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CMP

Eurobricks Archdukes
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  1. "Didn't say it's a bad run, said I was annoyed the whole reason we're out here riskin' our lives is to avenge someone who's damn well alive and livin' it up with the people we're meant to take out. Ya' know, there was a time when Quests used to be straightforward..," mumbled Atramor, crossing his arms.
  2. Atramor stared at the scene and processed Jun's words for a moment before blurting out at once. "We fly across half the damn world on a ship, scale a friggin' waterfall, cut down over two dozen of the toughest bastards I've ever met, to find the megablock in distress is sharin' a cup of tea with the leaders of the bandits we're s'post to be killin' to avenge him?" The witch grumbled loudly. "And we're the irrational ones..."
  3. You're not out of it just yet, Quest 69ers. Hope this concept works out. If it does, I'm totally going to be using it again in the future.
  4. Sorry for the wait. At least you're finally out of those sewers. The party at last departs Zylstra, backtracking through the tunnels with relative ease considering their familiarity with it. The experience had changed both them and the city, word of their exploits spreading among both the gnomish citizens and the Wolfgang. But as Pretzel leads the party through Eubric's dark streets maybe minutes before dawn, the heroes are exhausted, having spent nearly an entire day now chasing down their assassin. Getting into the warehouse described to them by Posco was easy, if unorthodox - they had to walk around the entire building before finding what seemed to be a backdoor. What they found inside was...surprisingly, anticipated. A Blue Assassin. Hope it's clear enough who's who, and, well, if not, I'll try and get a better perspective on them soon, since it's pretty important. And I know people aren't usually transparent, but I couldn't find a damn dark blue 1x1 cylinder. The figure seemed to be caught right in the middle of gearing up for some reason, as the second he noticed the party open the door, he already looked prepared for a fight. Without so much as a word, he darted right towards the heroes... PREPARE FOR BATTLE! Enemies Blue Assassin Prodigy Level 40 Dark Humanoid Health: 994/994 Special I: Bolas to the Feet – Blue Assassin Prodigy tosses throwing bolas, entangling the hero, dealing the Bound and Slowed effects for the duration of the battle until remedied. The hero cannot move until both effects are removed. Can only be used once per engagement. Special II: Bladestorm – Blue Assassin Prodigy rains the party with throwing knives, doing 20 damage to each ignoring row to each of them. Can only be used once per engagement. Special III: Shroud – Blue Assassin Prodigy becomes invisible, making them unable to be targeted for the duration of the round. At the beginning of the next round, they will pull the hero that rolled Special Damage into the darkness, causing them to be Blinded for the next 3 rounds and Stunned. Blue Assassin Prodigy will attempt to flee immediately after doing so. Passive Special I: Deflect – Successful hits and spells on the Blue Assassin Prodigy have a 1/6 chance of being deflected to a random ally. Passive Special II: Clean Getaway – Blue Assassin Prodigy will break combat after three rounds to attempt to flee. Drops: Spinning Bolas – WP: 8, deals the Slowed effect, but the effect is removed when retrieved, throwing weapon, 100 gold Immune to all effects and sudden death. Specials used in order, but I and II can only be used once per engagement. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* Level: 18 Power Bonus: 0 (5 in the front row) Defense: 11 (16 in the back row) Health: 38/38 Ether: 4/23 Gold: 95 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire), Shackles of War (Prevents anyone from fleeing, accessory), 70 gold, Scrap Metal, Garnet, Emerald, Neutralizer, Wand of Poking (WP: 10, double WP for physical attacks, wand) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 15 Power Bonus: 0 Defense: 8 Health: 22/22 Gold: 1 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear), Mulled Wine, Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Sharkskin Armour (SP +1, immune to water; bodywear), Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Stunned, Water, Wind, and Fire* Level: 18.5 Power Bonus: 0 Defense: 12 Health: 37/37 Gold: 137 Equipment: The Muckraker (WP: 13, earth and water elemental, deals the weakened effect, greatsword), Gloves of the Undead Assassin (For every enemy the wearer kills, it gains 5 HP, Immunity to Water, Usable by anyone, Handgear), Dragonbrand Shield (SP: 8, immune to wind and fire, shield), Black Knight's Armour (SP:4, protects from stunned-effect) Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum x2, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 4 Bones, Bow (WP: 4), Grand Potion x2, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), , Shuriken (WP:5, Wind), Nessa Anárion 59 years old female elven Ranger Level: 15.5 Power Bonus: 7 under negative effect Defense: 3 Health: 21/21 Gold: 13 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear), Mulled Wine Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* Level: 24.33 Power Bonus: Defense: 5 Health: 40/40 Ether: 5/36 Gold: 115 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 4 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, Ranger's Quiver (WP +1 to bows and crossbows), Orcish Morning Star (WP: 9, mace), Mulled Wine Everyone, please choose an action. Party leader, create a battle order. Don't worry about the engagement/attempt to flee stuff just yet. I'll tell you that it won't actually end the battle, so don't worry about rushing anything.
  5. "Don't forget the Meads," added Atramor. "Speakin' of which, I could use onna those."
  6. "Meads are the cheapest. And then there's the chance of Nague or Tesni soundin' a war cry anyway." Atramor scratched his chin, watching the way the Tiger Claws shimmered ominously in the light filtering through the waterfall.
  7. "Afraid not, they're pretty rare." Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* Level: 18 Power Bonus: 0 (5 in the front row) Defense: 11 (16 in the back row) Health: 1/38 Ether: 4/23 Gold: 93 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire), Shackles of War (Prevents anyone from fleeing, accessory), 70 gold, Scrap Metal, Garnet, Emerald, Neutralizer, Wand of Poking (WP: 10, double WP for physical attacks, wand) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 15 Power Bonus: 0 Defense: 8 Health: 22/22 Gold: 1 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear), Mulled Wine, Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Sharkskin Armour (SP +1, immune to water; bodywear), Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Stunned, Water, Wind, and Fire* Level: 18.5 Power Bonus: 0 Defense: 12 Health: 37/37 Gold: 137 Equipment: The Muckraker (WP: 13, earth and water elemental, deals the weakened effect, greatsword), Gloves of the Undead Assassin (For every enemy the wearer kills, it gains 5 HP, Immunity to Water, Usable by anyone, Handgear), Dragonbrand Shield (SP: 8, immune to wind and fire, shield), Black Knight's Armour (SP:4, protects from stunned-effect) Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum x2, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 4 Bones, Bow (WP: 4), Grand Potion x2, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), , Shuriken (WP:5, Wind), Nessa Anárion 59 years old female elven Ranger Level: 15.5 Power Bonus: 7 under negative effect Defense: 3 Health: 21/21 Gold: 13 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear), Mulled Wine Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* Level: 24.33 Power Bonus: Defense: 5 Health: 40/40 Ether: 6/36 Gold: 115 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 4 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, Ranger's Quiver (WP +1 to bows and crossbows), Orcish Morning Star (WP: 9, mace), Mulled Wine
  8. "S'pose we'll have to leave a few of the automata behind," observed Atramor. "Think it'd be best if we took Topazor and Emeray...we've got enough Meads to go around. Assumin' everyone shares," the witch added, inhaling one of his Smelling Salts and passing the other to Lee to do the same. "We'd all have to take Nostrums if we took Garnetic. But I s'pose we do have enough of those."
  9. And to go along with the barbarian theme of Jeb's class... BRIGAND These mighty combatants decimate their opponents with unmatchable strength. · Additional Health: +5 · Additional Power: +5 · Weapons: Brigands can use axes, clubs, greatswords, halberds, hammers, and spears. · Job Traits: Natural Respite (See Barbarian), Combat Opportunity - Brigands gain an additional 5 power fighting in the front row, and an extra 5 maximum health in the back row, Well-Needed Rest - Brigands rest whenever they can, regaining five health every round they are Asleep or Fast Asleep. · Battle Style: Savage: Brigands use everything they can to crush their opponents. 1. SHIELD: Rage - The brigand goes into a battle craze, dealing damage to the enemy party equal to their weapon power added to their level. Additionally, each enemy randomly receives either the Weakened, Fragile, or Stunned effects. The brigand then takes a brief respite, falling Fast Asleep. 2. EXTRA CRITICAL HIT: The brigand deals damage to the opponent equal to three times their weapon power added to their level. 3. CRITICAL HIT: The brigand deals damage to the opponent equal to twice their weapon power added to their level. 4. COUNTER: The brigand is struck by the opponent’s attack, but attacks right back with power equal to their weapon power added to their level. 5. DAMAGE: The brigand is struck by the opponent's attack.
  10. "160 for the pair. That chalice looks familiar..."
  11. It's in the party treasury. And Pala, the Neutralizer is only 29. Also moved everything back to everyone's respective inventories. The party returns to Shelby's shop. "You're back! And with more money to spend!" Shelby's Scavenged Specialties Grand Elixir – Restores full health and ether to target and remedies all negative effects. Costs 70 gold. One in stock. Wand of Poking – WP: 10, double WP on physical attacks, wand. Costs 90 gold. One in stock. Flash Bomb - Causes the confused-effect. Costs 20 gold. One in stock. Bone - Costs 8 gold. Four in stock. Bow - WP: 4. Costs 40 gold. One in stock. Venom - Costs 4 gold. Three in stock. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* Level: 18 Power Bonus: 0 (5 in the front row) Defense: 11 (16 in the back row) Health: 1/38 Ether: 4/23 Gold: 23 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire), Shackles of War (Prevents anyone from fleeing, accessory), Silver Ore, 70 gold, Gold Chalice, Scrap Metal, Garnet, Emerald, Neutralizer Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 15 Power Bonus: 0 Defense: 8 Health: 22/22 Gold: 1 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear), Mulled Wine, Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Sharkskin Armour (SP +1, immune to water; bodywear), Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Stunned, Water, Wind, and Fire* Level: 18.5 Power Bonus: 0 Defense: 12 Health: 37/37 Gold: 137 Equipment: The Muckraker (WP: 13, earth and water elemental, deals the weakened effect, greatsword), Gloves of the Undead Assassin (For every enemy the wearer kills, it gains 5 HP, Immunity to Water, Usable by anyone, Handgear), Dragonbrand Shield (SP: 8, immune to wind and fire, shield), Black Knight's Armour (SP:4, protects from stunned-effect) Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum x2, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 4 Bones, Bow (WP: 4), Grand Potion x2, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), , Shuriken (WP:5, Wind), Nessa Anárion 59 years old female elven Ranger Level: 15.5 Power Bonus: 7 under negative effect Defense: 3 Health: 21/21 Gold: 13 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear), Mulled Wine Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* Level: 24.33 Power Bonus: Defense: 5 Health: 40/40 Ether: 6/36 Gold: 115 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 4 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, Ranger's Quiver (WP +1 to bows and crossbows), Orcish Morning Star (WP: 9, mace), Mulled Wine
  12. "The Strategist mentioned something about rising up against the Blue Hand. Maybe they're some sort of resistance group."
  13. Agreed. I take my time crafting the most devious combination of enemies for the most grueling battles.
  14. Awesome build and story. The mining tower is excellent, and the rockwork is very well-done too, it looks like it's really been drilled into.
  15. Didn't even think about that. I suppose that makes more sense. As does that. I feel like this is tenth time I've worked on this class. Hoping it's not too much like Chi Monk... SPELLBLADE These intuitive fighters use the elements to empower their attacks, protect from others, and take advantage of opponents’ weaknesses whenever they can. · Additional Health: +8 · Additional Ether: +3 · Weapons: Spellblades use versatile weapons like longswords, greatswords, axes, maces, and spears. They also wield gems to great effect. · Job Traits: Natural Respite: (See Barbarian), Elemental Aura: The spellblade may cast elemental auras outside of battle for five rounds at the cost of 5 ether. Iron Blade: The spellblade may cut through any obstacle at the cost of 1 ether. · Battle Style: Enchanting - Spellblades use their enemy's elemental strengths and weaknesses against them. 1. SHIELD: Elemental Embodiment - The spellblade takes their (random, if the spellblade wasn't using an imbued hit) element to heart. For the duration of the battle, all attacks with this element, both by the spellblade and allies, deal x4 damage to opponents weak to it rather than x2. Additionally, elemental auras of the element now deal elemental damage to the attacker whenever the ally the aura surrounds is hit. If the spellblade is already embodying an element, they deal damage to the target equal to four times their weapon power added to their level. 2. IMBUED CRITICAL HIT/GREATER ELEMENTAL AURA: The spellblade attacks the target with strength equal to twice their weapon power added to their level. Optionally, they may choose to imbue the attack with an element available to them at the cost of 1 ether. Instead of attacking, the spellblade may cast an elemental aura around themselves or an ally, granting immunity to that element for the next five rounds at the cost of 5 ether. (WP: 15 x 2 + level 30 = 60 (elemental) damage) 3. IMBUED HIT/ELEMENTAL AURA: The spellblade attacks the target with strength equal to their weapon power added to their level. Optionally, they may choose to imbue the attack with an element available to them at the cost of 1 ether. Instead of attacking, the spellblade may cast an elemental aura around themselves or an ally, granting immunity to that element for the next three rounds at the cost of 5 ether. (WP: 15 + level 30 = 45 (elemental) damage) 4. ENCHANTMENT The spellblade spends ether to enhance their weapon, permanently increasing weapon power by one. The ether cost is equal to the power of the weapon after the enchantment. If there is not enough ether, nothing happens. 5. DAMAGE: The spellblade is struck by the enemy’s attack. 6. SPECIAL DAMAGE: The spellblade is stuck by the enemy's skill.
  16. "Someone keep an eye on that thing," muttered Atramor distractedly, sifting through the tiles. Eventually he came up with 8, slotting each onto the grid around the Protector of Justice. Blue-faced Beast Cloud Dragon Double Clubs Fiery Thunderbolt Great Blade Jade Unicorn Panther Head Resourceful Star "Mates, I think we've found our Constellation."
  17. "Good luck, then." Posco lies down on his bed with a grumble. "Don't get killed." Information in hand, the party heads back downstairs to prepare themselves for the final stretch of their Quest. They had their target in their sights now. "Hope ye found everything to your liking." The Sluice Tonic - Restores 5 ether to target. Costs 19 gold. Soma – Causes the blessed-effect, allowing the target to recover 3 health at the end of each round for the duration of one battle. Costs 33 gold. Neutralizer - Removes all temporary effects from all allies and all opponents. Costs 29 gold. Spider Venom - Use on a weapon to make it cause the Posioned and Slowed effects for the duration of one battle. Costs 67 gold. Added in a bunch of stuff I forgot (sewer maze loot) and moved things around as requested. I wish you'd divide loot like normal people, this is confusing. If I'm forgetting anything, speak up. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* Level: 18 Power Bonus: 0 (5 in the front row) Defense: 11 (16 in the back row) Health: 1/38 Ether: 4/23 Gold: 0 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire), Shackles of War (Prevents anyone from fleeing, accessory), Silver Ore, 70 gold, Gold Chalice Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 15 Power Bonus: 0 Defense: 8 Health: 22/22 Gold: 0 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear), Mulled Wine Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Water, Wind, and Fire* Level: 18.5 Power Bonus: 0 Defense: 9 Health: 37/37 Gold: 25 Equipment: Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Dragonbrand Shield (SP: 8, immune to wind and fire, shield), Sharkskin Armour (SP +1, immune to water; bodywear), Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum x2, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 4 Bones, Bow (WP: 4), Grand Potion x2, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), The Muckraker – WP: 13, earth and water elemental, deals the weakened effect, greatsword, Shuriken (WP:5, Wind), Gloves of the Undead Assassin (For every enemy the wearer kills, it gains 5 HP, Immunity to Water, Usable by anyone, Handgear), Black Knight's Armour (SP:4, protects from stunned-effect) Nessa Anárion 59 years old female elven Ranger Level: 15.5 Power Bonus: 7 under negative effect Defense: 3 Health: 21/21 Gold: 0 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear), Mulled Wine Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* Level: 24.33 Power Bonus: Defense: 5 Health: 1/40 Ether: 7/36 Gold: 136 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 3 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, , Nessa's Gold (13), Ranger's Quiver (WP +1 to bows and crossbows), Erik's Gold (1), Pretzel's Junk (54 gold, Scrap Metal, Emerald, Garnet), Dreyrugr's Gold (112), Orcish Morning Star (WP: 9, mace), Mulled Wine
  18. Mini Death Progg!
  19. No. Each time you go up a rank in one faction you lose one rank in its opposing faction. You can have good reputation with all of them, though.
  20. Excellent little hut, and I love the moisture vaporator too.
  21. Great rep is needed to unlock the expert class. And I think Sandy's mentioned it has some bearing on your character's involvement on the story line.
  22. "We're not an army. Assassins work alone."
  23. ...That's a lot of Stormies.
  24. "No." "It should be obvious that we're not easily tracked. We move our safehouses quite often. But as it happens, here in Eubric, things are easier. We maintain a warehouse under the guide of a private merchant company. It's one of the smaller ones, just behind the Antiquary. Eubric is a popular place for contracts to be taken out, so you stand a fair chance of finding an assassin there. If the murder was fresh enough, it's likely the assassin is your killer, staying to tie up loose ends they may have left."
  25. "Because it'd be easier for me just to kill you all now. Watch your tongue, girl." The halfling coughed harshly. Without the stress of having a blade to her throat, it was easy for Nessa and the rest of the party to see the ex-assassin was quite old, even for a halfling. His threats, then, were either ill-advised on his part, or even more menacing. "But I'd rather not do that. I've already killed plenty n my lifetime, and you seem like...decent enough people, however overconfident." "I'll give you information, and some advice with it." The halfling sheathed his daggers into pockets on the inside of his coat. "Don't end up the old bastard who can't claim to have done any good with their life."
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