✧ DAY 26 - Dungeon "Endless Green", Dungeon Boss Room ✧
7/09/2076
After the initial campaign to access the caves was finished, all players were called to the entrance. A wall of rock with a few, large access holes were visible, which looked boarded up haphazardly as if it was meant to serve as a gate of sorts. As soon as the command input to access the next part of the dungeon was entered, the gate creaked open. And simultaneously the massive congregation of players were teleported into the middle of an open field.
You look around and realize that you are in the middle of a ring of rocky formations. It felt like large crater of sorts that served as a natural barrier. And infront of you, you see a large... settlement of sorts. There were stone and wooden structures, although the architectural style left much to be wanted. It was rough and rickety, barely held together through a few rusty nails and ropes. Whoever designed and built such a village must not have cared much about safety of its residents. Your chance to observe carefully doesn't last much longer, as you hear a deep, rhythmic thumping in the air, a thick bass sound that resonated even louder in the natural crater you are standing in.
War drums. Their steady beats was only matched by a cackle of noise that could only have been provided by a uncountable number of savages. As you stare down at the Goblin army, a message blinks up in your menu display.
This is it, we've talked about our strategy. In the case the win-condition of this dungeon is not the death of the "Goblin Warchief" or the Kill Team fails, we'll regroup at this spawn spot to retreat together. Good luck all.
Flexible (1/Lancer) - Whenever user successfully Evades a melee attack against the user, user may immediately move backwards or counterattack to deal low piercing damage. Passive. Practiced Steps (5/Lancer) - User gains +15% Evasion chance if an opponent has a short-range melee weapon. Passive. Polearm Mastery (10/Lancer) - User's normal attacks deal 5% additional damage. Passive.
Flexible (1/Lancer) - Whenever user successfully Evades a melee attack against the user, user may immediately move backwards or counterattack to deal low piercing damage. Passive. Practiced Steps (5/Lancer) - User gains +15% Evasion chance if an opponent has a short-range melee weapon. Passive. Polearm Mastery (10/Lancer) - User's normal attacks deal 5% additional damage. Passive.
"Brother, how many of your plans to get the cute girl actually worked?" "Shut up, I'll stab you." "Stab the damn Goblin first!" "I AM stabbing!!!"
Despite the verbal dispute, the twins were working in unison fluidly, like 2 arms belonging to the same person. Synchronized almost impossibly, they unleashed a set of strikes and cuts that destroyed the last Goblin Brute.
"And that's how it's done." "Hm. Maybe if you had any humility, girls will find you more attractive." "Hm. Maybe if you weren't so ugly girls might find you attractive. Period." "... we are literally identical loser."
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)
ZKs' prediction had been correct. The 'Immortal Object' status on the Totem disappeared as the last Goblin fell. Breaking out of his camouflage, ZKs pulled out his weapon and stabbed the stack of stones. There was a good reason why ZKs was hiding at the foot of the Totem without joining the fight. He wanted to get rid of the damn thing before it could spawn more enemies. Despite its rocky exterior it was as durable as wet paper, having only 100HP and virtually no resistances. It fell apart rather spectacularly.
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)
The truth was ZK wasn't doing too much during this fight. He considered himself a scout, a rogue. A skirmisher who shouldn't be involved in such a heavy fight. Perhaps after he obtained his Subclass abilities but for now, he was no more than a deadweight to the team, useful for pathing but not much more.
But spending a couple first weeks of the game while stalking the rest of the gaming group had been surprisingly fruitful. ZK managed to meet to new people, make friends and establish connections that others haven't. ZK knew he wouldn't be helpful with just a couple of throwing knives. And this fight was dragging on for some time, giving time for the Totem to activate and summon more opponents to the field.
Flexible (1/Lancer) - Whenever user successfully Evades a melee attack against the user, user may immediately move backwards or counterattack to deal low piercing damage. Passive. Practiced Steps (5/Lancer) - User gains +15% Evasion chance if an opponent has a short-range melee weapon. Passive. Polearm Mastery (10/Lancer) - User's normal attacks deal 5% additional damage. Passive.
Flexible (1/Lancer) - Whenever user successfully Evades a melee attack against the user, user may immediately move backwards or counterattack to deal low piercing damage. Passive. Practiced Steps (5/Lancer) - User gains +15% Evasion chance if an opponent has a short-range melee weapon. Passive. Polearm Mastery (10/Lancer) - User's normal attacks deal 5% additional damage. Passive.
The pair of near-identical cheery voice interrupted the fight as two additional Lancers popped out from the right side of the battlefield. For all intents and purposes, the two appeared to be identical; same items, same clothes, same Class... same face and height. The indistinguishable pair crashed into the right flank, unleashing several piercing attacks to the Goblin Brute who just crash landed back onto the ground.
"Kven," "and Sven." "At your service~" "At your service~"
The pair made a quick introduction as per etiquette dictated and went back to stabbing the greenskin brutes.
"Hey brother." "No, I swear if you say anything about that Lancer girl...!" "Oh, I was going to say that she's cu-" "Stop talking, more killing!" "I AM killing!"
Kven and Sven appears out of nowhere. Kven attacks Goblin Brute 5 with 6 normal attacks. Sven attacks Goblin Brute 5 with 6 normal attacks.
✧DAY 26 - Dungeon, "Endless Green"✧
7/09/2076
- 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.
The Shamans have spoken true.
These adventurers were nothing to fear after all, not when they fought with such terror in their eyes, such fear at the oblivion that awaited. After the opening salvo, the amount of damage those pale-skinned humans dealt was almost negligible in comparison, and the Brutes laughed even as their last Shaman was cleaved apart by Karuu’s great sword. The blood rage was on now, and the line between life and death narrowed with each breath and each wound.
Ecstasy, that’s what it was. To die for a cause. To die with a weapon in hand. To die and become immortalized amongst their warrior ancestors.
So, as those mages in the back wove their pitiful magics to save individuals who weren’t even close to the brink of death, the Brutes advanced further, salivating and roaring into a cacophonous frenzy. Sven and Kven smashed into their flank, but the Goblin Brute that met them only chortled as their spears left shallow marks against the armor and battle-scarred flesh. More fighters to indulge in! More warriors to break!
Bursting through the fiery torment of Prome’s Fire Strikes, the first Brute reached out and drove his fist into Karuu’s unprotected stomach, folding the Marauder over before cracking his club over the child’s head. Wheeling around in the light of Tower’s Mass Aggravate, he drove his club into the Paladin’s unprotected arm. His brethren, beaten and broken but not yet fallen, countered the Lancer girl’s frenzied strikes with one of his own, driving it down onto her shoulder before he was tossed onto the ground once more. The ones beside him joined the party as well, continuing their thoughtless assault upon Tower as they swung furiously, the ground beneath Tower fracturing as the tank’s sword proved insufficient in thwarting off the attack.
Yes, they were outnumbered. Yes, they were outleveled. But that never mattered.
They were bound to their gods by the valor of their deeds and their contempt at the face of death. To waver now would condemn them to something worse than mere oblivion.
And so, driven by the cold voice that whispered in their ears to kill and pillage and deface, the Brutes continued to fight, each swing another nail hammered into their own coffin.
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.
- Goblin Brute 1 Hard Punches Karuu and hits him with 1 normal attack. Attacks Tower for 1 normal attack. - Goblin Brute 2 hits Cecilia with 1 normal attack. - Goblin Brute 3 hits Tower with 2 normal attacks. - Goblin Brute 4 hits Tower and Cecilia with Club Swing and Tower with 1 normal attack. - Goblin Brute 5 walks over to Tower after Airborn status ended.
- 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.
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.
- 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.
- 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.
March to the bridge didn't take long, as the guide who has previously been there already had mapped out the prime pathing. Bridge itself was guarded by dozen or so Goblin Warriors (low level mob Monsters who posed no real significant threat) and Goblin Archers (ranged, low level mob Monsters who were equally threatening). Nothing the Player party couldn't stand triumphant over, as they were all rather low Level for the party who were all averaging around Level 14. However as it was natural with the Goblin-type monsters, they did have the number on their side and it was clear that they had to be fought through in order to reach the other side.
Before you rush into combat however, you notice that on the other side of the bridge there is another dozen Goblin troopers (Warriors and Archers) standing guard, ready to support their kin in case there are offenders. The bridge was small, a natural bottleneck. Only 2 or so humans would be able to stand side by side comfortably without smacking each other by swinging. If the Goblins decided to fight on the bridge and pour arrows down from the other side, which it looked like they would, the fight would not be as easy as one might think.
- 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.
March to the bridge didn't take long, as the guide who has previously been there already had mapped out the prime pathing. Bridge itself was guarded by dozen or so Goblin Warriors (low level mob Monsters who posed no real significant threat) and Goblin Archers (ranged, low level mob Monsters who were equally threatening). Nothing the Player party couldn't stand triumphant over, as they were all rather low Level for the party who were all averaging around Level 14. However as it was natural with the Goblin-type monsters, they did have the number on their side and it was clear that they had to be fought through in order to reach the other side.
Before you rush into combat however, you notice that on the other side of the bridge there are even more Goblin troopers standing guard, ready to support their kin in case there are offenders. The bridge was small, a natural bottleneck. Only 2 or so humans would be able to stand side by side comfortably without smacking each other by swinging. If the Goblins decided to fight on the bridge and pour arrows down from the other side, which it looked like they would, the fight would not be as easy as one might think.