Tern tries his hardest to survive against the Fairy Crystal, but it's beating him down! Tern is frozen, so his movements are limited, and he gets smashed by the Fairy Crystal's fire blast!
His efforts were not in vain, as he takes 12 damage, but his Hidden Palace Ring activates, dealing 7 damage to the Fairy Crystal! Its 3 Magic Defense must have had something to say in that.
Tern's HP is very low right now... Is this really it for him?
Never!
Now unfrozen, Tern can feel the energy flowing through him as he begins to cast a spell for the first time... Will it be his saving grace?
Magical Storm!
Meanwhile with Entgegen, the Morality Crystal walks up and smacks him in the face. The Morality Crystal does not like being called a butt. It does 9 damage. And regains 3 SP.
Entgegen scores ANOTHER CRIT. Yikes! But he used Anatomical Strike, so the chances of hitting one were great. But still, though!
He deals 40 damage, refreshing the skill's effect on the Morality Crystal. It takes an additional 8 damage from all the damage over time being done.
But the heal that it used on the previous turn heals it for another 5 HP! Darn it... I bet Entgegen sure wishes he had a Heal-Over-Time.
Morality Crystal HP: 33/160
Fairy Crystal HP: 53/300
(Entgegen Gossamer Regen, Tern Gossamer Set Regen)
(SP Regen)
INVENTORIES
Koins: 197
HAWKEYE - Level 8 Twin Blade (EXP: 54/162)
WEAPONS: Riding's Sword - 1HS - 8 Attack, 2 Defense, 2 M.Defense, +4 Strength, +4 Agility, +4 Luck, +2 Wind Resistance Aluminum Sword - 1HS - 9 Attack, 2 M.Defense, +3 Strength, +5 Agility, +2 Luck, Pierce 3 Defense, +1 ALL Resistances, 3% chance to stun any non-boss target on hit. - Requires level 8 ARMOR: Red Headband - 1+ Agility, 1+ Strength Light Tunic - 1 Defense, +1 Agility Basic Pants - 1 Defense(+1 Wind Resistance, +1 Wind Spell Damage) Extra Grip Gloves - 1 Defense, +1 Agility Blue Belt - 1 Defense, 1+ HP Ring of Strength - +1 Strength Leprechaun Cape - +4 Luck INVENTORY Sharp Rock - Use on a bladed weapon to do 1 extra damage every hit for 5 hits. One use. Cloaker Nose - The large, pink nose of a Cloaker. HP Potion - Restores 20 HP. Butcher - 1HS - 3 Attack, +1 Strength - Req. Level 2(Attack+1, Remaining: 3 hits) Falchion Kotetsu - 1HS - 7 Attack, +2 Strength, +1 Luck, +1 Agility, Pierce 1 Defense STATS
STR - 30+9
AGI - 35+12
INT - 23
LUK - 27+10
SPRT- 23
DEF - 6
MDEF- 4 ELEMENTS
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 1
HP - 107/160
SP - 41/69
Status: Normal
ABILITIES Double Stab(10 SP) - Stab an enemy twice with both swords, for a total of 4 normal attacks. Mega Pierce(6 SP) - Normally attack an enemy, but ignore 75% of their defense. Hellcharge(16 SP) - Rush toward the enemy at high speed, dealing one powerful fire-based blow combining your two weapon's damage. Using this move will charge you with energy, powering up your next move. This can ONLY be used at the start of the battle and only if the Twin-Blade is far enough away from the target to not initiate melee combat.
PASSIVES
None
ENTGEGEN - Level 8 Medic (EXP: 14/162)
WEAPONS: Obsidian Curse Sayer - Dagger - 5 Attack, +4 Strength, +4 Luck, +4 Agility, Pierce 2 Defense - Requires level 6 - 4 extra damage for next 2 turn(s) Mithril Dagger - Dagger - 4 Attack, +1 Agility, +1 Lightning resistance - Req. Level 2 (Attack +1, Remaining: 2 hits) ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set) Doctor Glasses - 1+ Intelligence Darkleather Pants - 2 Defense, 1 M.Defense, +1 Agility(+1 Ice Resistance, +1 Ice Spell Damage) White Leather Robe - 2 Defense, 1 M.Defense, +2 Spirit, +1 Ice Resistance White Chalk Belt - 1 Defense, +2 Spirit, +1 Intelligence Medkit - Allows the medic to 'heal'. - Medic only Waving Specters - 1 Defense, 1 M.Defense, +2 Spirit, +1 Holy Resistance Cozy Boots - 2 Defense, 1 M.Defense, +2 Spirit, +1 Fire resistance, +1 Ice resistance, +1 Earth resistance - Requires level 3 Octopus Ring - 1 Defense, 1 M.Defense, +1 Ice Resistance, +1 Fire Resistance INVENTORY Crowling Beak - The hard beak of a Crowling. Chalrendor - 2HS - 15 Attack, +3 Strength, Pierce 5 Defense - Requires level 5 Heaven's Wind Shuriken - Star - 5 Attack, Pierce 5 Defense Cloaker Nose - The large, pink nose of a Cloaker. Spirit Potion - Raises SPRT by 1. Stereotypical Reflector - 3 M.Defense, +2 Intelligence, +2 Spirit STATS
STR - 24+4
AGI - 24+4
INT - 29+3
LUK - 25+4
SPRT- 41+10
DEF - 9
MDEF- 7 ELEMENTS
Resistances
Holy - 1
Dark -
Ice - 4
Fire - 2
Lightning - 1
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice - 1
Fire -
Lightning -
Earth -
Wind -
HP - 34/112
SP - 74/96
Status: Normal
ABILITIES Heal(2 SP) - Heals you or an ally for 5 HP. Must be standing next to them. Requires Medkit. Physic(7 SP) - Heals you or a nearby ally depending on your Spirit and Intelligence stat +1. Capable of critical heals. Peep(5 SP) - Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. You can do this from a distance. Osmosis(5 SP) Attack an enemy with a normal attack, and drain SP from them for 25% of the damage done. Cannot drain more than 25% of the enemy's max SP. Medium Heal(5 SP) - Heals you or an ally for 15 HP. Must be standing next to them. Requires Medkit. Anatomical Strike(15 SP) - Fiercely attack a target with 4 x chance of a critical hit. If you score a critical hit, a damage over time effect will be applied to the target for the next 3 turns. This effect cannot stack. Pill Toss(10 SP) - Conjure a giant pill of random color, and toss it at an enemy for a good amount of damage. Different colored pills have elemental bonuses on enemies weak to them. "Revitalize"(8 SP) - Revive a Defeated party member with 10%-30% HP, determined at random. The Maximum % increases by 1 for every 5 Spirit you have.
PASSIVES
None
TERN - Level 8 Magus (EXP: 14/162)
WEAPONS: Wand of Clarity - Wand - 3 Attack, 1 M.Defense, +4 Intelligence, +3 Spirit, +3 Ice Resistance, +3 Ice spell damage, 30% chance to restore 10 SP on spellcast. ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set)(+1 Ice Resistance, +1 Ice Spell Damage) Wind Garb - 1 Defense, 1 M.Defense, +2 Agility, +1 Intelligence, +2 Wind resistance, +1 Wind Damage Tight Shorts - +1 Intelligence, +1 Agility Zap Gloves - 1 M.Defense, +1 Intelligence, +1 Lightning Resistance, +1 Lightning Spell Damage Woolen shoulderwarmers - 1+ Spirit Hidden Palace Ring - +2 Defense, +2 M.Defense, +1 Fire Resistance, +1 Ice Resistance, +1 Lightning resistance, 10% chance when hit by any attack to deal 10 Holy damage to the attacker. Gossamer Cloud - 1 Defense, 2 M.Defense, +1 Spirit, +1 Intelligence, Regen 1 HP and 2 SP every turn. (Gossamer Set) Phoenix Fire Treads - 1 Defense, 1 M.Defense, +2 Int, +5 HP, +10 SP, +1 Fire Spell Damage INVENTORY SP Potion - Restores 20 SP. Dark Wings - Bow - 4 Attack, +3 Strength, +3 Agility, +3 Luck, Dark Element - Requires level 7 Wicked Wizard Hat - 1 Defense, +2 Intelligence Zap Staff - Staff - 4 Attack, +4 Intelligence, +1 Spirit, +1 Lightning Resistance, +1 Lightning spell damage Mage's Defence Cloak - +2 Defense, +2 M.Defense, +2 Intelligence, +1 ALL Resistances - Requires level 7 -Magus, Cleric only STATS
STR - 17
AGI - 24+3
INT - 46+12
LUK - 27
SPRT- 28+7
DEF - 5
MDEF- 10 ELEMENTS
Resistances
Holy -
Dark -
Ice - 5
Fire - 1
Lightning - 2
Earth -
Wind - 2
ABILITIES Fireball (6 SP) Shoot a fireball toward the enemy. May burn. Iceball (6 SP) Shoot an iceball toward the enemy. May freeze. Wind Arrow (7 SP) Fires forth an arrow of wind at the enemy, doing PHYSICAL wind damage. Thunderbolt (12 SP) Call forth a bolt of lightning to strike an enemy. May stun. Tattle (1 SP) Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. Must be close to the target. Fire Missile(16 SP) Fire a powerful homing missile toward the target. Never misses. May burn. Earth Spike(16 SP) Summon a powerful, sharp spike of earth up from under the enemy. Cannot be used twice in a row. Icicles(15 SP) Fire 3 icicles forward. No 2 icicles can hit the same enemy. Frost Thorns(10 SP) Envelope a single enemy in an icy snowflake, dealing damage, as well as having a 90% chance of inflicting Freeze on the enemy. Magical Storm(16 SP) Summon a medium-sized Tornado at a certain spot that does Magical Wind damage to all enemies inside of it each turn, for 2 turns.
PASSIVES
None
GILL - Level 8 Pirate (EXP: 7/162)
WEAPONS: Mystic Malchut - Fist - 10 Attack, +6 Strength, +3 Luck, +2 Spirit, +10 HP, +5 Ice Resistance, 20% chance to restore 5 SP on hit - Requires level 7 Golden Cutlass - 1HS - 7 Attack, +2 Luck, Pierce 3 defense - Requires level 5 - Pirate only ARMOR: Yellow Buccaneer Bandana - 1 Defense, +1 Luck Barrel vest - 2 Defense, 1 M.Defense Fancy Black Pants - 1+ Defense Twilight Raven's Cloak - 2 Defense, 2 M.Defense, +1 Holy Resistance Gunslinger Eye Patch - 1 Defense, +1 Strength, +1 Agility Burning Shoulders - 3 Defense, 3 M.Defense, +2 Fire Resistance Grips of Dark Protection - 1 Defense, 1 M.Defense, +3 Dark resistance Ring of Strength - +1 Strength INVENTORY Iron Bullet - Used by guns. +1 Attack. Cloaker Nose - The large, pink nose of a Cloaker. Golem Project - A diary-esque book that appears to be about Golems. Gold Leaf Shooter - Gun - 2 Attack, +1 Strength, Pierce 1 Defense - Requires level 3 Stinger Katara - Fist - 5 Attack, +4 Luck, +1 Earth Resistance - Requires level 4 STATS
STR - 35+8
AGI - 29+1
INT - 16
LUK - 30+6
SPRT- 19+2
DEF - 10
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark - 3
Ice - 5
Fire - 2
Lightning -
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 33/182
SP - 14/42
Status: Normal
ABILITIES Uppercut(2 SP) Attack with fist weapons + 1 extra damage. Requires Fist weapon. Power Shot(3 SP) Attack with guns + 1 extra damage. Requires Gun. Double Shot(8 SP) Fire your gun twice +1 extra damage for each shot. Uses 2 bullets. Cleave(6 SP) Swing your one-handed sword in a large horizontal arc. Capable of hitting up to 5 enemies, if they are in range. Beatdown(12 SP) Using fist weapons, attack your enemy 3 times, the first blow being very strong and slowly decreasing in power. This attack can only be used the turn after using Uppercut. Pierce Bullet(7 SP) Fire a single shot with your gun at one enemy, doing normal damage, and doing even stronger physical wind damage to enemies in a line behind it. You also have a small chance to stun your original target.
PASSIVES
None
TAKESHI - Level 10 Ninja (EXP: 10/250)
WEAPONS: Katon Muramasa - 1HS - 15 Attack, +2 Strength, +7 Agility, +5 Luck - Req. Level 10 - Fire Element - Ninja Only Adamantite Ripper - Dagger - 8 Attack, +4 Strength, +4 Luck, +1 Agility, Pierce 1 Defense - Requires level 8 - 2 Extra damage for next 1 turn(s) ARMOR: Dark Headcover - 1 Defense, +4 Agility, +1 Luck, +1 Intelligence Shadow Mask - 1 Defense, +2 Agility Mercenary Garb - 5 Defense, 2 M.Defense, +3 Strength, +3 Agility, +1 Fire Resistance Mithril Studded Leggings - 4 Defense, 2 M.Defense, +2 Agility, +2 Strength, +2 Luck, +1 Lightning Resistance Slip Shoes - 1 Defense, 1 M.Defense, +1 Agility, +1 Intelligence Black Belt - 2 Defense, 2 M.Defense, +12 HP, +3 Strength, +3 Agility, +3 Intelligence, +3 Luck, +3 Spirit Emerald Ring - +1 Agility, +3 Luck, +3 Ice Resistance Smokey Shroud - +2 M.Defense, +3 Dark Resistance Mercenary's Shoulders - 2 Defense, 1 M.Defense, +2 Strength, +2 Agility, +1 Fire Resistance Mithril Swordgrips - 3 Defense, 1 M.Defense, +1 Strength, +4 Agility, +1 Lightning Resistance INVENTORY Chilled Throwing Kunai - Star - 7 Attack, Pierce 3 Defense, Ice Elemental Potent SP Potion - Use to heal 40 SP. Potent HP Potion - Use to heal 50 HP. Sharp Mithril Chunk - Use on a bladed weapon to do 3 extra damage every hit for 5 hits. One use. Phoenic Plume - Can be used on a fallen Party Member to revive them. Hidden Palace Star - Star - 12 Attack, Pierce 3 Defense, deals 2 extra Holy damage each hit that bypasses defense. STATS
STR - 25+17
AGI - 48+30
INT - 25+5
LUK - 29+18
SPRT- 19+3
DEF - 19
MDEF- 11 ELEMENTS
Resistances
Holy -
Dark - 3
Ice - 3
Fire - 2
Lightning - 2
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 103/180
SP - 13/90
Status: Normal
ABILITIES Throw(1 SP) - Throw a throwing star at an enemy. Slip Strike(3 SP) - Moving before anything else, normally attack an enemy, but gain a 75% chance to dodge any attack for the remainder of the turn. Dark Rush(8 SP) - A strong Dark elemental spell. Can cast without a wand or staff. Lucky Seven(7 SP) - Throw two throwing stars, using your luck stat in place of your strength stat. Mirror Image(25 SP) - Summon a mirror image for 10 turns that does an additional 50% of the damage you did this turn. Night Fury(20 SP) - Attack twice, using your Agility Stat in place of your Strength stat.
Okay I've thought about this for a while and decided this is how I want Magical Storm to work:
You can use it twice or three times in a row, but you can't place them in the exact same spot, or within eachother. So if you were to use it now, it wouldn't hit the crystal unless it moved into it. It still lasts 2 turns, so maybe if the crystal was dumb enough, it would walk into it, but...
Re: ♦THE UNDERTOWER♦ ~Tower exploration game~ Onward to the Labyrinth
(Big Update!)
Entgegen quickly releases another Anatomical Strike onto the Morality Crystal, but this time, Entgegen's critical streak has been satisfied. No critical is dealt, however, he does a good 30 damage!
But before the Morality Crystal can regenerate its health or attack Entgegen, the Cursayer and Anatomical Strike's DoT effects make quick work of the last bits of HP the crystal had! And even if it had healed, it wouldn't have survived!
Morality Crystal HP: 0/160
Entgegen, having defeated his respective crystal, has completed the challenge. He, too, is removed from the subspace area.
But what about Tern? He's the only one left in there...
Tern, thankfully, is still eking out an effort to survive even with his dangerously low HP. He uses one of his most powerful spells, Earth Spike, to deal 48 damage to the Fairy Crystal. Now its HP is low!
But now, the crystal is moving to attack... Oh no, Tern...?
...Tern has pulled through! Somehow, some way, he was able to predict the Fairy Crystal's movement perfectly, and assisted by a strange power, dodged the shock that would have ended his life. The Magical Storm from the previous turn easily rips apart the few remaining HP that the Fairy Crystal once had.
Fairy Crystal HP: 0/300
And thus... Tern, too, is removed from the area. Everyone has survived, and made it through the challenge. But where are they now?
That... voice...
The Five Adventurers all receive the message from what appears to be that same white symbol. The way through the labyrinth has been opened, and...
...The Five Adventurers will soon have a fateful encounter.
With that said, the Adventurers find themselves back in their respective rooms. However, the symbol above the door is green, and a holographic ledge has appeared leading from the ladder in the wall to the door that leads to the pillars sticking out of the water in the outer room.
Hawkeye, Entgegen, and Gill each gain 20 Experience.
Tern gains 35 Experience.
Wait... what's this?
Tern has obtained a mysterious item from the Fairy Crystal: The Blue Essence!
Blue Essence - A mysterious blue essence obtained from the Fairy Crystal after the Ancestor Challenge. It seems important, but useless at the moment.
Courage Crystal has been added to the Bestiary.
Morality Crystal has been added to the Bestiary.
Fairy Crystal has been added to the Bestiary.
Heart Crystal has been added to the Bestiary.
Sage Crystal has been added to the Bestiary.
(Entgegen Gossamer Regen, Tern Gossamer Set Regen)
INVENTORIES
Koins: 197
HAWKEYE - Level 8 Twin Blade (EXP: 74/162)
WEAPONS: Riding's Sword - 1HS - 8 Attack, 2 Defense, 2 M.Defense, +4 Strength, +4 Agility, +4 Luck, +2 Wind Resistance Aluminum Sword - 1HS - 9 Attack, 2 M.Defense, +3 Strength, +5 Agility, +2 Luck, Pierce 3 Defense, +1 ALL Resistances, 3% chance to stun any non-boss target on hit. - Requires level 8 ARMOR: Red Headband - 1+ Agility, 1+ Strength Light Tunic - 1 Defense, +1 Agility Basic Pants - 1 Defense(+1 Wind Resistance, +1 Wind Spell Damage) Extra Grip Gloves - 1 Defense, +1 Agility Blue Belt - 1 Defense, 1+ HP Ring of Strength - +1 Strength Leprechaun Cape - +4 Luck INVENTORY Sharp Rock - Use on a bladed weapon to do 1 extra damage every hit for 5 hits. One use. Cloaker Nose - The large, pink nose of a Cloaker. HP Potion - Restores 20 HP. Butcher - 1HS - 3 Attack, +1 Strength - Req. Level 2(Attack+1, Remaining: 3 hits) Falchion Kotetsu - 1HS - 7 Attack, +2 Strength, +1 Luck, +1 Agility, Pierce 1 Defense STATS
STR - 30+9
AGI - 35+12
INT - 23
LUK - 27+10
SPRT- 23
DEF - 6
MDEF- 4 ELEMENTS
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 1
HP - 160
SP - 69
Status: Normal
ABILITIES Double Stab(10 SP) - Stab an enemy twice with both swords, for a total of 4 normal attacks. Mega Pierce(6 SP) - Normally attack an enemy, but ignore 75% of their defense. Hellcharge(16 SP) - Rush toward the enemy at high speed, dealing one powerful fire-based blow combining your two weapon's damage. Using this move will charge you with energy, powering up your next move. This can ONLY be used at the start of the battle and only if the Twin-Blade is far enough away from the target to not initiate melee combat.
PASSIVES
None
ENTGEGEN - Level 8 Medic (EXP: 34/162)
WEAPONS: Obsidian Curse Sayer - Dagger - 5 Attack, +4 Strength, +4 Luck, +4 Agility, Pierce 2 Defense - Requires level 6 - 4 extra damage for next 2 turn(s) Mithril Dagger - Dagger - 4 Attack, +1 Agility, +1 Lightning resistance - Req. Level 2 (Attack +1, Remaining: 2 hits) ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set) Doctor Glasses - 1+ Intelligence Darkleather Pants - 2 Defense, 1 M.Defense, +1 Agility(+1 Ice Resistance, +1 Ice Spell Damage) White Leather Robe - 2 Defense, 1 M.Defense, +2 Spirit, +1 Ice Resistance White Chalk Belt - 1 Defense, +2 Spirit, +1 Intelligence Medkit - Allows the medic to 'heal'. - Medic only Waving Specters - 1 Defense, 1 M.Defense, +2 Spirit, +1 Holy Resistance Cozy Boots - 2 Defense, 1 M.Defense, +2 Spirit, +1 Fire resistance, +1 Ice resistance, +1 Earth resistance - Requires level 3 Octopus Ring - 1 Defense, 1 M.Defense, +1 Ice Resistance, +1 Fire Resistance INVENTORY Crowling Beak - The hard beak of a Crowling. Chalrendor - 2HS - 15 Attack, +3 Strength, Pierce 5 Defense - Requires level 5 Heaven's Wind Shuriken - Star - 5 Attack, Pierce 5 Defense Cloaker Nose - The large, pink nose of a Cloaker. Spirit Potion - Raises SPRT by 1. Stereotypical Reflector - 3 M.Defense, +2 Intelligence, +2 Spirit STATS
STR - 24+4
AGI - 24+4
INT - 29+3
LUK - 25+4
SPRT- 41+10
DEF - 9
MDEF- 7 ELEMENTS
Resistances
Holy - 1
Dark -
Ice - 4
Fire - 2
Lightning - 1
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice - 1
Fire -
Lightning -
Earth -
Wind -
HP - 112
SP - 96
Status: Normal
ABILITIES Heal(2 SP) - Heals you or an ally for 5 HP. Must be standing next to them. Requires Medkit. Physic(7 SP) - Heals you or a nearby ally depending on your Spirit and Intelligence stat +1. Capable of critical heals. Peep(5 SP) - Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. You can do this from a distance. Osmosis(5 SP) Attack an enemy with a normal attack, and drain SP from them for 25% of the damage done. Cannot drain more than 25% of the enemy's max SP. Medium Heal(5 SP) - Heals you or an ally for 15 HP. Must be standing next to them. Requires Medkit. Anatomical Strike(15 SP) - Fiercely attack a target with 4 x chance of a critical hit. If you score a critical hit, a damage over time effect will be applied to the target for the next 3 turns. This effect cannot stack. Pill Toss(10 SP) - Conjure a giant pill of random color, and toss it at an enemy for a good amount of damage. Different colored pills have elemental bonuses on enemies weak to them. "Revitalize"(8 SP) - Revive a Defeated party member with 10%-30% HP, determined at random. The Maximum % increases by 1 for every 5 Spirit you have.
PASSIVES
None
TERN - Level 8 Magus (EXP: 49/162)
WEAPONS: Wand of Clarity - Wand - 3 Attack, 1 M.Defense, +4 Intelligence, +3 Spirit, +3 Ice Resistance, +3 Ice spell damage, 30% chance to restore 10 SP on spellcast. ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set)(+1 Ice Resistance, +1 Ice Spell Damage) Wind Garb - 1 Defense, 1 M.Defense, +2 Agility, +1 Intelligence, +2 Wind resistance, +1 Wind Damage Tight Shorts - +1 Intelligence, +1 Agility Zap Gloves - 1 M.Defense, +1 Intelligence, +1 Lightning Resistance, +1 Lightning Spell Damage Woolen shoulderwarmers - 1+ Spirit Hidden Palace Ring - +2 Defense, +2 M.Defense, +1 Fire Resistance, +1 Ice Resistance, +1 Lightning resistance, 10% chance when hit by any attack to deal 10 Holy damage to the attacker. Gossamer Cloud - 1 Defense, 2 M.Defense, +1 Spirit, +1 Intelligence, Regen 1 HP and 2 SP every turn. (Gossamer Set) Phoenix Fire Treads - 1 Defense, 1 M.Defense, +2 Int, +5 HP, +10 SP, +1 Fire Spell Damage INVENTORY SP Potion - Restores 20 SP. Dark Wings - Bow - 4 Attack, +3 Strength, +3 Agility, +3 Luck, Dark Element - Requires level 7 Wicked Wizard Hat - 1 Defense, +2 Intelligence Zap Staff - Staff - 4 Attack, +4 Intelligence, +1 Spirit, +1 Lightning Resistance, +1 Lightning spell damage Mage's Defence Cloak - +2 Defense, +2 M.Defense, +2 Intelligence, +1 ALL Resistances - Requires level 7 -Magus, Cleric only Blue Essence - A mysterious blue essence obtained from the Fairy Crystal after the Ancestor Challenge. It seems important, but useless at the moment. STATS
STR - 17
AGI - 24+3
INT - 46+12
LUK - 27
SPRT- 28+7
DEF - 5
MDEF- 10 ELEMENTS
Resistances
Holy -
Dark -
Ice - 5
Fire - 1
Lightning - 2
Earth -
Wind - 2
ABILITIES Fireball (6 SP) Shoot a fireball toward the enemy. May burn. Iceball (6 SP) Shoot an iceball toward the enemy. May freeze. Wind Arrow (7 SP) Fires forth an arrow of wind at the enemy, doing PHYSICAL wind damage. Thunderbolt (12 SP) Call forth a bolt of lightning to strike an enemy. May stun. Tattle (1 SP) Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. Must be close to the target. Fire Missile(16 SP) Fire a powerful homing missile toward the target. Never misses. May burn. Earth Spike(16 SP) Summon a powerful, sharp spike of earth up from under the enemy. Cannot be used twice in a row. Icicles(15 SP) Fire 3 icicles forward. No 2 icicles can hit the same enemy. Frost Thorns(10 SP) Envelope a single enemy in an icy snowflake, dealing damage, as well as having a 90% chance of inflicting Freeze on the enemy. Magical Storm(16 SP) Summon a medium-sized Tornado at a certain spot that does Magical Wind damage to all enemies inside of it each turn, for 2 turns.
PASSIVES
None
GILL - Level 8 Pirate (EXP: 27/162)
WEAPONS: Mystic Malchut - Fist - 10 Attack, +6 Strength, +3 Luck, +2 Spirit, +10 HP, +5 Ice Resistance, 20% chance to restore 5 SP on hit - Requires level 7 Golden Cutlass - 1HS - 7 Attack, +2 Luck, Pierce 3 defense - Requires level 5 - Pirate only ARMOR: Yellow Buccaneer Bandana - 1 Defense, +1 Luck Barrel vest - 2 Defense, 1 M.Defense Fancy Black Pants - 1+ Defense Twilight Raven's Cloak - 2 Defense, 2 M.Defense, +1 Holy Resistance Gunslinger Eye Patch - 1 Defense, +1 Strength, +1 Agility Burning Shoulders - 3 Defense, 3 M.Defense, +2 Fire Resistance Grips of Dark Protection - 1 Defense, 1 M.Defense, +3 Dark resistance Ring of Strength - +1 Strength INVENTORY Iron Bullet - Used by guns. +1 Attack. Cloaker Nose - The large, pink nose of a Cloaker. Golem Project - A diary-esque book that appears to be about Golems. Gold Leaf Shooter - Gun - 2 Attack, +1 Strength, Pierce 1 Defense - Requires level 3 Stinger Katara - Fist - 5 Attack, +4 Luck, +1 Earth Resistance - Requires level 4 STATS
STR - 35+8
AGI - 29+1
INT - 16
LUK - 30+6
SPRT- 19+2
DEF - 10
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark - 3
Ice - 5
Fire - 2
Lightning -
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 182
SP - 42
Status: Normal
ABILITIES Uppercut(2 SP) Attack with fist weapons + 1 extra damage. Requires Fist weapon. Power Shot(3 SP) Attack with guns + 1 extra damage. Requires Gun. Double Shot(8 SP) Fire your gun twice +1 extra damage for each shot. Uses 2 bullets. Cleave(6 SP) Swing your one-handed sword in a large horizontal arc. Capable of hitting up to 5 enemies, if they are in range. Beatdown(12 SP) Using fist weapons, attack your enemy 3 times, the first blow being very strong and slowly decreasing in power. This attack can only be used the turn after using Uppercut. Pierce Bullet(7 SP) Fire a single shot with your gun at one enemy, doing normal damage, and doing even stronger physical wind damage to enemies in a line behind it. You also have a small chance to stun your original target.
PASSIVES
None
TAKESHI - Level 10 Ninja (EXP: 10/250)
WEAPONS: Katon Muramasa - 1HS - 15 Attack, +2 Strength, +7 Agility, +5 Luck - Req. Level 10 - Fire Element - Ninja Only Adamantite Ripper - Dagger - 8 Attack, +4 Strength, +4 Luck, +1 Agility, Pierce 1 Defense - Requires level 8 - 2 Extra damage for next 1 turn(s) ARMOR: Dark Headcover - 1 Defense, +4 Agility, +1 Luck, +1 Intelligence Shadow Mask - 1 Defense, +2 Agility Mercenary Garb - 5 Defense, 2 M.Defense, +3 Strength, +3 Agility, +1 Fire Resistance Mithril Studded Leggings - 4 Defense, 2 M.Defense, +2 Agility, +2 Strength, +2 Luck, +1 Lightning Resistance Slip Shoes - 1 Defense, 1 M.Defense, +1 Agility, +1 Intelligence Black Belt - 2 Defense, 2 M.Defense, +12 HP, +3 Strength, +3 Agility, +3 Intelligence, +3 Luck, +3 Spirit Emerald Ring - +1 Agility, +3 Luck, +3 Ice Resistance Smokey Shroud - +2 M.Defense, +3 Dark Resistance Mercenary's Shoulders - 2 Defense, 1 M.Defense, +2 Strength, +2 Agility, +1 Fire Resistance Mithril Swordgrips - 3 Defense, 1 M.Defense, +1 Strength, +4 Agility, +1 Lightning Resistance INVENTORY Chilled Throwing Kunai - Star - 7 Attack, Pierce 3 Defense, Ice Elemental Potent SP Potion - Use to heal 40 SP. Potent HP Potion - Use to heal 50 HP. Sharp Mithril Chunk - Use on a bladed weapon to do 3 extra damage every hit for 5 hits. One use. Phoenic Plume - Can be used on a fallen Party Member to revive them. Hidden Palace Star - Star - 12 Attack, Pierce 3 Defense, deals 2 extra Holy damage each hit that bypasses defense. STATS
STR - 25+17
AGI - 48+30
INT - 25+5
LUK - 29+18
SPRT- 19+3
DEF - 19
MDEF- 11 ELEMENTS
Resistances
Holy -
Dark - 3
Ice - 3
Fire - 2
Lightning - 2
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 180
SP - 90
Status: Normal
ABILITIES Throw(1 SP) - Throw a throwing star at an enemy. Slip Strike(3 SP) - Moving before anything else, normally attack an enemy, but gain a 75% chance to dodge any attack for the remainder of the turn. Dark Rush(8 SP) - A strong Dark elemental spell. Can cast without a wand or staff. Lucky Seven(7 SP) - Throw two throwing stars, using your luck stat in place of your strength stat. Mirror Image(25 SP) - Summon a mirror image for 10 turns that does an additional 50% of the damage you did this turn. Night Fury(20 SP) - Attack twice, using your Agility Stat in place of your Strength stat.
Re: ♦THE UNDERTOWER♦ ~Tower exploration game~ Onward to the Labyrinth
And so they move on out of the room into the newly accessable ones. Hurray.
Gill is too fast(Yarr!) and Takeshi is just a ninja.
Hawkeye is boring and notices that Entgegen is angry at something again.
Gill discovers what's inside the room. For the most part, it is bare and empty, but there is a strange circular object in the floor that seems to be connected to a red crystal in the wall.
That blue thing in the middle looks suspicious.
The party below also finds one. These crystals probably link to the ones outside (Or maybe they're actually the same crystals altogether!)
Unfortunately, there doesn't appear to be loot here. Oh well. Maybe some will pop up soon?
(Entgegen Gossamer Regen, Tern Gossamer Set Regen)
INVENTORIES
Koins: 197
HAWKEYE - Level 8 Twin Blade (EXP: 74/162)
WEAPONS: Riding's Sword - 1HS - 8 Attack, 2 Defense, 2 M.Defense, +4 Strength, +4 Agility, +4 Luck, +2 Wind Resistance Aluminum Sword - 1HS - 9 Attack, 2 M.Defense, +3 Strength, +5 Agility, +2 Luck, Pierce 3 Defense, +1 ALL Resistances, 3% chance to stun any non-boss target on hit. - Requires level 8 ARMOR: Red Headband - 1+ Agility, 1+ Strength Light Tunic - 1 Defense, +1 Agility Basic Pants - 1 Defense(+1 Wind Resistance, +1 Wind Spell Damage) Extra Grip Gloves - 1 Defense, +1 Agility Blue Belt - 1 Defense, 1+ HP Ring of Strength - +1 Strength Leprechaun Cape - +4 Luck INVENTORY Sharp Rock - Use on a bladed weapon to do 1 extra damage every hit for 5 hits. One use. Cloaker Nose - The large, pink nose of a Cloaker. HP Potion - Restores 20 HP. Butcher - 1HS - 3 Attack, +1 Strength - Req. Level 2(Attack+1, Remaining: 3 hits) Falchion Kotetsu - 1HS - 7 Attack, +2 Strength, +1 Luck, +1 Agility, Pierce 1 Defense STATS
STR - 30+9
AGI - 35+12
INT - 23
LUK - 27+10
SPRT- 23
DEF - 6
MDEF- 4 ELEMENTS
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 1
HP - 160
SP - 69
Status: Normal
ABILITIES Double Stab(10 SP) - Stab an enemy twice with both swords, for a total of 4 normal attacks. Mega Pierce(6 SP) - Normally attack an enemy, but ignore 75% of their defense. Hellcharge(16 SP) - Rush toward the enemy at high speed, dealing one powerful fire-based blow combining your two weapon's damage. Using this move will charge you with energy, powering up your next move. This can ONLY be used at the start of the battle and only if the Twin-Blade is far enough away from the target to not initiate melee combat.
PASSIVES
None
ENTGEGEN - Level 8 Medic (EXP: 34/162)
WEAPONS: Obsidian Curse Sayer - Dagger - 5 Attack, +4 Strength, +4 Luck, +4 Agility, Pierce 2 Defense - Requires level 6 - 4 extra damage for next 2 turn(s) Mithril Dagger - Dagger - 4 Attack, +1 Agility, +1 Lightning resistance - Req. Level 2 (Attack +1, Remaining: 2 hits) ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set) Doctor Glasses - 1+ Intelligence Darkleather Pants - 2 Defense, 1 M.Defense, +1 Agility(+1 Ice Resistance, +1 Ice Spell Damage) White Leather Robe - 2 Defense, 1 M.Defense, +2 Spirit, +1 Ice Resistance White Chalk Belt - 1 Defense, +2 Spirit, +1 Intelligence Medkit - Allows the medic to 'heal'. - Medic only Waving Specters - 1 Defense, 1 M.Defense, +2 Spirit, +1 Holy Resistance Cozy Boots - 2 Defense, 1 M.Defense, +2 Spirit, +1 Fire resistance, +1 Ice resistance, +1 Earth resistance - Requires level 3 Octopus Ring - 1 Defense, 1 M.Defense, +1 Ice Resistance, +1 Fire Resistance INVENTORY Crowling Beak - The hard beak of a Crowling. Chalrendor - 2HS - 15 Attack, +3 Strength, Pierce 5 Defense - Requires level 5 Heaven's Wind Shuriken - Star - 5 Attack, Pierce 5 Defense Cloaker Nose - The large, pink nose of a Cloaker. Spirit Potion - Raises SPRT by 1. Stereotypical Reflector - 3 M.Defense, +2 Intelligence, +2 Spirit STATS
STR - 24+4
AGI - 24+4
INT - 29+3
LUK - 25+4
SPRT- 41+10
DEF - 9
MDEF- 7 ELEMENTS
Resistances
Holy - 1
Dark -
Ice - 4
Fire - 2
Lightning - 1
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice - 1
Fire -
Lightning -
Earth -
Wind -
HP - 112
SP - 96
Status: Normal
ABILITIES Heal(2 SP) - Heals you or an ally for 5 HP. Must be standing next to them. Requires Medkit. Physic(7 SP) - Heals you or a nearby ally depending on your Spirit and Intelligence stat +1. Capable of critical heals. Peep(5 SP) - Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. You can do this from a distance. Osmosis(5 SP) Attack an enemy with a normal attack, and drain SP from them for 25% of the damage done. Cannot drain more than 25% of the enemy's max SP. Medium Heal(5 SP) - Heals you or an ally for 15 HP. Must be standing next to them. Requires Medkit. Anatomical Strike(15 SP) - Fiercely attack a target with 4 x chance of a critical hit. If you score a critical hit, a damage over time effect will be applied to the target for the next 3 turns. This effect cannot stack. Pill Toss(10 SP) - Conjure a giant pill of random color, and toss it at an enemy for a good amount of damage. Different colored pills have elemental bonuses on enemies weak to them. "Revitalize"(8 SP) - Revive a Defeated party member with 10%-30% HP, determined at random. The Maximum % increases by 1 for every 5 Spirit you have.
PASSIVES
None
TERN - Level 8 Magus (EXP: 49/162)
WEAPONS: Wand of Clarity - Wand - 3 Attack, 1 M.Defense, +4 Intelligence, +3 Spirit, +3 Ice Resistance, +3 Ice spell damage, 30% chance to restore 10 SP on spellcast. ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set)(+1 Ice Resistance, +1 Ice Spell Damage) Wind Garb - 1 Defense, 1 M.Defense, +2 Agility, +1 Intelligence, +2 Wind resistance, +1 Wind Damage Tight Shorts - +1 Intelligence, +1 Agility Zap Gloves - 1 M.Defense, +1 Intelligence, +1 Lightning Resistance, +1 Lightning Spell Damage Woolen shoulderwarmers - 1+ Spirit Hidden Palace Ring - +2 Defense, +2 M.Defense, +1 Fire Resistance, +1 Ice Resistance, +1 Lightning resistance, 10% chance when hit by any attack to deal 10 Holy damage to the attacker. Gossamer Cloud - 1 Defense, 2 M.Defense, +1 Spirit, +1 Intelligence, Regen 1 HP and 2 SP every turn. (Gossamer Set) Phoenix Fire Treads - 1 Defense, 1 M.Defense, +2 Int, +5 HP, +10 SP, +1 Fire Spell Damage INVENTORY SP Potion - Restores 20 SP. Dark Wings - Bow - 4 Attack, +3 Strength, +3 Agility, +3 Luck, Dark Element - Requires level 7 Wicked Wizard Hat - 1 Defense, +2 Intelligence Zap Staff - Staff - 4 Attack, +4 Intelligence, +1 Spirit, +1 Lightning Resistance, +1 Lightning spell damage Mage's Defence Cloak - +2 Defense, +2 M.Defense, +2 Intelligence, +1 ALL Resistances - Requires level 7 -Magus, Cleric only Blue Essence - A mysterious blue essence obtained from the Fairy Crystal after the Ancestor Challenge. It seems important, but useless at the moment. STATS
STR - 17
AGI - 24+3
INT - 46+12
LUK - 27
SPRT- 28+7
DEF - 5
MDEF- 10 ELEMENTS
Resistances
Holy -
Dark -
Ice - 5
Fire - 1
Lightning - 2
Earth -
Wind - 2
ABILITIES Fireball (6 SP) Shoot a fireball toward the enemy. May burn. Iceball (6 SP) Shoot an iceball toward the enemy. May freeze. Wind Arrow (7 SP) Fires forth an arrow of wind at the enemy, doing PHYSICAL wind damage. Thunderbolt (12 SP) Call forth a bolt of lightning to strike an enemy. May stun. Tattle (1 SP) Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. Must be close to the target. Fire Missile(16 SP) Fire a powerful homing missile toward the target. Never misses. May burn. Earth Spike(16 SP) Summon a powerful, sharp spike of earth up from under the enemy. Cannot be used twice in a row. Icicles(15 SP) Fire 3 icicles forward. No 2 icicles can hit the same enemy. Frost Thorns(10 SP) Envelope a single enemy in an icy snowflake, dealing damage, as well as having a 90% chance of inflicting Freeze on the enemy. Magical Storm(16 SP) Summon a medium-sized Tornado at a certain spot that does Magical Wind damage to all enemies inside of it each turn, for 2 turns.
PASSIVES
None
GILL - Level 8 Pirate (EXP: 27/162)
WEAPONS: Mystic Malchut - Fist - 10 Attack, +6 Strength, +3 Luck, +2 Spirit, +10 HP, +5 Ice Resistance, 20% chance to restore 5 SP on hit - Requires level 7 Golden Cutlass - 1HS - 7 Attack, +2 Luck, Pierce 3 defense - Requires level 5 - Pirate only ARMOR: Yellow Buccaneer Bandana - 1 Defense, +1 Luck Barrel vest - 2 Defense, 1 M.Defense Fancy Black Pants - 1+ Defense Twilight Raven's Cloak - 2 Defense, 2 M.Defense, +1 Holy Resistance Gunslinger Eye Patch - 1 Defense, +1 Strength, +1 Agility Burning Shoulders - 3 Defense, 3 M.Defense, +2 Fire Resistance Grips of Dark Protection - 1 Defense, 1 M.Defense, +3 Dark resistance Ring of Strength - +1 Strength INVENTORY Iron Bullet - Used by guns. +1 Attack. Cloaker Nose - The large, pink nose of a Cloaker. Golem Project - A diary-esque book that appears to be about Golems. Gold Leaf Shooter - Gun - 2 Attack, +1 Strength, Pierce 1 Defense - Requires level 3 Stinger Katara - Fist - 5 Attack, +4 Luck, +1 Earth Resistance - Requires level 4 STATS
STR - 35+8
AGI - 29+1
INT - 16
LUK - 30+6
SPRT- 19+2
DEF - 10
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark - 3
Ice - 5
Fire - 2
Lightning -
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 182
SP - 42
Status: Normal
ABILITIES Uppercut(2 SP) Attack with fist weapons + 1 extra damage. Requires Fist weapon. Power Shot(3 SP) Attack with guns + 1 extra damage. Requires Gun. Double Shot(8 SP) Fire your gun twice +1 extra damage for each shot. Uses 2 bullets. Cleave(6 SP) Swing your one-handed sword in a large horizontal arc. Capable of hitting up to 5 enemies, if they are in range. Beatdown(12 SP) Using fist weapons, attack your enemy 3 times, the first blow being very strong and slowly decreasing in power. This attack can only be used the turn after using Uppercut. Pierce Bullet(7 SP) Fire a single shot with your gun at one enemy, doing normal damage, and doing even stronger physical wind damage to enemies in a line behind it. You also have a small chance to stun your original target.
PASSIVES
None
TAKESHI - Level 10 Ninja (EXP: 10/250)
WEAPONS: Katon Muramasa - 1HS - 15 Attack, +2 Strength, +7 Agility, +5 Luck - Req. Level 10 - Fire Element - Ninja Only Adamantite Ripper - Dagger - 8 Attack, +4 Strength, +4 Luck, +1 Agility, Pierce 1 Defense - Requires level 8 - 2 Extra damage for next 1 turn(s) ARMOR: Dark Headcover - 1 Defense, +4 Agility, +1 Luck, +1 Intelligence Shadow Mask - 1 Defense, +2 Agility Mercenary Garb - 5 Defense, 2 M.Defense, +3 Strength, +3 Agility, +1 Fire Resistance Mithril Studded Leggings - 4 Defense, 2 M.Defense, +2 Agility, +2 Strength, +2 Luck, +1 Lightning Resistance Slip Shoes - 1 Defense, 1 M.Defense, +1 Agility, +1 Intelligence Black Belt - 2 Defense, 2 M.Defense, +12 HP, +3 Strength, +3 Agility, +3 Intelligence, +3 Luck, +3 Spirit Emerald Ring - +1 Agility, +3 Luck, +3 Ice Resistance Smokey Shroud - +2 M.Defense, +3 Dark Resistance Mercenary's Shoulders - 2 Defense, 1 M.Defense, +2 Strength, +2 Agility, +1 Fire Resistance Mithril Swordgrips - 3 Defense, 1 M.Defense, +1 Strength, +4 Agility, +1 Lightning Resistance INVENTORY Chilled Throwing Kunai - Star - 7 Attack, Pierce 3 Defense, Ice Elemental Potent SP Potion - Use to heal 40 SP. Potent HP Potion - Use to heal 50 HP. Sharp Mithril Chunk - Use on a bladed weapon to do 3 extra damage every hit for 5 hits. One use. Phoenic Plume - Can be used on a fallen Party Member to revive them. Hidden Palace Star - Star - 12 Attack, Pierce 3 Defense, deals 2 extra Holy damage each hit that bypasses defense. STATS
STR - 25+17
AGI - 48+30
INT - 25+5
LUK - 29+18
SPRT- 19+3
DEF - 19
MDEF- 11 ELEMENTS
Resistances
Holy -
Dark - 3
Ice - 3
Fire - 2
Lightning - 2
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 180
SP - 90
Status: Normal
ABILITIES Throw(1 SP) - Throw a throwing star at an enemy. Slip Strike(3 SP) - Moving before anything else, normally attack an enemy, but gain a 75% chance to dodge any attack for the remainder of the turn. Dark Rush(8 SP) - A strong Dark elemental spell. Can cast without a wand or staff. Lucky Seven(7 SP) - Throw two throwing stars, using your luck stat in place of your strength stat. Mirror Image(25 SP) - Summon a mirror image for 10 turns that does an additional 50% of the damage you did this turn. Night Fury(20 SP) - Attack twice, using your Agility Stat in place of your Strength stat.
Re: ♦THE UNDERTOWER♦ ~Tower exploration game~ Onward to the Labyrinth
Takeshi agrees with Tern that it is a good idea to touch the strange blue object first.
So Tern does.
Nothing really happens, unfortunately. Tern does feel that the object is not SOLIDLY connected to the floor. Hmm...
Meanwhile Entgegen flies past Gill to grab the object.
Try as he might, he cannot pull the object out of the ground! It feels as if it's not connected to the ground, but at the same time, it is.
Meanwhile Gill is greedy and attempts to get himself some sweet Ruby loot. The gem is embedded quite fiercely, and judging by what it's attached to, tampering it could anger the thing that just talked to them.
(Entgegen Gossamer Regen, Tern Gossamer Set Regen)
(SP Regen)
INVENTORIES
Koins: 197
HAWKEYE - Level 8 Twin Blade (EXP: 74/162)
WEAPONS: Riding's Sword - 1HS - 8 Attack, 2 Defense, 2 M.Defense, +4 Strength, +4 Agility, +4 Luck, +2 Wind Resistance Aluminum Sword - 1HS - 9 Attack, 2 M.Defense, +3 Strength, +5 Agility, +2 Luck, Pierce 3 Defense, +1 ALL Resistances, 3% chance to stun any non-boss target on hit. - Requires level 8 ARMOR: Red Headband - 1+ Agility, 1+ Strength Light Tunic - 1 Defense, +1 Agility Basic Pants - 1 Defense(+1 Wind Resistance, +1 Wind Spell Damage) Extra Grip Gloves - 1 Defense, +1 Agility Blue Belt - 1 Defense, 1+ HP Ring of Strength - +1 Strength Leprechaun Cape - +4 Luck INVENTORY Sharp Rock - Use on a bladed weapon to do 1 extra damage every hit for 5 hits. One use. Cloaker Nose - The large, pink nose of a Cloaker. HP Potion - Restores 20 HP. Butcher - 1HS - 3 Attack, +1 Strength - Req. Level 2(Attack+1, Remaining: 3 hits) Falchion Kotetsu - 1HS - 7 Attack, +2 Strength, +1 Luck, +1 Agility, Pierce 1 Defense STATS
STR - 30+9
AGI - 35+12
INT - 23
LUK - 27+10
SPRT- 23
DEF - 6
MDEF- 4 ELEMENTS
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 1
HP - 160
SP - 69
Status: Normal
ABILITIES Double Stab(10 SP) - Stab an enemy twice with both swords, for a total of 4 normal attacks. Mega Pierce(6 SP) - Normally attack an enemy, but ignore 75% of their defense. Hellcharge(16 SP) - Rush toward the enemy at high speed, dealing one powerful fire-based blow combining your two weapon's damage. Using this move will charge you with energy, powering up your next move. This can ONLY be used at the start of the battle and only if the Twin-Blade is far enough away from the target to not initiate melee combat.
PASSIVES
None
ENTGEGEN - Level 8 Medic (EXP: 34/162)
WEAPONS: Obsidian Curse Sayer - Dagger - 5 Attack, +4 Strength, +4 Luck, +4 Agility, Pierce 2 Defense - Requires level 6 - 4 extra damage for next 2 turn(s) Mithril Dagger - Dagger - 4 Attack, +1 Agility, +1 Lightning resistance - Req. Level 2 (Attack +1, Remaining: 2 hits) ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set) Doctor Glasses - 1+ Intelligence Darkleather Pants - 2 Defense, 1 M.Defense, +1 Agility(+1 Ice Resistance, +1 Ice Spell Damage) White Leather Robe - 2 Defense, 1 M.Defense, +2 Spirit, +1 Ice Resistance White Chalk Belt - 1 Defense, +2 Spirit, +1 Intelligence Medkit - Allows the medic to 'heal'. - Medic only Waving Specters - 1 Defense, 1 M.Defense, +2 Spirit, +1 Holy Resistance Cozy Boots - 2 Defense, 1 M.Defense, +2 Spirit, +1 Fire resistance, +1 Ice resistance, +1 Earth resistance - Requires level 3 Octopus Ring - 1 Defense, 1 M.Defense, +1 Ice Resistance, +1 Fire Resistance INVENTORY Crowling Beak - The hard beak of a Crowling. Chalrendor - 2HS - 15 Attack, +3 Strength, Pierce 5 Defense - Requires level 5 Heaven's Wind Shuriken - Star - 5 Attack, Pierce 5 Defense Cloaker Nose - The large, pink nose of a Cloaker. Spirit Potion - Raises SPRT by 1. Stereotypical Reflector - 3 M.Defense, +2 Intelligence, +2 Spirit STATS
STR - 24+4
AGI - 24+4
INT - 29+3
LUK - 25+4
SPRT- 41+10
DEF - 9
MDEF- 7 ELEMENTS
Resistances
Holy - 1
Dark -
Ice - 4
Fire - 2
Lightning - 1
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice - 1
Fire -
Lightning -
Earth -
Wind -
HP - 112
SP - 96
Status: Normal
ABILITIES Heal(2 SP) - Heals you or an ally for 5 HP. Must be standing next to them. Requires Medkit. Physic(7 SP) - Heals you or a nearby ally depending on your Spirit and Intelligence stat +1. Capable of critical heals. Peep(5 SP) - Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. You can do this from a distance. Osmosis(5 SP) Attack an enemy with a normal attack, and drain SP from them for 25% of the damage done. Cannot drain more than 25% of the enemy's max SP. Medium Heal(5 SP) - Heals you or an ally for 15 HP. Must be standing next to them. Requires Medkit. Anatomical Strike(15 SP) - Fiercely attack a target with 4 x chance of a critical hit. If you score a critical hit, a damage over time effect will be applied to the target for the next 3 turns. This effect cannot stack. Pill Toss(10 SP) - Conjure a giant pill of random color, and toss it at an enemy for a good amount of damage. Different colored pills have elemental bonuses on enemies weak to them. "Revitalize"(8 SP) - Revive a Defeated party member with 10%-30% HP, determined at random. The Maximum % increases by 1 for every 5 Spirit you have.
PASSIVES
None
TERN - Level 8 Magus (EXP: 49/162)
WEAPONS: Wand of Clarity - Wand - 3 Attack, 1 M.Defense, +4 Intelligence, +3 Spirit, +3 Ice Resistance, +3 Ice spell damage, 30% chance to restore 10 SP on spellcast. ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set)(+1 Ice Resistance, +1 Ice Spell Damage) Wind Garb - 1 Defense, 1 M.Defense, +2 Agility, +1 Intelligence, +2 Wind resistance, +1 Wind Damage Tight Shorts - +1 Intelligence, +1 Agility Zap Gloves - 1 M.Defense, +1 Intelligence, +1 Lightning Resistance, +1 Lightning Spell Damage Woolen shoulderwarmers - 1+ Spirit Hidden Palace Ring - +2 Defense, +2 M.Defense, +1 Fire Resistance, +1 Ice Resistance, +1 Lightning resistance, 10% chance when hit by any attack to deal 10 Holy damage to the attacker. Gossamer Cloud - 1 Defense, 2 M.Defense, +1 Spirit, +1 Intelligence, Regen 1 HP and 2 SP every turn. (Gossamer Set) Phoenix Fire Treads - 1 Defense, 1 M.Defense, +2 Int, +5 HP, +10 SP, +1 Fire Spell Damage INVENTORY SP Potion - Restores 20 SP. Dark Wings - Bow - 4 Attack, +3 Strength, +3 Agility, +3 Luck, Dark Element - Requires level 7 Wicked Wizard Hat - 1 Defense, +2 Intelligence Zap Staff - Staff - 4 Attack, +4 Intelligence, +1 Spirit, +1 Lightning Resistance, +1 Lightning spell damage Mage's Defence Cloak - +2 Defense, +2 M.Defense, +2 Intelligence, +1 ALL Resistances - Requires level 7 -Magus, Cleric only Blue Essence - A mysterious blue essence obtained from the Fairy Crystal after the Ancestor Challenge. It seems important, but useless at the moment. STATS
STR - 17
AGI - 24+3
INT - 46+12
LUK - 27
SPRT- 28+7
DEF - 5
MDEF- 10 ELEMENTS
Resistances
Holy -
Dark -
Ice - 5
Fire - 1
Lightning - 2
Earth -
Wind - 2
ABILITIES Fireball (6 SP) Shoot a fireball toward the enemy. May burn. Iceball (6 SP) Shoot an iceball toward the enemy. May freeze. Wind Arrow (7 SP) Fires forth an arrow of wind at the enemy, doing PHYSICAL wind damage. Thunderbolt (12 SP) Call forth a bolt of lightning to strike an enemy. May stun. Tattle (1 SP) Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. Must be close to the target. Fire Missile(16 SP) Fire a powerful homing missile toward the target. Never misses. May burn. Earth Spike(16 SP) Summon a powerful, sharp spike of earth up from under the enemy. Cannot be used twice in a row. Icicles(15 SP) Fire 3 icicles forward. No 2 icicles can hit the same enemy. Frost Thorns(10 SP) Envelope a single enemy in an icy snowflake, dealing damage, as well as having a 90% chance of inflicting Freeze on the enemy. Magical Storm(16 SP) Summon a medium-sized Tornado at a certain spot that does Magical Wind damage to all enemies inside of it each turn, for 2 turns.
PASSIVES
None
GILL - Level 8 Pirate (EXP: 27/162)
WEAPONS: Mystic Malchut - Fist - 10 Attack, +6 Strength, +3 Luck, +2 Spirit, +10 HP, +5 Ice Resistance, 20% chance to restore 5 SP on hit - Requires level 7 Golden Cutlass - 1HS - 7 Attack, +2 Luck, Pierce 3 defense - Requires level 5 - Pirate only ARMOR: Yellow Buccaneer Bandana - 1 Defense, +1 Luck Barrel vest - 2 Defense, 1 M.Defense Fancy Black Pants - 1+ Defense Twilight Raven's Cloak - 2 Defense, 2 M.Defense, +1 Holy Resistance Gunslinger Eye Patch - 1 Defense, +1 Strength, +1 Agility Burning Shoulders - 3 Defense, 3 M.Defense, +2 Fire Resistance Grips of Dark Protection - 1 Defense, 1 M.Defense, +3 Dark resistance Ring of Strength - +1 Strength INVENTORY Iron Bullet - Used by guns. +1 Attack. Cloaker Nose - The large, pink nose of a Cloaker. Golem Project - A diary-esque book that appears to be about Golems. Gold Leaf Shooter - Gun - 2 Attack, +1 Strength, Pierce 1 Defense - Requires level 3 Stinger Katara - Fist - 5 Attack, +4 Luck, +1 Earth Resistance - Requires level 4 STATS
STR - 35+8
AGI - 29+1
INT - 16
LUK - 30+6
SPRT- 19+2
DEF - 10
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark - 3
Ice - 5
Fire - 2
Lightning -
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 182
SP - 42
Status: Normal
ABILITIES Uppercut(2 SP) Attack with fist weapons + 1 extra damage. Requires Fist weapon. Power Shot(3 SP) Attack with guns + 1 extra damage. Requires Gun. Double Shot(8 SP) Fire your gun twice +1 extra damage for each shot. Uses 2 bullets. Cleave(6 SP) Swing your one-handed sword in a large horizontal arc. Capable of hitting up to 5 enemies, if they are in range. Beatdown(12 SP) Using fist weapons, attack your enemy 3 times, the first blow being very strong and slowly decreasing in power. This attack can only be used the turn after using Uppercut. Pierce Bullet(7 SP) Fire a single shot with your gun at one enemy, doing normal damage, and doing even stronger physical wind damage to enemies in a line behind it. You also have a small chance to stun your original target.
PASSIVES
None
TAKESHI - Level 10 Ninja (EXP: 10/250)
WEAPONS: Katon Muramasa - 1HS - 15 Attack, +2 Strength, +7 Agility, +5 Luck - Req. Level 10 - Fire Element - Ninja Only Adamantite Ripper - Dagger - 8 Attack, +4 Strength, +4 Luck, +1 Agility, Pierce 1 Defense - Requires level 8 - 2 Extra damage for next 1 turn(s) ARMOR: Dark Headcover - 1 Defense, +4 Agility, +1 Luck, +1 Intelligence Shadow Mask - 1 Defense, +2 Agility Mercenary Garb - 5 Defense, 2 M.Defense, +3 Strength, +3 Agility, +1 Fire Resistance Mithril Studded Leggings - 4 Defense, 2 M.Defense, +2 Agility, +2 Strength, +2 Luck, +1 Lightning Resistance Slip Shoes - 1 Defense, 1 M.Defense, +1 Agility, +1 Intelligence Black Belt - 2 Defense, 2 M.Defense, +12 HP, +3 Strength, +3 Agility, +3 Intelligence, +3 Luck, +3 Spirit Emerald Ring - +1 Agility, +3 Luck, +3 Ice Resistance Smokey Shroud - +2 M.Defense, +3 Dark Resistance Mercenary's Shoulders - 2 Defense, 1 M.Defense, +2 Strength, +2 Agility, +1 Fire Resistance Mithril Swordgrips - 3 Defense, 1 M.Defense, +1 Strength, +4 Agility, +1 Lightning Resistance INVENTORY Chilled Throwing Kunai - Star - 7 Attack, Pierce 3 Defense, Ice Elemental Potent SP Potion - Use to heal 40 SP. Potent HP Potion - Use to heal 50 HP. Sharp Mithril Chunk - Use on a bladed weapon to do 3 extra damage every hit for 5 hits. One use. Phoenic Plume - Can be used on a fallen Party Member to revive them. Hidden Palace Star - Star - 12 Attack, Pierce 3 Defense, deals 2 extra Holy damage each hit that bypasses defense. STATS
STR - 25+17
AGI - 48+30
INT - 25+5
LUK - 29+18
SPRT- 19+3
DEF - 19
MDEF- 11 ELEMENTS
Resistances
Holy -
Dark - 3
Ice - 3
Fire - 2
Lightning - 2
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 180
SP - 90
Status: Normal
ABILITIES Throw(1 SP) - Throw a throwing star at an enemy. Slip Strike(3 SP) - Moving before anything else, normally attack an enemy, but gain a 75% chance to dodge any attack for the remainder of the turn. Dark Rush(8 SP) - A strong Dark elemental spell. Can cast without a wand or staff. Lucky Seven(7 SP) - Throw two throwing stars, using your luck stat in place of your strength stat. Mirror Image(25 SP) - Summon a mirror image for 10 turns that does an additional 50% of the damage you did this turn. Night Fury(20 SP) - Attack twice, using your Agility Stat in place of your Strength stat.
Re: ♦THE UNDERTOWER♦ ~Tower exploration game~ Onward to the Labyrinth
Entgegen peeps the gem.
He figures out a lot of things. It all comes to him. This gem is a mechanism powered by the blue thing in the floor, the blue thing being a button, that, when weighted, turns the gem green. This will transfer to the bigger room and power one of the wedge-shaped blocks that the green wires are connected to.
Even though Entgegen just found this out, Gill manages to press the button anyway. And with that, it turns on!
The green wire-lookin' thing powers the wedge near the labyrinth entrance, and it looks like a screen turned on.
But, what's even stranger, is that the room Gill and Entgegen are in isn't attached to the crystal on the bottom wall. The reason for this is that Pepperyena is a silly little twat and made an animation for the COMPLETELY WRONG SIDE and just decided to upload it anyway.
Mysterious!
Takeshi inspects the blue thing intently. It's... round, and blue. It's stuck to the ground kinda. Almost looks like you can press it.
Tern pokes it and finds that if he pokes it hard enough, it sinks into the ground.
Hawkeye is messing with his swords and is probably making Takeshi and Tern think he's cra- a fun loving guy.
(Entgegen Gossamer Regen, Tern Gossamer Set Regen)
INVENTORIES
Koins: 197
HAWKEYE - Level 8 Twin Blade (EXP: 74/162)
WEAPONS: Riding's Sword - 1HS - 8 Attack, 2 Defense, 2 M.Defense, +4 Strength, +4 Agility, +4 Luck, +2 Wind Resistance Aluminum Sword - 1HS - 9 Attack, 2 M.Defense, +3 Strength, +5 Agility, +2 Luck, Pierce 3 Defense, +1 ALL Resistances, 3% chance to stun any non-boss target on hit. - Requires level 8 ARMOR: Red Headband - 1+ Agility, 1+ Strength Light Tunic - 1 Defense, +1 Agility Basic Pants - 1 Defense(+1 Wind Resistance, +1 Wind Spell Damage) Extra Grip Gloves - 1 Defense, +1 Agility Blue Belt - 1 Defense, 1+ HP Ring of Strength - +1 Strength Leprechaun Cape - +4 Luck INVENTORY Sharp Rock - Use on a bladed weapon to do 1 extra damage every hit for 5 hits. One use. Cloaker Nose - The large, pink nose of a Cloaker. HP Potion - Restores 20 HP. Butcher - 1HS - 3 Attack, +1 Strength - Req. Level 2(Attack+1, Remaining: 3 hits) Falchion Kotetsu - 1HS - 7 Attack, +2 Strength, +1 Luck, +1 Agility, Pierce 1 Defense STATS
STR - 30+9
AGI - 35+12
INT - 23
LUK - 27+10
SPRT- 23
DEF - 6
MDEF- 4 ELEMENTS
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 1
HP - 160
SP - 69
Status: Normal
ABILITIES Double Stab(10 SP) - Stab an enemy twice with both swords, for a total of 4 normal attacks. Mega Pierce(6 SP) - Normally attack an enemy, but ignore 75% of their defense. Hellcharge(16 SP) - Rush toward the enemy at high speed, dealing one powerful fire-based blow combining your two weapon's damage. Using this move will charge you with energy, powering up your next move. This can ONLY be used at the start of the battle and only if the Twin-Blade is far enough away from the target to not initiate melee combat.
PASSIVES
None
ENTGEGEN - Level 8 Medic (EXP: 34/162)
WEAPONS: Obsidian Curse Sayer - Dagger - 5 Attack, +4 Strength, +4 Luck, +4 Agility, Pierce 2 Defense - Requires level 6 - 4 extra damage for next 2 turn(s) Mithril Dagger - Dagger - 4 Attack, +1 Agility, +1 Lightning resistance - Req. Level 2 (Attack +1, Remaining: 2 hits) ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set) Doctor Glasses - 1+ Intelligence Darkleather Pants - 2 Defense, 1 M.Defense, +1 Agility(+1 Ice Resistance, +1 Ice Spell Damage) White Leather Robe - 2 Defense, 1 M.Defense, +2 Spirit, +1 Ice Resistance White Chalk Belt - 1 Defense, +2 Spirit, +1 Intelligence Medkit - Allows the medic to 'heal'. - Medic only Waving Specters - 1 Defense, 1 M.Defense, +2 Spirit, +1 Holy Resistance Cozy Boots - 2 Defense, 1 M.Defense, +2 Spirit, +1 Fire resistance, +1 Ice resistance, +1 Earth resistance - Requires level 3 Octopus Ring - 1 Defense, 1 M.Defense, +1 Ice Resistance, +1 Fire Resistance INVENTORY Crowling Beak - The hard beak of a Crowling. Chalrendor - 2HS - 15 Attack, +3 Strength, Pierce 5 Defense - Requires level 5 Heaven's Wind Shuriken - Star - 5 Attack, Pierce 5 Defense Cloaker Nose - The large, pink nose of a Cloaker. Spirit Potion - Raises SPRT by 1. Stereotypical Reflector - 3 M.Defense, +2 Intelligence, +2 Spirit STATS
STR - 24+4
AGI - 24+4
INT - 29+3
LUK - 25+4
SPRT- 41+10
DEF - 9
MDEF- 7 ELEMENTS
Resistances
Holy - 1
Dark -
Ice - 4
Fire - 2
Lightning - 1
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice - 1
Fire -
Lightning -
Earth -
Wind -
HP - 112
SP - 92/96
Status: Normal
ABILITIES Heal(2 SP) - Heals you or an ally for 5 HP. Must be standing next to them. Requires Medkit. Physic(7 SP) - Heals you or a nearby ally depending on your Spirit and Intelligence stat +1. Capable of critical heals. Peep(5 SP) - Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. You can do this from a distance. Osmosis(5 SP) Attack an enemy with a normal attack, and drain SP from them for 25% of the damage done. Cannot drain more than 25% of the enemy's max SP. Medium Heal(5 SP) - Heals you or an ally for 15 HP. Must be standing next to them. Requires Medkit. Anatomical Strike(15 SP) - Fiercely attack a target with 4 x chance of a critical hit. If you score a critical hit, a damage over time effect will be applied to the target for the next 3 turns. This effect cannot stack. Pill Toss(10 SP) - Conjure a giant pill of random color, and toss it at an enemy for a good amount of damage. Different colored pills have elemental bonuses on enemies weak to them. "Revitalize"(8 SP) - Revive a Defeated party member with 10%-30% HP, determined at random. The Maximum % increases by 1 for every 5 Spirit you have.
PASSIVES
None
TERN - Level 8 Magus (EXP: 49/162)
WEAPONS: Wand of Clarity - Wand - 3 Attack, 1 M.Defense, +4 Intelligence, +3 Spirit, +3 Ice Resistance, +3 Ice spell damage, 30% chance to restore 10 SP on spellcast. ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set)(+1 Ice Resistance, +1 Ice Spell Damage) Wind Garb - 1 Defense, 1 M.Defense, +2 Agility, +1 Intelligence, +2 Wind resistance, +1 Wind Damage Tight Shorts - +1 Intelligence, +1 Agility Zap Gloves - 1 M.Defense, +1 Intelligence, +1 Lightning Resistance, +1 Lightning Spell Damage Woolen shoulderwarmers - 1+ Spirit Hidden Palace Ring - +2 Defense, +2 M.Defense, +1 Fire Resistance, +1 Ice Resistance, +1 Lightning resistance, 10% chance when hit by any attack to deal 10 Holy damage to the attacker. Gossamer Cloud - 1 Defense, 2 M.Defense, +1 Spirit, +1 Intelligence, Regen 1 HP and 2 SP every turn. (Gossamer Set) Phoenix Fire Treads - 1 Defense, 1 M.Defense, +2 Int, +5 HP, +10 SP, +1 Fire Spell Damage INVENTORY SP Potion - Restores 20 SP. Dark Wings - Bow - 4 Attack, +3 Strength, +3 Agility, +3 Luck, Dark Element - Requires level 7 Wicked Wizard Hat - 1 Defense, +2 Intelligence Zap Staff - Staff - 4 Attack, +4 Intelligence, +1 Spirit, +1 Lightning Resistance, +1 Lightning spell damage Mage's Defence Cloak - +2 Defense, +2 M.Defense, +2 Intelligence, +1 ALL Resistances - Requires level 7 -Magus, Cleric only Blue Essence - A mysterious blue essence obtained from the Fairy Crystal after the Ancestor Challenge. It seems important, but useless at the moment. STATS
STR - 17
AGI - 24+3
INT - 46+12
LUK - 27
SPRT- 28+7
DEF - 5
MDEF- 10 ELEMENTS
Resistances
Holy -
Dark -
Ice - 5
Fire - 1
Lightning - 2
Earth -
Wind - 2
ABILITIES Fireball (6 SP) Shoot a fireball toward the enemy. May burn. Iceball (6 SP) Shoot an iceball toward the enemy. May freeze. Wind Arrow (7 SP) Fires forth an arrow of wind at the enemy, doing PHYSICAL wind damage. Thunderbolt (12 SP) Call forth a bolt of lightning to strike an enemy. May stun. Tattle (1 SP) Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. Must be close to the target. Fire Missile(16 SP) Fire a powerful homing missile toward the target. Never misses. May burn. Earth Spike(16 SP) Summon a powerful, sharp spike of earth up from under the enemy. Cannot be used twice in a row. Icicles(15 SP) Fire 3 icicles forward. No 2 icicles can hit the same enemy. Frost Thorns(10 SP) Envelope a single enemy in an icy snowflake, dealing damage, as well as having a 90% chance of inflicting Freeze on the enemy. Magical Storm(16 SP) Summon a medium-sized Tornado at a certain spot that does Magical Wind damage to all enemies inside of it each turn, for 2 turns.
PASSIVES
None
GILL - Level 8 Pirate (EXP: 27/162)
WEAPONS: Mystic Malchut - Fist - 10 Attack, +6 Strength, +3 Luck, +2 Spirit, +10 HP, +5 Ice Resistance, 20% chance to restore 5 SP on hit - Requires level 7 Golden Cutlass - 1HS - 7 Attack, +2 Luck, Pierce 3 defense - Requires level 5 - Pirate only ARMOR: Yellow Buccaneer Bandana - 1 Defense, +1 Luck Barrel vest - 2 Defense, 1 M.Defense Fancy Black Pants - 1+ Defense Twilight Raven's Cloak - 2 Defense, 2 M.Defense, +1 Holy Resistance Gunslinger Eye Patch - 1 Defense, +1 Strength, +1 Agility Burning Shoulders - 3 Defense, 3 M.Defense, +2 Fire Resistance Grips of Dark Protection - 1 Defense, 1 M.Defense, +3 Dark resistance Ring of Strength - +1 Strength INVENTORY Iron Bullet - Used by guns. +1 Attack. Cloaker Nose - The large, pink nose of a Cloaker. Golem Project - A diary-esque book that appears to be about Golems. Gold Leaf Shooter - Gun - 2 Attack, +1 Strength, Pierce 1 Defense - Requires level 3 Stinger Katara - Fist - 5 Attack, +4 Luck, +1 Earth Resistance - Requires level 4 STATS
STR - 35+8
AGI - 29+1
INT - 16
LUK - 30+6
SPRT- 19+2
DEF - 10
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark - 3
Ice - 5
Fire - 2
Lightning -
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 182
SP - 42
Status: Normal
ABILITIES Uppercut(2 SP) Attack with fist weapons + 1 extra damage. Requires Fist weapon. Power Shot(3 SP) Attack with guns + 1 extra damage. Requires Gun. Double Shot(8 SP) Fire your gun twice +1 extra damage for each shot. Uses 2 bullets. Cleave(6 SP) Swing your one-handed sword in a large horizontal arc. Capable of hitting up to 5 enemies, if they are in range. Beatdown(12 SP) Using fist weapons, attack your enemy 3 times, the first blow being very strong and slowly decreasing in power. This attack can only be used the turn after using Uppercut. Pierce Bullet(7 SP) Fire a single shot with your gun at one enemy, doing normal damage, and doing even stronger physical wind damage to enemies in a line behind it. You also have a small chance to stun your original target.
PASSIVES
None
TAKESHI - Level 10 Ninja (EXP: 10/250)
WEAPONS: Katon Muramasa - 1HS - 15 Attack, +2 Strength, +7 Agility, +5 Luck - Req. Level 10 - Fire Element - Ninja Only Adamantite Ripper - Dagger - 8 Attack, +4 Strength, +4 Luck, +1 Agility, Pierce 1 Defense - Requires level 8 - 2 Extra damage for next 1 turn(s) ARMOR: Dark Headcover - 1 Defense, +4 Agility, +1 Luck, +1 Intelligence Shadow Mask - 1 Defense, +2 Agility Mercenary Garb - 5 Defense, 2 M.Defense, +3 Strength, +3 Agility, +1 Fire Resistance Mithril Studded Leggings - 4 Defense, 2 M.Defense, +2 Agility, +2 Strength, +2 Luck, +1 Lightning Resistance Slip Shoes - 1 Defense, 1 M.Defense, +1 Agility, +1 Intelligence Black Belt - 2 Defense, 2 M.Defense, +12 HP, +3 Strength, +3 Agility, +3 Intelligence, +3 Luck, +3 Spirit Emerald Ring - +1 Agility, +3 Luck, +3 Ice Resistance Smokey Shroud - +2 M.Defense, +3 Dark Resistance Mercenary's Shoulders - 2 Defense, 1 M.Defense, +2 Strength, +2 Agility, +1 Fire Resistance Mithril Swordgrips - 3 Defense, 1 M.Defense, +1 Strength, +4 Agility, +1 Lightning Resistance INVENTORY Chilled Throwing Kunai - Star - 7 Attack, Pierce 3 Defense, Ice Elemental Potent SP Potion - Use to heal 40 SP. Potent HP Potion - Use to heal 50 HP. Sharp Mithril Chunk - Use on a bladed weapon to do 3 extra damage every hit for 5 hits. One use. Phoenic Plume - Can be used on a fallen Party Member to revive them. Hidden Palace Star - Star - 12 Attack, Pierce 3 Defense, deals 2 extra Holy damage each hit that bypasses defense. STATS
STR - 25+17
AGI - 48+30
INT - 25+5
LUK - 29+18
SPRT- 19+3
DEF - 19
MDEF- 11 ELEMENTS
Resistances
Holy -
Dark - 3
Ice - 3
Fire - 2
Lightning - 2
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 180
SP - 90
Status: Normal
ABILITIES Throw(1 SP) - Throw a throwing star at an enemy. Slip Strike(3 SP) - Moving before anything else, normally attack an enemy, but gain a 75% chance to dodge any attack for the remainder of the turn. Dark Rush(8 SP) - A strong Dark elemental spell. Can cast without a wand or staff. Lucky Seven(7 SP) - Throw two throwing stars, using your luck stat in place of your strength stat. Mirror Image(25 SP) - Summon a mirror image for 10 turns that does an additional 50% of the damage you did this turn. Night Fury(20 SP) - Attack twice, using your Agility Stat in place of your Strength stat.