Vengeful Smite (3) - User has a low chance to deal magic damage to target that has managed to deal melee damage against user. Passive. Fortress of Wood (6) - User gains a small, permanent, irremovable damage reduction. Works for all kinds of damages. Passive. Fortress of Stone (12) - User gains a small, permanent, irremovable damage reduction. Works for all kinds of damages. Passive. Holy Miracles (15) - User's Holy Discipline spells have a low chance to cost 0MP instead. Passive.
Lead (1/Paladin) - Whenever user is the first to take damage among friendlies, user has a small chance to recover 50HP and 50MP. Refreshes every hour. Passive. Inspiring Presence (1/Paladin) - Whenever User takes damage, they have a small chance to either recover 100HP or have target nearby friendly gain 50HP. Passive. For Honor (5/Paladin) - Whenever user takes physical damage greater than 20% of their maximum HP, user gains +5 Strength for a few minutes. Stacks. Passive. For Glory (5/Paladin) - Whenever user takes magical damage greater than 20% of their maximum HP, user gains +5 Intelligence for a few minutes. Stacks. Passive. Honor and Glory (5/Paladin) - If For Honor and For Glory both were activated in the recent times, user gains immunity against physical and magical damages for a few moments. Passive. Aura of Confidence (10/Paladin) - Nearby friendlies of the User gains resistance against negative emotions. Passive. Detect Danger (10/Paladin) - User has a low chance of sensing next incoming attack towards a nearby friendly. Passive. Greater Lead (10/Paladin) - Whenever User is the first to take damage among friendlies, user has a small chance to recover 200HP and 200MP. Refreshes every hour. Passive. Resolve (10/Paladin) - User feels less physical pain when hit. Passive.
Full Metal Plate Armor (Uncommon) [Equipped] Spell Resist Shield, Large (Uncommon) [Equipped] (Increased Magic Resistance) Clothes [Equipped] Cloak of The Magi [Equipped] (+150 Mana) Oliam's Longsword [Equipped] (+5 all attributes, +5 Sword wielding)
Satisfied with the healing that Cecilia received, Dennis followed the others on the way to the Bridge, doing his best to keep up despite a paladin's rather poor speed. The bridge was quick to appear, and heavily guarded by a dozen small greed humanoids. The sight was somewhat intimidating, even if Dennis' display said that they were all low level. It was Cecilia who made the first move, catapulting over the river with an ease that briefly made Dennis very jealous. At least, until he realized that she was leaping over to a side that had none of her allies, and just as many goblins.
Dennis rushed forwards, his pace significantly faster now that he was running. He nearly made it to the mouth of the bridge when River's pet spewed out some strange debuff. That was a lot more helpful then Dennis pet ever was in combat... Ignoring this, he finally made it to the first group of Soldiers, using Mass Aggravate in order to gather them all towards one of the Bridge's edge. When he got as many as he could into the area, after taking a few hits during positioning, Dennis released his next spell - Repel the Enemy.
Golden light erupted from all around Dennis, and if he was lucky, the goblins would end up falling into the river below. Dennis was not looking for much damage - but by knocking them off, he could buy time for Mass Aggravate to cooldown, and at the very least it made them sitting ducks for the Lighting spells that Willow and River loved so much. If any soldiers remained, Dennis would position himself between them and his allies on their side of the bridge.
Dubstepp made certain to keep a good pace with the group. He tried to stay in the middle to decrease the chance of getting attacked. Picking the trainer class had its benefits, but it had one glaring weakness. The musician readied himself for anything, placing Totoro in the frontlines to ward off any surprise attacks. Dubs can fight, but he wouldn't be able to garner too much attention for too long.
As he scanned the pathway, he tried to recall the plan regarding the upcoming bridge. Blinking a few times, he thought back to what River mentioned beforehand. Dubstepp managed to have a difficult time. He shook his head, realizing that Karuu actually came up with a strategy. There are so many opinions and voices being thrown around, all of it sometimes gets a bit cluttered. The trainer concentrated and remembered he must deal with "anything that pops up." It wasn't much to go on, but he acknowledged what he meant.
Essentially, Dubstepp assumed he would have to handle any future surprises on the bridge. As far as everyone is aware, they are fighting goblins. The musician noted that it was now his responsibility and two other's to ensure that no problems arise. He scratched his head, this tactic made the most sense given that he didn't have any range capabilities. Dubstepp does not have a bow & arrow equipped on his person. His pets are also limited to close-range combat too so he can't be the middle man on the bridge.
Ultimately, Dubstepp will most likely have to protect the rear. If nothing strikes, it would just mean he would have enough energy for the next battle.
SUMMARY: Dubstepp and Totoro guard the group's rear.
Karuu gave Willow a nod. “Guess that makes it our turn,” he said to Kira. With nothing more than that, both warriors dashed forward. The electrified goblin remains surrounding them burst into light as they passed, ignored by the fighters intent on crossing the bridge.
As expected, once they stepped foot on it the Goblin Warriors rushed to meet them. The archers prepared to launch a volley, only partly disrupted by an agile lancer descending on their flank. Karuu pushed himself all the harder, hoping to be right up next to the goblins when he started taking those arrows.
The first arrow did little damage. The second did even less. And the first Goblin Warrior to step in front of him felt the full fury of a Decimate. It fell away in a shower of sparks. Another stepped up to try its luck; it fared little better, barely managing to trade a blow before falling to two of the Marauder’s.
Kira would not allow her ultimate rival to get ahead of her. She would not be the one to lose their bet! With speed that absolutely dwarfed the low-level goblins, she took position on Karuu’s right side and began the slaughter. The heat of battle was made all the sweeter from her title, which made her made her feel more alive. Her first opponent was taken down in series of five, decisive strikes. Talrae had made Akumi stronger than ever before, as the one called Ryu was no longer needed. Beautiful emerald eyes shined with a vicious appetite for more. The girl underneath falling prey to the ever growing hunger of the demon that controlled her.
“Zeke! Get back there to help Celia with the archers!” Karuu shouted as he cut his next foe down. Quieter, but loud enough that Kira would hear, he counted “Four.”
She gritted her teeth as Karuu’s count was brought to her attention and her grip on her swords became death-like. Driven by their competition, Kira broke off ahead and soon found herself surrounded by three of the goblins. They were too slow and weak compared to the great demon, who granted them the privilege of falling to her blades. Her longsword pierced the first’s chest then ducked underneath the second’s swing, using her katana to slice across its chest. The longsword was removed quickly and its grip was reversed. It was shot backwards piercing the bottom jaw of the goblin behind her while her katana struck the one in front, ending both of their insignificant lives before turning onto the last one. She sidestepped as it attempted in vain to strike her, before she pushed the full length of her katana into the creatures stomach followed by the longsword piercing its neck from. As the goblin’s body shattered, she spoke out “Five,” in direct challenge to Karuu.
He glanced at her, then found his next target to bring a Decimate crashing down on. As the goblin turned to pixelated dust, he gave her a grin. He didn’t have to say it out loud. The competition continues.
- The entire dungeon is MUCH bigger. It was split up into a grid by the Council, each section being assigned to one combat unit (a Guild or a party). Last Genesis is tasked with clearing this area, known as "Area C4". - Goal is to find the stone totem(s) in this area and destroy them.
It was a one sided massacre.
For the purposes of cleaving through monstrous ranks, River was unmatched, sparks of lightning coursing through his entire body as he shot out blinding bursts, each thundering clap accompanied by the roar of an iron monolith’s cannons. What creatures that survived the trial of heavens found themselves charred black by Prome’s Zenith Mk. I, the metallic plates of the armored suit crackling with residual lightning. Tower’s own light, shining as bright as a star, was practically overkill as he sealed any chance at all of a counterattack being delivered upon the backline mages, before scattering the goblins.
Some crashed back into the duet of fire and thunder. Others cracked against the stone of the bridge. Still more tumbled into the shallow river below, scrambling up only to meet their end at the point of a thrown knife. In the back of the conflict, Zeke and Dubbstep observed the conflict, both detached, only occasionally interfering.
And with the Goblins’ vanguard decimated, a second storm descended, this time of martial might and sharpened steel.
Shooting over the bridge, Kira and Karuu met the warriors with unmatched ferocity, the Marauder ignoring the pinpricks of pain that each arrow brought down and choosing even to take a hit or two to activate his destructive passives. His greatsword slew with singular strokes, his advance undeterred no matter the foe. The Great Demon performed even better, the massive bonuses granted by her title allowing her to surpass her rival in the sheer amount of bodies she could rip asunder. If Karuu’s titanic blow could take a single life each time, Kira’s flashing blades took two or three, the duelist operating on a much faster tempo than her teammate.
And no matter how many blows rained down upon them, neither of them wavered in their devotion towards offense, a shining light causing arrows stuck on their bodies to pop out, wounds to sew themselves shut as Willow twirled her staff, Healing Beam and Restore Vitality ensuring that what damage the dwindling horde dealt was quickly removed, a blue light occasionally washing over River so he could continue to accelerate, unleashing his spells as soon as they were available once more.
Within minutes, the battle had ended decisively, the last goblin screeching out in a death-cry as a Lightning Shot ripped its organs out of its chest.
Now, there was only silence. Silence, and the smell of lightning and flame, blood and fat.
Tower: Health Lost: 560 HP Mana Spent: (450)+250 MP On cooldown: Mass Aggravate Damage Mitigated: 520
Cecelia: Health Lost: 543 HP Mana Spent: 170 MP On Cooldown: Redeeming Glow, Evade Missile Evaded 3 times, used flexible for additional movement.
Prome: Health Lost: 0 HP Mana Spent: 300 MP
Karuu Health Lost: 580 HP Mana Spent: 600 MP, end of fight at 0.
Kira: Health Lost: 838 HP Mana Spent: 600 MP Evaded 1 time, triggered Hilt bash.
River: Health Lost: 995 HP Pepper: 314 HP Ubi: 157 HP Mana Spent: 100 Pepper: 200 MP Ubi: 0 MP On Cooldown: Plasma Burst, Recharge, Lightning Field
Willow: Health Lost: 232 HP Mana Spent: 0 MP On Cooldown: Healing Beam Healing done: 848 on Cecilia Mana Restored: 450 on Karuu
Dubstepp: Health Lost: 131 Totoro: 286 Mana Spent: 0 Totoro: 0
- The entire dungeon is MUCH bigger. It was split up into a grid by the Council, each section being assigned to one combat unit (a Guild or a party). Last Genesis is tasked with clearing this area, known as "Area C4". - Goal is to find the stone totem(s) in this area and destroy them.
A brief rest period followed the bridge combat, allowing for Players to catch their breaths and replenish anything they required, including cooldowns on their abilities. An opinion was filed from one of them suggesting that waiting longer might allow the Totem to spawn more monsters but all and all it was decided that getting everyone back to top conditions took priority.
March to the ruins was relatively brief, as the party encountered no real resistances, both from monsters and terrain, since the bridge. Green, rolling hills with fresh grass. Blue sky with spots of pure-white clouds. Gentle breeze that swept through, tickling the skin. It'd be a perfect day for an outdoor picnic if it wasn't for the hordes of vicious monsters that only ended up getting decimated.
Ruins were fairly large; by the looks of it, it seemed to have been a large watchtower or something along that line. The broken stone remnants formed a sort of a "fence" around the totem which stood right in the middle of it. Totem looked like a pillar of sorts, multiple cylindrical shapes stacked on top of each and other and carved with runes that couldn't be read. It couldn't have been more than 8 feet tall and 3 feet wide.
Around the Totem, there were goblins. Mean ones too by the looks of it. They were all alerted as soon as you step into the area around the ruins.
Spells: Goblin Wardance - Channeling. All 'Goblin' units around gain +15 all Attributes minus HP/MP and gain +10 main weapon wielding Skill. 500MP. Greenskin's Blessing - All friendly units affected by Goblin Shaman's spells will heal 500HP. Passive. Blood Boil - User makes target unit gain +10 AGI for a few moments. 200MP. Foul Strength - User makes target unit gain +15 STR for a few moments. 200MP. Zzap! - User zaps target with a green beam, dealing high damage to a single target. 300MP.
Items: Leather Armor (Rare) Goblin's Barbaric Staff - User's spells targeting 'Goblins' will have 10% amplifications. Shaman's Headdress - User takes 10% less melee damage.
Spells: Goblin Wardance - Channeling. All 'Goblin' units around gain +15 all Attributes minus HP/MP and gain +10 main weapon wielding Skill. 500MP. Greenskin's Blessing - All friendly units affected by Goblin Shaman's spells will heal 500HP. Passive. Blood Boil - User makes target unit gain +10 AGI for a few moments. 200MP. Foul Strength - User makes target unit gain +15 STR for a few moments. 200MP. Zzap! - User zaps target with a green beam, dealing high damage to a single target. 300MP.
Items: Leather Armor (Rare) Goblin's Barbaric Staff - User's spells targeting 'Goblins' will have 10% amplifications. Shaman's Headdress - User takes 10% less melee damage.
Actions: Bruiser - As long as there are other friendly 'Goblin' units around, User gains 15% Natural Resistance. Passive. Barbaric Strength - User gains 10% chance to deal double damage with normal attacks. Passive. Club Swing - User swings their weapon in a cone infront of them, dealing moderate damage to all units hit. 200MP. Hard Punch - User punches a single unit in melee range to deal high damage. Target is knocked back and stunned. 300MP.
Items: Leather Armor (Uncommon) Goblin Warclub - Units hit with this weapon has 5% chance of having 1 defensive item destroyed at random.
Actions: Bruiser - As long as there are other friendly 'Goblin' units around, User gains 15% Natural Resistance. Passive. Barbaric Strength - User gains 10% chance to deal double damage with normal attacks. Passive. Club Swing - User swings their weapon in a cone infront of them, dealing moderate damage to all units hit. 200MP. Hard Punch - User punches a single unit in melee range to deal high damage. Target is knocked back and stunned. 300MP.
Items: Leather Armor (Uncommon) Goblin Warclub - Units hit with this weapon has 5% chance of having 1 defensive item destroyed at random.
Actions: Bruiser - As long as there are other friendly 'Goblin' units around, User gains 15% Natural Resistance. Passive. Barbaric Strength - User gains 10% chance to deal double damage with normal attacks. Passive. Club Swing - User swings their weapon in a cone infront of them, dealing moderate damage to all units hit. 200MP. Hard Punch - User punches a single unit in melee range to deal high damage. Target is knocked back and stunned. 300MP.
Items: Leather Armor (Uncommon) Goblin Warclub - Units hit with this weapon has 5% chance of having 1 defensive item destroyed at random.
Actions: Bruiser - As long as there are other friendly 'Goblin' units around, User gains 15% Natural Resistance. Passive. Barbaric Strength - User gains 10% chance to deal double damage with normal attacks. Passive. Club Swing - User swings their weapon in a cone infront of them, dealing moderate damage to all units hit. 200MP. Hard Punch - User punches a single unit in melee range to deal high damage. Target is knocked back and stunned. 300MP.
Items: Leather Armor (Uncommon) Goblin Warclub - Units hit with this weapon has 5% chance of having 1 defensive item destroyed at random.
Actions: Bruiser - As long as there are other friendly 'Goblin' units around, User gains 15% Natural Resistance. Passive. Barbaric Strength - User gains 10% chance to deal double damage with normal attacks. Passive. Club Swing - User swings their weapon in a cone infront of them, dealing moderate damage to all units hit. 200MP. Hard Punch - User punches a single unit in melee range to deal high damage. Target is knocked back and stunned. 300MP.
Items: Leather Armor (Uncommon) Goblin Warclub - Units hit with this weapon has 5% chance of having 1 defensive item destroyed at random.
Zenon Spear (Uncommon)-10% MP Cost for Lancer Actions Cutthroat Gloves (Uncommon)+5 AGI Light’s Bane Cloak (Uncommon)Increase Hiding Chance Leather Armor (Uncommon) Fancy Clothes (Uncommon) Skirmisher’s Buckler (Uncommon)+5 AGI Power Treads (Uncommon)+5 STR Ring of Protection (Uncommon)+1% to all items' resistances Teleport Ring (Common)Teleport small distance, once per day. Jewelry x2 (Common)
Lycanbane - Increased Damage against Lycan-based Enemies
Zenon Spear -10% MP Cost for Lancer Actions Light’s Bane Cloak Increase Hiding Chance Ring of Protection Small Damage Reduction Teleport Ring Teleport small distance, once per day.
Bounty (1/Universal) User gains D10 extra Renn whenever they receive Renn from GM. Passive. Greater Bounty (5/Universal) User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive. Grand Bounty (10/Universal) User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
Flexible (1/Lancer) Whenever an opponent misses a melee attack against the user, user may immediately move backwards or counterattack to deal low damage. Passive. Practiced Steps (5/Lancer) User gains a low chance to evade melee attacks if the target is holding a short-ranged melee weapon. Passive. Polearm Mastery (10/Lancer) User's normal attacks deal additional damage. Passive.
Redeeming Glow - Recover 400 MP. Greater Accelerate 300 MP - Greatly increase movement speed for a bit. Feints to one side of a Goblin Brute, trying to get them to commit to attacking her. Sidesteps to the other side and runs past. 20 MP - +5% Evasion Chance. Pole Jumps over Goblin Shaman. 45 (50) MP - 5% Evasion Chance. Piercing Strikes the Totem in midair. 180 (200) MP - Heavy piercing damage with chance to stun. If Tower successfully Mass Aggravates the Brutes and Shamans, Cecilia kicks off the Totem towards her ground. If Tower's Mass Aggravate does not draw their attention, Cecilia Greater Dashes back to her allies.
This was going nowhere.
“Geez, guys, are we still resting, or are we actually going to do this?” Cecilia asked, tilting her head and thrusting her hips out in a cute manner. “You know what, never mind, we’re totally doing this right now! Ready, set, go!”
And, like bolt from a bow, the Lancer burst off, shining bright like a shooting star. Around her, the ruins blurred, scenery melting together as her steps caused the ground underneath to explode. It wasn’t an elegant sort of speed, and the goblins saw her coming from a mile away, but it didn’t matter to Cecilia either. She grinned wider, a devil clad in lightbane, and charged as if she had the intent of smashing straight through the gaps between the brutes.
“Oopsies~”
Then, with sidestep and a twirl, the mischievous girl turned that monstrous charge into a feint, pivoting around an overextended Brute before thrusting her spear towards a Shaman. No, lower. Yet another feint, the thrust this time transforming into the beginnings of a pole jump. With all her combined movement, it brought her high over the heads of the monsters, teasing them with a shot of where her panties would have been if she didn’t wear didn’t wear tight pants underneath. Her Zenon Spear spun twice and she pierced deep into the totemic monolith, twisting her spear viciously and sending a dozen fractures down the thing.
For a moment, she savored it all, the expressions of her team catching up, the fury on the face of the goblins.
She gave them a flirty wink, blew them a gratuitous kiss, and kicked off the Totem, dashing off to join her party once more.
Mana Payback (3) - Every time user casts any spell, there is a 10% chance of recovering 50% of spent mana. Passive.
Arcane Resistance (6) - User and any friendlies within a short distance gain 5% spell resistance. Passive.
Spell Essence Collector (10) - User gains 100MP whenever any nearby friendlies cast a Spell. Passive.
Double Casting (12) - User may cast 2 spells at the same time, provided they are level 11 or lower Pure Magic Discipline spells. Passive.
Boost Intel (14) - User gains +15 INT permanently. Passive.
Attuned to One’s Body (3) - User gains 50HP whenever they cast a spell from the Body Discipline. Passive.
Essence Gain (6) - User gains +100MP every time they heal by using spells from the Body Discipline. Does not activate with “Attuned to One’s Body”. Passive.
Mind Shock (3) -Any opponents affected by Mind Discipline spells have a 5% chance to be stunned in addition to other affects. Passive.
Mind’s Eye(6) - User gains +10 Intelligence for a minute after casting a Mind Discipline spell. Passive.
Hidden in the Shadows (3) - Whenever user casts a spell from the Darkness Discipline, user becomes covered in shadows, grating +5% Evasion chance. Passive.
Attuned to the Night (6) - User slowly regenerates mana during nighttime. 50 mana per hour. Passive.
Night Vision (9) - User gains near-perfect night vision. Passive.
Bounty (1/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Passive.
Greater Bounty (5/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive.
Grand Bounty (10/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
Cloth Armor (Common): 5U / 6P / 10B / 3C
Glove of Magi: +5 Int, +200 Mana
Cloak of Magi: +150 Mana
Sorcerer's Shoes: +100 Mana
Teleport Ring: 1/day wear may teleport a short distance.
Ring of Protection: +1% to all items’ reductions.
Wand of Affinity(uncommon): -25 Mana Cost
Ancient Mage's Taliman: 2/day restores 100% mana and 20% health.
Greater Blue Potion (2): Restores 50% Mana.
First Aid Kit
Willow sighed as strategy talks fell apart and Cecilia took off like a shot. Admittedly, it was rather fun watching Cecilia fly around the battlefield but Willow would much rather have an exit plan. One of these days, these impatient idiots would be the death of her but until then, she'd try her hardest to keep them alive.
“Okay River, round 2 it looks like. Greater chakra magic.” The blue aura wrapped around River and then vanished, restoring his MP. “Empower mind.” The purple beam lept from her hand to River, boosting his max MP for a short while.
Summary:
Casts Greater Chakra Magic on River, restoring 300 MP.
Casts Empower Mind on River, increasing his MP by 300. -200 MP
Fire Strike (2) - User shoots out a stream of fire in a line, dealing moderate damage. 100MP.
Zenith Mark 1
"Wait...what?" Prome was caught off guard when Cecilia blitzed the totem before Tower could draw aggro. "Um...okay I guess." With a shrug, he got to work. Blasting one of the enemy spellcasters with fire "I'm not sure why, but this seems eerily familiar for some reason."
Vengeful Smite (3) - User has a low chance to deal magic damage to target that has managed to deal melee damage against user. Passive. Fortress of Wood (6) - User gains a small, permanent, irremovable damage reduction. Works for all kinds of damages. Passive. Fortress of Stone (12) - User gains a small, permanent, irremovable damage reduction. Works for all kinds of damages. Passive. Holy Miracles (15) - User's Holy Discipline spells have a low chance to cost 0MP instead. Passive.
Lead (1/Paladin) - Whenever user is the first to take damage among friendlies, user has a small chance to recover 50HP and 50MP. Refreshes every hour. Passive. Inspiring Presence (1/Paladin) - Whenever User takes damage, they have a small chance to either recover 100HP or have target nearby friendly gain 50HP. Passive. For Honor (5/Paladin) - Whenever user takes physical damage greater than 20% of their maximum HP, user gains +5 Strength for a few minutes. Stacks. Passive. For Glory (5/Paladin) - Whenever user takes magical damage greater than 20% of their maximum HP, user gains +5 Intelligence for a few minutes. Stacks. Passive. Honor and Glory (5/Paladin) - If For Honor and For Glory both were activated in the recent times, user gains immunity against physical and magical damages for a few moments. Passive. Aura of Confidence (10/Paladin) - Nearby friendlies of the User gains resistance against negative emotions. Passive. Detect Danger (10/Paladin) - User has a low chance of sensing next incoming attack towards a nearby friendly. Passive. Greater Lead (10/Paladin) - Whenever User is the first to take damage among friendlies, user has a small chance to recover 200HP and 200MP. Refreshes every hour. Passive. Resolve (10/Paladin) - User feels less physical pain when hit. Passive.
Full Metal Plate Armor (Uncommon) [Equipped] Spell Resist Shield, Large (Uncommon) [Equipped] (Increased Magic Resistance) Clothes [Equipped] Cloak of The Magi [Equipped] (+150 Mana) Oliam's Longsword [Equipped] (+5 all attributes, +5 Sword wielding)
It was lucky that Denis was not the type to grow frustrated, because Cecilia running face first into a situation that could easily kill her has happened more times than he was comfortable allowing. As she jumps past one of the shamans, Dennis finally managed to close the distance between himself and the closest brute, who was thankfully focused on Cecilia having sidestepped him. When he was close enough to have every goblin within his range, he used his Mass Aggravate to get their attention and give Cecilia a chance to get out of the situation.
Dennis followed up with a Radiating Challenge toward one of the unharmed Brutes. The shamans were more interesting, but they probably had spells that could target their allies - at a glance, the brutes seemed almost entirely focused on DPS, so directing as much of it as possible towards himself was beneficial. Dennis gripped his shield, hoping that the barrage of attacks hitting him wouldn't get through all of his armor.
Hopefully, his mana would last through the combat until he could get some Chakra magic...
Summary: Run up to nearest Brute Mass Aggravate Radiating Challenge on Goblin Brute 3
>>Strength: 20 >>Agility: 25 >>Intelligence: 55 >>Stamina: 21 >>Level: 15 >> Exotic Melee Weapon: 25 Static Discharge (9) - Whenever user casts a spell from the Electricity Discipline, all nearby targets are dealt small damage. Passive. Defensive Field (12) - Whenever user is hit by a melee attack, user has a low chance to auto-cast Lightening Shot for free against the attacker. Passive. Trainer's Whip: +1 to all attributes Repair: 3 Leather
Wand of Affinity: Magic Weapon All spells cost 25 Mana less. Repair: 1 Wood, 1 Crystal Cloth Armor Repair: 1 Fabric, Sewing Kit
Skills: Sword(Dual) Wielding- 30 Phantasm: User takes reduced physical damage and attracts less aggro. Passive.
For once River agreed with Ceclia, these dileberations took too long and that totem would only create more monsters. Hed never admit it, but he was glad that she had jumped the gun on this encounter. River quickly took to slinging a few spells in the event the mass aggravate didnt work. A dead Goblin is just as good as an aggro'd one after all. The first Shaman was the ire of his spell, cast a bolt of lightning towards the creature, frying some of the feathered motifs it wore. A second bolt duplicated and launched itself at the other Shaman, giving it a matching singed motif. River chuckled slightly at the sight as he wound up his next spell. Chain lightning's cascades down from the sky, hitting first the first Shaman, then the second, and then Brutes 1 through 3. All of it dealing double damage. Once more the spell duplicated and cast itself upon Brutes 1-5 this time, sharing a bit of that lovely scorched look upon every enemy. River nodded at Pepper who flew in range to spew her toxic smoke at all the enemies, hopefully giving enough time and cover for Ubi to step in and take two swings with his swords. Ruver held a healing spell incase Ubi was hit so that he wouldnt drop in health
Summary -Cast Lightning Bolt on Shaman 1 -Energized Lighting Bold on Shaman 2 -Overloaded Chain Lightning on Shamans 1&2 and brutes 1-3 -Energized Chain Lightning on Brutes 1-5 -Pepper used Caustic Bite on all enemies -Ubi Struck Shaman 1 with two hits -River will use healing beam if Ubi gets hit.
Holy Constitution (X/Title) - User gains increased magic resist when below 50% total HP. If User is below 10% total HP, User gains magic immunity. Passive. Thick Skin (1/Marauder) - User gains small damage reduction for a few seconds after being damaged. Does not stack with itself. Passive. Vengeful (5/Marauder) - User gains 25% additional Strength for a few seconds after being hit by a melee attack. Passive. Strong Stance (5/Marauder) - User gains resistance against being knocked off their feet. Passive. King Slayer (5/Marauder) - If User kills an opponent that has a higher level than the User, User immediately gains a permanent +2 bonus to the corresponding Weapon Wielding Skill. Passive. Blood Boil (10/Marauder) - User gains 10% increased Agility for a few minutes after using an Action. Passive. Battle Scars (10/Marauder) - User gains small damage reduction when not at maximum HP. Passive.
Large Blade Wielding: 70 Searching: 23
Potion of Might: All damage dealt is increased by 30 for one day. Potion of Resilience: All damage taken is reduced by 20 for one day. Green Potion: +10 Strength for 1 day Yellow Potion: +10 Agility for 1 day Lamellar Armor: 15U / 18P / 25B / 10C Spell Resist Helmet: 5M Gauntlet of Might Power Treads
Karuu winced slightly as Cecilia came down on the totem. The entirety of it had been decorated with runes. There were good odds they were random carvings that designers thought looked both cool and pagan enough to use for a goblin religious relic; small odds that they were real runes, but put together in total gibberish; a moderate chance some nerd wrote a snarky message or reference to his favorite retro video game in a language he invented; and a tiny possibility that the soon-demolished writings held a clue about a part of this new world. No chance to find out which anymore, unless one of the other groups had fought off spawns long enough to copy down the runes before destroying the totem.
Lost puzzles aside, there was a job to be done. As Tower rushed forward to draw all the attention he could, Karuu moved up right alongside him. River's lightning flashed past them, the bright blast making Karuu flinch and avert his eyes until the chain died down. By then Tower was already in the middle, facing off with the biggest brute of the lot (probably; there was no way such an in-depth game made them all carbon copies, right?). The Marauder stepped up to be on his friend's left side, squaring up against Brute 2 and unleashing a full-powered Decimate. He followed up with another string of stabs and slashes, perfectly content to take blows in order to dish out his own.
Acrobatic (1/Rogue) - User gains +2% Evasion chance. Passive. In For a Penny, In For a Pound of Flesh (5/Rogue) - Whenever user deals a finishing damage on an opponent, user immediately gains D10 Renn. Passive. Lady Luck's Grace (5/Rogue) - User may re-roll any dice roll once a day. Second result must be accepted. Passive. Evasion (5/Rogue) - User gains +2% Evasion chance. Passive. Greater Acrobatic (10/Rogue) - User gains +2% Evasion chance. Passive. Greater Evasion (15/Rogue) - User gains +2% Evasion chance. Passive.
Knife/Dagger Wielding:: 25 Throwing: 45
Obsidian Dagger (Uncommon): Deals double damage against light units, half damage against heavy units. 2 x Throwing Knife (Uncommon) Cloth Armor (Uncommon)
ZK sighed rather audibly as he saw Cecilia run off on her own. Her antics were... well, they existed. And they all dealt with it. To be fair, even ZK had to admit most of her stupid stuff were marginally more useful than his own. As long as everything is having fun, he supposed. Pulling out his pair of throwing knives and hoping that Karuu has drawn enough aggro, ZK threw them one after another towards the Goblin Brute that Karuu had engaged in combat.
"Sneak. Quiet Feet."
He activated a couple of abilities that should be drawn off the aggro even more so and ran towards the offending Brute, dashing past it while picking up his knives on the way. ZK damned himself internally for forgetting to purchase Accelerate or any other Universal movement-enhancing Actions. He simply forgot to, although he was convinced that using such Actions may work against his favor by attracting aggro and breaking his stealth.
Once past the ring of Goblins, ZK ran straight towards the totem which should have been destroyed by Cecilia.... or not? The stack of stones was still standing upright, as if it haven't been disturbed in the last century or so.
"Hm. Well..." ZK muttered quietly under his breath. He didn't announce it out loud to the rest of the party since he was still in stealth mode but he was sure the others would catch on. "... fuck."
"Camouflage." Once ZK reached the totem, he stayed close to the base of it, hoping that the size of the stone monument was big enough to hide him once he used the Rogue Action.
Summary:
- Threw 2 throwing knives at Goblin Brute 2. - Used Stealth and Quiet Feet to run past main combat towards the totem. - Attempting to hide right around the totem using Camouflage.
Dubstepp breathed out of his nostrils when Cecilia. He pinched the stem of his nose. "Why do we still encourage that behavior?" The musician asked himself. The sudden action was not something he preferred given it could possibly get him killed no matter how impressive or successful the result became. Relieved that Cecilia managed to avoid any critical damage, he ordered his giant, fluffy pet to charge straight.
He couldn't risk anyone becoming too injured on the motion that the final boss is an obstacle they are going to need to face later. "Go, Totoro! Make sure to show them who's boss!" The enormous rabbit placed its hands on the ground and began sprinting like a gorilla. He approached Goblin Brute 3 and utilized one of his signature moves. By performing Hoppitidy Stomp, he hoped to daze the enemy as well as any surrounding goblins. Success or fail, Totoro punched the goblin twice right afterwards.
SUMMARY: Totoro uses Hoppitidy Stomp on Goblin Brute 3 and any other surrounding goblins. Totoro punches Goblin Brute 3. Totoro punches Goblin Brute 3.
Hoppitidy Stomp: (100 MP) Totoro may have trouble dealing with some long-ranged characters. His method for dealing with these individuals is to pump some strength into his calves and prepare a giant leap. Whether it be a leap or a jump in the air, Totoro will send out a shockwave capable of dazing the enemies around him. It's an area effect move.
- The entire dungeon is MUCH bigger. It was split up into a grid by the Council, each section being assigned to one combat unit (a Guild or a party). Last Genesis is tasked with clearing this area, known as "Area C4". - Goal is to find the stone totem(s) in this area and destroy them.
It was a blitzkrieg in every sense of the word, River’s lightning drowning out all else as the entire vanguard of Last Genesis descended upon the goblins, ripping and tearing with blade and claw.
But the Brutes held fast against the onslaught, and one Shaman still remained at the end of the massive offensive. One Shaman remained, and one was enough to rally them all. Snarling, both at the dishonor wrought upon that sandy-haired mage for damaging his ancestral headdress as well as inflicting such agony unto his brethren, the Shaman raised his staff, offering blood savage gods in exchange for fury and banemight. With one guttural incantation, his greatest warrior burned crimson, the rage of the wargs seeping into their flesh. With another guttural incantation, the horrid burn wounds on another were soothed, and that Brute laughed in approval. A third, and eldritch light glowed from the head of the staff, before lancing outwards to the backline.
Willow felt the light graze her neck, but it was River who felt the full force of the attack, his magical training not preparing him sufficiently for defending against such power. It felt as if his chest was caving in, a forceful punch that crushed his ribs and pulverized his lungs. And that assault wasn’t even the final blow, as, to Willow’s horror, the staff flickered once more with life-extinguishing light.
These monsters ignored cooldown altogether. The Shaman could use that crushing spell as much as necessary!
But with the eldritch came the divine, and moments before a second beam could drop River to near-death, Tower’s Mass Aggravate burst out, a supernova that drew the revulsion of all evil. Driven by a sudden irrational rage, the Shaman barked out a harsh order, and shot the pulverizing beam at the Paladin instead, sparing the mage an untimely death. It pushed against Tower’s shield, his arm quaking against the magical force, but for all the damage dealt with that singular spell, nothing could compare to the might of meat, the rage of monstrous warriors that had superseded the physical limitations of their race.
The first punch caught him off guard, a powerful blow that knocked his shield to the side before two club strikes battered his unprotected shoulders. While staggered, the second Brute swept in, raising his oversized club to smash at both Marauder and Paladin, a ferocious one-two that reduced their protective gear to nothing but pixels, before stepping back, right in time for the third, drunk on lupine rage, to smash its club thrice against Tower’s skull. The helmet was a life-saver there, but in just three blows, heavy dents could be seen on it. And then, the fourth came with a home-run swing, letting out a warcry as it bashed both Totoro and Tower.
It was a brutal onslaught that made all previous conflicts seem like child’s play. Two important members of the party reduced to half their HP, one other completely stripped of their armor. All of Tower’s holy punishment did little to stem the torrent of devastating blows, and if no one else backed him up soon, Last Genesis may easily end up not having a tank at all.
Spells: Goblin Wardance - Channeling. All 'Goblin' units around gain +15 all Attributes minus HP/MP and gain +10 main weapon wielding Skill. 500MP. Greenskin's Blessing - All friendly units affected by Goblin Shaman's spells will heal 500HP. Passive. Blood Boil - User makes target unit gain +10 AGI for a few moments. 200MP. Foul Strength - User makes target unit gain +15 STR for a few moments. 200MP. Zzap! - User zaps target with a green beam, dealing high damage to a single target. 300MP.
Items: Leather Armor (Rare) Goblin's Barbaric Staff - User's spells targeting 'Goblins' will have 10% amplifications. Shaman's Headdress - User takes 10% less melee damage.
Spells: Goblin Wardance - Channeling. All 'Goblin' units around gain +15 all Attributes minus HP/MP and gain +10 main weapon wielding Skill. 500MP. Greenskin's Blessing - All friendly units affected by Goblin Shaman's spells will heal 500HP. Passive. Blood Boil - User makes target unit gain +10 AGI for a few moments. 200MP. Foul Strength - User makes target unit gain +15 STR for a few moments. 200MP. Zzap! - User zaps target with a green beam, dealing high damage to a single target. 300MP.
Items: Leather Armor (Rare) Goblin's Barbaric Staff - User's spells targeting 'Goblins' will have 10% amplifications. Shaman's Headdress - User takes 10% less melee damage.
Actions: Bruiser - As long as there are other friendly 'Goblin' units around, User gains 15% Natural Resistance. Passive. Barbaric Strength - User gains 10% chance to deal double damage with normal attacks. Passive. Club Swing - User swings their weapon in a cone infront of them, dealing moderate damage to all units hit. 200MP. Hard Punch - User punches a single unit in melee range to deal high damage. Target is knocked back and stunned. 300MP.
Items: Leather Armor (Uncommon) Goblin Warclub - Units hit with this weapon has 5% chance of having 1 defensive item destroyed at random.
Actions: Bruiser - As long as there are other friendly 'Goblin' units around, User gains 15% Natural Resistance. Passive. Barbaric Strength - User gains 10% chance to deal double damage with normal attacks. Passive. Club Swing - User swings their weapon in a cone infront of them, dealing moderate damage to all units hit. 200MP. Hard Punch - User punches a single unit in melee range to deal high damage. Target is knocked back and stunned. 300MP.
Items: Leather Armor (Uncommon) Goblin Warclub - Units hit with this weapon has 5% chance of having 1 defensive item destroyed at random.
Actions: Bruiser - As long as there are other friendly 'Goblin' units around, User gains 15% Natural Resistance. Passive. Barbaric Strength - User gains 10% chance to deal double damage with normal attacks. Passive. Club Swing - User swings their weapon in a cone infront of them, dealing moderate damage to all units hit. 200MP. Hard Punch - User punches a single unit in melee range to deal high damage. Target is knocked back and stunned. 300MP.
Items: Leather Armor (Uncommon) Goblin Warclub - Units hit with this weapon has 5% chance of having 1 defensive item destroyed at random.
Status: Mass Aggravate by Tower Stunned by Totoro Challenged by Tower
Actions: Bruiser - As long as there are other friendly 'Goblin' units around, User gains 15% Natural Resistance. Passive. Barbaric Strength - User gains 10% chance to deal double damage with normal attacks. Passive. Club Swing - User swings their weapon in a cone infront of them, dealing moderate damage to all units hit. 200MP. Hard Punch - User punches a single unit in melee range to deal high damage. Target is knocked back and stunned. 300MP.
Items: Leather Armor (Uncommon) Goblin Warclub - Units hit with this weapon has 5% chance of having 1 defensive item destroyed at random.
Actions: Bruiser - As long as there are other friendly 'Goblin' units around, User gains 15% Natural Resistance. Passive. Barbaric Strength - User gains 10% chance to deal double damage with normal attacks. Passive. Club Swing - User swings their weapon in a cone infront of them, dealing moderate damage to all units hit. 200MP. Hard Punch - User punches a single unit in melee range to deal high damage. Target is knocked back and stunned. 300MP.
Items: Leather Armor (Uncommon) Goblin Warclub - Units hit with this weapon has 5% chance of having 1 defensive item destroyed at random.
Status:
Summary
Mass Aggravate by Tower Fire Blasted twice by Prome 950 (450+500) High Damage Lightning Bolt by River. 1405 Double Damage Moderate Damage Chain Lightning by River. 1394 (2x697) Moderate Damage Caustic Bite by Pepper, River’s Pet. 338 Two normal attacks from Ubi, River’s Pet. 96 (48+48)
Mass Aggravate by Tower High Damage Lightning Bolt by River. 1039 Double Damage Moderate Damage Chain Lightning by River. 1186 (2x593) Moderate Damage Caustic Bite by Pepper, River’s Pet. 338
Mass Aggravate by Tower Double Damage Moderate Damage Chain Lightning by River. 1186 (2x593) Moderate Damage Chain Lightning by River. 602 Moderate Damage Caustic Bite by Pepper, River’s Pet. 247
Mass Aggravate by Tower Double Damage Moderate Damage Chain Lightning by River. 1186 (2x593) Moderate Damage Chain Lightning by River. 602 Moderate Damage Caustic Bite by Pepper, River’s Pet. 247 Heavy Damage Decimate by Karuu 1355 2 Normal attacks by Karuu (probably Vengeful boosted) 645 (215+430 - Critical!) 2 Throwing Knives by ZK 322 (322+Miss) Low Damage Hoppity Stomp by Totoro, Dubstepp’s Pet. 65 + Stun
Mass Aggravate by Tower Radianting Challenged by Tower, the target may only directly attack the User until one or the other is dead. Double Damage Moderate Damage Chain Lightning by River. 1186 (2x593) Moderate Damage Chain Lightning by River. 602 Moderate Damage Caustic Bite by Pepper, River’s Pet. 247 Low Damage Hoppity Stomp by Totoro, Dubstepp’s Pet. 65 + Stun Two normal attacks by Totoro, Dubstepp’s Pet. 97 (58+39) Four Normal Attacks by Kira. 631( 194+99+194+147)
Mass Aggravate by Tower Moderate Damage Chain Lightning by River. 602 Moderate Damage Caustic Bite by Pepper, River’s Pet. 247 Low Damage Hoppity Stomp by Totoro, Dubstepp’s Pet. 65 + Stun
Mass Aggravate by Tower Moderate Damage Chain Lightning by River. 602 Moderate Damage Caustic Bite by Pepper, River’s Pet. 247
Takes 0 damage - Immortal Object
- Goblin Shaman 2 casts Blood Boil on Goblin Brute 3 and casts Zzap! on River before being Aggravated. After being Aggravated, casts Zzap! on Tower. River takes 1381. Tower takes 873. - Goblin Brute 1 uses Hard Punch on Tower then normal attacks Tower twice. Tower takes 920 and is stunned. - Goblin Brute 2 uses Club Swing twice, hitting Tower and Karuu. Healed 500HP by Goblin Shaman 2. Tower takes 968 and Shield-item is broken. Tower's Vengeful Smite triggered, dealing 141 to Goblin Brute 2. - Goblin Brute 3 beats Tower with 3 normal attacks. Blood Boiled for +10 AGI. Tower takes 384. - Goblin Brute 4 uses Club Swing to hit Totoro and Tower. Totoro takes 705. Tower takes 415. - Goblin Brute 5 goes for Cecilia with Club Swing and Hard Punch when she's passing it. After being Aggravated, runs towards Tower. Cecilia takes 894 Damage, is knocked back and stunned.
Mana Payback (3) - Every time user casts any spell, there is a 10% chance of recovering 50% of spent mana. Passive.
Arcane Resistance (6) - User and any friendlies within a short distance gain 5% spell resistance. Passive.
Spell Essence Collector (10) - User gains 100MP whenever any nearby friendlies cast a Spell. Passive.
Double Casting (12) - User may cast 2 spells at the same time, provided they are level 11 or lower Pure Magic Discipline spells. Passive.
Boost Intel (14) - User gains +15 INT permanently. Passive.
Attuned to One’s Body (3) - User gains 50HP whenever they cast a spell from the Body Discipline. Passive.
Essence Gain (6) - User gains +100MP every time they heal by using spells from the Body Discipline. Does not activate with “Attuned to One’s Body”. Passive.
Mind Shock (3) -Any opponents affected by Mind Discipline spells have a 5% chance to be stunned in addition to other affects. Passive.
Mind’s Eye(6) - User gains +10 Intelligence for a minute after casting a Mind Discipline spell. Passive.
Hidden in the Shadows (3) - Whenever user casts a spell from the Darkness Discipline, user becomes covered in shadows, grating +5% Evasion chance. Passive.
Attuned to the Night (6) - User slowly regenerates mana during nighttime. 50 mana per hour. Passive.
Night Vision (9) - User gains near-perfect night vision. Passive.
Bounty (1/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Passive.
Greater Bounty (5/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive.
Grand Bounty (10/Universal) - User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
Cloth Armor (Common): 5U / 6P / 10B / 3C
Glove of Magi: +5 Int, +200 Mana
Cloak of Magi: +150 Mana
Sorcerer's Shoes: +100 Mana
Teleport Ring: 1/day wear may teleport a short distance.
Ring of Protection: +1% to all items’ reductions.
Wand of Affinity(uncommon): -25 Mana Cost
Ancient Mage's Taliman: 2/day restores 100% mana and 20% health.
Greater Blue Potion (2): Restores 50% Mana.
First Aid Kit
Willow watched on with a kind of fascinated horror, the fury catching her off guard. The damage it- It just wouldn’t stop. As equipment shatter and health bars continued to plummet, she thought for a moment they had lost someone but his health stopped around a third of the way down. She released a breath she hadn’t realized she was holding. She refocused quickly, eyes narrowing down on the shaman. They needed to shut that shit down yesterday and she knew just the person to do it.
“Let Karuu finish the shaman off for a skill boost!” Willow shouted to the party. “Telekinetic move!” With the snap of her fingers, the shaman zipped over to the marauder. The bing of Mind’s Eye refreshing was a welcomed sound as she prepared to heal. “River, AoE heal and then focus heal Tower please.”
“Restore Vitality!” She cast the AoE heal, the pulse of light restoring 626 HP to the party.
Summary:
Cast Telekinetic Move on the Shaman. -100 MP
Cast Restore Vitality, healing 626 on the party. -250 MP
>>Strength: 20 >>Agility: 25 >>Intelligence: 55 >>Stamina: 21 >>Level: 15 >> Exotic Melee Weapon: 25 Static Discharge (9) - Whenever user casts a spell from the Electricity Discipline, all nearby targets are dealt small damage. Passive. Defensive Field (12) - Whenever user is hit by a melee attack, user has a low chance to auto-cast Lightening Shot for free against the attacker. Passive. Trainer's Whip: +1 to all attributes Repair: 3 Leather
Wand of Affinity: Magic Weapon All spells cost 25 Mana less. Repair: 1 Wood, 1 Crystal Cloth Armor Repair: 1 Fabric, Sewing Kit
Skills: Sword(Dual) Wielding- 30 Phantasm: User takes reduced physical damage and attracts less aggro. Passive.
That grin of excitement, thrill, and wonder at the immense power he held at his disposal, suddenly vanished. Eldritch beams crashed against his chest and river suddenly felt mortality again. The dangers from this game cane back to him and his smile vanished, this wasnt time for playing around. He needed to focus or everyone could die...he could die. “River, AoE heal and then focus heal Tower please.” Willows voice snapped him back into action, his casting changed somewhat. What could before be described as a conductor elegantly waving his baton, now seemed more like one who conducted with a serious and rigid mannerism. Rivers expression was more focused as he weaved spells together to gather his teammates to health. "Healing Beam, Restore Vitality, Greater Healing Beam, Healing Bean!"
The familiar green glow of his wand lit up, healing energy flying towards tower. River watched as his Healthbar went up 352 points. Needs More Next his wand was pointed at the sky as the energies radiated above his party, waves of it cascading upon them and getting them up 342 points. His wand quickly went from pointing skyward, to aiming at tower. A beam of greater intensity flew towards him getting his bar up another 975 points. River had a ghost of a smile beginning to appear. However his job wasnt done yet, another beam flew at Tower healing him 413 points...still not enough. [Color=82ca9d]"Alright, Healing Pots!"[/colors] On command Pepper flew up towards the party, raining down a shower of healing faerie dust, regaining the party another 525 points of health. It wasnt enough but it was better than how they stood before. River called Pepper, having her stand behind him so that she couldnt be targeted by the enemies. "Ubi get the second Brute!" Ubi slashed at the brute twice with his swords.
-Healing Beam, Restore Vitality, Greater Healing Beam, Healing Beam, Faes Blessing on Tower. + 2,607 HP ( -400MP)
-Restore Vitality, Faes. Blessing on Party + 1493 to all
Zenon Spear (Uncommon)-10% MP Cost for Lancer Actions Cutthroat Gloves (Uncommon)+5 AGI Light’s Bane Cloak (Uncommon)Increase Hiding Chance Leather Armor (Uncommon) Fancy Clothes (Uncommon) Skirmisher’s Buckler (Uncommon)+5 AGI Power Treads (Uncommon)+5 STR Ring of Protection (Uncommon)+1% to all items' resistances Teleport Ring (Common)Teleport small distance, once per day. Jewelry x2 (Common)
Lycanbane - Increased Damage against Lycan-based Enemies
Zenon Spear -10% MP Cost for Lancer Actions Light’s Bane Cloak Increase Hiding Chance Ring of Protection Small Damage Reduction Teleport Ring Teleport small distance, once per day.
Bounty (1/Universal) User gains D10 extra Renn whenever they receive Renn from GM. Passive. Greater Bounty (5/Universal) User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty. Passive. Grand Bounty (10/Universal) User gains D10 extra Renn whenever they receive Renn from GM. Stacks with Bounty and Greater Bounty. Passive.
Flexible (1/Lancer) Whenever an opponent misses a melee attack against the user, user may immediately move backwards or counterattack to deal low damage. Passive. Practiced Steps (5/Lancer) User gains a low chance to evade melee attacks if the target is holding a short-ranged melee weapon. Passive. Polearm Mastery (10/Lancer) User's normal attacks deal additional damage. Passive.
Iron Pull 90 (100) MP – Moderate piercing damage + pull target closer at Goblin Brute 2 Devastating Charge 180 (200) MP – Ignore movement impairment + High piercing damage at Goblin Brute 2 Piercing Lift 90 (100) MP – Moderate piercing damage + disables at Goblin Brute 2 Cleave 45 (50) MP – AOE low bladed damage at Goblin Brute 1, 2, 3, 4, 5 Heavenly Talon Strike 180 (200) MP – 2 low piercing damage + disables at Goblin Brute 5 Uses superior movement speed to back away, positioning herself amongst the ruins, partially covered.
Immortal object? Was the world just shitting on her? No, were the Obsidian Crusaders really that incompetent? For a moment there, Cecilia felt a spark of anger fight against the bubbly personality she constructed.
That disappeared soon enough. The situation may have been dire, but with Willow and River going full tilt with their healing, practically erasing all her injuries within the breadth of an instant, Cecilia found herself free to not worry. Her Light Speed Escape had not triggered yet. She still had more than half her MP, all her defensive equipment, and her legs. If they were going to have to do it the standard way, then that was just what she’d have to do.
“This one’s for you, backline cutiepies!”
Kicking off from the indestructible Totem, Cecilia sailed over the heads of the Brutes that crowded around Tower and Karuu, and immediately began her assault. The Zenon Spear struck down like lightning, digging into the shoulder of one Brute and pulling him upwards, before the Lancer kicked off thin air, slamming him back into the ground.
It was another application of Devastating Charge: the ability to ignore all movement impairment effects, including gravity and inertia.
Underneath her spear, the creature cried in savage rage and tried to counter, only to be thrust into once more, the spear digging deep into his ribs this time. She twisted, grinned, and then called out, “Homeeeee RUN!” Her muscles flexed as Cecilia wheeled around, lifting the Brute up and swinging him towards his friends like a bowling ball, following it up with a wide arc that sliced into them all. At this point, the brute she targeted was on its last throes, if not already dead.
So, like any carnivorous woman, Lycanbane wheeled up to her next target, the Brute that punched her on her way in. “Hey,” Cecilia called with a wave, a wink, and a grin, “Remember me, big guy?”
Three quick thrusts later, and she sent him into heaven (or the sky, and only a couple feet up), before backing off from the moshpit of melee violence, with plans of retreating further if any of the Goblins gave chase. The pursuit was an art, after all. No way was she going to let those classless beasts get a hold of her, not when they dressed up like discount barbarians!
Potion of Might - damage dealt increased by 50 Potion of Resilience - damage received decreased by 50
Holy Constitution (X/Title) - User gains increased magic resist when below 50% total HP. If User is below 10% total HP, User gains magic immunity. Passive. Thick Skin (1/Marauder) - User gains small damage reduction for a few seconds after being damaged. Does not stack with itself. Passive. Vengeful (5/Marauder) - User gains 25% additional Strength for a few seconds after being hit by a melee attack. Passive. Strong Stance (5/Marauder) - User gains resistance against being knocked off their feet. Passive. King Slayer (5/Marauder) - If User kills an opponent that has a higher level than the User, User immediately gains a permanent +2 bonus to the corresponding Weapon Wielding Skill. Passive. Blood Boil (10/Marauder) - User gains 10% increased Agility for a few minutes after using an Action. Passive. Battle Scars (10/Marauder) - User gains small damage reduction when not at maximum HP. Passive.
Large Blade Wielding: 70 Searching: 23
Potion of Might: All damage dealt is increased by 30 for one day. Potion of Resilience: All damage taken is reduced by 20 for one day. Green Potion: +10 Strength for 1 day Yellow Potion: +10 Agility for 1 day Lamellar Armor: (Broken) 15U / 18P / 25B / 10C Spell Resist Helmet: 5M Gauntlet of Might Power Treads
As soon as the shaman came to a stop, Karuu leaped and brought his sword down with all his strength, Decimating the creature. He followed up with a final swing for good measure, making sure the magic caster went down before moving on to another target. "Thanks, Willow!" he called over his shoulder.
With the ranged threat dealt with, and now feeling his blood pumping hot in his veins, Karuu went back to clear Tower's left. He was doing a great job of pulling all the aggro, but with the amount of damage these brutes were putting out that was a little worrying. Cecilia had just cleared away the brute he had been fighting with a truly impressive string of skills, so Karuu went for the next one, the one that had been on the far left of this fight. A slightly broken armor wasn't about to keep him out of the melee.
Pushing off the ground, Karuu charged into the brute blade first, stabbing his sword into the creatures chest and hoping to push it back and away from their primary tank. Still flying on the agility boost Blood Boil gave him, Karuu withdrew his sword and cut across the brute, then down, then back up, three powerful strikes to make sure the brute would regret not paying attention to him. Heavy Damage Decimate to Goblin Shaman Normal attack on Goblin Shaman Three normal attacks on Goblin Brute 1
Fire Strike (2) - User shoots out a stream of fire in a line, dealing moderate damage. 100MP.
Zenith Mark 1
Prome winced at the onslaught Tower endured 'It feels so weird; that would have killed me several times over. I don't know how he's able to deal with tanking like that.' With one Shaman dead and the other near death's door, Prome turned his attention to the brutes. 'You look almost dead.' Turning his aim to Brute 1, he unleashed his attack.
Vengeful Smite (3) - User has a low chance to deal magic damage to target that has managed to deal melee damage against user. Passive. Fortress of Wood (6) - User gains a small, permanent, irremovable damage reduction. Works for all kinds of damages. Passive. Fortress of Stone (12) - User gains a small, permanent, irremovable damage reduction. Works for all kinds of damages. Passive. Holy Miracles (15) - User's Holy Discipline spells have a low chance to cost 0MP instead. Passive.
Lead (1/Paladin) - Whenever user is the first to take damage among friendlies, user has a small chance to recover 50HP and 50MP. Refreshes every hour. Passive. Inspiring Presence (1/Paladin) - Whenever User takes damage, they have a small chance to either recover 100HP or have target nearby friendly gain 50HP. Passive. For Honor (5/Paladin) - Whenever user takes physical damage greater than 20% of their maximum HP, user gains +5 Strength for a few minutes. Stacks. Passive. For Glory (5/Paladin) - Whenever user takes magical damage greater than 20% of their maximum HP, user gains +5 Intelligence for a few minutes. Stacks. Passive. Honor and Glory (5/Paladin) - If For Honor and For Glory both were activated in the recent times, user gains immunity against physical and magical damages for a few moments. Passive. Aura of Confidence (10/Paladin) - Nearby friendlies of the User gains resistance against negative emotions. Passive. Detect Danger (10/Paladin) - User has a low chance of sensing next incoming attack towards a nearby friendly. Passive. Greater Lead (10/Paladin) - Whenever User is the first to take damage among friendlies, user has a small chance to recover 200HP and 200MP. Refreshes every hour. Passive. Resolve (10/Paladin) - User feels less physical pain when hit. Passive.
Full Metal Plate Armor (Uncommon) [Equipped] Clothes [Equipped] Cloak of The Magi [Equipped] (+150 Mana) Oliam's Longsword [Equipped] (+5 all attributes, +5 Sword wielding)
It was really good that Dennis managed to draw most of the Goblin's attention. Bad news, unfortunatly, was that his one of his best defensive pieces of equipment was destroyed. That kinda made him a little upset, but he quikly forgot about it as he was dogpiled, his health bar plummeting as clubs smacked into his unprotected body. Luckily, pain was much easier to deal with when you were assured that you were going to be able to pull through it, Dennis trusting his durability even without a shield to guard him.
The Resolve Passive helped a lot with that as well, but Dennis was drawing his attention to the retreating goblins. As River and Naomi casted their spells and began to refill his healthbar, Dennis decided against using Even the Odds. Radiating Challenge was still on cooldown, but Dennis popped off Mass Aggravate as soon as it was available.
Or, he tried. Most of his actions were locked off for some reason, and it took several seconds until they were unlocked again. Was that what the stunned condition did?
As Cecilia danced around the brutes, Dennis was very glad that he didn't have to deal with enemies like her. Her raw agility and dodging made her seem so... annoying to fight. Hopefully that wouldn't encourage the Brutes to attack her when Dennis' aggravate wore off. Dennis completly ignored Karuu's attacks, instead focusing on tanking the next round of hits.
Summary: Wait for Stun status to disapear Mass Aggravate