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 Rising Heroes, Chapter III
master4sword
Posted: Jan 16 2011, 05:03 PM


Would love to exist again
Group Icon

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



The year 264 marked the begining of what some scholars are now calling the "Age of Heroes." That was the year that things turned around, and heroes began to take the upper hand against evil. At first, people thought that the heroic successes may have been a fluke, as the heroes who had appeared before had all succeeded, too - until they failed.

But the Age of Heroes begain over a year ago, and the heroes who have since risen to face against the evils of the world have not fallen yet. Time and time again, the forces of good have vanquished the terrors of the lands. Goblin warlords, necromancers, pirates, out-of-control machines, strange beasts, and even sleeping curses have been stopped, so the fate of the world seems safe in the hands of the heroes.

But evil forces still lurk, fighting to regain the upper hand...


-STATS-

HP: Hitpoints. If these hit 0 you die, losing half your unspent EXP and half your gold. (Gold is only lost in the event of a full-party kill.)
AP: Ability points. Use these to activate abilities.
Att: Attack power.
Def: Defense. If your defense > enemy's attack, you take no damage!
Mag: Magic power; the attack stat of magic.
Res: Magic resistance; defense against magic.

Equipment can be used to boost your stats.


-SIGNUPS-

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

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

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


-STATUS CONDITIONS-

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

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

-Curse: The cursed character cannot use spells or abilities. Wears off after three turns. Doesn't effect automatic abilities.

-Paralyze: Paralyzed characters only act once every two turns. Does not wear off naturally.

-Freeze: Frozen characters cannot act. Wears off after three turns, but Fire will thaw frozen characters faster. Cannot be frozen and burned simultaneously; the new condition overwrites the old.

-Sleep: Sleeping characters cannot act. Wears off after 5 turns or if struck.

-Fear: Fearful characters are filled with a supernatural terror, preventing them from using normal attacks or abilities. Magic is unaffected. Wears off after three turns. Doesn't effect automatic abilities.

-Petrify: ???


-KEYWORDS-

Flying: Immune to all non-magic or non-range attacks. Does not work against attacks from other flyers.
Range: Allows a free attack at the start of battle.
Two-Handed: Takes two hands to wield.
Slayer: Triples weapon or spell power against the specified target.

-EXPERIENCE SYSTEM-

Outside of battle, you may spend your exp to boost your stats.

For Att/Def/Mag/Res, use this chart:
1->2: 3 exp
2->3: 5 exp
3->4: 7 exp
4->5: 9 exp
5->6: 11 exp
6->7: 13 exp
7->8: 15 exp
8->9: 17 exp
9->10: 19 exp
Etc...

For HP/AP, use this chart:
5->6: 6 exp
6->7: 7 exp
7->8: 8 exp
8->9: 9 exp
9->10: 10 exp
And so on...
Top
master4sword
Posted: Jan 16 2011, 05:03 PM


Would love to exist again
Group Icon

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



~CHARACTERS~

-Bradanuva-

Bradanuva
HP: 150/150 (Restores HP equal to half magic damage done)
AP: 100/100 (+10% per turn)
Att: 19
Def: 75
Mag: 79 -> 88 (93 when using Ice spells)
Res: 75 -> 79
EXP: 1
Gold: 618
Abilities:
-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.
-Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag.
-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.
-Shadowstrike (5): A dark spell with decent strength. Power 8.
-Lifedrain (15): A dark spell that restores HP equal to damage dealt. Power 5.
-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.
-Fireball (2): The most basic fire spell. Power 4.
-Heat Wave (10): A fire spell that strikes all enemies. Power 6.
-Firestream (5): A fire spell with decent strength. Power 8.
-Meditate: Restores 1 HP and 2 AP. Can only be used in battle.
-Blast of Flame (6): A fire spell that burns the target. Power 5.
-Watershot (2): The most basic water spell. Power 4.
-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.
-Hydroblast (9): A moderately powerful water spell. Power 14.
-Flood (26): A powerful water spell that strikes all enemies. Power 18.
-Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn.
-Boulder (2): The most basic earth spell. Power 4.
-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.
-Cure (6): A spell for curing status conditions.
-Air Pressure (5): An air spell with decent strength. Power 8.
-Toxic Winds (6): An air spell that poisons the target. Power 5.
-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.
Inventory:
-Blood Staff: +1 Mag, restores HP equal to half magic damage done (E)
-Wizard Hat: +2 Mag, +1 Res (E)
-Mage Robe: +2 Res, +1 Mag (E)
-Enchanted Staff: +4 Mag
-Mind Staff: +4 Mag, restores 5% AP per turn (E)
-Mage Pendant: +3 Mag, +1 Res, restores 5% AP per turn (E)
-Snowball Ring: +5 Mag when using Ice spells. (E)
-Command Ring: Allows the usage of an additional pet. (E)
-Glaclief Stone: A glowing rock found in cold climates.
-Focus Herb: Restores 15 AP
-Lightningrod Staff: +5 Mag, -2 AP cost for Lightning spells
-Mind Staff: +4 Mag, restores 5% AP per turn

Pyrix
HP: 35/35
AP: 25/25
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)

Shelob, the Glass Cannon
HP: 41/41
AP: 0/0
Att: 149 -> 151 (Range, negates flying)
Def: 16 -> 24
Mag: 0
Res: 7
EXP: 225
Inventory:
-Silver Exoskeleton: +8 Def, worn by Spiders (E)
-Web Grapplegun: +2 Att, ranged, negates Flying, worn by Spiders (E)


-The Ultramind12-

Ark'thugal
HP: 125/125 (Restores status outside of battle)
AP: 50/100 (+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: 2139
Gold: 8957
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: 3551
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: 38/65
Att: 8 -> 10
Def: 41 -> 47 (Flying)
Mag: 97
Res: 80
EXP: 2623
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)


Terrorantula
HP: 40/40
AP: 0/0
Att: 20
Def: 16
Mag: 0
Res: 7
EXP: 0



-Kilza-

Kilza
HP: 95/95
AP: 90/90
Att: 144 -> 170 (Range)
Def: 75 -> 92
Mag: 11
Res: 70 (Resists most recent element stuck by)
EXP: 128
Gold: 7623
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.
-Blast of Flame (6): A fire spell that burns the target. Power 5.
-Curse of the Sea (6): A water spell that curses the target. Power 5.
-Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear.
-Stunbolt (6): A lightning spell that paralyzes the target. Power 5.
-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

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: 85 -> 87
EXP: 15
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.
-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.
-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.
-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.
-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.
-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.
-Gust (10): An air spell that strikes all enemies. Power 6.
-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.
-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.
-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.
-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.
-Thunderstorm (10): A lightning spell that strikes all enemies. Power 6.
-Megavolt (9): A moderately powerful lightning spell. Power 14.
-Stunbolt (6): A lightning spell that paralyzes the target. Power 5.
-Snowstorm (10): An ice spell that strikes all enemies. Power 6.
-Chillbeam (9): A moderately powerful ice spell. Power 14.
-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 (Flying)
Mag: 83
Res: 66
EXP: 70
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)



SaturosVhazon
HP: 80/80
AP: 50/50
Att: 80 -> 82
Def: 50 -> 52
Mag: 0
Res: 50
EXP: 41
Abilities:
-Infectious Bite (12): This attack poisons. Power 9.
-Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack.
Inventory:
-Silver Horseshoes: +2 Att, +2 Def, worn by Zombie Zebras, Pegasi, and Unicorns (E)

Phoenix Wright
HP: 55/55
AP: 73/73
Att: 8 -> 10
Def: 50 -> 56 (Flying)
Mag: 88
Res: 51
EXP: 38
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.
-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.
-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.
-Miracle (12): Heals HP equal to 25% of Mag for the entire party.
-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.
-Solar Blast (5): A light spell with decent strength. Power 8.
-Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag.
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)

Panith Onik Saythos
HP: 40/40
AP: 0/0
Att: 20
Def: 16
Mag: 0
Res: 7
EXP: 0


~MONSTERS~


Sandstone Golem
HP: 350/350
AP: 80/80
Att: 118
Def: 99
Mag: 90
Res: 66
EXP given: 400
Gold: 388
Abilities:
-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.
Elemental Effectiveness:
-Resists Lightning
-Weak to Water

Giant Scorpion
HP: 333/333
AP: 120/120
Att: 125
Def: 110
Mag: 0
Res: 75
EXP given: 380
Gold: 401
Abilities:
-Acid Spit (8): A ranged attack that poisons the target.
-Rapid Sting (14): Strikes two times. Can be split among multiple targets. Poisons.

Black Slime
HP: 400/400
AP: 50/50
Att: 20 (inflicts Fear)
Def: 80
Mag: 0
Res: 50
EXP given: 380
Gold: 355
Abilities:
-Ooze Touch (5): This attack negates defense.

Cave Bear
HP: 570/570
AP: 72/72
Att: 120
Def: 60
Mag: 0
Res: 85
EXP given: 622
Gold: 570
Abilities:
-Maul (18): Power 12, halves target's Defense for one attack

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
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.

Gargantuan Carnivorous Fowl
HP: 582/582
AP: 45/45
Att: 72
Def: 38 (Flying)
Mag: 0
Res: 80
EXP given: 612
Gold: 580
Abilities:
-Take Flight (2): The user begins flying.
-Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8.
-Upward Spiral (12): The user begins flying, striking a target on the way up. Power 12.
-Wing Strike (15): Strikes a target two times. Power 8.

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.





~PETS~

You can have one pet with you at a time, and can change pets during a stay at any Inn, the Spider Farm, or Cap'n C.'s Cove. Each pet type has its own unique capabilites, which you'll discover in time...


-Spiders-

Spiders possess little magical ability. Their greatest feature is an adaptability that helps create variety in spiders. This adaptability isn't noticed early on though. They can't learn spells or abilities from shops, but as certain criteria are met (including raising AP), they will gain new skills on their own.


Name
HP: 40/40
AP: 0/0
Att: 20
Def: 16
Mag: 0
Res: 7
EXP: 0
Abilities:
-Sharp Fang (2): Power 4. (Learns at 2 AP)
-Poison Fang (5): This attack poisons. (Learns at 10 AP)

-Parrots-

Parrots are colorful birds who are capable of being taught magic spells sold at magic shops. Being flying pets, they are immune to physical attack. Though they lack the attack power and AP to be useful right out of the egg, with a bit of EXP they can get the AP needed to use spells, and as they gain AP they can even discover a few tricks on their own...

Name
HP: 32/32
AP: 0/0
Att: 2
Def: 16 (Flying)
Mag: 20
Res: 18
EXP: 0
Abilities:
-Take Flight (2): The user begins flying. (Learns at 2 AP)
-Dive Bomb (5): A powerful attack that leaves the user no longer flying. Power 8. (Learns at 5 AP)
-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. (Learns at 22 AP)
-Treasureseeker (auto): Enemies drop 1.5x gold. (Learns at 45 AP)
-Repeat Chant (auto): Halves AP cost if the same spell is used consecutively. (Learns at 85 Mag/120 AP)

-Phoenixes-

Phoenixes are magical creatures who rise from their own ashes when they die. They can be taught fire, light, and healing spells...but who knows what else they could be capable of? Oh, and they absorb Fire, just FYI.

Name
HP: 35/35
AP: 25/25
Att: 8
Def: 15 (Flying)
Mag: 20
Res: 23
EXP: 0
Abilities:
-Rise From the Ashes (auto): Revives at full health one turn after dying. EXP penalty applies. (Known from the start)

-Zombie Zebras-

Undead animals are sometimes used by necromancers as a way of increasing the size of their undead army. Zombie zebras are trained not to harm their owners. Being undead, they're weak against light. It doesn't start with any abilities and cannot be taught magic, but as its stats grow, perhaps you will find that it will learn some tricks of its own...

Name
HP: 76/76
AP: 0/0
Att: 50
Def: 35
Mag: 0
Res: 28
EXP: 0
Abilities:
-Infectious Bite (12): This attack poisons. Power 9. (Learns at 12 AP)
-Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack. (Learns at 50 AP)


-Pegasus-

Winged horses. To some, a steed. To others, a companion. Pegasi are capable of being taught light, air, and healing magic. Though they begin combat encounters on the ground, they are naturally able to take flight, and should their endurance grow enough, perhaps they will eventually be able to put their wings to good use outside of battle...

Name
HP: 75/75
AP: 26/26
Att: 16
Def: 33
Mag: 78
Res: 66
EXP: 0
Abilities:
-Take Flight (2): The user begins flying. (Known from the start)
-Aerial Transport: Allows travel to any revealed city. Cannot be used in battle. (Learned at 100 HP)
Top
master4sword
Posted: Jan 16 2011, 05:03 PM


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



~SOULEND CONTINENT~

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

-Village of Faelet-

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

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

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

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


-Abandoned Farm-

West of Faelet, an abandoned farm was claimed by a band of goblins. After a trio of heroes killed their leader, the goblins abandoned it, leaving the vines. The vines grew unchecked, becoming a powerful plant. The goblins returned to harness it's power, but a couple of heroes destroyed it. Now the farm is finally empty.


-Port City of Sael-

This town is a haven for merchants, as it's the Soulend continent's only legitimate port. Businesses in the city include an inn (10 G per night), an armory, a magic shop, and a general store, though those looking to leave the continent will also find what they seek.

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

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

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

Port:
-Travel to the Port City of Oshin (Costs 50 G)
-Travel to the Port City of Aquor (Costs 100 G)
-Travel to the Siltanat Fishing Dock (Costs 150 G)


-Shrine of Chaos-

At the southern end of the continent is a strange temple. Outside, five statues of unusual beasts welcome visitors: a plant, a dragon, a squid, a whale, and a skeleton. Inside is a large room with a pedestal with an inscription and five indentations, two containing glowing orbs, one green and one red. Two doors on the back wall allows access to dangerous battles. The pedestal's inscription reads:

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

Bosses here must be soloed and can be fought more than once. Only the first to kill a boss here gets its item drop. If you die it is as if you never entered.


-City of Tralis-

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

Armory:
-Iron Shortsword: +1 Att (Costs 10 G)
-Iron Longsword: +2 Att (Costs 25 G)
-Iron Battleaxe: +3 Att (Costs 40 G)
-Iron Spear: +2 Att, +1 Def, two-handed (Costs 35 G)
-Cutlass: +4 Att (Costs 55 G)
-Rapier: +3 Att, +1 Def (Costs 60 G)
-Iron Flail: +5 Att (Costs 75 G)
-Iron Two-handed Sword: +7 Att, two-handed (Costs 80 G)
-Vampire Knife: +1 Att, heals equal to half of damage done (Costs 45 G)
-Leech Knife: +1 Att, restores AP equal to 1/4th damage done (Costs 40 G)
-Magic Wand: +1 Mag (Costs 20 G)
-Iron Chainmail Armor: +2 Def (Costs 35 G)
-Iron Platemail Armor: +4 Def (Costs 80 G)
-Iron Shield: +1 Def (Costs 20 G)
-Iron Helmet: +2 Def (Costs 35 G)

General Store:
-Medicinal Herb: Restores 5 HP (Costs 10 G)
-Basic Healing Potion: Restores 10 HP (Costs 15 G)
-Simple Healing Potion: Restores 20 HP (Costs 25 G)
-Life Gel: Restores 25% of HP (Costs 12 G)
-Basic Restoration Potion: Restores 10 HP and 5 AP (Costs 25 G)
-Antidote: Cures Poison (Costs 15 G)
-Ice Pack: Cures Burn (Costs 15 G)
-Phoenix Down: Revives a fallen ally, restoring 10% HP (Costs 50 G)
-Weak Attack Potion: +1 Att til end of battle (Costs 15 G)
-Weak Defense Potion: +1 Def til end of battle (Costs 25 G)

Goblin Merchant:
-Goblin Sword: +1 Att (Costs 10 G)
-Goblin Battleaxe: +2 Att (Costs 25 G)
-Goblin Warhammer: +3 Att (Costs 40 G)
-Goblin Shortbow: +2 Att, ranged weapon, two-handed (Costs 30 G)
-Goblin Wand: A supposedly magical stick. +1 Mag (Costs 20 G)
-Goblin Two-handed Sword: +6 Att, two-handed (Costs 65 G)

Magic Shop:
-Fireball (2): The most basic fire spell. Power 4. (Costs 15 G)
-Heat Wave (10): A fire spell that strikes all enemies. Power 6. (Costs 30 G)
-Firestream (5): A fire spell with decent strength. Power 8. (Costs 25 G)
-Blast of Flame (6): A fire spell that burns the target. Power 5. (Costs 30 G)
-Watershot (2): The most basic water spell. Power 4. (Costs 15 G)
-Tidal Wave (10): A water spell that strikes all enemies. Power 6. (Costs 40 G)
-Aquaburst (5): A water spell with decent strength. Power 8. (Costs 25 G)
-Boulder (2): The most basic earth spell. Power 4. (Costs 15 G)
-Avalanche (10): An earth spell that strikes all enemies. Power 6. (Costs 30 G)
-Wind Slice (2): The most basic air spell. Power 4. (Costs 15 G)
-Gust (10): An air spell that strikes all enemies. Power 6. (Costs 30 G)
-Ray (2): The most basic light spell. Power 4. (Costs 15 G)
-Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer. (Costs 20 G)
-First Aid (4): A basic healing spell. Heals HP equal to Mag. (Costs 20 G)
-Cure (6): A spell for curing status conditions. (Costs 30 G)
-Healing Spring (6): A water-based healing spell, healing Mag+5 HP to a target and curing Burn. (Costs 30 G)

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

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

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

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

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

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



-Necrator Village-

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

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

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

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


-Necrator Swamp Caverns-

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


-Northern Underpass-

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


-Oasis Town of Soltrie-

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


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

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

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

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


-Cap'n C.'s Cove-

After Cap'n C. was defeated by several heroes in a duel, he's retired from piracy. He spends his time sorting out his loot, offering to sell any useful items he finds. He also teaches the secret of Stealing and sells the eggs of colorful birds that live in the area.

For Sale:
-Steal (10): Steals an unequipped item from an enemy. (Costs 400 G)
-Parrot Egg 0/5: This will hatch after 5 updates. (Costs 330 G)
-Thunder Sword: An electrified sword. +7 Att, deals Lightning damage. (Costs 175 G, one in stock)
-Fire Sword: A blade made from flames. +7 Att, deals Fire damage. (Costs 400 G, one in stock)
-Focus Herb: Restores 15 AP. (Costs 15 G, one in stock)
-Decent Healing Potion: Restores 50 HP (Costs 50 G, one in stock)
-Silver Two-handed Sword: +35 Att, two-handed (Costs 5000 G, one in stock)
-Titanium Shield: +10 Defense (Costs 500 G, one in stock)
-Health Tablet: Permanently boosts HP +5. (Costs 2000 G, one in stock)
-Skill Tablet: Permanently boosts AP +5. (Costs 2000 G, one in stock)
-Resistant Tablet: Permanently boosts Res +2. (Costs 2000 G, one in stock)
Top
master4sword
Posted: Jan 16 2011, 05:03 PM


Would love to exist again
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~QUALA CONTINENT~

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-Port City of Oshin-

The port of Oshin is many people's first sight of the Quala continent. It sports an inn (30 G), an armory, and a magic shop.


Armory:
-Cutlass: +4 Att (Costs 55 G)
-Rapier: +3 Att, +1 Def (Costs 60 G)
-Poisoned Dagger: +1 Att, poisonous (Costs 65 G)
-Steel Shortsword: +7 Att (Costs 120 G)
-Leech Knife: +1 Att, restores AP equal to 1/4th damage done (Costs 40 G)

Magic Shop:
-Watershot (2): The most basic water spell. Power 4. (Costs 15 G)
-Tidal Wave (10): A water spell that strikes all enemies. Power 6. (Costs 30 G)
-Aquaburst (5): A water spell with decent strength. Power 8. (Costs 25 G)
-Curse of the Sea (6): A water spell that curses the target. Power 5. (Costs 30 G)
-Wind Slice (2): The most basic air spell. Power 4. (Costs 15 G)
-Gust (10): An air spell that strikes all enemies. Power 6. (Costs 30 G)
-Air Pressure (5): An air spell with decent strength. Power 8. (Costs 25 G)
-Toxic Winds (6): An air spell that poisons the target. Power 5. (Costs 30 G)

Port:
-Travel to the Port City of Sael (Costs 50 G)
-Travel to the Port City of Aquor (Costs 50 G)
-Travel to the Siltanat Fishing Dock (Costs 150 G)

-Qualan Woods-

The largest woods to be found on the continent. The supernatural fog that was here has been lifted as it's source was destroyed. With the fog gone, a bridge across the river that divides the woods has been found, and is a much safer way to cross than the knocked-over log that was being used.


-City of Wullan-

A large city on the southern plains of the Quala continent. Facilities here include an armory, a magic shop, a general store, an inn (30 G) and an arena. The arena has opened for battle, but only pets are allowed to compete here...

Armory:
-Steel Shortsword: +7 Att (Costs 120 G)
-Steel Shield: +3 Def (Costs 75 G)
-Steel Shortbow: +8 Att, ranged, two-handed (Costs 100 G)
-Mage Robe: +2 Res, +1 Mag (Costs 50 G)
-Enchanted Staff: +4 Mag (Costs 115 G)

General Store:
-Life Gel: Restores 25% of HP (Costs 12 G)
-Simple Healing Potion: Restores 20 HP (Costs 25 G)
-Mediocre Healing Potion: Restores 30 HP (Costs 35 G)
-Basic Restoration Potion: Restores 10 HP and 5 AP (Costs 25 G)
-Antidote: Cures Poison (Costs 15 G)
-Voodoo Doll: Cures Curse (Costs 15 G)
-Phoenix Down: Revives a fallen ally, restoring 10% HP (Costs 50 G)

Magic Shop:
-Shock (2): The most basic lightning spell. Power 4. (Costs 15 G)
-Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. (Costs 30 G)
-Icicle (2): The most basic ice spell. Power 4. (Costs 15 G)
-Snowstorm (10): An ice spell that strikes all enemies. Power 6. (Costs 30 G)
-Fireball (2): The most basic fire spell. Power 4. (Costs 15 G)
-Heat Wave (10): A fire spell that strikes all enemies. Power 6. (Costs 30 G)

Arena:
-Pet League: Entry fee is 200 G. Only pets qualify to enter. Challengers take on battle after battle, with the opponents getting tougher each fight. EXP is awarded each fight, with special pet equipment earned after certain battles. No penalty for loss here, and challengers get a free trip to the Inn afterward. The first reward is obtained after winning three consecutive fights.


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.

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)

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.

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)

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)



-Spider Ranch-

Here, a man named Fiachra raises a domestic species of giant spider.

Spider Ranch Shop:
-Giant Spider Egg 0/7: This will hatch after 7 updates. (Costs 250 G)


-Dwarven Caverns-

These caves are the home of Dwarves. The first section of the caves is the Dwarven City, though most of the city's features are off-limits to non-Dwarves, as are the deeper tunnels. Non-Dwarves can earn access by winning a drinking contest at the Dwarf Spout, the main bar (the contest costs 50 G). The inn (30G) is also open to all. Those who've earned full access can purchase gear at the armory, or they can head further into the caves that lead up to the peak. A Phoenix lives on top of the mountain, and the tunnels leading there are full of dwarven experiments. The Phoenix may be convinced into parting with an egg, but the offering required must be grand...

Dwarven Armory
-Dwarven Warhammer: +24 Att, -3 Def, -2 Mag, two-handed (Costs 550 G)
-Dwarven Battlesuit: +12 Def, -2 Mag, -3 Res (Costs 450 G)
-Dwarven Hand Cannon: +20 Att, two-handed, ranged (Costs 600 G)

The Phoenix
-Phoenix Egg 0/10: This will hatch after 10 updates. (Costs 3000 G)


-City of Giltan-

The capital city of the Quala continent, Giltan has many features that would make it a popular place to visit (including an inn, 50 G). The prince, who had been placed under a cursed sleep, is now awake.

Armory:
-Steel Shortsword: +7 Att (Costs 120 G)
-Steel Battleaxe: +8 Att (Costs 150 G)
-Steel Flail: +9 Att (Costs 220 G)
-Steel Longsword: +10 Att (Costs 300 G)
-Steel Two-handed Sword: +23 Att, two-handed (Costs 500 G)
-Poisoned Dagger: +1 Att, poisonous (Costs 65 G)
-Leech Knife: +1 Att, restores AP equal to 1/4th damage done (Costs 40 G)
-Blood Knife: +1 Att, restores HP and AP equal to half of damage done (Costs 140 G)
-Spiderbane: +7 Att, Spider Slayer (Costs 180 G)
-Steel Shortbow: +8 Att, ranged, two-handed (Costs 100 G)
-Enchanted Staff: +4 Mag (Costs 115 G)
-Mind Staff: +4 Mag, restores 5% AP per turn (Costs 175 G)
-Mage Robe: +2 Res, +1 Mag (Costs 50 G)
-Wizard Hat: +2 Mag, +1 Res (Costs 65 G)
-Mage Pendant: +3 Mag, +1 Res, restores 5% AP per turn (Costs 380 G)
-Cloth Cape: +1 Def (Costs 20 G)
-Steel Chainmail: +6 Def (Costs 120 G)
-Steel Platemail Armor: +8 Def (Costs 185 G)
-Steel Shield: +3 Def (Costs 75 G)
-Steel Helmet: +5 Def (Costs 140 G)

Merchant from Icelu:
-Ice Armor: An armor made from superchilled ice. +8 Def, +4 Res, weak against Fire. (Costs 160 G)
-Ice Sword: A blade made from superchilled ice. +7 Att, deals Ice damage. (Costs 175 G)
-Ice Bow: A special bow that shoots icicle arrows. +10 Att, ranged, two-handed, deals Ice damage. (Costs 130 G)
-Ice Staff: A very cold stick. +4 Mag, -2 AP cost for Ice spells (Costs 200 G)

General Store:
-Life Gel: Restores 25% of HP (Costs 12 G)
-Simple Healing Potion: Restores 20 HP (Costs 25 G)
-Mediocre Healing Potion: Restores 30 HP (Costs 35 G)
-Decent Healing Potion: Restores 50 HP (Costs 55 G)
-Basic Restoration Potion: Restores 10 HP and 5 AP (Costs 25 G)
-Mediocre Restoration Potion: Restores 20 HP and 10 AP (Costs 50 G)
-Focus Herb: Restores 15 AP (Costs 30 G)
-Antidote: Cures Poison (Costs 15 G)
-Voodoo Doll: Cures Curse (Costs 15 G)
-Awakening Potion: Cures Sleep (Costs 15 G)
-Phoenix Down: Revives a fallen ally, restoring 10% HP (Costs 50 G)
-Phoenixfeather Potion: Revives a fallen ally, restoring 30% HP (Costs 100 G)

Magic Shop:
-Fireball (2): The most basic fire spell. Power 4. (Costs 15 G)
-Heat Wave (10): A fire spell that strikes all enemies. Power 6. (Costs 30 G)
-Watershot (2): The most basic water spell. Power 4. (Costs 15 G)
-Tidal Wave (10): A water spell that strikes all enemies. Power 6. (Costs 30 G)
-Aquaburst (5): A water spell with decent strength. Power 8. (Costs 25 G)
-Curse of the Sea (6): A water spell that curses the target. Power 5. (Costs 30 G)
-Boulder (2): The most basic earth spell. Power 4. (Costs 15 G)
-Avalanche (10): An earth spell that strikes all enemies. Power 6. (Costs 30 G)
-Rock Spire (5): An earth spell with decent strength. Power 8. (Costs 25 G)
-Ground Crush (9): A moderately powerful earth spell. Power 14. (Costs 80 G)
-Wind Slice (2): The most basic air spell. Power 4. (Costs 15 G)
-Gust (10): An air spell that strikes all enemies. Power 6. (Costs 30 G)
-Air Pressure (5): An air spell with decent strength. Power 8. (Costs 25 G)
-Toxic Winds (6): An air spell that poisons the target. Power 5. (Costs 30 G)
-Ray (2): The most basic light spell. Power 4. (Costs 15 G)
-Flash (10): A light spell that strikes all enemies. Power 6. (Costs 30 G)
-Shadowbeam (2): The most basic dark spell. Power 4. (Costs 15 G)
-Dark Pulse (10): A dark spell that strikes all enemies. Power 6. (Costs 30 G)
-Lifedrain (15): A dark spell that restores HP equal to damage dealt. Power 5. (Costs 80 G)
-Shadowstrike (5): A dark spell with decent strength. Power 8. (Costs 25 G)
-Shock (2): The most basic lightning spell. Power 4. (Costs 15 G)
-Thunderstorm (10): A lightning spell that strikes all enemies. Power 6. (Costs 30 G)
-Icicle (2): The most basic ice spell. Power 4. (Costs 15 G)
-Snowstorm (10): An ice spell that strikes all enemies. Power 6. (Costs 30 G)
-Frostblast (5): An ice spell with decent strength. Power 8. (Costs 25 G)
-Chillbeam (9): A moderately powerful ice spell. Power 14. (Costs 80 G)

Training Room:
-Quickchange (6): Changes equipment and then allows a regular attack. (Costs 75 G)
-Disarm (8): An attack that damages and unequips target item from the enemy. (Costs 400 G)
-Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack. (Costs 50 G)
-Snipe (6): A careful shot that requires range. Power 5, Flying Slayer. (Costs 30 G)
-Rapid Reload (12): Strikes three times. Can be split among multiple targets. Requires range. (Costs 500 G)


-Mountain Village of Icelu-

In the northern mountains of Quala is a village of igloos. It has an inn (50 G), an armory filled with frozen gear, and an ice-based magic shop.

Armory:
-Ice Armor: An armor made from superchilled ice. +8 Def, +4 Res, weak against Fire. (Costs 160 G)
-Ice Sword: A blade made from superchilled ice. +7 Att, deals Ice damage. (Costs 175 G)
-Ice Bow: A special bow that shoots icicle arrows. +10 Att, ranged, two-handed, deals Ice damage. (Costs 130 G)
-Ice Staff: A very cold stick. +4 Mag, -2 AP cost for Ice spells (Costs 200 G)

Magic Shop:
-Icicle (2): The most basic ice spell. Power 4. (Costs 15 G)
-Snowstorm (10): An ice spell that strikes all enemies. Power 6. (Costs 30 G)
-Frostblast (5): An ice spell with decent strength. Power 8. (Costs 25 G)
-Chillbeam (9): A moderately powerful ice spell. Power 14. (Costs 80 G)


-Glaclief Cavern-

An ice cavern found in the northern mountains of Quala. Like many places that are out-of-the-way and full of dangerous beasts, there are rumors of treasure.


-Moltag Pass-

A cavern that cuts through the mountains, allowing travel between the northeast peninsula and the rest of the continent. Until recently, it had been off-limits due to orders from the Prince that had not actually come from the prince.


-Port City of Aquor-

This city had been under constant assault from nearby undead armies until recently. The city has an Inn (50 G), an armory, a general store, and a magic shop, as well as a port.

Armory:
-Steel Flail: +9 Att (Costs 220 G)
-Steel Longsword: +10 Att (Costs 300 G)
-Steel Two-handed Sword: +23 Att, two-handed (Costs 500 G)
-Blood Knife: +1 Att, restores HP and AP equal to half of damage done (Costs 140 G)
-Steel Platemail Armor: +8 Def (Costs 185 G)
-Steel Helmet: +5 Def (Costs 140 G)
-Mage Pendant: +3 Mag, +1 Res, restores 5% AP per turn (Costs 380 G)
-Wizard Hat: +2 Mag, +1 Res (Costs 65 G)

General Store:
-Decent Healing Potion: Restores 50 HP (Costs 55 G)
-Awakening Potion: Cures Sleep (Costs 15 G)
-Phoenixfeather Potion: Revives a fallen ally, restoring 30% HP (Costs 100 G)

Magic Shop:
-Shadowbeam (2): The most basic dark spell. Power 4. (Costs 15 G)
-Dark Pulse (10): A dark spell that strikes all enemies. Power 6. (Costs 30 G)
-Shadowstrike (5): A dark spell with decent strength. Power 8. (Costs 25 G)
-Boulder (2): The most basic earth spell. Power 4. (Costs 15 G)
-Avalanche (10): An earth spell that strikes all enemies. Power 6. (Costs 30 G)
-Rock Spire (5): An earth spell with decent strength. Power 8. (Costs 25 G)
-Ground Crush (9): A moderately powerful earth spell. Power 14. (Costs 80 G)

Port:
-Travel to the Port City of Sael (Costs 50 G)
-Travel to the Port City of Oshin (Costs 50 G)
-Travel to the Siltanat Fishing Dock (Costs 150 G)


-Necromancer's Hideout-

Home of a strange magical rock known as the Skullstone, this cave was used as the base of operations for a group of necromancers who were studying the rock. Now, Serena Night remains, studying the rock and providing services to adventurers - selling undead zebras.

For Sale:
-Zombie Zebra: An undead pet. (Costs 2000 G)
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master4sword
Posted: Jan 16 2011, 05:04 PM


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



~SILTANAT CONTINENT~

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-Fishing Dock-

Due to the fact that the only port city on the continent is firing on any and all ships that approach, this fishing dock is functioning as a port.

Port:
-Travel to the Port City of Sael (Costs 50 G)
-Travel to the Port City of Oshin (Costs 50 G)
-Travel to the Port City of Aquor (Costs 100 G)

-Evra Village-

While this village is on the edge of the gulf, most of it's residents make a living through farming rather than fishing. No armory here, as the citizens prefer peace to war, though a magic shop, a general store, and an inn (100 G) are all present.

Magic Shop:
-Leaf Launch (2): The most basic wood spell. Power 4. (Costs 15 G)
-Thorn Rain (10): A wood spell that strikes all enemies. Power 6. (Costs 30 G)
-Bamboo Impale (5): A wood spell with decent strength. Power 8. (Cost 25 G)
-Ray (2): The most basic light spell. Power 4. (Costs 15 G)
-Solar Blast (5): A light spell with decent strength. Power 8. (Cost 25 G)

General Store:
-Super Life Gel: Restores 50% of HP (Costs 80 G)
-Decent Healing Potion: Restores 50 HP (Costs 55 G)
-Mediocre Restoration Potion: Restores 20 HP and 10 AP (Costs 50 G)
-Decent Restoration Potion: Restores 50 HP and 25 AP (Costs 130 G)
-Focus Herb: Restores 15 AP (Costs 30 G)
-Antidote: Cures Poison (Costs 15 G)
-Phoenixfire Potion: Revives a fallen ally, restoring 50% HP (Costs 300 G)
-Sickle: A harvesting instrument. +12 Att, Plant Slayer. (Costs 730 G)
-Holy Water: Weakens Vampires. (Costs 70 G)


-River Town of Fishok-

Built on a river, those who want to visit the eastern half of the continent often pass through here first. It has an armory, a magic shop, a training room, and an Inn (100 G). It also has a special equipment shop that makes special gear for pets!

Armory:
-Silver Shortsword: +11 Att (Costs 400 G)
-Silver Mace: +12 Att (Costs 540 G)
-Antideath Spear: +20 Att, +3 Def, Undead Slayer, restores 10% HP per turn, two-handed (Costs 760 G)
-Demonwood Shortbow: +26 Att, Range, two-handed (Costs 1330 G)
-Silver Chainmail: +10 Def (Costs 400 G)
-Demonwood Staff: +4 Mag, -2 AP cost for Wood spells (Costs 200 G)
-Demonwood Wand: +10 Mag when using Wood spells, restores 5% AP per turn (Costs 340 G)
-Enchanted Robe: +4 Res, +1 Mag, restores 5% AP per turn (Costs 390 G)
-Sorcerer's Hat: +4 Mag, +2 Res (Costs 300 G)

Pet Equipment Shop:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (Costs 250 G)
-Silver Horseshoes: +2 Att, +2 Def, worn by Zombie Zebras, Pegasi, and Unicorns (Costs 250 G)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (Costs 300 G)
-Silver Exoskeleton: +8 Def, worn by Spiders (Costs 200 G)
-Web Grapplegun: +2 Att, ranged, negates Flying, worn by Spiders (Costs 400 G)

Magic Shop:
-Hydroblast (9): A moderately powerful water spell. Power 14. (Costs 80 G)
-Flood (26): A powerful water spell that strikes all enemies. Power 18. (Costs 300 G)
-Lightning Strike (5): A lightning spell with decent strength. Power 8. (Costs 25 G)
-Megavolt (9): A moderately powerful lightning spell. Power 14. (Costs 80 G)
-Stunbolt (6): A lightning spell that paralyzes the target. Power 5. (Costs 30 G)
-Miracle (12): Heals HP equal to 25% of Mag for the entire party. (Costs 50 G)
-Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag. (Costs 1000 G)

Training Room:
-Spellcombo (5): Allows two spells to be cast this turn. (Costs 50 G)
-Trihit (12): Strikes three times. Must hit the same target with each attack. (Costs 650 G)
-Magic/Melee Combo (10): Allows a regular attack and a spell to be used in the same turn. (Costs 200 G)
-Research: Reveals hidden stats and weaknesses of all enemies. (Costs 150 G)

-Beacon of Life-

An ancient structure with a glowing top...

-Mountain Gateway-

This cavern allows access to the northwest mountain region.

-Mooncrater Village-

Mooncrater has become the favored feeding grounds for a vampire. That said, they do what they can to stay alive between attacks. An Inn (100 G), a weapon shop, a general store, and a magic shop all function here. Some people have been known to travel to the forest at the base of the mountain to capture and tame Pegasi, so they can be sold in town.

Armory:
-Stake: +1 Att, can inflict the killing blow on Vampires (Costs 2 G)
-Silver Throwing Knife: +12 Att, Ranged (Costs 700 G)
-Silver Battleaxe: +13 Att (Costs 680 G)
-Silver Shield: +6 Def (Costs 140 G)
-Blood Staff: +1 Mag, restores HP equal to half magic damage done (Costs 240 G)

General Store:
-Decent Healing Potion: Restores 50 HP (Costs 55 G)
-Decent Restoration Potion: Restores 50 HP and 25 AP (Costs 130 G)
-Focus Potion: Restores 30 AP (Costs 80 G)
-Courage Potion: Cures Fear (Costs 15 G)
-Phoenixfire Potion: Revives a fallen ally, restoring 50% HP (Costs 300 G)

Magic Shop:
-Black Hole (9): A moderately powerful dark spell. Power 14. (Costs 80 G)
-Reanimate (6): A dark-based healing spell, healing Mag+5 HP to a target and curing Paralyze. (Costs 30 G)
-Wind Slice (2): The most basic air spell. Power 4. (Costs 15 G)
-Gust (10): An air spell that strikes all enemies. Power 6. (Costs 30 G)
-Air Pressure (5): An air spell with decent strength. Power 8. (Costs 25 G)
-Toxic Winds (6): An air spell that poisons the target. Power 5. (Costs 30 G)
-Tornado (9): A moderately powerful air spell. Power 14. (Costs 80 G)
-Comforting Winds (6): An air-based healing spell, healing Mag+5 HP to a target and curing Fear. (Costs 30 G)

Pegasus Merchant:
-Pegasus: A pet flying horse. (Costs 3500 G)

-Vampire's Abode-

The home of a vampire who has been terrorizing the northwestern regions.

-Beacon of Health-

An ancient structure whose light was extinguished long ago...

-Feasting Forest-

Travel through this forest is treacherous - it didn't get its name because of the number of people who picnic here, it got its name for the number of picnicers that were eaten by either the beasts or the demonic trees...for this reason, travelers tend to stay on the beaten path.

-Sandstone Cavern-

A tunnel leading to the southeastern region, the beasts within are almost as harsh as the desert beyond the passage.

-Desert Town of Sedrune-

The desert town in the southeast region of Siltanat was once located in a lush plains, but the lands have become harsh in the past couple hundred years. An inn (100 G), a magic shop, and an armory can be found here.

Magic Shop:
-Scorch (9): A moderately powerful fire spell. Power 14. (Costs 80 G)
-Healthy Warmth (6): A fire-based healing spell, healing Mag+5 HP to a target and curing Freeze. (Costs 30 G)
-Plant Ignition (6): A fire attack that roasts plants. Power 5, Plant Slayer. (Costs 20 G)
-Quake (26): A powerful earth spell that strikes all enemies. Power 18. (Costs 300 G)
-Gravitation (10): An earth spell that cancels the target's flight. Power 7. (Costs 65 G)

Armory:
-Silver Helmet: +7 Def (Costs 210 G)
-Silver Longsword: +14 Att (Costs 840 G)
-Antielement Wand: +8 Mag, negates the element of the spell (Costs 890 G)
-Desert Armor: +7 Def, immunity to Fire (Costs 700 G)
-Sun Staff: +4 Mag, -2 AP cost for Light spells


-Beacon of Fertility-

An ancient structure whose light was extinguished long ago...
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master4sword
Posted: Jan 16 2011, 05:07 PM


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



Welcome back to Rising Heroes! The loot split from the previous boss has not been added to the character post yet, but the 26690 bonus exp has, as has the new continent.

All items/spells (except Dwarven gear) from the Quala Continent can now be found in the capital city of Giltan.

Inactive players will be added to the character post when they resume activity.
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~Kilza~
Posted: Jan 16 2011, 05:27 PM


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



Damn, this...this is really something. Guys, for the paths, we'll take one each, with us regrouping then fighting for bosses.

Anyways, unfortunately, since I have no 2000 gold, I can't get my Zombie Zebra. So, let's go to the Siltanat Continent, then to Evra Village. Buy Leaf Launch, Thorn Rain, Bamboo Impale and Solar Blast for Vhozon, Solar Blast for PW. Then, head over to Fishok and buy Hydroblast, Flood, Lightning Strike, Megavolt, Stunbolt and Miracle for Vhozon, Miracle for PW. Get Research and Magic/Melee for Kilza.

Now, how to split the bonus EXP...

This post has been edited by ~Kilza~ on Jan 16 2011, 05:30 PM
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master4sword
Posted: Jan 16 2011, 05:29 PM


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



QUOTE (~Kilza~ @ Jan 16 2011, 04:27 PM)
Damn, this...this is really something. Guys, for the paths, we'll take one each, with us regrouping then fighting for bosses.

Anyways, unfortunately, since I have no 2000 gold, I can't get my Zombie Zebra. So, let's go to the Siltanat Continent, then to Evra Village. Buy Leaf Launch, Thorn Rain, Bamboo Impale and Solar Blast for Vhozon, Solar Blast for PW. Then, head over to Fishok and buy Hydroblast, Flood, Lightning Strike, Megavolt, Stunbolt and Miracle for Vhozon, Miracle for PW. Get Spellcombo for Vhozon and PW, Research for Kilza.

Now, how to split the bonus EXP...

^Spellcombo's not a spell. It's an ability. Human-only. Sorry.
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The Ultramind12
Posted: Jan 16 2011, 05:43 PM


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Alright... purchase every spell and ability I can. Now how do I split my retarded amount of bonus exp...

Hmm... crank everything to 95 and we'll see where we go from there.
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~Kilza~
Posted: Jan 16 2011, 05:54 PM


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C&P from MSN. Goes:
HP
AP
Att
Def
Mag
Res

PW:
50
50
8
50
82
51

Vhozon:
70
104
2
50
142
64

Vhazon:
80
15
65
50
0
50

Kilza:
75
65
128
70
11
70

Edit: Also, because I don't feel like making a new post for this, this will be what I buy/sell after loot distribution.
Buy:
Demonwood Shortbow, Silver Chainmail, Silver Talon x2, Silver Wingguard x2, Silver Horseshoes, Trihit, Spellcombo, Life (x2) (for Vhozon and PW), Zombie Zebra, trip to and from continents 2 and 3 (7880)

Sell:
Steel Two-handed Sword, Ice Armor, Dwarven Hand Cannon, Steel Longsword (780)

Name my Zombie Zebra SaturosVhazon (smiley.gif), equip everything, switch PW with Vhazon, then check out the Beacon of Life.

This post has been edited by ~Kilza~ on Jan 16 2011, 07:46 PM
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master4sword
Posted: Jan 16 2011, 05:55 PM


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QUOTE (The Ultramind12 @ Jan 16 2011, 04:43 PM)
Alright... purchase every spell and ability I can. Now how do I split my retarded amount of bonus exp...

Hmm... crank everything to 95 and we'll see where we go from there.

Don't forget that the bonus exp can be spent on ANY of your characters...if you were intending to boost Ark's stats all to 95, that takes 18214 exp.
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The Ultramind12
Posted: Jan 16 2011, 09:11 PM


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Yeah, Ark to 95 all stats.

For the rest of it, pump Al'ar and Squawks' Mag to 70, then dump all the rest in their Res.

EDIT: Spell lists are getting stupidly long now. Might I suggest just leaving them in the entry post so every single post isn't ridiculously long?
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master4sword
Posted: Jan 16 2011, 11:42 PM


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The decided-upon split after item sales:

Kilza: 7,550 gold, Focus Herb
TUM: 5,089 gold, Focus Herb, Skullstone Ring
Brad: 2,500 gold, Focus Herb, Mind Staff

I'll organize spell lists later, putting spells with others of their element and whatnot; for tonight new stuff is generally at the bottom...

...THERE. Done with Kilza. TUM, coming right up. Want to go ahead and post what I've got so I don't lose it in a freak accident and give up for the night <_<

EDIT: TUM's update...dumped all of your bird's EXP as requested but didn't touch bonus EXP with them. Actually only used bonus EXP to reach Ark's 95-everything. 5445 G to buy every new spell/ability for everyone who can use them (everything for Ark, all spells for Squawks, Miracle/Life/Solar Blast for Al'ar)

As for the spell list length, yeah, I very well might chop them short during battles.
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~Kilza~
Posted: Jan 17 2011, 12:08 AM


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Okay, for my remaining bonus EXP, boost Vhozon's Res to 66, and Vhazon's AP to 43.
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The Ultramind12
Posted: Jan 17 2011, 12:29 AM


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Hmm. Alright then...

Buy the two Tablets from Capn' C's Cove and use them, then buy and equip a Demonwood Bow, silver talons and wing guards for the birds, and... crank Squawks and Al'ar to 65 HP and AP.

Then go find something to murder the shit out of. At Sandstone Cavern, for ease of choice.
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master4sword
Posted: Jan 17 2011, 01:34 PM


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ninja.gif Kilza: You head into the building, not sure what to expect. What you find is a person.

"Hello, I'm Kraden Quari. No need to introduce yourself, Kilza - you and the other heroes you've fought alongside are well-known.

I've been studying the Siltanat Beacons for some time now. They were built centuries ago, to help keep things going well. Five beacons were constructed: Life, Health, Peace, and Fertility are the primary beacons, with the fifth beacon, the Beacon of Unity, constructed to spread the effects of the beacons further, like a magical amplifier of sorts for the beacons. Over the years, though, the other beacons were neglected - Fertility now resides in a desert, Health in a swamp, and Peace in a city that has been overrun by monsters. Only the Beacon of Life remains strong. A skilled enough hero could be able to spread the light of the beacons back to the others. Unity cannot be lit until the others are, but other than that it shouldn't matter which order they're done in."

ninja.gif TUM: Still gonna leave all spells in the first post of battles, as insurance against me accidentally screwing up the character post when I copy/paste battle results...would hate to have to manually relocate every spell from the list.

You walk into the cavern and are promptly greeted by monsters...(and don't let Quake's name fool you, flying doesn't immunize you from magic <_<)

Ark'thugal
HP: 95/95 (Restores status outside of battle)
AP: 100/100 (+10% per turn, immune to Curse)
Att: 97 -> 124 (Range, immune to Fear)
Def: 95 -> 109
Mag: 95
Res: 95 -> 100 (Reflects status)
EXP: 0 (9426 Bonus)
Gold: 1661
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.
-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.
-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.
-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:
-Demonwood Shortbow: +26 Att, Range, two-handed (E)
-Iron Warhelmet: +2 Def, +1 Res, +1 Att (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)
-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
-Steel Shortsword: +7 Att
-Spiderbane: +7 Att, Spider Slayer
-Magic Wand: +1 Mag
-Magic Wand: +1 Mag
-Steel Shortsword: +7 Att
-Iron Platemail Armor: +4 Def
-Glaclief Stone: A glowing rock found in cold climates.
-Larklor Root: A root from a deadly plant.
-Steel Battleaxe: +8 Att
-Steel Two-handed Sword: +23 Att, two-handed
-Mind Staff: +4 Mag, restores 5% AP per turn
-Focus Herb: Restores 15 AP

Squawks
HP: 65/65
AP: 65/65 (1.5x Gold drops)
Att: 29 -> 31
Def: 35 -> 41 (Flying)
Mag: 70
Res: 66
EXP: 107
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.
-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.
-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.
-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)

Al'ar
HP: 65/65
AP: 65/65
Att: 8 -> 10
Def: 22 -> 28 (Flying)
Mag: 70
Res: 80
EXP: 127
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.
-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.
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)

Sandstone Golem
HP: 350/350
AP: 80/80
Att: 118
Def: 99
Mag: 90
Res: 66
EXP given: 400
Gold: 388
Abilities:
-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.
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The Ultramind12
Posted: Jan 17 2011, 04:14 PM


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Joined: 5-January 06



Ark Spellcombos Stunbolt and Toxic Winds, Squawks uses Curse of the Sea, and Al'ar uses Blast of Flame.
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~Kilza~
Posted: Jan 17 2011, 06:58 PM


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Member No.: 626
Joined: 17-August 07



"What is this, Golden Sun? Next, you'll be telling me to throw elemental stars into holes at the top of the beacons.

Nah, but we'll relight the beacons, I suppose."

Let's head into the Mountain Gateway.
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master4sword
Posted: Jan 17 2011, 07:29 PM


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kratosstance.gif TUM: It misses this turn due to paralyze.

Ark'thugal
HP: 95/95 (Restores status outside of battle)
AP: 100/100 (+10% per turn, immune to Curse)
Att: 97 -> 124 (Range, immune to Fear)
Def: 95 -> 109
Mag: 95
Res: 95 -> 100 (Reflects status)
EXP: 0 (9426 Bonus)
Gold: 1661
Abilities:
-(list removed)
Inventory:
-Demonwood Shortbow: +26 Att, Range, two-handed (E)
-Iron Warhelmet: +2 Def, +1 Res, +1 Att (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)
-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
-Steel Shortsword: +7 Att
-Spiderbane: +7 Att, Spider Slayer
-Magic Wand: +1 Mag
-Magic Wand: +1 Mag
-Steel Shortsword: +7 Att
-Iron Platemail Armor: +4 Def
-Glaclief Stone: A glowing rock found in cold climates.
-Larklor Root: A root from a deadly plant.
-Steel Battleaxe: +8 Att
-Steel Two-handed Sword: +23 Att, two-handed
-Mind Staff: +4 Mag, restores 5% AP per turn
-Focus Herb: Restores 15 AP

Squawks
HP: 65/65
AP: 59/65 (1.5x Gold drops)
Att: 29 -> 31
Def: 35 -> 41 (Flying)
Mag: 70
Res: 66
EXP: 107
Abilities:
-(list removed)
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)

Al'ar
HP: 65/65
AP: 59/65
Att: 8 -> 10
Def: 22 -> 28 (Flying)
Mag: 70
Res: 80
EXP: 127
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.
-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.
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)

Sandstone Golem
HP: 83/350 (Paralyzed, Poisoned 64, Burned)
AP: 80/80 (Cursed 2)
Att: 118
Def: 99
Mag: 90
Res: 66
EXP given: 400
Gold: 388
Abilities:
-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.


lloydstance.gif Kilza: "The Beacon of Health is in the northwest, the Beacon of Peace is northeast, and the Beacon of Fertility is southeast. Farewell."

traveltraveltravel

A short ways into the cave, you are attacked by a pair of Black Slimes.

Turn order:
Kilza <--
Vhozon
Saturos
Slime 1
Slime 2

Kilza
HP: 75/75
AP: 65/65
Att: 128 -> 154 (range)
Def: 70 -> 85
Mag: 11
Res: 70 (Resists most recent element stuck by)
EXP: 0 (34 Bonus)
Gold: 350
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 unequip's 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.
-Ray (2): The most basic light spell. Power 4.
-Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer.
-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.
Inventory:
-Steel Helmet: +5 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)

Vhozon
HP: 70/70
AP: 104/104 (1.5x Gold drops)
Att: 2 -> 4
Def: 50 -> 56 (Flying)
Mag: 142
Res: 66
EXP: 0
-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.
-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.
-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.
-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)

SaturosVhazon
HP: 80/80
AP: 43/43
Att: 65 -> 67
Def: 50 -> 52
Mag: 0
Res: 50
EXP: 0
Abilities:
-Infectious Bite (12): This attack poisons. Power 9. (Learns at 12 AP)
Inventory:
-Silver Horseshoes: +2 Att, +2 Def, worn by Zombie Zebras, Pegasi, and Unicorns (E)

Black Slime 1
HP: 400/400
AP: 50/50
Att: 20 (Fear)
Def: 80
Mag: 0
Res: 50
EXP given: 380
Gold: 355
Abilities:
-Ooze Touch (5): This attack negates defense.

Black Slime 2
HP: 400/400
AP: 50/50
Att: 20 (Fear)
Def: 80
Mag: 0
Res: 50
EXP given: 380
Gold: 355
Abilities:
-Ooze Touch (5): This attack negates defense.
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~Kilza~
Posted: Jan 17 2011, 07:36 PM


Island Hero
*

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



Kilza Rapid Reloads Slime 1, Vhozon Thunderstorms, Vhazon...uselessly attacks. >_<
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The Ultramind12
Posted: Jan 17 2011, 07:57 PM


Making the world happier, one laugh at a time!
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Group: Dedicated Members
Posts: 6,476
Member No.: 99
Joined: 5-January 06



Ark Spellcombos Megavolts, Squawks Megavolts, Al'ar Firestreams. Rest at an inn, sell the pile of useless Steel weapons, and dump the rest of the exp into my Mag stat.

Then head through the Sandstone Cave because I guess there's a beacon there or something.
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master4sword
Posted: Jan 17 2011, 11:16 PM


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



newpiratesmilie.png TUM: You sell steel stuff, rest at the inn, and return to the cave. There are four paths: left, right, as well as paths that look to go up and down. All go the same general direction: toward the other side of the mountain.


ninja.gif Kilza: Both Ooze Touch, one on Kilza and one on Vhazon, inflicting Fear:

-Fear: Fearful characters are filled with a supernatural terror, preventing them from using normal attacks or abilities. Magic is unaffected. Wears off after three turns. Doesn't effect automatic abilities.

Kilza
HP: 55/75
AP: 53/65
Att: 128 -> 154 (range) (Fear 3)
Def: 70 -> 85
Mag: 11
Res: 70 (Resists most recent element stuck by)
EXP: 0 (34 Bonus)
Gold: 350
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 unequip's 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.
-Ray (2): The most basic light spell. Power 4.
-Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer.
-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.
Inventory:
-Steel Helmet: +5 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)

Vhozon
HP: 70/70
AP: 104/104 (1.5x Gold drops)
Att: 2 -> 4
Def: 50 -> 56 (Flying)
Mag: 142
Res: 66
EXP: 0
-(list removed)
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)

SaturosVhazon
HP: 60/80
AP: 43/43
Att: 65 -> 67 (Fear 3)
Def: 50 -> 52
Mag: 0
Res: 50
EXP: 0
Abilities:
-Infectious Bite (12): This attack poisons. Power 9. (Learns at 12 AP)
Inventory:
-Silver Horseshoes: +2 Att, +2 Def, worn by Zombie Zebras, Pegasi, and Unicorns (E)

Black Slime 1
HP: 80/400
AP: 50/50
Att: 20 (Fear)
Def: 80
Mag: 0
Res: 50
EXP given: 380
Gold: 355
Abilities:
-Ooze Touch (5): This attack negates defense.

Black Slime 2
HP: 302/400
AP: 50/50
Att: 20 (Fear)
Def: 80
Mag: 0
Res: 50
EXP given: 380
Gold: 355
Abilities:
-Ooze Touch (5): This attack negates defense.
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The Ultramind12
Posted: Jan 17 2011, 11:22 PM


Making the world happier, one laugh at a time!
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Group: Dedicated Members
Posts: 6,476
Member No.: 99
Joined: 5-January 06



Hmm.

Up.
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~Kilza~
Posted: Jan 17 2011, 11:28 PM


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



Kilza uses Cure on himself, Vhozon uses Watershot on Slime 1, Vhazon uselessly attacks Slime 2.
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master4sword
Posted: Jan 17 2011, 11:39 PM


Would love to exist again
Group Icon

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



newpiratesmilie.png TUM: Dead end. Ambushed by monsters!

Turn Order:
Ark <--
Squawks
Al'ar
Scorpion 1
Scorpion 2

Ark'thugal
HP: 95/95 (Restores status outside of battle)
AP: 100/100 (+10% per turn, immune to Curse)
Att: 97 -> 124 (Range, immune to Fear)
Def: 95 -> 109
Mag: 135
Res: 95 -> 100 (Reflects status)
EXP: 400 (226 Bonus)
Gold: 2394
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.
-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.
-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.
-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:
-Demonwood Shortbow: +26 Att, Range, two-handed (E)
-Iron Warhelmet: +2 Def, +1 Res, +1 Att (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)
-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.
-Mind Staff: +4 Mag, restores 5% AP per turn
-Focus Herb: Restores 15 AP

Squawks
HP: 65/65
AP: 65/65 (1.5x Gold drops)
Att: 29 -> 31
Def: 35 -> 41 (Flying)
Mag: 70
Res: 66
EXP: 507
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.
-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.
-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.
-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)

Al'ar
HP: 65/65
AP: 65/65
Att: 8 -> 10
Def: 22 -> 28 (Flying)
Mag: 70
Res: 80
EXP: 527
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.
-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.
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)



Giant Scorpion 1
HP: 333/333
AP: 120/120
Att: 125
Def: 110
Mag: 0
Res: 75
EXP given: 380
Gold: 401
Abilities:
-Acid Spit (8): A ranged attack that poisons the target.
-Rapid Sting (14): Strikes two times. Can be split among multiple targets. Poisons.

Giant Scorpion 2
HP: 333/333
AP: 120/120
Att: 125
Def: 110
Mag: 0
Res: 75
EXP given: 380
Gold: 401
Abilities:
-Acid Spit (8): A ranged attack that poisons the target.
-Rapid Sting (14): Strikes two times. Can be split among multiple targets. Poisons.


ninja.gif Kilza: The remaining one Ooze Touches Vhazon.

Kilza
HP: 55/75
AP: 47/65
Att: 128 -> 154 (range)
Def: 70 -> 85
Mag: 11
Res: 70 (Resists most recent element stuck by)
EXP: 380 (34 Bonus)
Gold: 705
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 unequip's 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.
-Ray (2): The most basic light spell. Power 4.
-Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer.
-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.
Inventory:
-Steel Helmet: +5 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)

Vhozon
HP: 70/70
AP: 102/104 (1.5x Gold drops)
Att: 2 -> 4
Def: 50 -> 56 (Flying)
Mag: 142
Res: 66
EXP: 380
-(list removed)
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)

SaturosVhazon
HP: 40/80
AP: 43/43
Att: 65 -> 67 (Fear 3)
Def: 50 -> 52
Mag: 0
Res: 50
EXP: 380
Abilities:
-Infectious Bite (12): This attack poisons. Power 9. (Learns at 12 AP)
Inventory:
-Silver Horseshoes: +2 Att, +2 Def, worn by Zombie Zebras, Pegasi, and Unicorns (E)


Black Slime 2
HP: 302/400
AP: 40/50
Att: 20 (Fear)
Def: 80
Mag: 0
Res: 50
EXP given: 380
Gold: 355
Abilities:
-Ooze Touch (5): This attack negates defense.
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~Kilza~
Posted: Jan 17 2011, 11:43 PM


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



Kilza Rapid Reloads, Vhozon Watershots, boom, dead.

For Vhazon, bump his AP up to 50 and dump the rest of his EXP on Attack. For Kilza, spend his EXP on Attack, Vhozon'll spend his EXP on Magic.

Let's move forward.
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The Ultramind12
Posted: Jan 17 2011, 11:43 PM


Making the world happier, one laugh at a time!
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Group: Dedicated Members
Posts: 6,476
Member No.: 99
Joined: 5-January 06



Ark Spellcombos Stunvolts on both Scorpions, Squawks Blast of Flames Scorpion 1, Al'ar Blasts 2.
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master4sword
Posted: Jan 18 2011, 05:08 PM


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



1232.gif Kilza: Saturos learns Super Kick. At this point, I'm going to request that you select a character to dump the remaining 34 bonus exp in so I can get rid of it <_<

Moving forward: There seem to be three paths at first: left, right, and forward, except that forward seems to have experienced a cave-in, so it's just left and right.

1279.gif TUM: Both miss their turn and take 50 burn damage.

Ark'thugal
HP: 95/95 (Restores status outside of battle)
AP: 93/100 (+10% per turn, immune to Curse)
Att: 97 -> 124 (Range, immune to Fear)
Def: 95 -> 109
Mag: 135
Res: 95 -> 100 (Reflects status)
EXP: 400 (226 Bonus)
Gold: 2394
Abilities:
-(list removed)
Inventory:
-Demonwood Shortbow: +26 Att, Range, two-handed (E)
-Iron Warhelmet: +2 Def, +1 Res, +1 Att (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)
-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.
-Mind Staff: +4 Mag, restores 5% AP per turn
-Focus Herb: Restores 15 AP

Squawks
HP: 65/65
AP: 59/65 (1.5x Gold drops)
Att: 29 -> 31
Def: 35 -> 41 (Flying)
Mag: 70
Res: 66
EXP: 507
Abilities:
-(list removed)
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)

Al'ar
HP: 65/65
AP: 59/65
Att: 8 -> 10
Def: 22 -> 28 (Flying)
Mag: 70
Res: 80
EXP: 527
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.
-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.
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)



Giant Scorpion 1
HP: 218/333 (Paralyzed, burned)
AP: 120/120
Att: 125
Def: 110
Res: 75
EXP given: 380
Gold: 401
Abilities:
-Acid Spit (8): A ranged attack that poisons the target.
-Rapid Sting (14): Strikes two times. Can be split among multiple targets. Poisons.

Giant Scorpion 2
HP: 218/333 (Paralyzed, burned)
AP: 120/120
Att: 125
Def: 110
Res: 75
EXP given: 380
Gold: 401
Abilities:
-Acid Spit (8): A ranged attack that poisons the target.
-Rapid Sting (14): Strikes two times. Can be split among multiple targets. Poisons.
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The Ultramind12
Posted: Jan 18 2011, 06:14 PM


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

Group: Dedicated Members
Posts: 6,476
Member No.: 99
Joined: 5-January 06



Spellcombo Curse of the Sea on both. Squawks uses Txic Winds on scorpion 1, Al'ar uses Firestream on Scorpion 1.
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~Kilza~
Posted: Jan 18 2011, 06:18 PM


Island Hero
*

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



I don't care. Just group it in first with some other stat I upgrade.

Let's go left.
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master4sword
Posted: Jan 18 2011, 10:59 PM


Would love to exist again
Group Icon

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



ninja.gif TUM: Both attack Ark. Scorpion 1 takes burn/poison damage; scorpion 2 takes burn.

Ark'thugal
HP: 63/95 (Restores status outside of battle)
AP: 86/100 (+10% per turn, immune to Curse)
Att: 97 -> 124 (Range, immune to Fear)
Def: 95 -> 109
Mag: 135
Res: 95 -> 100 (Reflects status)
EXP: 400 (226 Bonus)
Gold: 2394
Abilities:
-(list removed)
Inventory:
-Demonwood Shortbow: +26 Att, Range, two-handed (E)
-Iron Warhelmet: +2 Def, +1 Res, +1 Att (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)
-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.
-Mind Staff: +4 Mag, restores 5% AP per turn
-Focus Herb: Restores 15 AP

Squawks
HP: 65/65
AP: 53/65 (1.5x Gold drops)
Att: 29 -> 31
Def: 35 -> 41 (Flying)
Mag: 70
Res: 66
EXP: 507
Abilities:
-(list removed)
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)

Al'ar
HP: 65/65
AP: 54/65
Att: 8 -> 10
Def: 22 -> 28 (Flying)
Mag: 70
Res: 80
EXP: 527
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.
-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.
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)



Giant Scorpion 1
HP: 102/333 (Paralyzed, burned, poisoned 2)
AP: 120/120 (Cursed 2)
Att: 125
Def: 110
Res: 75
EXP given: 380
Gold: 401
Abilities:
-Acid Spit (8): A ranged attack that poisons the target.
-Rapid Sting (14): Strikes two times. Can be split among multiple targets. Poisons.

Giant Scorpion 2
HP: 100/333 (Paralyzed, burned)
AP: 120/120 (Cursed 2)
Att: 125
Def: 110
Res: 75
EXP given: 380
Gold: 401
Abilities:
-Acid Spit (8): A ranged attack that poisons the target.
-Rapid Sting (14): Strikes two times. Can be split among multiple targets. Poisons.


ninja.gif Kilza: You find a chamber that looks like it was artificially carved out - someone used to use this cave for something. However, this chamber is a dead end with little of interest. Except an abandoned helmet lying next to one of the walls.

-Silver Helmet: +7 Def
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~Kilza~
Posted: Jan 18 2011, 11:08 PM


Island Hero
*

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



Woo helmet.

Equip it. Then go back and take the right path.
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The Ultramind12
Posted: Jan 18 2011, 11:09 PM


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

Group: Dedicated Members
Posts: 6,476
Member No.: 99
Joined: 5-January 06



Spellcombo dual Floods, Squawks Toxic Winds Scorpion 2, Al'ar Firestreams 1.
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master4sword
Posted: Jan 20 2011, 08:21 PM


Would love to exist again
Group Icon

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



ninja.gif Kilza: You find another chamber, but while this one is empty, you can go further. You pass through a hole in the wall here into another chamber; there's a path leading further into the cave, but first you should deal with the things attacking you.

Kilza
HP: 55/75
AP: 35/65
Att: 130 -> 156 (range)
Def: 70 -> 85
Mag: 11
Res: 70 (Resists most recent element stuck by)
EXP: 204 (34 Bonus)
Gold: 1060
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 unequip's 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.
-Ray (2): The most basic light spell. Power 4.
-Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer.
-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.
Inventory:
-Steel Helmet: +5 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)
-Silver Helmet: +7 Def

Vhozon
HP: 70/70
AP: 100/104 (1.5x Gold drops)
Att: 2 -> 4
Def: 50 -> 56 (Flying)
Mag: 144
Res: 66
EXP: 148
-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.
-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.
-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.
-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)

SaturosVhazon
HP: 40/80
AP: 43/43
Att: 67 -> 69 (Fear 3)
Def: 50 -> 52
Mag: 0
Res: 50
EXP: 127
Abilities:
-Infectious Bite (12): This attack poisons. Power 9.
-Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack.
Inventory:
-Silver Horseshoes: +2 Att, +2 Def, worn by Zombie Zebras, Pegasi, and Unicorns (E)


Cave Bear
HP: 570/570
AP: 72/72
Att: 120
Def: 60
Mag: 0
Res: 85
EXP given: 622
Gold: 570
Abilities:
-Maul (18): Power 12, halves target's Defense for one attack


newpiratesmilie.png TUM: Twin Floods ends the battle.

Up was a dead end; left, right, and down remain.

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The Ultramind12
Posted: Jan 20 2011, 09:48 PM


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

Group: Dedicated Members
Posts: 6,476
Member No.: 99
Joined: 5-January 06



Rest at an Inn and head... left.
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~Kilza~
Posted: Jan 21 2011, 05:15 AM


Island Hero
*

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



Holy shit, I thought that said Care Bear for a second. >_<

Kilza Rapid Reloads (plus free shot, don't forget my free shot), Vhozon uses Curse of the Sea, Vhazon meatshields. Next turn, Kilza flurries, boom, done. Move forward.

Also, *points to post that says I equip the silver helmet*. And update Vhazon's AP. >_> Dump any EXP into Attack (Kilza/Vhazon) and Magic (Vhozon).

This post has been edited by ~Kilza~ on Jan 22 2011, 05:37 AM
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The Ultramind12
Posted: Jan 22 2011, 01:59 AM


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

Group: Dedicated Members
Posts: 6,476
Member No.: 99
Joined: 5-January 06



Holy shit, totally forgot about free shots.
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master4sword
Posted: Jan 24 2011, 05:14 PM


Would love to exist again
Group Icon

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



shear.gif TUM: Left...well, it's not a dead end. Still a monster ambush though. And as Kilza kindly reminded, you get a free range shot. Keep forgetting about those >_>

Ark'thugal
HP: 95/95 (Restores status outside of battle)
AP: 100/100 (+10% per turn, immune to Curse)
Att: 97 -> 124 (Range, immune to Fear)
Def: 95 -> 109
Mag: 135
Res: 95 -> 100 (Reflects status)
EXP: 1160 (226 Bonus)
Gold: 3497
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.
-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.
-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.
-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:
-Demonwood Shortbow: +26 Att, Range, two-handed (E)
-Iron Warhelmet: +2 Def, +1 Res, +1 Att (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)
-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.
-Mind Staff: +4 Mag, restores 5% AP per turn
-Focus Herb: Restores 15 AP

Squawks
HP: 65/65
AP: 65/65 (1.5x Gold drops)
Att: 29 -> 31
Def: 35 -> 41 (Flying)
Mag: 70
Res: 66
EXP: 1267
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.
-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.
-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.
-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)

Al'ar
HP: 65/65
AP: 65/65
Att: 8 -> 10
Def: 22 -> 28 (Flying)
Mag: 70
Res: 80
EXP: 1287
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.
-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.
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)


Sandstone Golem 1
HP: 350/350
AP: 80/80
Att: 118
Def: 99
Mag: 90
Res: 66
EXP given: 400
Gold: 388
Abilities:
-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.

Sandstone Golem 2
HP: 350/350
AP: 80/80
Att: 118
Def: 99
Mag: 90
Res: 66
EXP given: 400
Gold: 388
Abilities:
-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.

shear.gif Kilza: Bear hits Kilza before you kill it. You continue on through the hole in the wall; you're now on the other side of the cave-in from before, which is now on your left. You can follow the tunnel further in on your right or head through a hole in the wall in front of you.


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~Kilza~
Posted: Jan 24 2011, 10:14 PM


Island Hero
*

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



We shall go through the hole in the wall.
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The Ultramind12
Posted: Jan 24 2011, 11:37 PM


Making the world happier, one laugh at a time!
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Group: Dedicated Members
Posts: 6,476
Member No.: 99
Joined: 5-January 06



Free shot golem 1, then Spellcombo Stunvolt on both. Squawks and Al'ar Blast of Flame 1 and 2 respectively.
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master4sword
Posted: Jan 26 2011, 12:01 AM


Would love to exist again
Group Icon

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



ninja.gif Kilza: You wander into the hole, and find...a dead end chamber. With monsters.

Kilza
HP: 22/75
AP: 18/65
Att: 133 -> 159 (range)
Def: 70 -> 87
Mag: 11
Res: 70 (Resists most recent element stuck by)
EXP: 71
Gold: 1915
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 unequip's 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.
-Ray (2): The most basic light spell. Power 4.
-Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer.
-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.
Inventory:
-Steel Helmet: +5 Def
-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)
-Silver Helmet: +7 Def (E)

Vhozon
HP: 70/70
AP: 100/104 (1.5x Gold drops)
Att: 2 -> 4
Def: 50 -> 56 (Flying)
Mag: 146
Res: 66
EXP: 190
-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.
-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.
-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.
-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)

SaturosVhazon
HP: 40/80
AP: 50/50
Att: 72 -> 74 (Fear 2)
Def: 50 -> 52
Mag: 0
Res: 50
EXP: 54
Abilities:
-Infectious Bite (12): This attack poisons. Power 9.
-Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack.
Inventory:
-Silver Horseshoes: +2 Att, +2 Def, worn by Zombie Zebras, Pegasi, and Unicorns (E)



Cave Bear 1
HP: 570/570
AP: 72/72
Att: 120
Def: 60
Res: 85
EXP given: 622
Gold: 570
Abilities:
-Maul (18): Power 12, halves target's Defense for one attack

Cave Bear 2
HP: 570/570
AP: 72/72
Att: 120
Def: 60
Res: 85
EXP given: 622
Gold: 570
Abilities:
-Maul (18): Power 12, halves target's Defense for one attack


ninja.gif TUM: They miss their turns and take burn damage.

Ark'thugal
HP: 95/95 (Restores status outside of battle)
AP: 93/100 (+10% per turn, immune to Curse)
Att: 97 -> 124 (Range, immune to Fear)
Def: 95 -> 109
Mag: 135
Res: 95 -> 100 (Reflects status)
EXP: 1160 (226 Bonus)
Gold: 3497
Abilities:
-list removed
Inventory:
-Demonwood Shortbow: +26 Att, Range, two-handed (E)
-Iron Warhelmet: +2 Def, +1 Res, +1 Att (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)
-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.
-Mind Staff: +4 Mag, restores 5% AP per turn
-Focus Herb: Restores 15 AP

Squawks
HP: 65/65
AP: 59/65 (1.5x Gold drops)
Att: 29 -> 31
Def: 35 -> 41 (Flying)
Mag: 70
Res: 66
EXP: 1267
Abilities:
-list removed
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)

Al'ar
HP: 65/65
AP: 59/65
Att: 8 -> 10
Def: 22 -> 28 (Flying)
Mag: 70
Res: 80
EXP: 1287
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.
-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.
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)


Sandstone Golem 1
HP: 197/350 (Paralyzed, Burned)
AP: 80/80
Att: 118
Def: 99
Mag: 90
Res: 66
EXP given: 400
Gold: 388
Abilities:
-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.

Sandstone Golem 2
HP: 222/350 (Paralyzed, Burned)
AP: 80/80
Att: 118
Def: 99
Mag: 90
Res: 66
EXP given: 400
Gold: 388
Abilities:
-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.
Top
~Kilza~
Posted: Jan 26 2011, 12:26 AM


Island Hero
*

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



Free shot the first bear, use spellcombo and use Curse of the Sea on both bears. Have Vhozon use Flood, and Vhazon meatshield.
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The Ultramind12
Posted: Jan 26 2011, 01:19 AM


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

Group: Dedicated Members
Posts: 6,476
Member No.: 99
Joined: 5-January 06



Spellcombo Toxic Winds on both. Squawks Curses golem 2. Al'ar uses Firestream on 1.
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master4sword
Posted: Jan 27 2011, 10:26 PM


Would love to exist again
Group Icon

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



ninja.gif Kilza: Bear 1 kills Kilza, bear 2 kills Saturos.

Kilza
HP: 0/75
AP: 1/65
Att: 133 -> 159 (range)
Def: 70 -> 87
Mag: 11
Res: 70 (Resists most recent element stuck by)
EXP: 36
Gold: 1915
Ablities: (mostly reduced list)
-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.
-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.
-Curse of the Sea (6): A water spell that curses 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.
Inventory:
-Steel Helmet: +5 Def
-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)
-Silver Helmet: +7 Def (E)

Vhozon
HP: 70/70
AP: 84/104 (1.5x Gold drops)
Att: 2 -> 4
Def: 50 -> 56 (Flying)
Mag: 146
Res: 66
EXP: 190
Abilities: (mostly reduced list)
-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.
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)

SaturosVhazon
HP: 0/80
AP: 50/50
Att: 72 -> 74
Def: 50 -> 52
Mag: 0
Res: 50
EXP: 27
Abilities:
-Infectious Bite (12): This attack poisons. Power 9.
-Super Kick (5): Attacks with 1.5x the power of a normal, unequipped attack.
Inventory:
-Silver Horseshoes: +2 Att, +2 Def, worn by Zombie Zebras, Pegasi, and Unicorns (E)



Cave Bear 1
HP: 392/570
AP: 72/72 (Curse 2)
Att: 120
Def: 60
Res: 85
EXP given: 622
Gold: 570
Abilities:
-Maul (18): Power 12, halves target's Defense for one attack

Cave Bear 2
HP: 491/570 (Curse 2)
AP: 72/72
Att: 120
Def: 60
Res: 85
EXP given: 622
Gold: 570
Abilities:
-Maul (18): Power 12, halves target's Defense for one attack

ninja.gif TUM: Golem 1 Quakes then dies. Golem 2 attacks Ark and takes poison/burn. And lives. With 2 HP.

Ark'thugal
HP: 87/95 (Restores status outside of battle)
AP: 86/100 (+10% per turn, immune to Curse)
Att: 97 -> 124 (Range, immune to Fear)
Def: 95 -> 109
Mag: 135
Res: 95 -> 100 (Reflects status)
EXP: 1560 (226 Bonus)
Gold: 4079
Abilities:
-list removed
Inventory:
-Demonwood Shortbow: +26 Att, Range, two-handed (E)
-Iron Warhelmet: +2 Def, +1 Res, +1 Att (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)
-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.
-Mind Staff: +4 Mag, restores 5% AP per turn
-Focus Herb: Restores 15 AP

Squawks
HP: 23/65
AP: 53/65 (1.5x Gold drops)
Att: 29 -> 31
Def: 35 -> 41 (Flying)
Mag: 70
Res: 66
EXP: 1667
Abilities:
-list removed
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)

Al'ar
HP: 37/65
AP: 54/65
Att: 8 -> 10
Def: 22 -> 28 (Flying)
Mag: 70
Res: 80
EXP: 1687
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.
-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.
Inventory:
-Silver Talon: +2 Att, +2 Def, worn by Parrots and Phoenixes (E)
-Silver Wingguard: +4 Def, worn by Parrots, Phoenixes, Pegasi (E)


Sandstone Golem 2
HP: 2/350 (Paralyzed, Burned, Poisoned 75)
AP: 80/80 (Cursed 2)
Att: 118
Def: 99
Mag: 90
Res: 66
EXP given: 400
Gold: 388
Abilities:
-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.

Top
~Kilza~
Posted: Jan 28 2011, 12:24 AM


Island Hero
*

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



So much for everybody surviving the battle.

Vhozon just keeps using Thunderstorm until both bears are dead. Boom. Spend all his hard earned EXP on AP.

Go back to an inn, rest up, and then switch Vhazon for PW. Head back into the cave, going right then right again when required.

This post has been edited by ~Kilza~ on Jan 28 2011, 01:03 AM
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The Ultramind12
Posted: Jan 28 2011, 09:42 AM


Making the world happier, one laugh at a time!
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Group: Dedicated Members
Posts: 6,476
Member No.: 99
Joined: 5-January 06



Poke Golem 2, rest at an Inn, and go... right. I went left last time right? I'd continue further but hell if I'm not seeing what's in the other paths.
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master4sword
Posted: Jan 28 2011, 10:05 PM


Would love to exist again
Group Icon

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



ninja.gif TUM: You go right...and the tunnel continues to another set of branches. You also notice that there are two tunnels that converge right before the branches, thus two paths from the first branch both work to continue just fine.

The only difference between left and right is that right didn't involve combat on the way to the branch.

Branch 2: Up, Down, Left, or Right?

ninja.gif Kilza: You follow the cave...to a corner. It turns right, but there's also two "rooms" along the wall right after the tunnel turns. Left "door", right "door", or turn right?
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~Kilza~
Posted: Jan 28 2011, 10:06 PM


Island Hero
*

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



I'll take Door #1! (left door)
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The Ultramind12
Posted: Jan 29 2011, 12:49 AM


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

Group: Dedicated Members
Posts: 6,476
Member No.: 99
Joined: 5-January 06



Is the down path a dead end or is something special there?

Fuck it I'm finding out. DOWNWARD WE GO! And if I have to fight something, go right again afterwards.
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master4sword
Posted: Jan 29 2011, 01:09 PM


Would love to exist again
Group Icon

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



ninja.gif Kilza: Another dead-end treasureless chamber. With monsters.

Kilza
HP: 75/75
AP: 65/65
Att: 133 -> 159 (range)
Def: 70 -> 87
Mag: 11
Res: 70 (Resists most recent element stuck by)
EXP: 36
Gold: 3525
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 unequip's 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.
-Ray (2): The most basic light spell. Power 4.
-Holy Beam (6): A ray of light that smites undead. Power 5, Undead Slayer.
-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.
Inventory:
-Steel Helmet: +5 Def
-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)
-Silver Helmet: +7 Def (E)

Vhozon
HP: 70/70
AP: 116/116 (1.5x Gold drops)
Att: 2 -> 4
Def: 50 -> 56 (Flying)
Mag: 146
Res: 66
EXP: 108
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.
-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.
-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.
-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)

Phoenix Wright
HP: 50/50
AP: 50/50
Att: 8 -> 10
Def: 50 -> 56 (Flying)
Mag: 82
Res: 51
EXP: 29
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.
-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.
-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.
-Miracle (12): Heals HP equal to 25% of Mag for the entire party.
-Solar Blast (5): A light spell with decent strength. Power 8.
-Life (25): Revives the target, restoring HP equal to 10% of the caster's Mag.
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 1
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.

Demonic Eye 2
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.


ninja.gif TUM: You mean down at the first branch? Yeah. Dead end. So you head right again from the first branch to reach the second branch.
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