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| The Ultramind12 |
Posted: Feb 15 2011, 01:33 AM
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Making the world happier, one laugh at a time! ![]() Group: Dedicated Members Posts: 6,476 Member No.: 99 Joined: 5-January 06 |
Repeat last fight. Stunbolt x3, Al'ar Flashes, Curse of the Sea x3, Flash, Flood x2.
Hit the Inn, search the last two areas. Bring Al'ar and Squawks up to 100 HP, drop the rest of their exp in Mag. Put all of my exp in Def. Then enter Al'ar and Squawks in the arena. :U |
| master4sword |
Posted: Feb 16 2011, 12:02 AM
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Would love to exist again ![]() Group: Admin Posts: 6,349 Member No.: 26 Joined: 22-July 05 |
Pyrix: You attack for 0 damage. It attacks for 0 damage.Pyrix HP: 35/35 AP: 23/25 Att: 8 -> 10 Def: 28 -> 34 (Flying) Mag: 50 Res: 33 EXP: 3084 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -Fireball (2): The most basic fire spell. Power 4. -Heat Wave (10): A fire spell that strikes all enemies. Power 6. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Arena Zombie Zebra HP: 85/115 AP: 100/100 Att: 82 Def: 69 Res: 32 EXP given: 225 Abilities: -Infectious Bite (12): This attack poisons. Power 9. -Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack. -Ultra Kick (15): Attacks with 2x the power of a normal, unequipped attack. -Bloodsuck (15): Restores HP equal to damage dealt. Power 5. Shelob: You attack. It attacks and you die. Kilza: Battle 5...a unicorn!?Vhozon HP: 70/70 AP: 96/136 (1.5x Gold drops, half-price consecutive spells) Att: 2 -> 4 Def: 50 -> 56 (Flying) Mag: 160 Res: 66 EXP: 2074 Abilities: -Take Flight (2): The user begins flying. -Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. -Mimic Chant (8): Casts the last spell used by the target without paying the AP cost. You may select your own target for the spell used by Mimic Chant. -Repeat Chant (auto): Halves AP cost if the same spell is used consecutively. -Treasureseeker (auto): Enemies drop 1.5x gold. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -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. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) -Enchanted Wingguard: +2 Def, +2 Res, restores 10% AP per turn, worn by Parrots Arena Unicorn HP: 315/315 AP: 200/200 Att: 130 -> 136 Def: 112 Mag: 114 -> 126 Res: 132 EXP given: 1018 Abilities: -Impale (5): Power 8. -Twin Kick (9): Attacks twice with 1.5x the power of a normal, unequipped attack. Can be split among multiple targets. -Stabcast (17): Attacks with a power 12 attack then allows a spell to be cast. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Ray (2): The most basic light spell. Power 4. -Solar Blast (5): A light spell with decent strength. Power 8. -Shine (9): A moderately powerful light spell. Power 14. -Divine Glow (15): A powerful, single-targeting light spell. Power 25. -Shadowbeam (2): The most basic dark spell. Power 4. -Lifedrain (15): A dark spell that restores HP equal to damage dealt. Power 5. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. Inventory: -Blessed Horn: +6 Att, +12 Mag, prevents status conditions (E) TUM: Combat happens. Down is treasure (Harpoon), right is desert. Al'ar:Al'ar HP: 100/100 AP: 65/65 Att: 8 -> 10 Def: 41 -> 47 (Flying) Mag: 97 Res: 80 EXP: 168 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Solar Blast (5): A light spell with decent strength. Power 8. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Arena Zombie Zebra HP: 115/115 AP: 100/100 Att: 82 Def: 69 Mag: 0 Res: 32 EXP given: 225 Abilities: -Infectious Bite (12): This attack poisons. Power 9. -Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack. -Ultra Kick (15): Attacks with 2x the power of a normal, unequipped attack. -Bloodsuck (15): Restores HP equal to damage dealt. Power 5. Squawks:Squawks HP: 100/100 AP: 65/65 (1.5x Gold drops) Att: 29 -> 31 Def: 49 -> 55 (Flying) Mag: 92 Res: 67 EXP: 30 Abilities: -Take Flight (2): The user begins flying. -Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. -Mimic Chant (8): Casts the last spell used by the target without paying the AP cost. You may select your own target for the spell used by Mimic Chant. -Treasureseeker (auto): Enemies drop 1.5x gold. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Arena Zombie Zebra HP: 115/115 AP: 100/100 Att: 82 Def: 69 Mag: 0 Res: 32 EXP given: 225 Abilities: -Infectious Bite (12): This attack poisons. Power 9. -Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack. -Ultra Kick (15): Attacks with 2x the power of a normal, unequipped attack. -Bloodsuck (15): Restores HP equal to damage dealt. Power 5. |
| Bradanuva |
Posted: Feb 16 2011, 12:22 AM
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http://www.youtube.com/watch?v=Yu_moia-oVI ![]() Group: Dedicated Members Posts: 1,559 Member No.: 149 Joined: 31-March 06 |
Ray
StGC drinks her sorrows away. |
| ~Kilza~ |
Posted: Feb 16 2011, 01:24 AM
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Island Hero ![]() Group: Alts Posts: 723 Member No.: 626 Joined: 17-August 07 |
UNICORN! <3
(Also oh god what an item) Too bad I know it's impossible to survive this fight right now. Vhozon will just use Flood until dead. Anyways, now that that's over, equip the Enchanted Wingguard on Vhozon (Jesus Vhozon? Hell yeah! ), and give/equip the Silver Windguard to Suseji. Dump all of Vhozon's EXP into Res, and then:-Fly to Mooncrater, buy Suseji Reanimate, PW Reanimate and Comforting Winds. -Fly to Fishok, buy Suseji the silver horseshoes. Equip them. -Go to Sedrune, buy Vhozon Scorch, Healthy Warmth, Quake and Gravitation. Buy PW, Suseji and Kilza Healthy Warmth. Also buy PW Scorch. -Head into the Feasting Forest. This post has been edited by ~Kilza~ on Feb 17 2011, 02:59 AM |
| The Ultramind12 |
Posted: Feb 16 2011, 02:28 PM
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Making the world happier, one laugh at a time! ![]() Group: Dedicated Members Posts: 6,476 Member No.: 99 Joined: 5-January 06 |
Both birds Ray it to death.
On the spider, Squawks uses Stunbolt > Curse > Blast > Toxic > Curse > wait for it to die. Al'ar will Blast it... and we'll see how it goes from there. |
| master4sword |
Posted: Feb 18 2011, 11:32 PM
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Would love to exist again ![]() Group: Admin Posts: 6,349 Member No.: 26 Joined: 22-July 05 |
Brad: Pyrix HP: 35/35 AP: 21/25 Att: 8 -> 10 Def: 28 -> 34 (Flying) Mag: 50 Res: 33 EXP: 3084 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -Fireball (2): The most basic fire spell. Power 4. -Heat Wave (10): A fire spell that strikes all enemies. Power 6. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Arena Zombie Zebra HP: 55/115 AP: 100/100 Att: 82 Def: 69 Res: 32 EXP given: 225 Abilities: -Infectious Bite (12): This attack poisons. Power 9. -Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack. -Ultra Kick (15): Attacks with 2x the power of a normal, unequipped attack. -Bloodsuck (15): Restores HP equal to damage dealt. Power 5. Kilza: You enter the forest, and you quickly realize that you should stick to the path; the trees are very obviously aware of your presence. They aren't trying to hide their hunger at all......but then the forest branches. Forward, left, or right? Al'ar: Spider Acid Spits, poisoning you; spider takes 23 burn damage.Al'ar HP: 67/100 (Poisoned 33) AP: 55/65 Att: 8 -> 10 Def: 41 -> 47 (Flying) Mag: 97 Res: 80 EXP: 423 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Solar Blast (5): A light spell with decent strength. Power 8. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Arena Spider HP: 56/150 (Burned) AP: 50/58 Att: 78 -> 80 (Range, negates flying) Def: 52 Res: 31 EXP given: 260 Abilities: -Sharp Fang (2): Power 4. -Poison Fang (5): This attack poisons. -Burning Fang (5): This attack burns. -Acid Spit (8): A ranged attack that poisons the target. -Bloodsuck (15): Restores HP equal to damage dealt. Power 5. Inventory: -Web Grapplegun: +2 Att, ranged, negates Flying, worn by Spiders (E) Squawks: You Stun, spider does nothing, you Curse, spider attacks, you Burn which kills the spider.Squawks HP: 75/100 AP: 49/65 (1.5x Gold drops) Att: 29 -> 31 Def: 49 -> 55 (Flying) Mag: 92 Res: 67 EXP: 515 Abilities: -Take Flight (2): The user begins flying. -Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. -Mimic Chant (8): Casts the last spell used by the target without paying the AP cost. You may select your own target for the spell used by Mimic Chant. -Treasureseeker (auto): Enemies drop 1.5x gold. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Arena Phoenix HP: 120/120 AP: 75/75 Att: 40 Def: 54 (Flying) Mag: 100 Res: 59 EXP given: 416 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -Dying Flames (auto): When killed, the killer is immediately hit by a power 0 magic Fire attack. -Combustion Tackle (20): Hits with a physical then magical Fire power 30 attacks, then dies. -Firestream (5): A fire spell with decent strength. Power 8. -Blast of Flame (6): A fire spell that burns the target. Power 5. -Scorch (9): A moderately powerful fire spell. Power 14. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. |
| ~Kilza~ |
Posted: Feb 18 2011, 11:54 PM
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Island Hero ![]() Group: Alts Posts: 723 Member No.: 626 Joined: 17-August 07 |
Those trees can go die, nothing's harming me.
Right. |
| The Ultramind12 |
Posted: Feb 19 2011, 12:17 AM
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Making the world happier, one laugh at a time! ![]() Group: Dedicated Members Posts: 6,476 Member No.: 99 Joined: 5-January 06 |
Al'ar: Scorch.
Squawks: Stunbolt, Curse, Toxic Winds. |
| Bradanuva |
Posted: Feb 20 2011, 04:44 PM
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http://www.youtube.com/watch?v=Yu_moia-oVI ![]() Group: Dedicated Members Posts: 1,559 Member No.: 149 Joined: 31-March 06 |
Ray, Ray, Ray, Ray, Ray, Ray... RAY! (keep doing this until I die.)
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| master4sword |
Posted: Feb 21 2011, 10:25 PM
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Would love to exist again ![]() Group: Admin Posts: 6,349 Member No.: 26 Joined: 22-July 05 |
EDIT: Forgot about the egg. It hatches. Name thy spider. .^..^. <OOOO. .O..v. .O.... .O.... Al'ar HP: 34/100 (Poisoned 34) AP: 46/65 Att: 8 -> 10 Def: 41 -> 47 (Flying) Mag: 97 Res: 80 EXP: 683 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Solar Blast (5): A light spell with decent strength. Power 8. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Arena Phoenix HP: 120/120 AP: 75/75 Att: 40 Def: 54 (Flying) Mag: 100 Res: 59 EXP given: 416 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -Dying Flames (auto): When killed, the killer is immediately hit by a power 0 magic Fire attack. -Combustion Tackle (20): Hits with a physical then magical Fire power 30 attacks, then dies. -Firestream (5): A fire spell with decent strength. Power 8. -Blast of Flame (6): A fire spell that burns the target. Power 5. -Scorch (9): A moderately powerful fire spell. Power 14. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. Squawks HP: 75/100 AP: 31/65 (1.5x Gold drops) Att: 29 -> 31 Def: 49 -> 55 (Flying) Mag: 92 Res: 67 EXP: 931 Abilities: -Take Flight (2): The user begins flying. -Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. -Mimic Chant (8): Casts the last spell used by the target without paying the AP cost. You may select your own target for the spell used by Mimic Chant. -Treasureseeker (auto): Enemies drop 1.5x gold. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) -Enchanted Wingguard: +2 Def, +2 Res, restores 10% AP per turn, worn by Parrots Arena Pegasus HP: 240/240 AP: 170/170 Att: 130 -> 134 Def: 96 -> 98 Mag: 130 (140 when using Air spells) Res: 96 EXP given: 680 Abilities: -Upward Spiral (12): The user begins flying, striking a target on the way up. Power 12. -Divecast (8): Boosts Mag by 10 for the duration of a spell, but leaves the user no longer flying. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Tempest (26): A powerful air spell that strikes all enemies. Power 18. -Twister (15): A powerful, single-targeting air spell. Power 25. Inventory: -Winged Hooves: +4 Att, +2 Def, +10 Mag when using Air spells (E) Pyrix HP: 35/35 AP: 17/25 Att: 8 -> 10 Def: 28 -> 34 (Flying) Mag: 50 Res: 33 EXP: 3309 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -Fireball (2): The most basic fire spell. Power 4. -Heat Wave (10): A fire spell that strikes all enemies. Power 6. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Arena Spider HP: 150/150 AP: 58/58 Att: 78 -> 80 (Range, negates flying) Def: 52 Mag: 0 Res: 31 EXP given: 260 Abilities: -Sharp Fang (2): Power 4. -Poison Fang (5): This attack poisons. -Burning Fang (5): This attack burns. -Acid Spit (8): A ranged attack that poisons the target. -Bloodsuck (15): Restores HP equal to damage dealt. Power 5. Inventory: -Web Grapplegun: +2 Att, ranged, negates Flying, worn by Spiders (E) |
| The Ultramind12 |
Posted: Feb 21 2011, 10:32 PM
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Making the world happier, one laugh at a time! ![]() Group: Dedicated Members Posts: 6,476 Member No.: 99 Joined: 5-January 06 |
Al'ar: First Aid, Cure, First Aid, Blast.
Squawks: Same as previous. Use Blast instead of Toxic Winds. Question: Does Al'ar ever get big enough for me to use as a mount? Don't BS me here, his namesake is a mount. |
| ~Kilza~ |
Posted: Feb 21 2011, 10:43 PM
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Island Hero ![]() Group: Alts Posts: 723 Member No.: 626 Joined: 17-August 07 |
I'll take the 2nd up arrow path.
Edit: Name the spider Panith Onik Saythos. This post has been edited by ~Kilza~ on Feb 21 2011, 10:53 PM |
| Bradanuva |
Posted: Feb 22 2011, 01:40 AM
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http://www.youtube.com/watch?v=Yu_moia-oVI ![]() Group: Dedicated Members Posts: 1,559 Member No.: 149 Joined: 31-March 06 |
Ray until I die
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| master4sword |
Posted: Feb 22 2011, 11:34 PM
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Would love to exist again ![]() Group: Admin Posts: 6,349 Member No.: 26 Joined: 22-July 05 |
Al'ar HP: 72/100 AP: 32/65 Att: 8 -> 10 Def: 41 -> 47 (Flying) Mag: 97 Res: 80 EXP: 683 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Solar Blast (5): A light spell with decent strength. Power 8. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Arena Phoenix HP: 120/120 AP: 60/75 Att: 40 Def: 54 (Flying) Mag: 100 Res: 59 EXP given: 416 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -Dying Flames (auto): When killed, the killer is immediately hit by a power 0 magic Fire attack. -Combustion Tackle (20): Hits with a physical then magical Fire power 30 attacks, then dies. -Firestream (5): A fire spell with decent strength. Power 8. -Blast of Flame (6): A fire spell that burns the target. Power 5. -Scorch (9): A moderately powerful fire spell. Power 14. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. Squawks HP: 75/100 AP: 13/65 (1.5x Gold drops) Att: 29 -> 31 Def: 49 -> 55 (Flying) Mag: 92 Res: 67 EXP: 931 Abilities: -Take Flight (2): The user begins flying. -Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. -Mimic Chant (8): Casts the last spell used by the target without paying the AP cost. You may select your own target for the spell used by Mimic Chant. -Treasureseeker (auto): Enemies drop 1.5x gold. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) -Enchanted Wingguard: +2 Def, +2 Res, restores 10% AP per turn, worn by Parrots Arena Pegasus HP: 201/240 (Paralyzed, Burned) AP: 170/170 (Cursed 1) Att: 130 -> 134 Def: 96 -> 98 Mag: 130 (140 when using Air spells) Res: 96 EXP given: 680 Abilities: -Upward Spiral (12): The user begins flying, striking a target on the way up. Power 12. -Divecast (8): Boosts Mag by 10 for the duration of a spell, but leaves the user no longer flying. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Tempest (26): A powerful air spell that strikes all enemies. Power 18. -Twister (15): A powerful, single-targeting air spell. Power 25. Inventory: -Winged Hooves: +4 Att, +2 Def, +10 Mag when using Air spells (E) You follow the path up; you reach the bank of a river, and the path turns right. It turns again shortly after, and you soon find yourself at a dead end with a small field of red-tinted shrubs...you see a nearby plant producing seeds...you could probably plant one in the patch and see what happens... Shrub Patch: ..1234567 .+------- A|....... B|...RRR. C|....... D|....... E|.RR.... F|.RR.... G|....... Forest Map: ???----- ???.OOO. .^..O.O. <OOOO.O. .O..v... .O.????? .O.????? |
| The Ultramind12 |
Posted: Feb 22 2011, 11:43 PM
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Making the world happier, one laugh at a time! ![]() Group: Dedicated Members Posts: 6,476 Member No.: 99 Joined: 5-January 06 |
Blast of Flame. >_>
Squawks equips his shiny new Wingguards, Curses the pegasus, and sits back to watch it burn to death, Cursing as necessary. |
| ~Kilza~ |
Posted: Feb 23 2011, 12:13 AM
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Island Hero ![]() Group: Alts Posts: 723 Member No.: 626 Joined: 17-August 07 |
Can't let you do that,
Also, remember Brad, go to the forest. Anyways, plant the seed at D5. Then, take the path leading down. |
| Bradanuva |
Posted: Feb 23 2011, 03:04 AM
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http://www.youtube.com/watch?v=Yu_moia-oVI ![]() Group: Dedicated Members Posts: 1,559 Member No.: 149 Joined: 31-March 06 |
Go to Siltanat and buy: Solar Blast, Hydroblast, Flood, Lightning Strike, Megavolt, Stunbolt, and Miracle Life, go to Mooncrater Village to buy Black Hole, Reanimate, and a Blood Staff; unequip Lightningrod Staff and equip Blood Staff, then go to the forest.
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| master4sword |
Posted: Feb 25 2011, 09:41 PM
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Would love to exist again ![]() Group: Admin Posts: 6,349 Member No.: 26 Joined: 22-July 05 |
Al'ar: Phoenixes absorb fire. Which also means that, if you want to inflict Burn on a phoenix you can't use Fire to do it. (On the bright side, you're immune to Dying Flames...) <_< Enemy Solar Blasts again.Al'ar HP: 44/100 AP: 26/65 Att: 8 -> 10 Def: 41 -> 47 (Flying) Mag: 97 Res: 80 EXP: 683 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Solar Blast (5): A light spell with decent strength. Power 8. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Arena Phoenix HP: 120/120 AP: 55/75 Att: 40 Def: 54 (Flying) Mag: 100 Res: 59 EXP given: 416 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -Dying Flames (auto): When killed, the killer is immediately hit by a power 0 magic Fire attack. -Combustion Tackle (20): Hits with a physical then magical Fire power 30 attacks, then dies. -Firestream (5): A fire spell with decent strength. Power 8. -Blast of Flame (6): A fire spell that burns the target. Power 5. -Scorch (9): A moderately powerful fire spell. Power 14. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. Squawks: You change equipment, Pegasus does nothing and takes 36 burn damage, you Curse, Pegasus misses turn and takes 36 burn, you do nothing, Pegasus does nothing and takes 36 burn, you do nothing, Pegasus misses turn and takes 36 burn, you Curse, Pegasus does nothing and takes 36 burn, you do nothing, Pegasus misses turn and dies of burn.Squawks HP: 75/100 AP: 31/65 (+10% per turn, 1.5x Gold drops) Att: 29 -> 31 Def: 49 -> 53 (Flying) Mag: 92 Res: 67 -> 69 EXP: 1611 Abilities: -Take Flight (2): The user begins flying. -Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. -Mimic Chant (8): Casts the last spell used by the target without paying the AP cost. You may select your own target for the spell used by Mimic Chant. -Treasureseeker (auto): Enemies drop 1.5x gold. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi -Enchanted Wingguard: +2 Def, +2 Res, restores 10% AP per turn, worn by Parrots (E) Arena Unicorn HP: 315/315 AP: 200/200 Att: 130 -> 136 Def: 112 Mag: 114 -> 126 Res: 132 EXP given: 1018 Abilities: -Impale (5): Power 8. -Twin Kick (9): Attacks twice with 1.5x the power of a normal, unequipped attack. Can be split among multiple targets. -Stabcast (17): Attacks with a power 12 attack then allows a spell to be cast. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Ray (2): The most basic light spell. Power 4. -Solar Blast (5): A light spell with decent strength. Power 8. -Shine (9): A moderately powerful light spell. Power 14. -Divine Glow (15): A powerful, single-targeting light spell. Power 25. -Shadowbeam (2): The most basic dark spell. Power 4. -Lifedrain (15): A dark spell that restores HP equal to damage dealt. Power 5. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. Inventory: -Blessed Horn: +6 Att, +12 Mag, prevents status conditions (E) Kilza: You plant the seed, which immediately sprouts into a full-grown shrub. Then, several shrubs wither and die, and several new ones grow...You head off; the shrubs will continue to grow and die while you are gone. You head down, and the path turns, and as it turns you find a tree growing in the middle of the path... Shrub Patch After Planting: ..1234567 .+------- A|....... B|...RRR. C|....... D|....R.. E|.RR.... F|.RR.... G|....... Shrub Patch Currently: ..1234567 .+------- A|....R.. B|....R.. C|...R.R. D|....... E|.RRR... F|.RR.... G|....... Forest Map: ???----- ???.OOO. .^..O.O. <OOOO.R. .O..O... .O..OO>? .O.....? And your battle: Kilza HP: 95/95 AP: 90/90 Att: 144 -> 170 (Range) Def: 70 -> 87 Mag: 11 Res: 70 (Resists most recent element stuck by) EXP: 43 Gold: 6175 Ablities: -Flurry Strike (5): Strikes two times. Can be split among multiple targets. -Rapid Reload (12): Strikes three times. Can be split among multiple targets. Requires range. -Research: Reveals hidden stats and weaknesses of all enemies. -Magic/Melee Combo (10): Allows a regular attack and a spell to be used in the same turn. -Trihit (12): Strikes three times. Must hit the same target with each attack. -Spellcombo (5): Allows two spells to be cast this turn. -Study: Reveals hidden stats and weaknesses of an enemy. -Quickchange (6): Changes equipment and then allows a regular attack. -Disarm (8): An attack that damages and unequips target item from the enemy. -Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack. -Snipe (6): A careful shot that requires range. Power 5, Flying Slayer. -Fireball (2): The most basic fire spell. Power 4. -Firestream (5): A fire spell with decent strength. Power 8. -Heat Wave (10): A fire spell that strikes all enemies. Power 6. -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. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Shock (2): The most basic lightning spell. Power 4. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. Inventory: -Silver Helmet: +7 Def (E) -Command Ring: Allows the usage of an additional pet. (E) -Larklor Pendant: Becomes resistant to the last element wearer was hit by. (E) -Demonwood Shortbow: +26 Att, Range, two-handed (E) -Silver Chainmail: +10 Def (E) -Phoenix Down: Revives a fallen ally, restoring 10% HP (x2) -Mediocre Healing Potion: Restores 30 HP -Focus Herb: Restores 15 AP. (x2) -Decent Healing Potion: Restores 50 HP (x3) -Awakening Potion: Cures Sleep -Phoenixfeather Potion: Revives a fallen ally, restoring 30% HP (x4) -Steel Helmet: +5 Def -Staff of Darkness: +4 Mag, -2 AP cost for Dark spells -Sickle: A harvesting instrument. +12 Att, Plant Slayer. -Holy Water: Weakens Vampires. (x5) -Stake: +1 Att, can inflict the killing blow on Vampires -Giant Spider Egg 6/7: This will hatch after 7 updates. Vhozon HP: 70/70 AP: 136/136 (+10% per turn; 1.5x Gold drops, half-price consecutive spells) Att: 2 -> 4 Def: 50 -> 54 (Flying) Mag: 160 Res: 80 -> 82 EXP: 30 Abilities: -Take Flight (2): The user begins flying. -Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. -Mimic Chant (8): Casts the last spell used by the target without paying the AP cost. You may select your own target for the spell used by Mimic Chant. -Repeat Chant (auto): Halves AP cost if the same spell is used consecutively. -Treasureseeker (auto): Enemies drop 1.5x gold. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Enchanted Wingguard: +2 Def, +2 Res, restores 10% AP per turn, worn by Parrots (E) Suseji HP: 100/100 AP: 47/47 Att: 16 -> 18 Def: 36 -> 42 Mag: 78 Res: 66 EXP: 65 Abilities: -Aerial Transport: Allows travel to any revealed city. Cannot be used in battle. -Take Flight (2): The user begins flying. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Solar Blast (5): A light spell with decent strength. Power 8. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Cure (6): A spell for curing status conditions. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. Inventory: -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) -Silver Horseshoes: +2 Att, +2 Def, worn by Zombie Zebras, Pegasi, and Unicorns (E) Demonoak Tree HP: 750/750 AP: 40/40 Att: 89 Def: 144 Mag: 111 Res: 109 EXP given: 810 Gold: 777 Abilities: -Demonroot System (auto): At the start of each turn, cures status conditions. If no conditions exist, restores 10% HP and 10% AP. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. -Splintershot (9): A moderately powerful wood spell. Power 14. Brad: Stuff purchased. You head into the forest, and you notice that the trees look hungry, and are watching you...On the map, the arrows are unexplored paths, R is a strange shrub patch, and Kilza is fighting a random encounter at the lower-right >. Forest Map: ???----- ???.OOO. .^..O.O. <OOOO.R. .O..O... .O..OO>? .O.....? |
| The Ultramind12 |
Posted: Feb 25 2011, 11:14 PM
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Making the world happier, one laugh at a time! ![]() Group: Dedicated Members Posts: 6,476 Member No.: 99 Joined: 5-January 06 |
Both birds bow out.
Time to head out somewhere and train. Hit the inn and go kill something. And buy those new spells. |
| ~Kilza~ |
Posted: Feb 26 2011, 02:09 AM
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Island Hero ![]() Group: Alts Posts: 723 Member No.: 626 Joined: 17-August 07 |
Turn 1: Kilza free shots and Rapid Reloads, Vhozon uses Curse of the Sea, Suseji Takes Flight.
Turn 2-11: Just to save AP and thinking, Kilza attacks, Vhozon uses Curse of the Sea, Suseji attacks, tree dies on turn 11. Thank god for infinite AP. Quite a bit of EXP there...alright, Kilza dumps into defense, Vhozon dumps into Res, Suseji dumps into magic. Keep moving on. |
| Bradanuva |
Posted: Feb 27 2011, 05:38 AM
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http://www.youtube.com/watch?v=Yu_moia-oVI ![]() Group: Dedicated Members Posts: 1,559 Member No.: 149 Joined: 31-March 06 |
Go upper right
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| master4sword |
Posted: Feb 28 2011, 10:25 PM
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Would love to exist again ![]() Group: Admin Posts: 6,349 Member No.: 26 Joined: 22-July 05 |
Ark'thugal HP: 125/125 (Restores status outside of battle) AP: 100/100 (+15% per turn, immune to Curse, -2 cost for Light spells) Att: 99 (immune to Fear) Def: 108 -> 127 Mag: 158 -> 166 Res: 101 -> 105 (Reflects status) EXP: 199 Gold: 6329 Abilities: -Flurry Strike (5): Strikes two times. Can be split among multiple targets. -Rapid Reload (12): Strikes three times. Can be split among multiple targets. Requires range. -Trihit (12): Strikes three times. Must hit the same target with each attack. -Quickchange (6): Changes equipment and then allows a regular attack. -Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack. -Snipe (6): A careful shot that requires range. Power 5, Flying Slayer. -Steal (10): Steals an unequipped item from an enemy. -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. -Research: Reveals hidden stats and weaknesses of all enemies. -Spellcombo (5): Allows two spells to be cast this turn. -Magic/Melee Combo (10): Allows a regular attack and a spell to be used in the same turn. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Fireball (2): The most basic fire spell. Power 4. -Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Helmet: +7 Def (E) -Chaos Scale Armor: +8 Def, when inflicted with a status condition the source gets the same condition. (E) -Chaos Petal Pendant: Restores 10% AP per turn. (E) -Fog Cape: +2 Def, +2 Res, restores status outside of battle (E) -Command Ring: Allows the usage of an additional pet. (E) -Skullstone Ring: +2 Def, +2 Res, prevents Curse and Fear (E) -Mind Staff: +4 Mag, restores 5% AP per turn (E) -Sun Staff: +4 Mag, -2 AP cost for Light spells (E) -Demonwood Wand: +10 Mag when using Wood spells, restores 5% AP per turn -Demonwood Shortbow: +26 Att, Range, two-handed -Iron Warhelmet: +2 Def, +1 Res, +1 Att -Voodoo Doll: Cures Curse (x5) -Basic Restoration Potion: Restores 10 HP and 5 AP (x8) -Phoenixfeather Potion: Revives a fallen ally, restoring 30% HP (x8) -Antideath Spear: +20 Att, +3 Def, Undead Slayer, restores 10% HP per turn, two-handed -Cloth Cape: +1 Def -Dwarven Hand Cannon: +20 Att, two-handed, ranged -Dwarven Battlesuit: +12 Def, -2 Mag, -3 Res -Spiderbane: +7 Att, Spider Slayer -Magic Wand: +1 Mag -Magic Wand: +1 Mag -Iron Platemail Armor: +4 Def -Glaclief Stone: A glowing rock found in cold climates. -Larklor Root: A root from a deadly plant. -Focus Herb: Restores 15 AP -Stake: +1 Att, can inflict the killing blow on Vampires -Silver Warhammer: +15 Att -Harpoon: +12 Att, Aquatic Slayer. -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi Squawks HP: 100/100 AP: 65/65 (+10% per turn, 1.5x Gold drops) Att: 29 -> 31 Def: 49 -> 53 (Flying) Mag: 92 Res: 67 -> 69 EXP: 1611 Abilities: -Take Flight (2): The user begins flying. -Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. -Mimic Chant (8): Casts the last spell used by the target without paying the AP cost. You may select your own target for the spell used by Mimic Chant. -Treasureseeker (auto): Enemies drop 1.5x gold. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Fireball (2): The most basic fire spell. Power 4. -Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Enchanted Wingguard: +2 Def, +2 Res, restores 10% AP per turn, worn by Parrots (E) Al'ar HP: 100/100 AP: 65/65 Att: 8 -> 10 Def: 41 -> 47 (Flying) Mag: 97 Res: 80 EXP: 683 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -Fireball (2): The most basic fire spell. Power 4. -Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Solar Blast (5): A light spell with decent strength. Power 8. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Demonoak Tree HP: 750/750 AP: 40/40 Att: 89 Def: 144 Mag: 111 Res: 109 EXP given: 810 Gold: 777 Abilities: -Demonroot System (auto): At the start of each of the user's turns, cures status conditions. If no conditions exist, restores 10% HP and 10% AP. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. -Splintershot (9): A moderately powerful wood spell. Power 14. Kilza HP: 48/95 AP: 78/90 Att: 144 -> 170 (Range) Def: 70 -> 87 Mag: 11 Res: 70 (Resists most recent element stuck by, currently Wood) EXP: 43 Gold: 6175 Ablities: -Flurry Strike (5): Strikes two times. Can be split among multiple targets. -Rapid Reload (12): Strikes three times. Can be split among multiple targets. Requires range. -Research: Reveals hidden stats and weaknesses of all enemies. -Magic/Melee Combo (10): Allows a regular attack and a spell to be used in the same turn. -Trihit (12): Strikes three times. Must hit the same target with each attack. -Spellcombo (5): Allows two spells to be cast this turn. -Study: Reveals hidden stats and weaknesses of an enemy. -Quickchange (6): Changes equipment and then allows a regular attack. -Disarm (8): An attack that damages and unequips target item from the enemy. -Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack. -Snipe (6): A careful shot that requires range. Power 5, Flying Slayer. -Fireball (2): The most basic fire spell. Power 4. -Firestream (5): A fire spell with decent strength. Power 8. -Heat Wave (10): A fire spell that strikes all enemies. Power 6. -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. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Shock (2): The most basic lightning spell. Power 4. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. Inventory: -Silver Helmet: +7 Def (E) -Command Ring: Allows the usage of an additional pet. (E) -Larklor Pendant: Becomes resistant to the last element wearer was hit by. (E) -Demonwood Shortbow: +26 Att, Range, two-handed (E) -Silver Chainmail: +10 Def (E) -Phoenix Down: Revives a fallen ally, restoring 10% HP (x2) -Mediocre Healing Potion: Restores 30 HP -Focus Herb: Restores 15 AP. (x2) -Decent Healing Potion: Restores 50 HP (x3) -Awakening Potion: Cures Sleep -Phoenixfeather Potion: Revives a fallen ally, restoring 30% HP (x4) -Steel Helmet: +5 Def -Staff of Darkness: +4 Mag, -2 AP cost for Dark spells -Sickle: A harvesting instrument. +12 Att, Plant Slayer. -Holy Water: Weakens Vampires. (x5) -Stake: +1 Att, can inflict the killing blow on Vampires -Giant Spider Egg 6/7: This will hatch after 7 updates. Vhozon HP: 35/70 AP: 136/136 (+10% per turn; 1.5x Gold drops, half-price consecutive spells) Att: 2 -> 4 Def: 50 -> 54 (Flying) Mag: 160 Res: 80 -> 82 EXP: 30 Abilities: -Take Flight (2): The user begins flying. -Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. -Mimic Chant (8): Casts the last spell used by the target without paying the AP cost. You may select your own target for the spell used by Mimic Chant. -Repeat Chant (auto): Halves AP cost if the same spell is used consecutively. -Treasureseeker (auto): Enemies drop 1.5x gold. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Enchanted Wingguard: +2 Def, +2 Res, restores 10% AP per turn, worn by Parrots (E) Suseji HP: 49/100 AP: 45/47 Att: 16 -> 18 Def: 36 -> 42 (Flying) Mag: 78 Res: 66 EXP: 65 Abilities: -Aerial Transport: Allows travel to any revealed city. Cannot be used in battle. -Take Flight (2): The user begins flying. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Solar Blast (5): A light spell with decent strength. Power 8. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Cure (6): A spell for curing status conditions. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. Inventory: -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) -Silver Horseshoes: +2 Att, +2 Def, worn by Zombie Zebras, Pegasi, and Unicorns (E) Demonoak Tree HP: 592/750 AP: 30/40 Att: 89 Def: 144 Mag: 111 Res: 109 EXP given: 810 Gold: 777 Abilities: -Demonroot System (auto): At the start of each of the user's turns, cures status conditions. If no conditions exist, restores 10% HP and 10% AP. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. -Splintershot (9): A moderately powerful wood spell. Power 14. Forest Map: ???----- ???.OOO. .^..O.O. <OOOO.R. .O..O... .O..OO>? .O.....? ..1234567 .+------- A|....... B|...RRR. C|....R.. D|...RR.. E|.R.R... F|.R.R... G|....... |
| ~Kilza~ |
Posted: Feb 28 2011, 11:03 PM
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Island Hero ![]() Group: Alts Posts: 723 Member No.: 626 Joined: 17-August 07 |
When tree has AP and uses Thorn Rain the previous turn: Kilza Rapid Reloads, Vhozon uses Miracle, Suseji uses Toxic Winds.
When tree has AP and uses Leaf Launch/Bamboo Impale/Splintershot the previous turn: Kilza Rapid Reloads, Vhozon uses First Aid on whoever was attacked, Suseji uses Toxic Winds When tree has no AP: Kilza attacks, Vhozon uses Curse of the Sea, Suseji attacks. Afterwards, fly to Faelet and rest at the inn there. Fly to Sedrune, buy Plant Ignition for Vhozon/PW. Sell these spells from these characters: Kilza: Fireball, Firestream, Heat Wave, Watershot, Aquaburst, Boulder, Avalanche, Wind Slice, Gust, Ray, Holy Beam, Shock, Lightning Strike, First Aid Vhozon: First Aid, Fireball, Firestream, Watershot, Tidal Wave, Aquaburst, Boulder, Avalanche, Rock Spire, Wind Slice, Air Pressure, Ray, Shadowbeam, Shadowstrike, Shock, Lightning Strike, Icicle, Frostblast, Leaf Launch Like I said, for EXP, Kilza dumps his into defense, Vhozon dumps his into Res and Suseji dumps his into Mag. Keep taking that path we were taking. This post has been edited by ~Kilza~ on Mar 1 2011, 05:53 PM |
| Bradanuva |
Posted: Feb 28 2011, 11:13 PM
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http://www.youtube.com/watch?v=Yu_moia-oVI ![]() Group: Dedicated Members Posts: 1,559 Member No.: 149 Joined: 31-March 06 |
I meant go upper left... to the ??? patch.
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| The Ultramind12 |
Posted: Mar 1 2011, 04:31 PM
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Making the world happier, one laugh at a time! ![]() Group: Dedicated Members Posts: 6,476 Member No.: 99 Joined: 5-January 06 |
Plant Ignition x2, Al'ar uses Blast.
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| master4sword |
Posted: Mar 2 2011, 12:00 AM
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Would love to exist again ![]() Group: Admin Posts: 6,349 Member No.: 26 Joined: 22-July 05 |
.X.??????? .O.??????? -O------?? .O..OOO.?? .O..O.O.?? <OOOO.R.X. .O..O...O. .O..OOOOO. .O........ Ark'thugal HP: 113/125 (Restores status outside of battle) AP: 100/100 (+15% per turn, immune to Curse, -2 cost for Light spells) Att: 99 (immune to Fear) Def: 108 -> 127 Mag: 158 -> 166 Res: 101 -> 105 (Reflects status) EXP: 199 Gold: 6329 Abilities: -Flurry Strike (5): Strikes two times. Can be split among multiple targets. -Rapid Reload (12): Strikes three times. Can be split among multiple targets. Requires range. -Trihit (12): Strikes three times. Must hit the same target with each attack. -Quickchange (6): Changes equipment and then allows a regular attack. -Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack. -Snipe (6): A careful shot that requires range. Power 5, Flying Slayer. -Steal (10): Steals an unequipped item from an enemy. -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. -Research: Reveals hidden stats and weaknesses of all enemies. -Spellcombo (5): Allows two spells to be cast this turn. -Magic/Melee Combo (10): Allows a regular attack and a spell to be used in the same turn. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Fireball (2): The most basic fire spell. Power 4. -Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Helmet: +7 Def (E) -Chaos Scale Armor: +8 Def, when inflicted with a status condition the source gets the same condition. (E) -Chaos Petal Pendant: Restores 10% AP per turn. (E) -Fog Cape: +2 Def, +2 Res, restores status outside of battle (E) -Command Ring: Allows the usage of an additional pet. (E) -Skullstone Ring: +2 Def, +2 Res, prevents Curse and Fear (E) -Mind Staff: +4 Mag, restores 5% AP per turn (E) -Sun Staff: +4 Mag, -2 AP cost for Light spells (E) -Demonwood Wand: +10 Mag when using Wood spells, restores 5% AP per turn -Demonwood Shortbow: +26 Att, Range, two-handed -Iron Warhelmet: +2 Def, +1 Res, +1 Att -Voodoo Doll: Cures Curse (x5) -Basic Restoration Potion: Restores 10 HP and 5 AP (x8) -Phoenixfeather Potion: Revives a fallen ally, restoring 30% HP (x8) -Antideath Spear: +20 Att, +3 Def, Undead Slayer, restores 10% HP per turn, two-handed -Cloth Cape: +1 Def -Dwarven Hand Cannon: +20 Att, two-handed, ranged -Dwarven Battlesuit: +12 Def, -2 Mag, -3 Res -Spiderbane: +7 Att, Spider Slayer -Magic Wand: +1 Mag -Magic Wand: +1 Mag -Iron Platemail Armor: +4 Def -Glaclief Stone: A glowing rock found in cold climates. -Larklor Root: A root from a deadly plant. -Focus Herb: Restores 15 AP -Stake: +1 Att, can inflict the killing blow on Vampires -Silver Warhammer: +15 Att -Harpoon: +12 Att, Aquatic Slayer. -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi Squawks HP: 52/100 AP: 65/65 (+10% per turn, 1.5x Gold drops) Att: 29 -> 31 Def: 49 -> 53 (Flying) Mag: 92 Res: 67 -> 69 EXP: 1611 Abilities: -Take Flight (2): The user begins flying. -Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. -Mimic Chant (8): Casts the last spell used by the target without paying the AP cost. You may select your own target for the spell used by Mimic Chant. -Treasureseeker (auto): Enemies drop 1.5x gold. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Fireball (2): The most basic fire spell. Power 4. -Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Enchanted Wingguard: +2 Def, +2 Res, restores 10% AP per turn, worn by Parrots (E) Al'ar HP: 63/100 AP: 59/65 Att: 8 -> 10 Def: 41 -> 47 (Flying) Mag: 97 Res: 80 EXP: 683 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -Fireball (2): The most basic fire spell. Power 4. -Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Solar Blast (5): A light spell with decent strength. Power 8. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Demonoak Tree HP: 617/750 AP: 30/40 Att: 89 Def: 144 Mag: 111 Res: 109 EXP given: 810 Gold: 777 Abilities: -Demonroot System (auto): At the start of each of the user's turns, cures status conditions. If no conditions exist, restores 10% HP and 10% AP. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. -Splintershot (9): A moderately powerful wood spell. Power 14. ..1234567 .+------- A|....R.. B|...RRR. C|....... D|..RRR.. E|...R... F|....... G|....... |
| ~Kilza~ |
Posted: Mar 2 2011, 12:22 AM
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Island Hero ![]() Group: Alts Posts: 723 Member No.: 626 Joined: 17-August 07 |
Pfft. Red roots. Who cares?
We move forward. |
| The Ultramind12 |
Posted: Mar 2 2011, 12:00 PM
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Making the world happier, one laugh at a time! ![]() Group: Dedicated Members Posts: 6,476 Member No.: 99 Joined: 5-January 06 |
We appear to have a very slight problem here.
Namely, Al'ar and Squawks aren't strong enough to do any meaningful damage. Run to an inn and go find something that doesn't have a hideously gay auto-ability. |
| Bradanuva |
Posted: Mar 2 2011, 01:03 PM
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http://www.youtube.com/watch?v=Yu_moia-oVI ![]() Group: Dedicated Members Posts: 1,559 Member No.: 149 Joined: 31-March 06 |
Attack the roots.
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| master4sword |
Posted: Mar 4 2011, 10:18 PM
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Would love to exist again ![]() Group: Admin Posts: 6,349 Member No.: 26 Joined: 22-July 05 |
Ark'thugal HP: 125/125 (Restores status outside of battle) AP: 100/100 (+15% per turn, immune to Curse, -2 cost for Light spells) Att: 99 (immune to Fear) Def: 108 -> 127 Mag: 158 -> 166 Res: 101 -> 105 (Reflects status) EXP: 199 Gold: 6229 Abilities: -Flurry Strike (5): Strikes two times. Can be split among multiple targets. -Rapid Reload (12): Strikes three times. Can be split among multiple targets. Requires range. -Trihit (12): Strikes three times. Must hit the same target with each attack. -Quickchange (6): Changes equipment and then allows a regular attack. -Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack. -Snipe (6): A careful shot that requires range. Power 5, Flying Slayer. -Steal (10): Steals an unequipped item from an enemy. -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. -Research: Reveals hidden stats and weaknesses of all enemies. -Spellcombo (5): Allows two spells to be cast this turn. -Magic/Melee Combo (10): Allows a regular attack and a spell to be used in the same turn. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Fireball (2): The most basic fire spell. Power 4. -Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Helmet: +7 Def (E) -Chaos Scale Armor: +8 Def, when inflicted with a status condition the source gets the same condition. (E) -Chaos Petal Pendant: Restores 10% AP per turn. (E) -Fog Cape: +2 Def, +2 Res, restores status outside of battle (E) -Command Ring: Allows the usage of an additional pet. (E) -Skullstone Ring: +2 Def, +2 Res, prevents Curse and Fear (E) -Mind Staff: +4 Mag, restores 5% AP per turn (E) -Sun Staff: +4 Mag, -2 AP cost for Light spells (E) -Demonwood Wand: +10 Mag when using Wood spells, restores 5% AP per turn -Demonwood Shortbow: +26 Att, Range, two-handed -Iron Warhelmet: +2 Def, +1 Res, +1 Att -Voodoo Doll: Cures Curse (x5) -Basic Restoration Potion: Restores 10 HP and 5 AP (x8) -Phoenixfeather Potion: Revives a fallen ally, restoring 30% HP (x8) -Antideath Spear: +20 Att, +3 Def, Undead Slayer, restores 10% HP per turn, two-handed -Cloth Cape: +1 Def -Dwarven Hand Cannon: +20 Att, two-handed, ranged -Dwarven Battlesuit: +12 Def, -2 Mag, -3 Res -Spiderbane: +7 Att, Spider Slayer -Magic Wand: +1 Mag -Magic Wand: +1 Mag -Iron Platemail Armor: +4 Def -Glaclief Stone: A glowing rock found in cold climates. -Larklor Root: A root from a deadly plant. -Focus Herb: Restores 15 AP -Stake: +1 Att, can inflict the killing blow on Vampires -Silver Warhammer: +15 Att -Harpoon: +12 Att, Aquatic Slayer. -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi Squawks HP: 100/100 AP: 65/65 (+10% per turn, 1.5x Gold drops) Att: 29 -> 31 Def: 49 -> 53 (Flying) Mag: 92 Res: 67 -> 69 EXP: 1611 Abilities: -Take Flight (2): The user begins flying. -Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. -Mimic Chant (8): Casts the last spell used by the target without paying the AP cost. You may select your own target for the spell used by Mimic Chant. -Treasureseeker (auto): Enemies drop 1.5x gold. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Fireball (2): The most basic fire spell. Power 4. -Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Enchanted Wingguard: +2 Def, +2 Res, restores 10% AP per turn, worn by Parrots (E) Al'ar HP: 100/100 AP: 65/65 Att: 8 -> 10 Def: 41 -> 47 (Flying) Mag: 97 Res: 80 EXP: 683 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -Fireball (2): The most basic fire spell. Power 4. -Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Solar Blast (5): A light spell with decent strength. Power 8. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Demonic Eye HP: 492/492 AP: 120/120 Att: 1 (Curses) Def: 76 Mag: 130 Res: 76 EXP given: 520 Gold: 485 Abilities: -Shadowbeam (2): The most basic dark spell. Power 4. -Dark Pulse (10): A dark spell that strikes all enemies. Power 6. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Glow Eye (6): A strange light-based attack. Power 5, target loses 5 AP. Terror Eye 1 HP: 650/650 AP: 140/140 Att: 1 (Inflicts Fear) Def: 111 Mag: 145 Res: 111 EXP given: 710 Gold: 667 Abilities: -Shadowbeam (2): The most basic dark spell. Power 4. -Dark Pulse (10): A dark spell that strikes all enemies. Power 6. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Glow Eye (6): A strange light-based attack. Power 5, target loses 5 AP. -Stone Gaze (18): A dark-based magical stare that Petrifies the target. Power 13. Terror Eye 2 HP: 650/650 AP: 140/140 Att: 1 (Inflicts Fear) Def: 111 Mag: 145 Res: 111 EXP given: 710 Gold: 667 Abilities: -Shadowbeam (2): The most basic dark spell. Power 4. -Dark Pulse (10): A dark spell that strikes all enemies. Power 6. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Glow Eye (6): A strange light-based attack. Power 5, target loses 5 AP. -Stone Gaze (18): A dark-based magical stare that Petrifies the target. Power 13. ..1234567 .+------- A|...RRR. B|...RRR. C|..R..R. D|..RRR.. E|..RRR.. F|....... G|....... |
| Bradanuva |
Posted: Mar 4 2011, 10:36 PM
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http://www.youtube.com/watch?v=Yu_moia-oVI ![]() Group: Dedicated Members Posts: 1,559 Member No.: 149 Joined: 31-March 06 |
Try to reason with the roots
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| ~Kilza~ |
Posted: Mar 4 2011, 10:57 PM
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Island Hero ![]() Group: Alts Posts: 723 Member No.: 626 Joined: 17-August 07 |
Get Vhozon to set fire to the roots. Then just fuck off back to the entrance.
Left (from entrance). |
| The Ultramind12 |
Posted: Mar 4 2011, 11:29 PM
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Making the world happier, one laugh at a time! ![]() Group: Dedicated Members Posts: 6,476 Member No.: 99 Joined: 5-January 06 |
Stunbolt the two terror eyes, Squawks Stunbolts the demonic eye, Al'ar Blasts Terror Eye 1.
Then Curse all the eyes, Al'ar Blasts Terror Eye 2. Then Flood x3, Blast Demonic Eye |
| master4sword |
Posted: Mar 5 2011, 11:31 PM
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Would love to exist again ![]() Group: Admin Posts: 6,349 Member No.: 26 Joined: 22-July 05 |
????.X.??????? ????.O.??????? ????-O------?? ????.O..OOO.?? .^...O..O.O.?? <OOOOOOOO.R.X. .v...O..O...O. ????.O..OOOOO. ????.O........ Ark'thugal HP: 125/125 (Restores status outside of battle) AP: 54/100 (+15% per turn, immune to Curse, -2 cost for Light spells) Att: 99 (immune to Fear) Def: 108 -> 127 Mag: 158 -> 166 Res: 101 -> 105 (Reflects status) EXP: 199 Gold: 6229 Abilities: -Flurry Strike (5): Strikes two times. Can be split among multiple targets. -Rapid Reload (12): Strikes three times. Can be split among multiple targets. Requires range. -Trihit (12): Strikes three times. Must hit the same target with each attack. -Quickchange (6): Changes equipment and then allows a regular attack. -Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack. -Snipe (6): A careful shot that requires range. Power 5, Flying Slayer. -Steal (10): Steals an unequipped item from an enemy. -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. -Research: Reveals hidden stats and weaknesses of all enemies. -Spellcombo (5): Allows two spells to be cast this turn. -Magic/Melee Combo (10): Allows a regular attack and a spell to be used in the same turn. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Fireball (2): The most basic fire spell. Power 4. -Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Helmet: +7 Def (E) -Chaos Scale Armor: +8 Def, when inflicted with a status condition the source gets the same condition. (E) -Chaos Petal Pendant: Restores 10% AP per turn. (E) -Fog Cape: +2 Def, +2 Res, restores status outside of battle (E) -Command Ring: Allows the usage of an additional pet. (E) -Skullstone Ring: +2 Def, +2 Res, prevents Curse and Fear (E) -Mind Staff: +4 Mag, restores 5% AP per turn (E) -Sun Staff: +4 Mag, -2 AP cost for Light spells (E) -Demonwood Wand: +10 Mag when using Wood spells, restores 5% AP per turn -Demonwood Shortbow: +26 Att, Range, two-handed -Iron Warhelmet: +2 Def, +1 Res, +1 Att -Voodoo Doll: Cures Curse (x5) -Basic Restoration Potion: Restores 10 HP and 5 AP (x8) -Phoenixfeather Potion: Revives a fallen ally, restoring 30% HP (x8) -Antideath Spear: +20 Att, +3 Def, Undead Slayer, restores 10% HP per turn, two-handed -Cloth Cape: +1 Def -Dwarven Hand Cannon: +20 Att, two-handed, ranged -Dwarven Battlesuit: +12 Def, -2 Mag, -3 Res -Spiderbane: +7 Att, Spider Slayer -Magic Wand: +1 Mag -Magic Wand: +1 Mag -Iron Platemail Armor: +4 Def -Glaclief Stone: A glowing rock found in cold climates. -Larklor Root: A root from a deadly plant. -Focus Herb: Restores 15 AP -Stake: +1 Att, can inflict the killing blow on Vampires -Silver Warhammer: +15 Att -Harpoon: +12 Att, Aquatic Slayer. -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi Squawks HP: 100/100 AP: 45/65 (+10% per turn, 1.5x Gold drops) Att: 29 -> 31 Def: 49 -> 53 (Flying) Mag: 92 Res: 67 -> 69 EXP: 1611 Abilities: -Take Flight (2): The user begins flying. -Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. -Mimic Chant (8): Casts the last spell used by the target without paying the AP cost. You may select your own target for the spell used by Mimic Chant. -Treasureseeker (auto): Enemies drop 1.5x gold. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Fireball (2): The most basic fire spell. Power 4. -Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Watershot (2): The most basic water spell. Power 4. -Tidal Wave (10): A water spell that strikes all enemies. Power 6. -Aquaburst (5): A water spell with decent strength. Power 8. -Curse of the Sea (6): A water spell that curses the target. Power 5. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Hydroblast (9): A moderately powerful water spell. Power 14. -Flood (26): A powerful water spell that strikes all enemies. Power 18. -Boulder (2): The most basic earth spell. Power 4. -Avalanche (10): An earth spell that strikes all enemies. Power 6. -Rock Spire (5): An earth spell with decent strength. Power 8. -Ground Crush (9): A moderately powerful earth spell. Power 14. -Quake (26): A powerful earth spell that strikes all enemies. Power 18. -Gravitation (10): An earth spell that cancels the target's flight. Power 7. -Wind Slice (2): The most basic air spell. Power 4. -Gust (10): An air spell that strikes all enemies. Power 6. -Air Pressure (5): An air spell with decent strength. Power 8. -Toxic Winds (6): An air spell that poisons the target. Power 5. -Tornado (9): A moderately powerful air spell. Power 14. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. -Ray (2): The most basic light spell. Power 4. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Flash (10): A light spell that strikes all enemies. Power 6. -Solar Blast (5): A light spell with decent strength. Power 8. -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. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Shock (2): The most basic lightning spell. Power 4. -Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. -Lightning Strike (5): A lightning spell with decent strength. Power 8. -Megavolt (9): A moderately powerful lightning spell. Power 14. -Stunbolt (6): A lightning spell that paralyzes the target. Power 5. -Icicle (2): The most basic ice spell. Power 4. -Snowstorm (10): An ice spell that strikes all enemies. Power 6. -Frostblast (5): An ice spell with decent strength. Power 8. -Chillbeam (9): A moderately powerful ice spell. Power 14. -Leaf Launch (2): The most basic wood spell. Power 4. -Thorn Rain (10): A wood spell that strikes all enemies. Power 6. -Bamboo Impale (5): A wood spell with decent strength. Power 8. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Enchanted Wingguard: +2 Def, +2 Res, restores 10% AP per turn, worn by Parrots (E) Al'ar HP: 100/100 AP: 47/65 Att: 8 -> 10 Def: 41 -> 47 (Flying) Mag: 97 Res: 80 EXP: 683 Abilities: -Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. -Fireball (2): The most basic fire spell. Power 4. -Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. -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. -Scorch (9): A moderately powerful fire spell. Power 14. -Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. -Solar Blast (5): A light spell with decent strength. Power 8. -First Aid (4): A basic healing spell. Heals HP equal to Mag. -Cure (6): A spell for curing status conditions. -Miracle (12): Heals HP equal to 25% of Mag for the entire party. -Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. -Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. -Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. -Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. Inventory: -Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E) -Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E) Demonic Eye HP: 192/492 (Paralyzed, Burned) AP: 120/120 (Cursed 1) Att: 1 (Curses) Def: 76 Mag: 130 Res: 76 EXP given: 520 Gold: 485 Abilities: -Shadowbeam (2): The most basic dark spell. Power 4. -Dark Pulse (10): A dark spell that strikes all enemies. Power 6. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Glow Eye (6): A strange light-based attack. Power 5, target loses 5 AP. Terror Eye 1 HP: 90/650 (Paralyzed, Burned) AP: 140/140 (Cursed 1) Att: 1 (Inflicts Fear) Def: 111 Mag: 145 Res: 111 EXP given: 710 Gold: 667 Abilities: -Shadowbeam (2): The most basic dark spell. Power 4. -Dark Pulse (10): A dark spell that strikes all enemies. Power 6. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Glow Eye (6): A strange light-based attack. Power 5, target loses 5 AP. -Stone Gaze (18): A dark-based magical stare that Petrifies the target. Power 13. Terror Eye 2 HP: 188/650 (Paralyzed, Burned) AP: 140/140 (Cursed 1) Att: 1 (Inflicts Fear) Def: 111 Mag: 145 Res: 111 EXP given: 710 Gold: 667 Abilities: -Shadowbeam (2): The most basic dark spell. Power 4. -Dark Pulse (10): A dark spell that strikes all enemies. Power 6. -Shadowstrike (5): A dark spell with decent strength. Power 8. -Black Hole (9): A moderately powerful dark spell. Power 14. -Ray (2): The most basic light spell. Power 4. -Flash (10): A light spell that strikes all enemies. Power 6. -Glow Eye (6): A strange light-based attack. Power 5, target loses 5 AP. -Stone Gaze (18): A dark-based magical stare that Petrifies the target. Power 13. ..1234567 .+------- A|...R.R. B|..R...R C|..R..R. D|.R...R. E|..R.R.. F|...R... G|....... |
| ~Kilza~ |
Posted: Mar 6 2011, 01:17 AM
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Island Hero ![]() Group: Alts Posts: 723 Member No.: 626 Joined: 17-August 07 |
Left-up.
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| The Ultramind12 |
Posted: Mar 6 2011, 01:40 AM
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Making the world happier, one laugh at a time! ![]() Group: Dedicated Members Posts: 6,476 Member No.: 99 Joined: 5-January 06 |
Spellcombo Toxic Winds on the Terror Eyes, Squawks Toxics the Demonic Eye, Al'ar Scorches the Terror Eye.
Then Curse them all again and wait for them to die. |
| Bradanuva |
Posted: Mar 7 2011, 01:51 AM
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http://www.youtube.com/watch?v=Yu_moia-oVI ![]() Group: Dedicated Members Posts: 1,559 Member No.: 149 Joined: 31-March 06 |
Wait it out, keep anyone from planting any new shrubs
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| master4sword |
Posted: Mar 12 2011, 11:23 PM
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Would love to exist again ![]() Group: Admin Posts: 6,349 Member No.: 26 Joined: 22-July 05 |
.^.?.X.??????? <O>?.O.??????? -O-?-O------?? .O.?.O..OOO.?? .O...O..O.O.?? <OOOOOOOO.R.X. .v...O..O...O. ????.O..OOOOO. ????.O........ ..1234567 .+------- A|....... B|....... C|.R..... D|.R..... E|.R.... F|....... G|....... and ..1234567 .+------- A|....... B|....... C|....... D|RRR.... E|....... F|....... G|....... |
| The Ultramind12 |
Posted: Mar 13 2011, 12:09 AM
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Making the world happier, one laugh at a time! ![]() Group: Dedicated Members Posts: 6,476 Member No.: 99 Joined: 5-January 06 |
Heal up, dump exp in Mag, and then... uh...
Did I finish exploring those dead ends? If not, finish doing that, then head into the desert. |
| ~Kilza~ |
Posted: Mar 13 2011, 01:26 AM
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Island Hero ![]() Group: Alts Posts: 723 Member No.: 626 Joined: 17-August 07 |
It's been a week between updates, I want bonus EXP pl0x.
>_> <_< Left at left-up branch. |
| Bradanuva |
Posted: Mar 13 2011, 06:39 PM
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http://www.youtube.com/watch?v=Yu_moia-oVI ![]() Group: Dedicated Members Posts: 1,559 Member No.: 149 Joined: 31-March 06 |
plant at E1
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| Bradanuva |
Posted: Aug 7 2012, 04:42 PM
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http://www.youtube.com/watch?v=Yu_moia-oVI ![]() Group: Dedicated Members Posts: 1,559 Member No.: 149 Joined: 31-March 06 |
UPDATE RISING HEROES, M4S!!!
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| SaturosVhazon |
Posted: Sep 16 2012, 06:10 AM
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Great Lord ![]() Group: Dedicated Members Posts: 1,292 Member No.: 15 Joined: 18-July 05 |
... Yeah, that's probably not going to happen |
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