You found the Super Secret Banner Sword!

InvisionFree - Free Forum Hosting
Free Forums. Reliable service with over 8 years of experience.

Learn More · Register for Free
Welcome to The Golden Brick. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Name:   Password:


Pages: (3) 1 2 [3]  ( Go to first unread post )

 Rising Heroes, Chapter III
The Ultramind12
Posted: Feb 15 2011, 01:33 AM


Making the world happier, one laugh at a time!
*

Group: Dedicated Members
Posts: 6,698
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
Top
master4sword
Posted: Feb 16 2011, 12:02 AM


Would love to exist again
Group Icon

Group: Admin
Posts: 6,365
Member No.: 26
Joined: 22-July 05



1232.gif 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.

1279.gif Shelob: You attack. It attacks and you die.


Rockman.gif 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)



lloydstance.gif TUM: Combat happens. Down is treasure (Harpoon), right is desert.


zelosstance.gif 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.

kratosstance.gif 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.
Top
Bradanuva
Posted: Feb 16 2011, 12:22 AM


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.
Top
~Kilza~
Posted: Feb 16 2011, 01:24 AM


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! smiley.gif), 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
Top
The Ultramind12
Posted: Feb 16 2011, 02:28 PM


Making the world happier, one laugh at a time!
*

Group: Dedicated Members
Posts: 6,698
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.
Top
master4sword
Posted: Feb 18 2011, 11:32 PM


Would love to exist again
Group Icon

Group: Admin
Posts: 6,365
Member No.: 26
Joined: 22-July 05



Espeon.png 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.



Quagy.png 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?


Pika%21.png 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)


Pika%21.png 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.


Top
~Kilza~
Posted: Feb 18 2011, 11:54 PM


Island Hero
*

Group: Alts
Posts: 723
Member No.: 626
Joined: 17-August 07



Those trees can go die, nothing's harming me.

Right.
Top
The Ultramind12
Posted: Feb 19 2011, 12:17 AM


Making the world happier, one laugh at a time!
*

Group: Dedicated Members
Posts: 6,698
Member No.: 99
Joined: 5-January 06



Al'ar: Scorch.

Squawks: Stunbolt, Curse, Toxic Winds.
Top
Bradanuva
Posted: Feb 20 2011, 04:44 PM


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.)
Top
master4sword
Posted: Feb 21 2011, 10:25 PM


Would love to exist again
Group Icon

Group: Admin
Posts: 6,365
Member No.: 26
Joined: 22-July 05



ninja.gif Kilza: You turn right...and find another branch...and the trees continue to watch your every move...
EDIT: Forgot about the egg. It hatches. Name thy spider.

.^..^.
<OOOO.
.O..v.
.O....
.O....


ninja.gif Al'ar: You Scorch for the kill and take 33 poison damage. Next fight!


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.

ninja.gif Squawks: You paralyze, Phoenix misses turn; you curse, phoenix attacks uselessly, you poison, phoenix misses turn and dies of poison...thus there is no target for Dying Flames. You receive Enchanted Wingguard.

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)

ninja.gif Brad: Two more Rays and it's next fight time.

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)
Top
The Ultramind12
Posted: Feb 21 2011, 10:32 PM


Making the world happier, one laugh at a time!
*

Group: Dedicated Members
Posts: 6,698
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.
Top
~Kilza~
Posted: Feb 21 2011, 10:43 PM


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
Top
Bradanuva
Posted: Feb 22 2011, 01:40 AM


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
Top
master4sword
Posted: Feb 22 2011, 11:34 PM


Would love to exist again
Group Icon

Group: Admin
Posts: 6,365
Member No.: 26
Joined: 22-July 05



redmagicsymbol.GIF Everyone: There's a spell I intended to release in Sedrune that I forgot to release. It's now on sale there.

blackmagicsymbol.GIF Al'ar: Blast of Flame or Solar Blast? Enemy uses Solar Blast on each of its turns... And I currently have no plans to make Phoenixes mounts.


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.


bluemagicsymbol.GIF Squawks: You stun, Pegasus misses turn; you curse; Pegasus does nothing; you burn, Pegasus misses turn and takes 36 burn damage.


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)


greenmagicsymbol.GIF Kilza: Panith Onik Saythos was sent to the PC.

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.?????



whitemagicsymbol.GIF Brad: You do that. Your pet is treated to a free Inn visit.

Top
The Ultramind12
Posted: Feb 22 2011, 11:43 PM


Making the world happier, one laugh at a time!
*

Group: Dedicated Members
Posts: 6,698
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.
Top
~Kilza~
Posted: Feb 23 2011, 12:13 AM


Island Hero
*

Group: Alts
Posts: 723
Member No.: 626
Joined: 17-August 07



Can't let you do that, Star Fox TUM. >_>

Also, remember Brad, go to the forest.

Anyways, plant the seed at D5. Then, take the path leading down.
Top
Bradanuva
Posted: Feb 23 2011, 03:04 AM


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.
Top
master4sword
Posted: Feb 25 2011, 09:41 PM


Would love to exist again
Group Icon

Group: Admin
Posts: 6,365
Member No.: 26
Joined: 22-July 05



newpiratesmilie.png 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.


newpiratesmilie.png 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)


newpiratesmilie.png 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.


newpiratesmilie.png 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.....?
Top
The Ultramind12
Posted: Feb 25 2011, 11:14 PM


Making the world happier, one laugh at a time!
*

Group: Dedicated Members
Posts: 6,698
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.
Top
~Kilza~
Posted: Feb 26 2011, 02:09 AM


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.
Top
Bradanuva
Posted: Feb 27 2011, 05:38 AM


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
Top
master4sword
Posted: Feb 28 2011, 10:25 PM


Would love to exist again
Group Icon

Group: Admin
Posts: 6,365
Member No.: 26
Joined: 22-July 05



ninja.gif Everyone: A couple of game-wide changes. First, spells no longer have other spells as prerequisites. Second, you can now sell spells at magic shops the same way as you might sell items. Non-magical abilities can also be sold, should you choose. You cannot sell abilities pets learn on their own.

ninja.gif TUM: You need no Inn visit, as healing the birds is built into the Arena price. You buy Plant Ignition, then head to kill something...why not a place where you can test it out?

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.


ninja.gif Kilza: You do combat. Tree's first turn, Demonroot System cures its Curse and the tree uses Thorn Rain. Demonroot System activates at the start of turn, so inflicting status only serves to prevent it from gaining the 75 HP and 4 AP it would otherwise heal...

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.


ninja.gif Brad: So, to the R? You find a strange patch of red shrubs; you can plant a new one if you'd like...(Check Kilza's last couple updates and the following portion of tonight's update to see what's happened with the patch so far.)

Forest Map:

???-----
???.OOO.
.^..O.O.
<OOOO.R.
.O..O...
.O..OO>?
.O.....?


ninja.gif Shrub Patch: Shrubs have grown and died over the course of the last update, so here is the current situation:

..1234567
.+-------
A|.......
B|...RRR.
C|....R..
D|...RR..
E|.R.R...
F|.R.R...
G|.......
Top
~Kilza~
Posted: Feb 28 2011, 11:03 PM


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
Top
Bradanuva
Posted: Feb 28 2011, 11:13 PM


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.
Top
The Ultramind12
Posted: Mar 1 2011, 04:31 PM


Making the world happier, one laugh at a time!
*

Group: Dedicated Members
Posts: 6,698
Member No.: 99
Joined: 5-January 06



Plant Ignition x2, Al'ar uses Blast.
Top
master4sword
Posted: Mar 2 2011, 12:00 AM


Would love to exist again
Group Icon

Group: Admin
Posts: 6,365
Member No.: 26
Joined: 22-July 05



ninja.gif Kilza: You get 333 G for selling your spells. You head deeper into the forest, only to find the path blocked by a network of strange red roots...and when the forest is known for eating people, crossing these roots is probably not a safe bet. Forest map is in Brad's update below.

ninja.gif Brad: You follow the path. You reach a bridge across a river, and cross it without incident. You then find the path blocked by a network of strange blue roots, which are in fact identical to the ones I just described in Kilza's update, other than the color. <_<

.X.???????
.O.???????
-O------??
.O..OOO.??
.O..O.O.??
<OOOO.R.X.
.O..O...O.
.O..OOOOO.
.O........



ninja.gif TUM:

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.

ninja.gif The Red Shrub Patch: If you want more than one generation to pass per update, just say so.



..1234567
.+-------
A|....R..
B|...RRR.
C|.......
D|..RRR..
E|...R...
F|.......
G|.......
Top
~Kilza~
Posted: Mar 2 2011, 12:22 AM


Island Hero
*

Group: Alts
Posts: 723
Member No.: 626
Joined: 17-August 07



Pfft. Red roots. Who cares?

We move forward.
Top
The Ultramind12
Posted: Mar 2 2011, 12:00 PM


Making the world happier, one laugh at a time!
*

Group: Dedicated Members
Posts: 6,698
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.
Top
Bradanuva
Posted: Mar 2 2011, 01:03 PM


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.
Top
master4sword
Posted: Mar 4 2011, 10:18 PM


Would love to exist again
Group Icon

Group: Admin
Posts: 6,365
Member No.: 26
Joined: 22-July 05



ninja.gif Brad: Your attack does nothing. Except anger the roots.

ninja.gif TUM:

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.


ninja.gif Kilza: As you attempt to move forward, the roots grab you and throw you back.


ninja.gif Red Shrubs:

..1234567
.+-------
A|...RRR.
B|...RRR.
C|..R..R.
D|..RRR..
E|..RRR..
F|.......
G|.......
Top
Bradanuva
Posted: Mar 4 2011, 10:36 PM


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
Top
~Kilza~
Posted: Mar 4 2011, 10:57 PM


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).
Top
The Ultramind12
Posted: Mar 4 2011, 11:29 PM


Making the world happier, one laugh at a time!
*

Group: Dedicated Members
Posts: 6,698
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
Top
master4sword
Posted: Mar 5 2011, 11:31 PM


Would love to exist again
Group Icon

Group: Admin
Posts: 6,365
Member No.: 26
Joined: 22-July 05



ninja.gif Brad: You are able to calm the roots down, but are not able to convince them to let you pass.

ninja.gif Kilza: You set fire. The flaming roots stop, drop, and roll. Somehow. You go exploring the forest...

????.X.???????
????.O.???????
????-O------??
????.O..OOO.??
.^...O..O.O.??
<OOOOOOOO.R.X.
.v...O..O...O.
????.O..OOOOO.
????.O........


ninja.gif TUM: Turn 1, all eyes miss turns and one takes burn. Turn 2, all eyes attack Ark uselessly and two take burn. Turn 3, all miss turns and all take burn.

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.

ninja.gif Red Shrubs:

..1234567
.+-------
A|...R.R.
B|..R...R
C|..R..R.
D|.R...R.
E|..R.R..
F|...R...
G|.......
Top
~Kilza~
Posted: Mar 6 2011, 01:17 AM


Island Hero
*

Group: Alts
Posts: 723
Member No.: 626
Joined: 17-August 07



Left-up.
Top
The Ultramind12
Posted: Mar 6 2011, 01:40 AM


Making the world happier, one laugh at a time!
*

Group: Dedicated Members
Posts: 6,698
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.
Top
Bradanuva
Posted: Mar 7 2011, 01:51 AM


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
Top
master4sword
Posted: Mar 12 2011, 11:23 PM


Would love to exist again
Group Icon

Group: Admin
Posts: 6,365
Member No.: 26
Joined: 22-July 05



ninja.gif Kilza:

.^.?.X.???????
<O>?.O.???????
-O-?-O------??
.O.?.O..OOO.??
.O...O..O.O.??
<OOOOOOOO.R.X.
.v...O..O...O.
????.O..OOOOO.
????.O........


ninja.gif TUM: They die. And stuff.

ninja.gif Brad: You keep an eye on the red shrubs. About 60 generations later, it stabilizes, changing between


..1234567
.+-------
A|.......
B|.......
C|.R.....
D|.R.....
E|.R....
F|.......
G|.......


and

..1234567
.+-------
A|.......
B|.......
C|.......
D|RRR....
E|.......
F|.......
G|.......
Top
The Ultramind12
Posted: Mar 13 2011, 12:09 AM


Making the world happier, one laugh at a time!
*

Group: Dedicated Members
Posts: 6,698
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.
Top
~Kilza~
Posted: Mar 13 2011, 01:26 AM


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.
Top
Bradanuva
Posted: Mar 13 2011, 06:39 PM


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
Top
Bradanuva
Posted: Aug 7 2012, 04:42 PM


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!!!
Top
SaturosVhazon
Posted: Sep 16 2012, 06:10 AM


Great Lord
*

Group: Dedicated Members
Posts: 1,331
Member No.: 15
Joined: 18-July 05



QUOTE (Bradanuva @ Aug 7 2012, 02:42 PM)
UPDATE RISING HEROES, M4S!!!

...

Yeah, that's probably not going to happen soon ever again.
Top
SaturosVhazon
Posted: Mar 30 2014, 11:19 PM


Great Lord
*

Group: Dedicated Members
Posts: 1,331
Member No.: 15
Joined: 18-July 05



I just feel like pointing out it's been 3 years since this last updated. Jeez.

BTW, you owe us 94690 bonus EXP, M4S. >_> <_< >_>
Top
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:
« Next Oldest | RPs & RPGs | Next Newest »
DealsFor.me - The best sales, coupons, and discounts for you

Topic OptionsPages: (3) 1 2 [3] 



Hosted for free by InvisionFree* (Terms of Use: Updated 2/10/2010) | Powered by Invision Power Board v1.3 Final © 2003 IPS, Inc.
Page creation time: 0.3064 seconds | Archive