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 Rising Heroes, M4S's new RPG
master4sword
Posted: Jan 11 2009, 10:35 PM


Would love to exist again
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Group: Admin
Posts: 6,349
Member No.: 26
Joined: 22-July 05



The year is 264. Not 264 years since the beginning of time, 264 years since some random person invented a calendar. Most parts of the world know little more than what's nearby, as travel is quite dangerous. Beasts and villains reside in the uncivilized regions between the relative safety of towns. Messengers travel with armed guards to make sure they arrive alive, and few adventurers survive beyond their first or second trip. One thing's for certain: no one expects great heroes to come and solve all of their problems.

Unfortunately, the village of Faelet could use a hero or two. It's town guard may be enough to keep goblins from invading, but it has become too dangerous for merchants to send goods through the goblin-infested plains. Faelet has supplies enough to survive for a while, though the lack of trade from nearby towns will eventually lead to the village's destruction.

You play as a human from Faelet, one who might just have what it takes to be a hero...


Stats:

HP: Hitpoints. If these hit 0 you die, losing half your unspent EXP and half your gold. (If you were part of a team and at least 1 player survives, no one loses gold.)
AP: Ability points. Use these to activate abilities.
Att: Attack power.
Def: Defense. If your defense > enemy's attack, you take no damage!
Mag: Magic power; the attack stat of magic.
Res: Magic resistance; defense against magic.

Equipment can be used to boost your stats. Weapons and (to a lesser extent) armor are more common than they were in TCP!


SIGNUPS:

Name: Character name.
HP: 15/15
AP: 5/5
Att: See below
Def: See below
Mag: See below
Res: See below
EXP: 0
Gold: 20

Decide which stat to put each starting number in: 1, 2, 4, 6
Note that you start with no items or abilities.



STATUS CONDITIONS:

-Poison: Damages the poisoned character after they take a turn. Damage increases each time, beginning at the amount of damage inflicted by the poisonous attack. It does not wear off naturally.

-Burn: Deals 15% damage after the burned character takes a turn. Does not wear off naturally.

-Curse: The cursed character cannot use spells or abilities. Wears off after three turns.

KEYWORDS:

Flying: Immune to all non-magic or non-range attacks.
Range: Allows a free attack at the start of battle.
Two-Handed: Takes two hands to wield. (duh...)
Slayer: Triples weapon or spell power against the specified target.
Top
master4sword
Posted: Jan 11 2009, 10:45 PM


Would love to exist again
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Group: Admin
Posts: 6,349
Member No.: 26
Joined: 22-July 05



~CHARACTERS~

I'm keeping track of character stats myself. Letting players do it themselves in TCP didn't make updating any easier...


Bradanuva:

Bradanuva
HP: 42/42
AP: 30/30
Att: 12 -> 17 (Heals half)
Def: 11 -> 13
Mag: 33
Res: 8
EXP: 1043
Gold: 570
Abilities:
-First Aid (4): A basic healing spell. Heals HP equal to Mag.
-Ray (2): The most basic light spell. Power 4.
-Holy Beam (6): A ray of light that smites undead. Power 5.
-Fireball (2): The most basic fire spell. Power 4.
-Heat Wave (10): A fire spell that strikes all enemies. Power 6.
-Firestream (5): A fire spell with decent strength. Power 8.
-Meditate: Restores 1 HP and 2 AP. Can only be used in battle.
-Blast of Flame (6): A fire spell that burns the target. Power 5.
-Watershot (2): The most basic water spell. Power 4.
-Aquaburst (5): A water spell with decent strength. Power 8.
-Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn.
Inventory:
-Vampire Knife: +1 Att, heals equal to half of damage done (E)
-Cutlass: +4 Att (E)
-Glass Shield 0/30: This needs repaired.
-Iron Chainmail Armor: +2 Def (E)
-Goblin Wand: A supposedly magical stick. +1 Mag
-Lantern: Lights up dark places


Robtcee13:

Lath
HP: 20/20
AP: 15/15
Att: 26 -> 32 (heals half)
Def: 18 -> 20
Mag: 24
Res: 8
EXP: 1561
Gold: 726
Abilities:
-Study: Reveals hidden stats and weaknesses of an enemy.
-Fireball (2): The most basic fire spell. Power 4.
-Heat Wave (10): A fire spell that strikes all enemies. Power 6.
-War Cry (2): Boosts all allies attack by 1.
-Flurry Strike (5): Strikes two times. Can be split among multiple targets.
-Meditate: Restores 1 HP and 2 AP. Can only be used in battle.
Inventory:
-Iron Shortsword: +1 Att
-Iron Battleaxe: +3 Att
-Iron Flail: +5 Att (E)
-Iron Two-handed Sword: +7 Att, two-handed
-Cutlass: +4 Att
-Iron Shield: +1 Def
-Iron Chainmail Armor: +2 Def (E)
-Goblin Sword: +1 Att
-Goblin Battleaxe: +2 Att
-Goblin Warhammer: +3 Att
-Goblin Shortbow: +2 Att, ranged weapon, two-handed
-Goreliar's Club: +3 Att, Goblin Slayer
-Skull Staff: +2 Att, +2 Mag
-Lantern: Lights up dark places
-Vampire Knife: +1 Att, heals equal to half of damage done (E)
-Leech Knife: +1 Att, restores AP equal to 1/4th damage done
-Basic Healing Potion: Restores 10 HP
-Basic Healing Potion: Restores 10 HP
-Basic Healing Potion: Restores 10 HP
-Cannonball: Ammo for a cannon...
-Cutlass: +4 Att
-Cutlass: +4 Att
-Cannonball: Ammo for a cannon...
-Cutlass: +4 Att
-Rapier: +3 Att, +1 Def
-Cannonball: Ammo for a cannon...
-Cutlass: +4 Att
-Rapier: +3 Att, +1 Def



The Ultramind12:

Ark'thugal
HP: 25/25
AP: 40/40 (+10% per turn)
Att: 25 -> 36
Def: 28 -> 32
Mag: 31
Res: 20 -> 21
EXP: 1237
Gold: 2164
Abilities:
-First Aid (4): A basic healing spell. Heals HP equal to Mag.
-Cure (6): A spell for curing status conditions.
-Flurry Strike (5): Strikes two times. Can be split among multiple targets.
-War Cry (2): Boosts all allies attack by 1.
-Meditate: Restores 1 HP and 2 AP. Can only be used in battle.
-Study: Reveals hidden stats and weaknesses of an enemy.
-Fireball (2): The most basic fire spell. Power 4.
-Heat Wave (10): A fire spell that strikes all enemies. Power 6.
-Firestream (5): A fire spell with decent strength. Power 8.
-Blast of Flame (6): A fire spell that burns the target. Power 5.
-Watershot (2): The most basic water spell. Power 4.
-Aquaburst (5): A water spell with decent strength. Power 8.
-Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn.
-Boulder (2): The most basic earth spell. Power 4.
-Wind Slice (2): The most basic air spell. Power 4.
-Tidal Wave (10): A water spell that strikes all enemies. Power 6.
-Avalanche (10): An earth spell that strikes all enemies. Power 6.
-Gust (10): An air spell that strikes all enemies. Power 6.
-Ray (2): The most basic light spell. Power 4.
-Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer.
Inventory:
-Iron Flail: +5 Att (E)
-Iron Flail: +5 Att (E)
-Iron Chainmail Armor: +2 Def (E)
-Iron Warhelmet: +2 Def, +1 Res, +1 Att (E)
-Chaos Petal Pendant: Restores 10% AP per turn. (E)
-Magic Wand: +1 Mag
-Glass Sword 34/40: +6 Att, breaks after dealing 40 damage
-Glass Shield 20/30: +4 Def, breaks after blocking 30 damage
-Glass Shield 26/30: +4 Def, breaks after blocking 30 damage
-Lantern: Lights up dark places
-Magic Wand: +1 Mag



thegamer275:

Gamer
HP: 15/15
AP: 5/5
Att: 6
Def: 4
Mag: 2
Res: 1
EXP: 0
Gold: 20


Ammet:

Ammet
HP: 15/15
AP: 5/5
Att: 6 -> 9
Def: 4
Mag: 2
Res: 1
EXP: 130
Gold: 0
Inventory:
-Lantern: Lights up dark places
-Iron Battleaxe: +3 Att (E)


Technova:

lightnessdemark
HP: 15/15
AP: 9/9
Att: 10
Def: 10
Mag: 10
Res: 10
EXP: 27
Gold: 60
Abilities:
-Fireball (2): The most basic fire spell. Power 4.
-Watershot (2): The most basic water spell. Power 4.
-Boulder (2): The most basic earth spell. Power 4.
-Wind Slice (2): The most basic air spell. Power 4.

~Kilza~:


~Kilza~
HP: 20/20
AP: 6/6
Att: 10 -> 16
Def: 9 -> 11
Mag: 2
Res: 2
EXP: 26
Gold: 342
Inventory:
-Goblin Warhammer: +3 Att (E)
-Goblin Warhammer: +3 Att (E)
-Iron Helmet: +2 Def (E)
-Iron Shortsword: +1 Att
-Goblin Battleaxe: +2 Att
-Medicinal Herb: Restores 5 HP
-Goblin Battleaxe: +2 Att
-Goblin Warhammer: +3 Att
-Goblin Warhammer: +3 Att
-Goblin Warhammer: +3 Att
-Goblin Warhammer: +3 Att
-Goblin Warhammer: +3 Att
-Goblin Warhammer: +3 Att
-Goblin Wand: A supposedly magical stick. +1 Mag
-Goblin Warhammer: +3 Att
-Goblin Warhammer: +3 Att



Helldog:

Helldog
HP: 15/15
AP: 5/5
Att: 2
Def: 6
Mag: 4
Res: 1
EXP: 0
Gold: 20



~MONSTERS~


Goblin Runt
HP: 10/10
AP: 0
Att: 5
Def: 2
Mag: 0
Res: 0
EXP given: 7
Gold: 4

Goblin Raider
HP: 14/14
AP: 2/2
Att: 6
Def: 4
Mag: 0
Res: 0
EXP given: 12
Gold: 10
Abilities:
-War Cry (2): Boosts all allies attack by 1.

Goblin Mage
HP: 9/9
AP: 8/8
Att: 2
Def: 1
Mag: 5
Res: 3
EXP given: 7
Gold: 10
Abilities:
-Fireball (2): The most basic fire spell. Power 4.

Goblin Warrior
HP: 20/20
AP: 10/10
Att: 8
Def: 6
Mag: 0
Res: 2
EXP given: 15
Gold: 20
Abilities:
-Flurry Strike (5): Strikes two times. Can be split among multiple targets.

Goreliar, Goblin Warlord
HP: 0/25
AP: 0/15
Att: 10
Def: 8
Mag: 3
Res: 4
EXP given: 50
Gold: 30
Abilities:
-War Cry (2): Boosts all allies attack by 1.
-Flurry Strike (5): Strikes two times. Can be split among multiple targets.
-Fireball (2): The most basic fire spell. Power 4.
-Heat Wave (10): A fire spell that strikes all enemies. Power 6.


Larklor Vine
HP: 15/15
AP: 16/16
Att: 10
Def: 4
Mag: 0
Res: 8
EXP given: 18 (2 for ones created by RVG)
Gold: 8 (0 for ones created by RVG)
Abilities:
-Rapid Vine Growth (8): Creates another Larklor Vine with the same stats as this one.

Skeletal Warrior
HP: 22/22
AP: 0
Att: 10
Def: 10
Mag: 0
Res: 7
EXP given: 22
Gold: 18

Infected Zombie
HP: 28/28
AP: 0
Att: 11 (PSN)
Def: 9
Mag: 0
Res: 8
EXP given: 25
Gold: 30

Green Slime
HP: 35/35
AP: 15/15
Att: 5 (PSN)
Def: 4
Mag: 0
Res: 0
EXP given: 34
Gold: 25
Abilities:
-Ooze Touch (5): This attack negates defense.

Giant Bat
HP: 6/6
AP: 20/20
Att: 0
Def: 2
Mag: 0
Res: 0
EXP given: 5
Gold: 0
Abilities:
-Startling Scream (6): Unequips targets enemy's weapons.

Zombie Bat
HP: 36/36
AP: 20/20
Att: 12
Def: 6
Mag: 0
Res: 3
EXP given: 20
Gold: 26
Abilities:
-Startling Scream (6): Unequips targets enemy's weapons.
-Poison Fang (5): This attack poisons.

Cave Serpent
HP: 24/24
AP: 10/10
Att: 12
Def: 9
Mag: 0
Res: 9
EXP given: 26
Gold: 20
Abilities:
-Poison Fang (5): This attack poisons.

Skeletal Guard
HP: 27/27
AP: 10/10
Att: 10
Def: 12
Mag: 0
Res: 8
EXP given: 30
Gold: 24
Abilities:
-Flurry Strike (5): Strikes two times. Can be split among multiple targets.

Skeletal Mage
HP: 20/20
AP: 26/26
Att: 2
Def: 8
Mag: 10
Res: 10
EXP given: 30
Gold: 28
Abilities:
-Shadowbeam (2): The most basic dark spell. Power 4.
-Lifedrain (15): A dark spell that restores HP equal to damage dealt. Power 5.

Fake Chest
HP: 40/40
AP: 13/13
Att: 10
Def: 8
Mag: 7
Res: 0
EXP given: 30
Gold: 10
Abilities:
-Dark Pulse (10): A dark spell that strikes all enemies. Power 6.
-Soulpierce (12): A dark spell that negates Res. Power 0.
-Mystic Absorption (Auto): Damage taken restores AP equal to half damage taken.
Elemental Effectiveness:
-Weak against Fire

Xander
HP: 0/50
AP: 0/80
Att: 7 -> 9
Def: 8
Mag: 10 -> 12
Res: 9
EXP given: 60
Gold: 45
Abilities:
-Necromancy (12): Raises a skeletal minion.
-Shadowbeam (2): The most basic dark spell. Power 4.
-Dark Pulse (10): A dark spell that strikes all enemies. Power 6.
-Lifedrain (15): A dark spell that restores HP equal to damage dealt. Power 5.
-Soulpierce (12): A dark spell that negates Res. Power 0.
Elemental Effectiveness:
-Resists Dark

Xander Reborn
HP: 0/75
AP: 0/80
Att: 7 -> 9
Def: 9
Mag: 10 -> 12
Res: 10
EXP given: 70
Gold: 60
Abilities:
-Necromancy (12): Raises a skeletal minion.
-Dark Pulse (10): A dark spell that strikes all enemies. Power 6.
-Lifedrain (15): Restores HP equal to damage dealt. Power 5.
-Soulpierce (12): A dark spell that negates Res. Power 0.
-Unstable Magics (Auto): Every spell cast by this character costs the same HP as AP.
Elemental Effectiveness:
-Weak against Light
-Absorbs Dark


Chaos Vine
HP: 30/30
AP: 0/0
Att: 0
Def: 15
Mag: 0
Res: 0
Abilities:
-Vine Wrap: Deals one damage, takes one damage.

Chaos Plant
HP: 150/150
Att: 15
Def: 10
Mag: 0
Res: 10
EXP given: 50
Abilities:
-Vine Dependency (Auto): Fully restores the Chaos Plant on it's turn if any Chaos Vines are alive.
-Chaos Petal Strike: Magic attack that deals 1 damage per living Vine. Negates Res.

Coal Golem
HP: 45/45
AP: 20/20
Att: 15
Def: 14
Mag: 8
Res: 4
EXP given: 43
Gold: 43
Abilities:
-Boulder (2): The most basic earth spell. Power 4.
-Avalanche (10): An earth spell that strikes all enemies. Power 6.
-Self-Pressure (8): +2 Def, +1 Att, restores 10% HP
Elemental Effectiveness:
-Weak against Fire

Rabid Ostrich
HP: 31/31
AP: 26/26
Att: 14
Def: 7
Mag: 0
Res: 4
EXP given: 40
Gold: 34
Abilities:
-Head In Sand (8): A defensive technique that makes it immune to physical damage. Attacking or being hit cancels the effect.
-Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack.

Impatient Vulture
HP: 40/40
AP: 35/35
Att: 17
Def: 10 (Flying)
Mag: 0
Res: 8
EXP given: 45
Gold: 47
Abilities:
-Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8.
-Take Flight (2): The user begins flying.

Pirate Lackey
HP: 33/33
AP: 27/27
Att: 12
Def: 14
Mag: 10
Res: 10
EXP given: 42
Gold: 38
Abilities:
-Flurry Strike (5): Strikes two times. Can be split among multiple targets.
-Steal (10): Steals an unequipped item from an enemy.
-Watershot (2): The most basic water spell. Power 4.



EXPERIENCE EXCHANGE:

Spend exp to improve stats. For Att/Def/Mag/Res, use this chart:
1->2: 3 exp
2->3: 5 exp
3->4: 7 exp
4->5: 9 exp
5->6: 11 exp
6->7: 13 exp
7->8: 15 exp
8->9: 17 exp
9->10: 19 exp
10->11: 21 exp
11->12: 23 exp
12->13: 25 exp
13->14: 27 exp
14->15: 29 exp
15->16: 31 exp
Etc...

For HP/AP, use this chart:
5->6: 6 exp
6->7: 7 exp
7->8: 8 exp
8->9: 9 exp
9->10: 10 exp
And so on...
Top
master4sword
Posted: Jan 11 2009, 10:45 PM


Would love to exist again
Group Icon

Group: Admin
Posts: 6,349
Member No.: 26
Joined: 22-July 05



~THE WORLD~

Click on the link above to see a map of the starting continent.

The southern plains of the Soulend continent is home to the towns of Faelet and Sael, as well as a number of goblins plotting the destruction of Faelet. The east has the village of Necrator and Necrator Swamp, which share more than just a name. They also share an undead population, though the ones in the swamp are much less friendly than the ones residing in the town. West of the mountains spans a desert, though an oasis town provides supplies to travelers who survive the trip. The capital, Tralis, is known for it's arena, where champions from around the land travel to test their skills.


-Village of Faelet-

The starting town; it contains an armory, a general store, a magic shop, and an Inn (10 G per night for full HP/AP/status restore).

Armory:
-Iron Shortsword: +1 Att (Costs 10 G)
-Iron Longsword: +2 Att (Costs 25 G)
-Iron Battleaxe: +3 Att (Costs 40 G)
-Iron Spear: +2 Att, +1 Def, two-handed (Costs 35 G)

General Store:
-Medicinal Herb: Restores 5 HP (Costs 10 G)
-Basic Healing Potion: Restores 10 HP (Costs 15 G)
-Basic Restoration Potion: Restores 10 HP and 5 AP (Costs 25 G)

Magic Shop:
-Fireball (2): The most basic fire spell. Power 4. (Costs 15 G)
-Watershot (2): The most basic water spell. Power 4. (Costs 15 G)
-Boulder (2): The most basic earth spell. Power 4. (Costs 15 G)
-Wind Slice (2): The most basic air spell. Power 4. (Costs 15 G)


-Abandoned Farm-

West of Faelet, an abandoned farm was claimed by a band of goblins. After a trio of heroes killed thier leader, the goblins abandoned it, leaving only Larklor vines to inhabit the farm. The only building that remains standing is the barn.


-Port City of Sael-

This city has struggled recently, as pirates have made life difficult for ships in the area. Because of the pirates, ships have stopped leaving port altogether. Other businesses have remained open; of note, an inn (10 G per night), an armory, a magic shop, and a general store.

Armory:
-Cutlass: +4 Att (Costs 55 G)
-Rapier: +3 Att, +1 Def (Costs 60 G)
-Iron Chainmail Armor: +2 Def (Costs 35 G)

Magic Shop:
-First Aid (4): A basic healing spell. Heals HP equal to Mag. (Costs 20 G)
-Cure (6): A spell for curing status conditions. (Costs 30 G, requires First Aid)

General Store:
-Antidote: Cures Poison (Costs 15 G)
-Life Gel: Restores 25% of HP (Costs 12 G)
-Phoenix Down: Revives a fallen ally, restoring 10% HP (Costs 50 G)


-Shrine of Chaos-

At the southern end of the continent is a strange temple. Outside, five statues of unusual beasts welcome visitors: a plant (Ark'thugal's name is carved in the statue), a dragon, a squid, a whale, and a skeleton. Inside is a large room with a pedestal with an inscription and five indentations, one containing a glowing, green orb. A door on the back wall allows access to a dangerous battle. The pedestal's inscription reads:

"Be warned, these doors allow access to other worlds for the purpose of fighting great beasts. Stepping through the door creates a copy of the destination, and it is in this temporary 'copy dimension' that you will do battle without harming the other world's ecosystem. Be warned, this means that each time the door is stepped through, it will be a new copy, so if you and a friend step through, you'll be in seperate fights."

Bosses here must be soloed and can be fought more than once. Only the first to kill a boss here gets its item drop. Death has no penalty here.


-City of Tralis-

The capital of the Soulend Continent. Many facilities are available here, including an inn (10 G per night), a magic shop, and a training room. The arena has opened, so any challengers should inquire below. There's a castle, but it's not open to the public.

Magic Shop:
-Heat Wave (10): A fire spell that strikes all enemies. Power 6. (Costs 30 G, requires Fireball)
-Tidal Wave (10): A water spell that strikes all enemies. Power 6. (Costs 30 G, requires Watershot)
-Avalanche (10): An earth spell that strikes all enemies. Power 6. (Costs 30 G, requires Boulder)
-Gust (10): An air spell that strikes all enemies. Power 6. (Costs 30 G, requires Wind Slice)

Training Room:
-War Cry (2): Boosts all allies attack by 1. (Costs 25 G)
-Flurry Strike (5): Strikes two times. Can be split among multiple targets. (Costs 30 G)
-Meditate: Restores 1 HP and 2 AP. Can only be used in battle. (Costs 20 G)
-Study: Reveals hidden stats and weaknesses of an enemy. (Costs 15 G)

Arena:
-Champion's League: Entry fee is 30 G. Challengers take on four battles in a row, with the opponents getting tougher each fight. EXP is awarded each fight, with 100 Gold and and an Iron Warhelmet for those who win all four battles. No penalty for loss here, and challengers get a free trip to the Inn afterwards.

Goblin Champion
HP: 25/25
AP: 15/15
Att: 10 -> 16
Def: 8
Mag: 3
Res: 4
EXP given: 30
Abilities:
-Flurry Strike (5): Strikes two times. Can be split among multiple targets.
-Fireball (2): The most basic fire spell. Power 4.
Inventory:
-Gladiator's Gauntlet: Min. damage dealt per attack is 1 (E)
-Goblin Two-handed Sword: +6 Att, two-handed (E)

Skeletal Champion
HP: 27/27
AP: 18/18
Att: 10 -> 18 (heals half)
Def: 12
Mag: 8
Res: 8
EXP given: 35
Abilities:
-Flurry Strike (5): Strikes two times. Can be split among multiple targets.
-Shadowbeam (2): The most basic dark spell. Power 4.
Inventory:
-Gladiator's Gauntlet: Min. damage dealt per attack is 1 (E)
-Vampire Knife: +1 Att, heals equal to half of damage done (E)
-Steel Shortsword: +7 Att (E)

Pirate Champion
HP: 35/35
AP: 20/20
Att: 13 -> 21
Def: 15
Mag: 10
Res: 12
EXP given: 40
Abilities:
-Flurry Strike (5): Strikes two times. Can be split among multiple targets.
-Disarm (8): An attack that damages and unequip's target item from the enemy.
-Watershot (2): The most basic water spell. Power 4.
-Aquaburst (5): A water spell with decent strength. Power 8.
Inventory:
-Gladiator's Gauntlet: Min. damage dealt per attack is 1 (E)
-Cutlass: +4 Att (E)
-Cutlass: +4 Att (E)

Champion of the Arena
HP: 80/80
AP: 35/35
Att: 16 -> 28
Def: 18 -> 22
Mag: 13
Res: 15
EXP given: 100
Abilities:
-Flurry Strike (5): Strikes two times. Can be split among multiple targets.
-Rage Attack (8): Deals extra damage equal to 10% of damage taken
-Icicle (2): The most basic ice spell. Power 4.
-Frostblast (5): An ice spell with decent strength. Power 8.
-Magic/Melee Combo (10): Allows a regular attack and a spell to be used in the same turn.
Inventory:
-Gladiator's Gauntlet: Min. damage dealt per attack is 1 (E)
-Iron Platemail: +4 Def (E)
-Steel Shortsword: +7 Att (E)
-Steel Shortsword: +7 Att (E)
-Simple Healing Potion: Restores 20 HP
-Simple Healing Potion: Restores 20 HP



-Northern Underpass-

A tunnel through the mountain, it allows passage between the scorching western deserts and the city of Tralis. Monsters reside in the darkness, though, and it's unlikely that travelers will be able to make the trip without a fight. An Inn (20 G) exists outside near the northwestern end, allowing weary travelers to rest either before or after the trip through the underpass.


-Necrator Village-

Necrator is a place where both the living and dead reside. A necromancer tried to use this village as a recruiting ground, but the dead he raised here were uncooperative, wanting to stay and return to what they did in life. The living run the magic shop, and a general store; the undead run the inn (10 G lolwut) and the armory. If Xander's parting words are to be taken seriously, evil may lurk within the village...

Armory:
-Iron Shield: +1 Def (Costs 20 G)
-Iron Two-handed Sword: +7 Att, two-handed (Costs 80 G)
-Vampire Knife: +1 Att, heals equal to half of damage done (Costs 45 G)

General Store:
-Lantern: Lights up dark places (Costs 15 G)
-Weak Attack Potion: +1 Att til end of battle (Costs 15 G)
-Weak Defense Potion: +1 Def til end of battle (Costs 25 G)

Magic Shop:
-Ray (2): The most basic light spell. Power 4. (Costs 15 G)
-Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. (Costs 20 G, requires Ray)


-Necrator Swamp Caverns-

South of Necrator Village is a swamp. One of the caves was used as a hideout for a necromancer named Xander before he was killed by a group of heroes. Death didn't stop him, however; he and his army have (mostly) vacated the caverns. The soil has absorbed his necromatic magics, so things that die here begin their undeath here.


-Oasis Town of Soltrie-

West of the mountains, a single town stands against the desert's heat. Here, travelers will find the usual facilities: an Inn (20 G per night), an armory, a magic shop, and a general store. They will also find a Glass Store, a shop that makes special gear from glass!


Armory:
-Iron Flail: +5 Att (Costs 75 G)
-Leech Knife: +1 Att, restores AP equal to 1/4th damage done (Costs 40 G)
-Vampire Knife: +1 Att, heals equal to half of damage done (Costs 45 G)
-Iron Helmet: +2 Def (Costs 35 G)
-Iron Chainmail Armor: +2 Def (Costs 35 G)
-Magic Wand: +1 Mag (Costs 20 G)

General Store:
-Basic Healing Potion: Restores 10 HP (Costs 15 G)
-Simple Healing Potion: Restores 20 HP (Costs 25 G)
-Phoenix Down: Revives a fallen ally, restoring 10% HP (Costs 50 G)
-Ice Pack: Cures Burn (Costs 15 G)

Magic Shop:
-Fireball (2): The most basic fire spell. Power 4. (Costs 15 G)
-Heat Wave (10): A fire spell that strikes all enemies. Power 6. (Costs 30 G, requires Fireball)
-Firestream (5): A fire spell with decent strength. Power 8. (Costs 25 G, requires Fireball)
-Blast of Flame (6): A fire spell that burns the target. Power 5. (Costs 30 G, requires Firestream)
-Watershot (2): The most basic water spell. Power 4. (Costs 15 G)
-Aquaburst (5): A water spell with decent strength. Power 8. (Costs 25 G, requires Watershot)
-Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. (Costs 30 G, requires First Aid)

Glass Store:
-Glass Sword 40/40: +6 Att, breaks after dealing 40 damage (Costs 45 G)
-Glass Shield 30/30: +4 Def, breaks after blocking 30 damage (Costs 40 G)
-We also repair glass gear! 1 G per point!


Pirate's Hideout

South of Soltrie, a band of pirates has set up camp in an ocean-side cave. A crude map of the hideout has been obtained.
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Bradanuva
Posted: Jan 12 2009, 06:20 PM


http://www.youtube.com/watch?v=Yu_moia-oVI
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Name: Bradanuva
HP: 15/15
AP: 5/5
Att: 2
Def: 6
Mag: 4
Res: 1
EXP: 0
Gold: 20
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master4sword
Posted: Jan 12 2009, 07:31 PM


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You're in the village of Faelet. It's facilities are discribed in the ~THE WORLD~ post. You can visit a store, or try heading out of the village and into the plains, where goblins will probably pick a fight.
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Bradanuva
Posted: Jan 12 2009, 08:32 PM


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Buy Iron Shortsword and Medicinal herbs
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Robtcee13
Posted: Jan 12 2009, 08:48 PM


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Name: Lath
HP: 15/15
AP: 5/5
Att: 6
Def: 4
Mag: 1
Res: 2
EXP: 0
Gold: 20


Edit: I'd also like to buy and equip an Iron Shortsword, as well as leave and tackle a Goblin.
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master4sword
Posted: Jan 12 2009, 08:51 PM


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Brada: Purchased.

Rob: Lath is in. You are in the village of Faelet; pretty much see my previous post as to your current options.
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Robtcee13
Posted: Jan 12 2009, 08:52 PM


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QUOTE (Robtcee13 @ Jan 12 2009, 08:48 PM)
I'd also like to buy and equip an Iron Shortsword, as well as leave and tackle a Goblin.

You missed this. I just edited it in.
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Bradanuva
Posted: Jan 12 2009, 09:05 PM


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equip shortsword... pwn a goblin!
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The Ultramind12
Posted: Jan 12 2009, 09:21 PM


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Name: Ark'thugal (For some reason I'm fond of this name...)
HP: 15/15
AP: 5/5
Att: 6
Def: 4
Mag: 2
Res: 1
EXP: 0
Gold: 20

Buy Iron Shortsword and medicinal herbs, equip shortsword, off to kill something.
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master4sword
Posted: Jan 12 2009, 09:25 PM


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ninja.gif Brada:

Turn Order:

Bradanuva <--
Goblin Runt 1
Goblin Runt 2

Bradanuva
HP: 15/15
AP: 5/5
Att: 2 -> 3
Def: 6
Mag: 4
Res: 1
EXP: 0
Gold: 0
Inventory:
-Iron Shortsword: +1 Att (E)
-Medicinal Herb: Restores 5 HP


Goblin Runt 1
HP: 10/10
Att: 5 -> 7
Def: 2
Inventory:
-Goblin battleaxe: +2 Att (E)

Goblin Runt 2
HP: 10/10
Att: 5 -> 7
Def: 2
Inventory:
-Goblin battleaxe: +2 Att (E)



ninja.gif Rob:

Turn Order:

Lath <--
Goblin Runt 1
Goblin Runt 2

Lath
HP: 15/15
AP: 5/5
Att: 6 -> 7
Def: 4
Mag: 1
Res: 2
EXP: 0
Gold: 10
Inventory:
-Iron Shortsword: +1 Att (E)


Goblin Runt 1
HP: 10/10
Att: 5 -> 6
Def: 2
Inventory:
-Goblin Sword: +1 Att (E)

Goblin Runt 2
HP: 10/10
Att: 5
Def: 2


ninja.gif TUM:

Turn Order:

Ark'thugal <--
Goblin Runt 1
Goblin Runt 2


Ark'thugal
HP: 15/15
AP: 5/5
Att: 6 -> 7
Def: 4
Mag: 2
Res: 1
EXP: 0
Gold: 0
Inventory:
-Iron Shortsword: +1 Att (E)
-Medicinal Herb: Restores 5 HP



Goblin Runt 1
HP: 10/10
Att: 5 -> 6
Def: 2
Inventory:
-Goblin Sword: +1 Att (E)

Goblin Runt 2
HP: 10/10
Att: 5
Def: 2
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Bradanuva
Posted: Jan 12 2009, 09:29 PM


http://www.youtube.com/watch?v=Yu_moia-oVI
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goblin runt 2 is going to die! He slept with my girl!
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Robtcee13
Posted: Jan 12 2009, 09:29 PM


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I'll nail the first one with an attack.
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master4sword
Posted: Jan 12 2009, 09:33 PM


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ninja.gif Brada: I assume that means attack #2? Both attack.

Turn Order:

Bradanuva <--
Goblin Runt 1
Goblin Runt 2

Bradanuva
HP: 13/15
AP: 5/5
Att: 2 -> 3
Def: 6
Mag: 4
Res: 1
EXP: 0
Gold: 0
Inventory:
-Iron Shortsword: +1 Att (E)
-Medicinal Herb: Restores 5 HP


Goblin Runt 1
HP: 10/10
Att: 5 -> 7
Def: 2
Inventory:
-Goblin battleaxe: +2 Att (E)

Goblin Runt 2
HP: 9/10
Att: 5 -> 7
Def: 2
Inventory:
-Goblin battleaxe: +2 Att (E)



ninja.gif Rob: Both attack you.

Turn Order:

Lath <--
Goblin Runt 1
Goblin Runt 2

Lath
HP: 12/15
AP: 5/5
Att: 6 -> 7
Def: 4
Mag: 1
Res: 2
EXP: 0
Gold: 10
Inventory:
-Iron Shortsword: +1 Att (E)


Goblin Runt 1
HP: 5/10
Att: 5 -> 6
Def: 2
Inventory:
-Goblin Sword: +1 Att (E)

Goblin Runt 2
HP: 10/10
Att: 5
Def: 2
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Robtcee13
Posted: Jan 12 2009, 09:34 PM


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I'll kill the first one.
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Bradanuva
Posted: Jan 12 2009, 09:35 PM


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Continue attacking #2 until he is dead... then kill #1 (He stole my car)
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master4sword
Posted: Jan 12 2009, 09:47 PM


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ninja.gif Brada: >_< I miscalculated...you can't survive this fight as is, even with your herb. Goblin 1 runs on the first turn he gets. You kill Goblin Runt 2 9 turns later, taking 8 more damage in the process. You get 7 exp and 4 gold, as well as the goblin's weapon. You have 5 HP remaining now.



ninja.gif Rob: You kill him, gaining 7 exp, 4 gold, and his sword. Other one attacks.

Turn Order:

Lath <--
Goblin Runt 2

Lath
HP: 11/15
AP: 5/5
Att: 6 -> 7
Def: 4
Mag: 1
Res: 2
EXP: 7
Gold: 14
Inventory:
-Iron Shortsword: +1 Att (E)
-Goblin Sword: +1 Att



Goblin Runt 2
HP: 10/10
Att: 5
Def: 2
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Robtcee13
Posted: Jan 12 2009, 09:50 PM


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I'll finish the other one off.
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Bradanuva
Posted: Jan 12 2009, 09:56 PM


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dual wield my weapon +goblin Battleaxe, use herb
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master4sword
Posted: Jan 12 2009, 10:06 PM


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ninja.gif Brada: Done.

ninja.gif Rob: You take one more damage before killing it and getting another 4 G/7 EXP.
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Bradanuva
Posted: Jan 12 2009, 10:08 PM


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really? dual wield is go!?
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The Ultramind12
Posted: Jan 12 2009, 10:26 PM


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Layeth a smackdown on Goblin Runt 1 until it dies.
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Robtcee13
Posted: Jan 12 2009, 11:04 PM


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If duel wield can happen, I'm doing it right now. And fighting more Goblin Runts.
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Bradanuva
Posted: Jan 12 2009, 11:30 PM


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fight mo' goblin runts... maybe I can find the son of a bitch that stole my sketchbook ninja.gif character0007.gif wub.gif
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master4sword
Posted: Jan 12 2009, 11:30 PM


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red.gif Brada: Battle edited in.

Bradanuva
HP: 10/15
AP: 5/5
Att: 2 -> 5
Def: 6
Mag: 4
Res: 1
EXP: 7
Gold: 4
Inventory:
-Iron Shortsword: +1 Att (E)
-Goblin battleaxe: +2 Att (E)


Goblin Runt
HP: 10/10
Att: 5
Def: 2



pikmin_blue.gif TUM: 4 Gold/7 EXP for the kill, plus you take his sword.

Turn Order:

Ark'thugal <--
Goblin Runt 2


Ark'thugal
HP: 11/15
AP: 5/5
Att: 6 -> 7
Def: 4
Mag: 2
Res: 1
EXP: 7
Gold: 4
Inventory:
-Iron Shortsword: +1 Att (E)
-Medicinal Herb: Restores 5 HP
-Goblin Sword: +1 Att

Goblin Runt 2
HP: 10/10
Att: 5
Def: 2




yellow.gif Rob:

Lath <--
Goblin Runt 1
Goblin Runt 2


Lath
HP: 10/15
AP: 5/5
Att: 6 -> 8
Def: 4
Mag: 1
Res: 2
EXP: 14
Gold: 18
Inventory:
-Iron Shortsword: +1 Att (E)
-Goblin Sword: +1 Att (E)



Goblin Runt 1
HP: 10/10
Att: 5
Def: 2

Goblin Runt 2
HP: 9/10
Att: 5 -> 7
Def: 2
Inventory:
-Goblin battleaxe: +2 Att (E)






bulbmin.gif Just a note: If you team up with another player, EXP isn't split; all players get the full amount. However, Gold is split evenly among combatants and items are given to whoever lands the kill, unless the team agrees otherwise.



EDIT: Brada posted as I was updating. His update's in this post.
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Bradanuva
Posted: Jan 12 2009, 11:37 PM


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DIE RUNT!!!
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Robtcee13
Posted: Jan 13 2009, 10:55 AM


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I'll go for the second runt first. He's more dangerous m i rite?
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master4sword
Posted: Jan 13 2009, 12:26 PM


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ninja.gif Brada: 3 damage per turn means 4 turns to kill means you take...gah, forgot to give it a weapon. 4 G/7 EXP.


character0007.gif Rob: You kill it in 2 hits, gaining 4G/7EXP/Golbin Battleaxe.

Lath <--
Goblin Runt 1
Goblin Runt 2


Lath
HP: 5/15
AP: 5/5
Att: 6 -> 8
Def: 4
Mag: 1
Res: 2
EXP: 21
Gold: 22
Inventory:
-Iron Shortsword: +1 Att (E)
-Goblin Sword: +1 Att (E)
-Goblin Battleaxe: +2 Att



Goblin Runt 1
HP: 10/10
Att: 5
Def: 2
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Robtcee13
Posted: Jan 13 2009, 12:39 PM


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Can I equip that Battleaxe during the fight? I will if I can, then I'll end this fight by killing off the last Goblin Runt, then I'll run into the acadamy and demand more defense. Then I will... Yeah, I can. Rest at the inn. >_>
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master4sword
Posted: Jan 13 2009, 01:22 PM


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Rob: Changing equipment mid-fight would take a turn. So I'll assume you don't prior to the slaughter of the goblin, which nets you another 4 gold and 7 exp. You spend 9 EXP to gain 1 Def. The stay at the Inn restores you.
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The Ultramind12
Posted: Jan 13 2009, 02:20 PM


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Killzors the other goblin

And then equip the sword I took from the first one.

Then spend 9 exp to increase def by one, then find more things to kill.

This post has been edited by The Ultramind12 on Jan 13 2009, 02:22 PM
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thegamer275
Posted: Jan 13 2009, 03:33 PM


THE GAME
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Name: Gamer
HP: 15/15
AP: 5/5
Att: 6
Def: 4
Mag: 2
Res: 1
EXP: 0
Gold: 20

This post has been edited by thegamer275 on Jan 13 2009, 03:33 PM
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Robtcee13
Posted: Jan 13 2009, 03:39 PM


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I'll equip the axe and fight more.
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master4sword
Posted: Jan 13 2009, 04:39 PM


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bll.gif Everyone: It seems that the goblins are coming from the west. While training on them in the plains near Faelet is fine, once you feel strong enough perhaps you should investigate...


shear.gif TUM:

Ark <--
Goblin Runt
Goblin Raider

Ark'thugal
HP: 10/15
AP: 5/5
Att: 6 -> 8
Def: 5
Mag: 2
Res: 1
EXP: 5
Gold: 8
Inventory:
-Iron Shortsword: +1 Att (E)
-Medicinal Herb: Restores 5 HP
-Goblin Sword: +1 Att (E)


Goblin Runt
HP: 10/10
Att: 5 -> 6
Def: 2
Inventory:
-Goblin Sword: +1 Att (E)

Goblin Raider
HP: 14/14
AP: 2/2
Att: 6
Def: 4
Abilities:
-War Cry (2): Boosts all allies attack by 1.



thnge.gif TG: Gamer is in. You are in Faelet; see the second post of the topic to see what's in the town. Outside the town you will find goblins to kill.


snitch.gif Rob:

Lath <--
Goblin Runt 1
Goblin Raider
Goblin Runt 2

Lath
HP: 15/15
AP: 5/5
Att: 6 -> 9
Def: 5
Mag: 1
Res: 2
EXP: 19
Gold: 6
Inventory:
-Iron Shortsword: +1 Att
-Goblin Sword: +1 Att (E)
-Goblin Battleaxe: +2 Att (E)


Goblin Runt 1
HP: 10/10
Att: 5
Def: 2

Goblin Raider
HP: 14/14
AP: 2/2
Att: 6
Def: 4
Abilities:
-War Cry (2): Boosts all allies attack by 1.

Goblin Runt 2
HP: 10/10
Att: 5
Def: 2
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Robtcee13
Posted: Jan 13 2009, 04:58 PM


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I'll kill the runts first, then the raider. If I'll survive.
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master4sword
Posted: Jan 13 2009, 06:20 PM


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cool.gif Rob: Runt 1 attacks, hitting 0. Raider War Cries. Violence ensues until end of battle. (See character post for end-of-battle stats)
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Bradanuva
Posted: Jan 13 2009, 07:56 PM


http://www.youtube.com/watch?v=Yu_moia-oVI
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go back to town and do stuff
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Robtcee13
Posted: Jan 13 2009, 08:02 PM


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Do you expect me to ever buy things, if I keep spending all my money to rest at the inn?

My action is in bold.
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master4sword
Posted: Jan 13 2009, 08:13 PM


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cool.gif Brada: What kind of "stuff"?

wacko.gif Rob: Yeh, inn prices are too high...*cuts price to 15G*
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Robtcee13
Posted: Jan 13 2009, 08:52 PM


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I want a single point boost to attack and defense, then I want another fight.
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Bradanuva
Posted: Jan 13 2009, 08:57 PM


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spend exp to get to lvl 3
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Robtcee13
Posted: Jan 13 2009, 09:03 PM


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As I see it, you spend exp on STATS, not your level itself.

Although I'd like to suggest a level system be kinda added in somehow... To more distinguish different players. Like, say, if your total stats add up to a certain amount... Or how much exp you've spend reaches a set point...
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thegamer275
Posted: Jan 13 2009, 09:10 PM


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Look for stuff to battle.
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master4sword
Posted: Jan 13 2009, 09:43 PM


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lloydstance.gif Rob: Stats improved, battle below. I decided not to use a level system in this RPG. Oh, speaking of your fight, Runt #2's bow let him shoot you as the fight began.

Lath <--
Goblin Mage
Goblin Runt 1
Goblin Runt 2


Lath
HP: 14/15
AP: 5/5
Att: 7 -> 10
Def: 6
Mag: 1
Res: 2
EXP: 21
Gold: 9
Inventory:
-Iron Shortsword: +1 Att
-Goblin Sword: +1 Att (E)
-Goblin Battleaxe: +2 Att (E)


Goblin Mage
HP: 9/9
AP: 8/8
Att: 2
Def: 1
Mag: 5
Res: 3
Abilities:
-Fireball (2): The most basic fire spell. Power 4.

Goblin Runt
HP: 10/10
Att: 5 ->7
Def: 2
Inventory:
-Goblin Battleaxe: +2 Att (E)

Goblin Runt
HP: 10/10
Att: 5 -> 7
Def: 2
Inventory:
-Goblin Shortbow: +2 Att, chance of getting a free attack at beginning of battle, two-handed (E)




colettestance.gif Brada: Refer to Rob's post; you spend EXP on the individual stats rather than any "level-up" system.


genisstance.gif TG:

Turn order:

Gamer <--
Goblin Runt 1
Goblin Runt 2

Gamer
HP: 15/15
AP: 5/5
Att: 6
Def: 4
Mag: 2
Res: 1
EXP: 0
Gold: 20


Goblin Runt 1
HP: 10/10
Att: 5
Def: 2

Goblin Runt 2
HP: 10/10
Att: 5
Def: 2
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Bradanuva
Posted: Jan 13 2009, 09:47 PM


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I do not understand any more
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Robtcee13
Posted: Jan 13 2009, 09:51 PM


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I'm killing that mage first. The rest don't matter, but if I can't survive it, I'll get that archer second.

Brada: Stats cost the amount of the stat x2 +1 to raise. So if you had 6 Def, you'd spend 13 exp to raise it by 1. Though HP/AP worries me.
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Bradanuva
Posted: Jan 13 2009, 10:03 PM


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Go out and fight
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The Ultramind12
Posted: Jan 14 2009, 03:41 AM


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Attack the Raider until it stops living.
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master4sword
Posted: Jan 14 2009, 04:50 PM


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1232.gif Rob: *points at stats post*

1279.gif Brada:

Brada <--
Runt 1
Runt 2


Bradanuva
HP: 10/15
AP: 5/5
Att: 2 -> 5
Def: 6
Mag: 4
Res: 1
EXP: 14
Gold: 8
Inventory:
-Iron Shortsword: +1 Att (E)
-Goblin battleaxe: +2 Att (E)


Goblin Runt 1
HP: 10/10
Att: 5 -> 7
Def: 2
Inventory:
-Goblin battleaxe: +2 Att (E)

Goblin Runt 2
HP: 10/10
Att: 5 -> 7
Def: 2 -> 3
Inventory:
-Goblin Spear: +2 Att, +1 Def, two-handed (E)



mariosmall.gif TUM: Turn 1, you stab Raider, both stab you. Second turn, you stab Raider, runt attacks and Raider warcries. Turn 3, everyone fights. Turn 4, you slay the Raider, gaining 12 Exp/10 Gold, while the Runt attacks.

Ark <--
Goblin Runt

Ark'thugal
HP: 1/15
AP: 5/5
Att: 6 -> 8
Def: 5
Mag: 2
Res: 1
EXP: 17
Gold: 18
Inventory:
-Iron Shortsword: +1 Att (E)
-Medicinal Herb: Restores 5 HP
-Goblin Sword: +1 Att (E)


Goblin Runt
HP: 10/10
Att: 5 -> 7
Def: 2
Inventory:
-Goblin Sword: +1 Att (E)

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