Chromeknight Posted July 10, 2012 Posted July 10, 2012 Nerwen hands Denerii her fire bomb. Fly swift. Quote
Tanma Posted July 10, 2012 Posted July 10, 2012 IC: De'kra hands over his lightning bomb and water bomb, before clicking, "Try to drop lightning after water, it might improve effect. Also not drop water bomb after fire bomb, I worry there might be negating effect. That make sense?" Quote
Chromeknight Posted July 10, 2012 Posted July 10, 2012 IC: De'kra hands over his lightning bomb and water bomb, before clicking, "Try to drop lightning after water, it might improve effect. Also not drop water bomb after fire bomb, I worry there might be negating effect. That make sense?" Denerii bobbed her head in reply. I understand what you mean, little umbrio, it seems you have an instinctual understanding of the elements. Are you sure you're a rogue? Denerii winked at the patch of shadow where De'kra's eyes glowed. Any other offers before we take off? Quote
Tanma Posted July 10, 2012 Posted July 10, 2012 IC: De'kra clicked, "It not so special, back home all I people had natural access to one element or another. Most of I people only had passive control, like some would be more resistant to heat, cold, or electricity. However elite members of I people known as heroes could create and control elements, though only one element per hero. However almost all heroes work in teams, so I people knew of many combination moves. Regardless, should heroes make plans for once attack begins? For instance, how will heroes choose which rooms to search in which order? Should the doors be block behind heroes to prevent ambushes, or kept open to allow for escape roots? Any suggestions?" Quote
posades Posted July 10, 2012 Posted July 10, 2012 Xander also hands his fire bomb to Denerii, nodding softly to the Rito. Turning to Nerwen, Xander whispers, "I'm afraid this may be the end. We'll need all the help we can get -- I'm going to drink this mysterious green potion and hope it gives me strength. Can I count on you to heal any ill ailment that might come of it?" Opening the flask, Xander smells the liquid and shakes his head slightly -- downing the green potion in one gulp. Quote
JimBee Posted July 11, 2012 Author Posted July 11, 2012 Cronk heals himself, and Xander downs his green potion. He feels a small tingling sensation, but there are no apparent effects on the barbarian. Several party members hand Flavius and Denerii their bombs as the Rito fly off to the north door. Sarick then leads the party towards the south door, where they try to charge through. The door is solid, however, and no amount amount of physical force can seem to break it. Several explosions are heard to the north, and a cloud of dust rises where part of the building must have caved in. Suddenly, the southern door bursts open and several guards pour out. They seem unharmed, but shaken from the explosion. "Intruders! Call for backup! The emperor is injured!" PREPARE FOR BATTLE! Enemies: Imperial Guard A *Afraid* (1 round) Type: Humanoid Level: 6 Health: 150/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same round). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard B *Afraid* (1 round) Type: Humanoid Level: 6 Health: 150/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same round). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard C *Afraid* (1 round) Type: Humanoid Level: 6 Health: 150/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same round). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard D *Afraid* (1 round) Type: Humanoid Level: 6 Health: 150/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same round). Applies to all remaining Imperial Guards. Drops: 5 gold Heavy Elite Guard *Afraid* (1 round) Type: Humanoid Level: 12 Health: 300/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Elite Archer *Afraid* (1 round) Type: Humanoid Level: 15 Health: 175/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Precision Bow Note: Specials alternate Imperial Mage A *Afraid* (1 round) Level: 10 Type: Humanoid Health: 135/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. Imperial Mage B *Afraid* (1 round) Level: 10 Type: Humanoid Health: 135/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. The Party: Nerwen Calmcacil (played by Chromeknight) Level 10 Cleric *Immune to wind-based attacks* Power: 16 Health: 19/19 Ether: 14/15 Defense: 2 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Nostrum, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks) Galen Woodward (played by Fugazi) Level 10 Rogue Power: 15 Health: 20/20 (+4) Defense: 1 (+1) Gold: 81 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), 2x Venom, Smoke Bomb, Bedroll De'kra (played by Tanma) Level 15.5 Rogue Power: 20 Health: 21/21 Defense: 1 Gold: 214 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, 2x Potion, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) *Party Leader* Level 10.5 Mage Power: 17 Health: 14/14 Ether: 11/14 Defense: 0 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone Cronk (played by CorneliusMurdock) Level 20 2/3 Paladin Power: 32 Defense 9 Health: 42/42 (+2) Ether: 15/23 (+2) Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 14 Barbarian Power: 22 (24 if fighting from front row) Health: 21/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Skeleton Decoy, 2x Venom, Elven Bomb QM Note: Pictures will be up tomorrow. Quote
CorneliusMurdock Posted July 11, 2012 Posted July 11, 2012 So many enemies for Cronk to bash, Cronk find it hard to choose. Hmmm... Cronk will bash Elite Archer from front row. Unless party leader think Cronk should go after Heavy Elite Guard. Cronk could also absorb free hit from normal guards or mage if Cronk is put on top of list. Quote
Chromeknight Posted July 11, 2012 Posted July 11, 2012 I will attack the Imperial Mage here on the left. I can block some of his magic, he is less likely to unleash an effect that will hurt us all Nerwen attacks Imperial Mage A from the front row. She looks around for the Rito warriors, Perhaps they would catch up soon and even the odds up some. Quote
JimBee Posted July 11, 2012 Author Posted July 11, 2012 QM Note: Just so you know, only the Mages' special damage are wind-elemental. They can just as easily thwack you with their staves. Quote
Chromeknight Posted July 11, 2012 Posted July 11, 2012 QM Note: Just so you know, only the Mages' special damage are wind-elemental. They can just as easily thwack you with their staves. Thanks for the clarification. I had understood that to be the case. Happily Nerwen is a cleric with a reduced chance of triggering specials. Nerwen watched the Mage brandish his staff, as if daring her to close. Briefly considering pulling her own staff out, currently strapped to her back, she decided to stick with her hammer which dealt more damage when it hit. Quote
Fugazi Posted July 11, 2012 Posted July 11, 2012 Galen attacks Imperial Mage B with the Sword of Bashing from the front row. "Unless you think I should go for someone else?" Quote
Tanma Posted July 11, 2012 Posted July 11, 2012 IC: De'kra nodded, at least the attempted distraction did some good. It was still a colossal disappointment though. De'kra whipped out Kapura, before stating "I will attack Imperial Guard B from Front Row. I not expert on hero classes, but it might be good idea for Hammer Hero to be one to fight Heavy Elite Guard, unless Cronk switches. Elite and mages are top priority for free hit danger. But I might be wrong once again." Quote
Xarrzan Posted July 11, 2012 Posted July 11, 2012 (edited) Sarick had hoped more of the guards would have left the area to defend the breach. He noticed their nervous smiles and took some comfort in that at least. Sarick attacked the Imperial Guard A from the back row with frost magic. "Stick with your target Cronk, that archer's bow looksss deadly. Xander, can you take out that Heavy Elite Guard?" Battle Order: -------------------- Cronk vs. Elite Archer Xander De'kra vs. Imperial Guard B Galen vs. Imperial Mage B Nerwen vs. Imperial Mage A Sarick vs. Imperial Guard A Edited July 11, 2012 by Xarrzan Quote
posades Posted July 11, 2012 Posted July 11, 2012 Xander nodded to both De'kra and Sarick as he unhooked his axe from his back, readying an attack from the front row on the heavy elite guard. Quote
JimBee Posted July 11, 2012 Author Posted July 11, 2012 QM Note: I'm really sorry but I had to change the Imperial Guards' Special Damage II to be passive. I just realized that it would never occur otherwise! Results of Round 1 of Guard Assault Cronk vs. Elite Archer - Special Damage (Double Shot) Xander vs. Heavy Elite Guard - Battle Frenzy De'kra vs. Imperial Guard B - Special Damage (Stick Together) Galen vs. Imperial Mage B - Damage Nerwen vs. Imperial Mage A - Miss Sarick vs. Imperial Guard A - Great Spell (Ice) Imperial Guard C - Free Hit on Cronk Imperial Guard D - Free Hit on Xander The battle begins as the Elite Archer acts quickly by firing at Cronk. The arrow skims his shoulder for 3 damage [i take total power - SP /2 for back row, in that order, like in Quest 28], and flies into Xander for 7 damage. Enraged, the barbarian goes into a Frenzy, dealing 12 damage to the Mages and Archer, 9 damage to the Heavy Elite, and 11 damage to the Imperial Guards. Frightened by Xander's brute strength, the Guards stick together in a defensive position, making them invulnerable for the next round. Before they can do so, however, Sarick manages to fling a spell of frost magic at Guard A, dealing 11 damage to him. Mage B thwacks Galen for 5 damage, and Nerwen misses her target. Guards C and D manage to stab at Cronk and Xander for 0 and 3 damage, respectively. Enemies: Imperial Guard A *Sticking Together* Type: Humanoid Level: 6 Health: 128/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard B *Sticking Together* Type: Humanoid Level: 6 Health: 139/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard C *Sticking Together* Type: Humanoid Level: 6 Health: 139/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard D *Sticking Together* Type: Humanoid Level: 6 Health: 139/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Heavy Elite Guard Type: Humanoid Level: 12 Health: 291/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Elite Archer Type: Humanoid Level: 15 Health: 163/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Precision Bow Note: Specials alternate Imperial Mage A Level: 10 Type: Humanoid Health: 123/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. Imperial Mage B Level: 10 Type: Humanoid Health: 123/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. The Party: Nerwen Calmcacil (played by Chromeknight) Level 10 Cleric *Immune to wind-based attacks* Power: 16 Health: 19/19 Ether: 14/15 Defense: 2 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Nostrum, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks) Galen Woodward (played by Fugazi) Level 10 Rogue Power: 15 Health: 15/20 (+4) Defense: 1 (+1) Gold: 81 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), 2x Venom, Smoke Bomb, Bedroll De'kra (played by Tanma) Level 15.5 Rogue Power: 20 Health: 21/21 Defense: 1 Gold: 214 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, 2x Potion, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) *Party Leader* Level 10.5 Mage Power: 17 Health: 14/14 Ether: 10/14 Defense: 0 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone Cronk (played by CorneliusMurdock) Level 20 2/3 Paladin Power: 32 Defense: 9 Health: 39/42 (+2) Ether: 15/23 (+2) Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 14 Barbarian Power: 22 (24 if fighting from front row) Health: 11/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Skeleton Decoy, 2x Venom, Elven Bomb Quote
Fugazi Posted July 12, 2012 Posted July 12, 2012 Galen attacks Imperial Mage B with the Sword of Bashing from the front row. Quote
CorneliusMurdock Posted July 12, 2012 Posted July 12, 2012 Cronk will continue Cronk's bashing of Elite Archer from front row. Quote
Chromeknight Posted July 12, 2012 Posted July 12, 2012 Nerwen's eyes narrowed, waging the tip of the Mage's staff, looking for the moment to pounce. Seeing a gap she lunged forward, attacking Mage A from the front. Quote
posades Posted July 12, 2012 Posted July 12, 2012 (edited) "Nerwen, do you think you could heal me this round seeing as the guards are all untargetable? If you do, I will take aim at Mage A in your stead." Edit: Attack using my axe on mage A from front row just to be clear. Edited July 12, 2012 by posades Quote
Chromeknight Posted July 12, 2012 Posted July 12, 2012 (edited) "Nerwen, do you think you could heal me this round seeing as the guards are all untargetable? If you do, I will take aim at Mage A in your stead." I can do that Xander. I was not paying attention to the guards so I did not notice them huddling. Nerwen steps backward to the back row making room for the barbarian to confront the mage and heals Xander. Edited July 12, 2012 by Chromeknight Quote
Xarrzan Posted July 12, 2012 Posted July 12, 2012 Sarick noticed the guards taking a defensive position after their skirmish. They moved farther away so Sarick attacked the Heavy Elite Guard from the back row with frost magic. "They will all soon fall and we will continue on with our mission." Battle Order: -------------------- Cronk vs. Elite Archer De'kra >Nerwen heals Xander Galen vs. Imperial Mage B >Sarick vs. Heavy Elite Guard Xander vs. Imperial Mage A Quote
Tanma Posted July 12, 2012 Posted July 12, 2012 IC: De'kra sighed, the fight was not going too well. Still, at least Xander and Sarick had dealt some damage. Hoping for better luck this round, De'kra moved to attack the Imperial Mage B from the back row. As he held Kapura in prepation, the echo commented, "Is it odd that so many foes on Olegaia are call A, B, and other one syllable names? Or are they just common names? Quote
JimBee Posted July 12, 2012 Author Posted July 12, 2012 Results of Round 2 of Guard Assault Cronk vs. Elite Archer - Miss De'kra vs. Imperial Mage B - Critical Hit Nerwen heals Xander - No Heal Galen vs. Imperial Mage B - Mug Sarick vs. Heavy Elite Guard - Magic Burst (Wind) Xander vs. Imperial Mage A - Hit While the Imperial Guards stick together, the party tries to assault the remaining imperial forces. The Elite Archer is still to quick for Cronk, and sidesteps his mighty swing. De'kra manages to strike Mage B with Kapura, scorching him with 25 fire-elemental damage. Nerwen fails to heal Xander, but Galen lashes out at Mage B with the Sword of Bashing for 35 damage. This also splits the mage's purse open, leaving 35 gold for the rogue to collect. Sarick decides to give the mages a taste of their own medicine with a burst of wind magic, which deals 17 damage to both, as well as 17 to the Archer and 14 to the Elite. Xander spins his ax and slices Imperial Mage A for 22 damage. The Imperial Guards return to their offensive positions, but fear quickly enters them again as Flavius and Denerii arrive, soaring towards the battle at top speed. Enemies: Imperial Guard A Type: Humanoid Level: 6 Health: 128/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only if an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard B Type: Humanoid Level: 6 Health: 139/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard C Type: Humanoid Level: 6 Health: 139/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (Passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Imperial Guard D Type: Humanoid Level: 6 Health: 139/150 Defense: 1 Special I: Stick Together - Takes a defensive position with the other Imperial Guards so that they cannot be targeted for the next round. While in effect, none of them can deal free hits. Applies to all remaining Imperial Guards. Special II: Charge! - (passive) Allows all Imperial Guards to deal free hits to the party while they are Sticking Together (used only when an ally falls during the same turn). Applies to all remaining Imperial Guards. Drops: 5 gold Heavy Elite Guard Type: Humanoid Level: 12 Health: 277/300 Defense: 3 Special I: Rally - Encourages all allies for the next round. Special II: Pummel - Deals damage to the foe and stuns them for the next round. Used only if Rally is already in effect. Drops: 100 gold Elite Archer Type: Humanoid Level: 15 Health: 146/175 Defense: 0 Special I: Double Shot - Accurately shoots a single arrow through the foe and the next in the battle order, dealing normal damage to both. Special II: Tempest: Rains arrows down on all foes, dealing 7 damage each. Drops: Precision Bow Note: Specials alternate Imperial Mage A Level: 10 Type: Humanoid Health: 84/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. Imperial Mage B Level: 10 Type: Humanoid Health: 46/135 Defense: 0 Special I: Gust - Uses wind elemental power to push all opponents in the front row to the back row for the next turn. Special II: Windshield - Uses wind elemental power to negate all incoming attacks on all remaining Imperial Mages for the current round. Drops: 30 gold, Tonic Note: Specials alternate. If Gust is already in effect then Windshield will be used. The Party: Nerwen Calmcacil (played by Chromeknight) Level 10 Cleric *Immune to wind-based attacks* Power: 16 Health: 19/19 Ether: 14/15 Defense: 2 Gold: 47 Inventory: Peace (Hammer, WP: 6), Wooden Staff (WP:3), Bedroll, Shovel, 2x Potion, Tonic, Remedy, Nostrum, Elixir, Grand Tonic, Venom, Bone, Winged Helmet (SP:2, Immune to wind attacks) Galen Woodward (played by Fugazi) Level 10 Rogue Power: 15 Health: 15/20 (+4) Defense: 1 (+1) Gold: 81 Inventory: Sword of Bashing (WP: 5, Ice), Throwing Dagger (WP:4), Chimera Headdress (Headwear, Suitable for Ranger and Rouges, +1 SP +4 Health), 2x Venom, Smoke Bomb, Bedroll De'kra (played by Tanma) Level 15.5 Rogue Power: 20 Health: 21/21 Defense: 1 Gold: 214 Inventory: Kapura (WP:5, Fire), Chiara (WP:5, Lightning), Shadeaux Dagger (WP:5), Fauxthril Hand Cannon (WP:5, unsuitable), Cloak of the Blue Assassin (SP: 1), Cloak of the Elven Spy, Bedroll, Pickaxe, Shovel, Magnifying Glass, 2x Potion, 2x Remedy, Smoke Bomb, Phoenix Essence, Bone Sarick Lanse (played by Xarrzan) *Party Leader* Level 10.5 Mage Power: 17 Health: 14/14 Ether: 10/14 Defense: 0 Gold: 38 Inventory: Dragon's Wrath (Staff WP: 6), Healing Staff (WP:5, healing effect), Dragon's Heart (WP: 15, Fire/Wind Elemental, Suitable to Knights and Rogues), Opal(Ice), Sapphire(Wind), Topaz(Lightning), Potion, Tonic, Bone Cronk (played by CorneliusMurdock) Level 20 2/3 Paladin Power: 32 Defense: 9 Health: 39/42 (+2) Ether: 15/23 (+2) Gold: 49 Inventory: Zoot's Bane (WP:12, Light), Healing Staff (WP:5 Healing effect), Bloody Pointy Stick (WP:1), Lance (WP:12), Ennoc's Blessing (Shield, SP:7), Elaborate Helmet (SP:2), Cloak of Chimera (Backwear, Suitable for Mage and Clerics, +2 Health, +2 Ether) Potion, Holy Bomb, Bedroll, Paralyzing Venom, Blacksmith Writ, Bone, Cultist Documents, Lightning Bomb Xander Unth'or (played by posades) Level 14 Barbarian Power: 22 (24 if fighting from front row) Health: 11/21 Gold: 311 Defense: 0 (1 if fighting from back row) Inventory: Pongcanis Club (WP: 8), Double-Sided Battle Ax (WP:6, Aim), Enigmatic Hammer (WP: 3), Robe of the Pongcanis Champion (WP: 1 Front Row)(SP: 1 Back Row), Potion (2), Grand Potion, Phoenix Essence, Horse (WP: 1 Front Row), Skeleton Decoy, 2x Venom, Elven Bomb Flavius (controlled by Xarrzan) Level 12 Winged Warrior Power: 17 Health: 18/18 Defense: 2 Gold: 0 Inventory: Handcrafted Bow (WP:5, ranged), Rock Shield (SP: 2) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. Denerii (controlled by Chromeknight) Level 16 Winged Warrior Power: 21 Health: 22/22 Defense: 0 Gold: 0 Inventory: Handcrafted Bow (WP: 5, ranged), Stone Knife (WP: 8) Note: Shield - Take to the Skies - Stuns all enemies for the current round and makes the user invulnerable for the next round. Quote
Tanma Posted July 12, 2012 Posted July 12, 2012 OOC: What does the Precision Bow's stats look like? Or is it a secret? IC: De'kra would smile if he had a mouth, the Team had managed to land several strong hits against the foes this round, and now the party were joined by the Rito. Things appeared to be looking up. With a flip of Kapura the echo clicked, "I will attack Imperial Guard A from back row. Maybe Rito should attack mages, since Gust useless against them. Up to Rito and leaders though." Quote
CorneliusMurdock Posted July 13, 2012 Posted July 13, 2012 Cronk will try bashing Elite Archer once more from front row. If, at first, Cronk not succeed, Cronk try, try again. Quote
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