Encouraged* *Lucky* *Blessed* Health: 575/575 Ether: 2/5 Special I: Trial by Fire – Deals 50 fire damage (ignoring row) to the target hero and 20 fire damage (ignoring row) to the heroes above and below them in the battle order. Also gives the burning by -10 effect to all three. Special II (if ether is depleted): Conquerer – Hexes the hero for three rounds, after which the hero is instant killed. Passive Special: Pyromancer – While ether remains, Bella’s attacks ignore row. Damages/free hits consume 1 ether. Drops: Guardian Angel of the North Level 20 Holy *Immune to Instant Death* *Sleeping (2 Rounds)* Health: 210/210 Special: Guardian Angel - No damage can be dealt to Bella next round. Passive Special: Serving Guard - All damage to Bella is halved as long as this angel is alive. Passive Special II: Blessed Companion – Blesses Bella. Drops: Soma x2 Battle Angel of the South Level 48 Holy *Immune Weakened, Sealed, Blinded, Jinxed and Instant Death* *Fragile (2 Rounds)* Health: 182/340 Special: Fire of the Gods - Deals 30 light damage and 30 fire damage ignoring row. Passive Special I: Piercing Light - Damage/free hits ignore SP. Passive Special II: Southern Encouragment – Encourages Bella. Drops: Sword of Fire and Light (WP: 7, Fire-Light Elemental, Greatsword), Mead The Trickster Angel of the West Level – Holy *Immune to Sleep, Stunned, Confused, Hexed, Jinxed, and Instant Death* Health: ???/??? Special: Trickster – Deals damage to the hero equal to SP, ignoring SP & row. Also confuses them. Passive Special I: Get what You Give – The Trickster’s level is equal to the hero’s level x1.5 Passive Special: Special Child – The Trickster makes Bella Lucky. Drops: Trickster’s Mask of the Angel (Allows the wearer to appear as an angel), Jinxy Juice x2 Commander Stephen Colt Level 40 Humanoid *Immune to Stunned, SP Reduction, and Instant Death* *Jinxed (2 Rounds)* SP: 6 Health: 159/200 Special: Armor Rattler – Deals damage equal to his SP+ the heroes SP (ignoring SP). Reduces the hero’s SP by 5. Drops: Snug Armor (SP: 5, Cannot be De-Equipped, Suitable to all classes that use shields, bodywear) Guardian Angel A Level 15 Holy *Sleeping (1 Rounds)* Health: 120/120 Special: Guardian Angel - No damage can be dealt to Stephen next round. Passive Special: Serving Guard - All damage to Stephen is halved as long as this angel is alive. Drops: Soma Guardian Angel B Level 15 Holy *Sleeping (1 Rounds)* Health: 120/120 Special: Guardian Angel - No damage can be dealt to Stephen next round. Passive Special: Serving Guard - All damage to Stephen is halved as long as this angel is alive. Drops: Soma Order Imperial Crossbowman Level 18 Humanoid *Sleeping (1 Rounds)* HP: 150/150 SP: 5 Special: Triple Shot- The Order Imperial hits the Hero, as well as the hero above and below them in the battle order for 18 damage. Passive Special: Trained in Marksmanship- The Hinckwell Guard (Crossbowman) attacks from the back row, recieving halved damage from melee weapons from the front row Drops: Nothing Oko Enzima Level 52 (Odd)/41 (Even) Humanoid *Deals Fragile on Even Rounds* *Countstrikes for 7 Damage* *Immune to Darkness, Fire, Wind, Stunned, and Instant Death* *Sleeping (1 Rounds)* Health: 520/520 SP: 17 Ether: 32/32 Special: Guardian’s Fury – Oko’s Angel bursts into existance. Oko sweeps his stave across the party, dealing 20 damage to each ignoring SP, and all enemies are protected from damage the following round. Passive Special: Half-A-Hero – There is a 1/3 chance that Oko will use one of his consumables at the end of a round. Passive Special II: Healer – There is a 1/3 chance that Oko will heal an enemy (equal to this level) at the end of a round. Drops: Mulled Wine x2, Mead x2, Ambrosia, Nostrum x2, Phoenix Essence x2, Single Fanged Stave (WP: 20), Two Fanged Orcish Shield (SP: 7, Immune to Darkness, Shield Bash replaces Meditate), Helm (SP: 2), Clan Enzima Armor (SP: 8, Immune to Fire, Wind, Stunned and Instant Death, Suitable to Enzimas), Shadeuax Mace The Party Avery the Red Assassin Level 38.25 Assassin Health: 49/49 Equipment: Red Assassin’s Dagger (WP: 10, Deals Cursed), Cape of the Red Assassin (Chance of Assassination 1/3) Inventory: Light Throwing Knife (WP: 8, Light-Elemental, 1/3 to Deal Doomed), Dark Throwing Knife (WP: 8, Darkness-Elemental, 1/3 Chance to Deal Doomed), Smelling Salts, Hidden Red Assassin Dagger (WP:2, Suitable to Avery, Impossible to Steal/Disarm) Yu Shu Enzima Level 36.5 Paladin *Hastened* *Immune to Afraid* *Inspired* *Encouraged* Health: 54/56 108/112 SP: 2 Ether: 34/35 Equipment: Double Fanged Stave (WP: 12, Duel-Strike, Hero Hastened if not holding shield), Golden Helm (SP: 2, Immune to Afraid), Seal of the Warrior Priestess (At the beginning of the battle the user has a 1/6 chance to be Transcended, a 1/6 chance to be Blessed, and a 1/6 chance to be Inspired, Accessory, Suitable for Paladins) Inventory: Phoenix Essence x2, Mead, Potion x2, Tonic, Military Grade Light Bomb x6, Military Grade Darkness Bomb x6, Pegesus Shield (SP: 14, Immune to Slowed and Light Damage), Monk Pretzel and His 99 Pieces, the Super Sleuth (Played by Palathadric) *Temporary Party Leader* 463-year-old male "hermit" Artisan *reinforced* *Hastened* *Lucky* Level: 32 3/4 Power: 39 32 + 7 Defense: 30 Health: 7/57 9 + 15 + 31 + 2* Gold: 1760 Equipment: Dual Staff (WP: 7, Ice, Lightning, Fire, Wind, Light; dual strike; staff), Heavy Armour (SP:5, Immune to Fragile), Marauder’s Mantle (Grants permanent reinforced-effect; suitable to marauders; backwear), Armour of Dark Arts (Takes up: Bodywear, Handwear, Footwear slots; counts as one artifact; SP:10; Suitable to Knight classes, Dragoons, Skirmishers), Soul Link Chain (Allows the user to pair up with another party member, each of them gaining all the effects that the other has. The partner has to equip the chain as well (ie. one chain can be shared by two people); accessory) (Samuel) Inventory: Weapons and Shields: Flying Cross (WP: 8, Darkness; broomstick), Splinter Broom (WP:8; broomstick; defies SP), Whip of Savage Overlords (WP: 9; ⅙ chance of inflicting the Slowed-effect; Whip), Steak (WP: 1, instantly kills vampires on successful hits; suitable for all), Staff of the Necromancer (WP: 12; damages Undead; +1 Level to raised Undead; Staff), Artifacts: Duplovian Helmet (SP:2, immune to Magic and Healing; headwear), Bumble Fanshirt (SP:1, Vermin with level less than half of the wearers are scared and won't directly attack the wearer; bodywear), Rock Gauntlets (Suitable for anyone, grants the wearer Iron Fist at no ether cost, handwear), Counterstrike Gloves (handwear), Soothing Slippers (meditation restores 5 ether; footwear), Magic Viper Skin (heals 1 health to wearer each round of battle unless knocked out; accessory), Shackles of War (accessory), Cloak of the Barbaric Runecaster (SP: 3; wearer creates and deploys a Skeleton Decoy at the start of every battle; suitable for Battle Mages, Necromancers, and Scholars; backwear) Gems: 2 Amethysts, Emerald, Garnet, 2 Aquamarines, Ruby Scrolls: Consumables: 2 Potions, 13 Grand Potions, Cherry (Restores 1 ether), 4 Tonics, 2 Ether Cores, 7 Remedies, Neutralizer, Grand Elixir (Restores full health and ether to target and remedies all negative effects), 2 Phoenix Incenses, 3 Phoenix Essences, 3 Meads, Smelling Salt, Nostrum, 5 Venoms, 5 Deadly Venoms, 2 Paralyzing Venoms, Jinxy Juice, 3 Smoke Bombs, 2 Fire Bombs, Holy Bomb, Military Grade Fire Bomb, Blind Bomb, Seal Bomb, Sleep Bomb, 12 Bones, Raw Meat (+5 max. health upon consumption), Crimson Haze (Causes a weapon to deal the poisoned by 7 and cursed effects permanently), Level-Up Mushroom, Strong Wasabi (-2 poisoned permanently) Tools: Bedroll, Pickaxe, Magnifying Glass, Telescope, Shovel, Magic Compass, Magic Shovel (will always find something when used, limited to three uses per quest) Samuel the Doubly Blessed Level 19.5 Paladin *Hastened* *Lucky* *Immune to Light, Darkness, Blinded, Asleep, Confused, and Jinxed* Power Bonus: 0 Health: 26/26 Ether: 16/20 SP: 12 Gold: 0 Equipment: Sword of the Warrior Priest (WP: 5, Meditates become hits), Armor of the Warrior Priest (SP: 1, Immune to Light and Darkness Elementals, Immune to Blinded, Asleep, Confused, Jinxed), Soul-Link Chain (Pretzel), Orcish Barbed Shield (SP: 11) Inventory: Scroll of Sealing, Scroll of Blinding, Scroll of Arc Sleep Kiray Nastayo (KingoftheZempk), A Hero Who Is Actually Worth Something *Absorbs Water* *Immune to Fire* 24 year old female human Level 13.5 Knight *Lucky* Power Bonus: 6 Defense: 29 Health: 21/21 Gold: 167 Equipment: Smith’s Katana (WP:10, Darkness elemental), Fishy Scale Mail (SP: 6, wearer absorbs water-elemental damage as health, immune to Fire; suitable for knights, dragoons, skirmishers, and regulators, body wear), Mythril Shield (SP: 20), Cloak of Necrotic Shielding (SP:3, provides Special Guard against Undead enemies; back wear) Inventory: - x3 Potion, Banana (Restores full health when eaten), Remedy, 2x Nostrum, Ambrosia, 2x Mead, Smelling Salts, Mediocre Pongcanis Brew (Encouraged + Enraged), 5 Bones, Blind Bomb, Seal Bomb - Bedroll, Everlasting Venom (Adds the poisoned by 10-effect to one weapon permanently), Dragon Scale, x3 Fire Bomb, x4 Venom, Sharp Tip (-2 bleeding) -Flameproof Armor (SP:1, no longer flameproof; bodywear, suitable for anyone), Inert Blade (Greatsword, WP 5) , Sanctified Rito Longsword (WP:6, doubled against Flying enemies; longsword), Crescent Shield (SP: 5, halved damage from elemental attacks), Heavy Flail (WP: 5, causes fragile; mace), Anointed Gladius (WP: 8, damages Undead; great sword)
  19. I should have read the manual! I just was a little confused because Eubric is a walled city. I guess this particular house is both inside and outside the walls, though. Why not? Magic! Wiki.
  20. Very cool! Great colors and shading, especially the head and neck (the beck is extremely nice where it meets the rest of the head). I like the design for the eyes too! The end of the wings/the back are a little blocky in comparison. Smoothing that out would be a good step forward for this MOC, I feel, especially considering how organic the head area is.
  21. Also love how many times Hybros has gotten this, and how matter of fact Guts is about it. I can never figure out their relationship either. They seem like good friends, but I remember them really really bitter at the end of 72... and I'm embarrassed to say I haven't tracked it since then. Also, just a question of curiosity for CutCobra, where exactly is the 'Eubric Forest'? EDIT: :thumbup: Also I missed McCaffrey leaving. Interested to see where it goes.
  22. I love Guts' new look too. He's always been on an interesting path - I love his dreams of King of Eubric, it makes so much sense for his character, and he looks more and more the part all the time.
  23. Just because I wasn't around to say how excited I am, I'm excited.
  24. OoC: Make sure I rolled the round correctly! Lots of conditionals! Round Two Angels and Conquerers Battle Yu Shu v. Fleet Angel of the East - Hit ([12+36]*2=96 twice, KO) Yu Shu v. Angel of the South - Special Damage (Wakes UP) Kiray v. Angel of the South - Damage/Hit (18 Damage, Fragile) Pretzel v. Angel of the South - Damage/Enchament (Failure, WP decreases by 1) >Pretzel uses Jinxy Juice on Commander Colt Samuel v. Commander Colt - Shield/Damage/Meditate/Meditate (Guardian Angel) Samuel v. Angel of the South - Special Damage/Hit (24*2=48) Free Hits N/A (-1 ether Bella) The heroes are able to rip apart one angel, though the rest are shockingly agile. Samuel's Guardian Angel sticks around, though. The Enemies Bella the Four Times Blessed Conquerer Level 40 Humanoid *Immune to Darkness and Light* *Immune to Negative Effects and Instant Death* *Encouraged* *Lucky* *Blessed* Health: 575/575 Ether: 3/5 Special I: Trial by Fire – Deals 50 fire damage (ignoring row) to the target hero and 20 fire damage (ignoring row) to the heroes above and below them in the battle order. Also gives the burning by -10 effect to all three. Special II (if ether is depleted): Conquerer – Hexes the hero for three rounds, after which the hero is instant killed. Passive Special: Pyromancer – While ether remains, Bella’s attacks ignore row. Damages/free hits consume 1 ether. Drops: Guardian Angel of the North Level 20 Holy *Immune to Instant Death* *Sleeping (2 Rounds)* Health: 210/210 Special: Guardian Angel - No damage can be dealt to Bella next round. Passive Special: Serving Guard - All damage to Bella is halved as long as this angel is alive. Passive Special II: Blessed Companion – Blesses Bella. Drops: Soma x2 Battle Angel of the South Level 48 Holy *Immune Weakened, Sealed, Blinded, Jinxed and Instant Death* *Fragile (3 Rounds)* Health: 274/340 Special: Fire of the Gods - Deals 30 light damage and 30 fire damage ignoring row. Passive Special I: Piercing Light - Damage/free hits ignore SP. Passive Special II: Southern Encouragment – Encourages Bella. Drops: Sword of Fire and Light (WP: 7, Fire-Light Elemental, Greatsword), Mead The Trickster Angel of the West Level – Holy *Immune to Sleep, Stunned, Confused, Hexed, Jinxed, and Instant Death* Health: ???/??? Special: Trickster – Deals damage to the hero equal to SP, ignoring SP & row. Also confuses them. Passive Special I: Get what You Give – The Trickster’s level is equal to the hero’s level x1.5 Passive Special: Special Child – The Trickster makes Bella Lucky. Drops: Trickster’s Mask of the Angel (Allows the wearer to appear as an angel), Jinxy Juice x2 Commander Stephen Colt Level 40 Humanoid *Immune to Stunned, SP Reduction, and Instant Death* *Jinxed (3 Rounds)* *Sleeping (2 Rounds)* SP: 6 Health: 200/200 Special: Armor Rattler – Deals damage equal to his SP+ the heroes SP (ignoring SP). Reduces the hero’s SP by 5. Drops: Snug Armor (SP: 5, Cannot be De-Equipped, Suitable to all classes that use shields, bodywear) Guardian Angel A Level 15 Holy *Sleeping (2 Rounds)* Health: 120/120 Special: Guardian Angel - No damage can be dealt to Stephen next round. Passive Special: Serving Guard - All damage to Stephen is halved as long as this angel is alive. Drops: Soma Guardian Angel B Level 15 Holy *Sleeping (2 Rounds)* Health: 120/120 Special: Guardian Angel - No damage can be dealt to Stephen next round. Passive Special: Serving Guard - All damage to Stephen is halved as long as this angel is alive. Drops: Soma Order Imperial Crossbowman Level 18 Humanoid *Sleeping (2 Rounds)* HP: 150/150 SP: 5 Special: Triple Shot- The Order Imperial hits the Hero, as well as the hero above and below them in the battle order for 18 damage. Passive Special: Trained in Marksmanship- The Hinckwell Guard (Crossbowman) attacks from the back row, recieving halved damage from melee weapons from the front row Drops: Nothing Oko Enzima Level 52 (Odd)/41 (Even) Humanoid *Deals Fragile on Even Rounds* *Countstrikes for 7 Damage* *Immune to Darkness, Fire, Wind, Stunned, and Instant Death* *Sleeping (2 Rounds)* Health: 520/520 SP: 17 Ether: 32/32 Special: Guardian’s Fury – Oko’s Angel bursts into existance. Oko sweeps his stave across the party, dealing 20 damage to each ignoring SP, and all enemies are protected from damage the following round. Passive Special: Half-A-Hero – There is a 1/3 chance that Oko will use one of his consumables at the end of a round. Passive Special II: Healer – There is a 1/3 chance that Oko will heal an enemy (equal to this level) at the end of a round. Drops: Mulled Wine x2, Mead x2, Ambrosia, Nostrum x2, Phoenix Essence x2, Single Fanged Stave (WP: 20), Two Fanged Orcish Shield (SP: 7, Immune to Darkness, Shield Bash replaces Meditate), Helm (SP: 2), Clan Enzima Armor (SP: 8, Immune to Fire, Wind, Stunned and Instant Death, Suitable to Enzimas), Shadeuax Mace The Party Avery the Red Assassin Level 38.25 Assassin Health: 49/49 Equipment: Red Assassin’s Dagger (WP: 10, Deals Cursed), Cape of the Red Assassin (Chance of Assassination 1/3) Inventory: Light Throwing Knife (WP: 8, Light-Elemental, 1/3 to Deal Doomed), Dark Throwing Knife (WP: 8, Darkness-Elemental, 1/3 Chance to Deal Doomed), Smelling Salts, Hidden Red Assassin Dagger (WP:2, Suitable to Avery, Impossible to Steal/Disarm) Yu Shu Enzima Level 36.5 Paladin *Hastened* *Immune to Afraid* *Inspired* *Encouraged* Health: 54/56 108/112 SP: 2 Ether: 34/35 Equipment: Double Fanged Stave (WP: 12, Duel-Strike, Hero Hastened if not holding shield), Golden Helm (SP: 2, Immune to Afraid), Seal of the Warrior Priestess (At the beginning of the battle the user has a 1/6 chance to be Transcended, a 1/6 chance to be Blessed, and a 1/6 chance to be Inspired, Accessory, Suitable for Paladins) Inventory: Phoenix Essence x2, Mead, Potion x2, Tonic, Military Grade Light Bomb x6, Military Grade Darkness Bomb x6, Pegesus Shield (SP: 14, Immune to Slowed and Light Damage), Monk Pretzel and His 99 Pieces, the Super Sleuth (Played by Palathadric) *Temporary Party Leader* 463-year-old male "hermit" Artisan *reinforced* *Hastened* *Lucky* Level: 32 3/4 Power: 39 32 + 7 Defense: 30 Health: 7/57 9 + 15 + 31 + 2* Gold: 1460 Equipment: Dual Staff (WP: 7, Ice, Lightning, Fire, Wind, Light; dual strike; staff), Heavy Armour (SP:5, Immune to Fragile), Marauder’s Mantle (Grants permanent reinforced-effect; suitable to marauders; backwear), Armour of Dark Arts (Takes up: Bodywear, Handwear, Footwear slots; counts as one artifact; SP:10; Suitable to Knight classes, Dragoons, Skirmishers), Soul Link Chain (Allows the user to pair up with another party member, each of them gaining all the effects that the other has. The partner has to equip the chain as well (ie. one chain can be shared by two people); accessory) (Samuel) Inventory: Weapons and Shields: Flying Cross (WP: 8, Darkness; broomstick), Splinter Broom (WP:8; broomstick; defies SP), Whip of Savage Overlords (WP: 9; ⅙ chance of inflicting the Slowed-effect; Whip), Steak (WP: 1, instantly kills vampires on successful hits; suitable for all), Staff of the Necromancer (WP: 12; damages Undead; +1 Level to raised Undead; Staff), Artifacts: Duplovian Helmet (SP:2, immune to Magic and Healing; headwear), Bumble Fanshirt (SP:1, Vermin with level less than half of the wearers are scared and won't directly attack the wearer; bodywear), Rock Gauntlets (Suitable for anyone, grants the wearer Iron Fist at no ether cost, handwear), Counterstrike Gloves (handwear), Soothing Slippers (meditation restores 5 ether; footwear), Magic Viper Skin (heals 1 health to wearer each round of battle unless knocked out; accessory), Shackles of War (accessory), Cloak of the Barbaric Runecaster (SP: 3; wearer creates and deploys a Skeleton Decoy at the start of every battle; suitable for Battle Mages, Necromancers, and Scholars; backwear) Gems: 2 Amethysts, Emerald, Garnet, 2 Aquamarines, Ruby Scrolls: Consumables: 2 Potions, 13 Grand Potions, Cherry (Restores 1 ether), 4 Tonics, 2 Ether Cores, 7 Remedies, Neutralizer, Grand Elixir (Restores full health and ether to target and remedies all negative effects), 2 Phoenix Incenses, 3 Phoenix Essences, 3 Meads, Smelling Salt, Nostrum, 5 Venoms, 5 Deadly Venoms, 2 Paralyzing Venoms, Jinxy Juice, 3 Smoke Bombs, 2 Fire Bombs, Holy Bomb, Military Grade Fire Bomb, Blind Bomb, Seal Bomb, Sleep Bomb, 12 Bones, Raw Meat (+5 max. health upon consumption), Crimson Haze (Causes a weapon to deal the poisoned by 7 and cursed effects permanently), Level-Up Mushroom, Strong Wasabi (-2 poisoned permanently) Tools: Bedroll, Pickaxe, Magnifying Glass, Telescope, Shovel, Magic Compass, Magic Shovel (will always find something when used, limited to three uses per quest) Samuel the Doubly Blessed Level 19.5 Paladin *Hastened* *Lucky* *Immune to Light, Darkness, Blinded, Asleep, Confused, and Jinxed* Power Bonus: 0 Health: 26/26 Ether: 16/20 SP: 12 Gold: 0 Equipment: Sword of the Warrior Priest (WP: 5, Meditates become hits), Armor of the Warrior Priest (SP: 1, Immune to Light and Darkness Elementals, Immune to Blinded, Asleep, Confused, Jinxed), Soul-Link Chain (Pretzel), Orcish Barbed Shield (SP: 11) Inventory: Scroll of Sealing, Scroll of Blinding, Scroll of Arc Sleep Kiray Nastayo (KingoftheZempk), A Hero Who Is Actually Worth Something *Absorbs Water* *Immune to Fire* 24 year old female human Level 13.5 Knight *Lucky* Power Bonus: 6 Defense: 29 Health: 21/21 Gold: 167 Equipment: Smith’s Katana (WP:10, Darkness elemental), Fishy Scale Mail (SP: 6, wearer absorbs water-elemental damage as health, immune to Fire; suitable for knights, dragoons, skirmishers, and regulators, body wear), Mythril Shield (SP: 20), Cloak of Necrotic Shielding (SP:3, provides Special Guard against Undead enemies; back wear) Inventory: - x3 Potion, Banana (Restores full health when eaten), Remedy, 2x Nostrum, Ambrosia, 2x Mead, Smelling Salts, Mediocre Pongcanis Brew (Encouraged + Enraged), 5 Bones, Blind Bomb, Seal Bomb - Bedroll, Everlasting Venom (Adds the poisoned by 10-effect to one weapon permanently), Dragon Scale, x3 Fire Bomb, x4 Venom, Sharp Tip (-2 bleeding) -Flameproof Armor (SP:1, no longer flameproof; bodywear, suitable for anyone), Inert Blade (Greatsword, WP 5) , Sanctified Rito Longsword (WP:6, doubled against Flying enemies; longsword), Crescent Shield (SP: 5, halved damage from elemental attacks), Heavy Flail (WP: 5, causes fragile; mace), Anointed Gladius (WP: 8, damages Undead; great sword)
  25. Boomingham scowls at the young fellow as names as posted on the quest board. He wanders down and squints at them. "Guess we're heading out," he says to some blank air that Barty might occupy. He steps out of the Hall and wanders around, hoping to find the groups meeting place. "Farewell, Hybros. Stay alive."
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