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Re: ♦THE UNDERTOWER♦ ~Tower exploration game~ Mysteries of the Palace
That's what I meant to the pants Greg is currently wearing, the new pants thing is based on what Greg was saying to you the GM because he's a silly angry person, then Gill assumed Greg was talking to him and removed Greg's old pants to give back.
Sorry if we're making you angry we just like messing around a little.
Re: ♦THE UNDERTOWER♦ ~Tower exploration game~ Water Palace
Gill equips the Mystic Malchut.
But he forgot to specify which slot it goes over, so it goes over his Gold Cutlass.
Tern searches around the room and finds nothing.
Everyone goes back.
Takeshi comes out of the other room because he's a flippin ninja.
Entgegen is mad because he can't have his ultra medic pants.
Anyway, the only paths to go are the door to the bottom right and top right. The adventure through the palace continues oncemore, of course this time the party is more powered up. The Save Kiosk sits there being awesome.
(Entgegen, Tern Gossamer Regen)
INVENTORIES
Koins: 228
HAWKEYE - Level 7 Twin Blade (EXP: 132/140)
WEAPONS: Riding's Sword - 1HS - 8 Attack, 2 Defense, 2 M.Defense, +4 Strength, +4 Agility, +4 Luck, +2 Wind Resistance Falchion Kotetsu - 1HS - 7 Attack, +2 Strength, +1 Luck, +1 Agility, Pierce 1 Defense - Requires level ARMOR: Red Headband - 1+ Agility, 1+ Strength Light Tunic - 1 Defense, +1 Agility Basic Pants - 1 Defense(+1 Wind Resistance, +1 Wind Spell Damage) Extra Grip Gloves - 1 Defense, +1 Agility Blue Belt - 1 Defense, 1+ HP Ring of Strength - +1 Strength Leprechaun Cape - +4 Luck INVENTORY Sharp Rock - Use on a bladed weapon to do 1 extra damage every hit for 5 hits. One use. Cloaker Nose - The large, pink nose of a Cloaker. HP Potion - Restores 20 HP. Butcher - 1HS - 3 Attack, +1 Strength - Req. Level 2(Attack+1, Remaining: 3 hits) STATS
STR - 28+8
AGI - 31+8
INT - 21
LUK - 24+9
SPRT- 20
DEF - 6
MDEF- 2 ELEMENTS
Resistances
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 3
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 1
HP - 28/148
SP - 8/63
Status: Normal
ABILITIES Double Stab(10 SP) - Stab an enemy twice with both swords, for a total of 4 normal attacks. Mega Pierce(6 SP) - Normally attack an enemy, but ignore 75% of their defense. Hellcharge(18 SP) - Rush toward the enemy at high speed, dealing one powerful fire-based blow combining your two weapon's damage. Using this move will charge you with energy, powering up your next move. This can ONLY be used at the start of the battle and only if the Twin-Blade is far enough away from the target to not initiate melee combat.
PASSIVES
None
ENTGEGEN - Level 7 Medic (EXP: 92/140)
WEAPONS: Obsidian Curse Sayer - Dagger - 5 Attack, +4 Strength, +4 Luck, +4 Agility, Pierce 2 Defense - Requires level 6 - 4 extra damage for next 2 turn(s) Mithril Dagger - Dagger - 4 Attack, +1 Agility, +1 Lightning resistance - Req. Level 2 (Attack +1, Remaining: 2 hits) ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set) Doctor Glasses - 1+ Intelligence Darkleather Pants - 2 Defense, 1 M.Defense, +1 Agility(+1 Ice Resistance, +1 Ice Spell Damage) White Leather Robe - 2 Defense, 1 M.Defense, +2 Spirit, +1 Ice Resistance White Chalk Belt - 1 Defense, +2 Spirit, +1 Intelligence Medkit - Allows the medic to 'heal'. - Medic only Waving Specters - 1 Defense, 1 M.Defense, +2 Spirit, +1 Holy Resistance Cozy Boots - 2 Defense, 1 M.Defense, +2 Spirit, +1 Fire resistance, +1 Ice resistance, +1 Earth resistance - Requires level 3 INVENTORY Crowling Beak - The hard beak of a Crowling. Chalrendor - 2HS - 15 Attack, +3 Strength, Pierce 5 Defense - Requires level 5 Heaven's Wind Shuriken - Star - 5 Attack, Pierce 5 Defense Cloaker Nose - The large, pink nose of a Cloaker. Spirit Potion - Raises SPRT by 1. Stereotypical Reflector - 3 M.Defense, +2 Intelligence, +2 Spirit STATS
STR - 21+4
AGI - 21+4
INT - 27+3
LUK - 21+4
SPRT- 38+10
DEF - 8
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark -
Ice - 3
Fire - 1
Lightning - 1
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice - 1
Fire -
Lightning -
Earth -
Wind -
HP - 47/100
SP - 84/90
Status: Normal
ABILITIES Heal(2 SP) - Heals you or an ally for 5 HP. Must be standing next to them. Requires Medkit. Physic(7 SP) - Heals you or a nearby ally depending on your Spirit and Intelligence stat +1. Capable of critical heals. Peep(5 SP) - Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. You can do this from a distance. Osmosis(5 SP) Attack an enemy with a normal attack, and drain SP from them for 25% of the damage done. Cannot drain more than 25% of the enemy's max SP. Medium Heal(5 SP) - Heals you or an ally for 15 HP. Must be standing next to them. Requires Medkit. Anatomical Strike(15 SP) - Fiercely attack a target with 4 x chance of a critical hit. If you score a critical hit, a damage over time effect will be applied to the target for the next 3 turns. This effect cannot stack. Pill Toss(10 SP) - Conjure a giant pill of random color, and toss it at an enemy for a good amount of damage. Different colored pills have elemental bonuses on enemies weak to them.
Resistances
Holy -
Dark -
Ice - 4
Fire -
Lightning - 1
Earth -
Wind - 2
Spell Damage Bonuses
Holy -
Dark -
Ice - 4
Fire -
Lightning - 1
Earth -
Wind - 1
HP - 60
SP - 55/153
Status: Normal
ABILITIES Fireball (6 SP) Shoot a fireball toward the enemy. May burn. Iceball (6 SP) Shoot an iceball toward the enemy. May freeze. Wind Arrow (7 SP) Fires forth an arrow of wind at the enemy, doing PHYSICAL wind damage. Thunderbolt (12 SP) Call forth a bolt of lightning to strike an enemy. May stun. Tattle (1 SP) Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. Must be close to the target. Fire Missile(16 SP) Fire a powerful homing missile toward the target. Never misses. May burn. Earth Spike(16 SP) Summon a powerful, sharp spike of earth up from under the enemy. Cannot be used twice in a row. Icicles(15 SP) Fire 3 icicles forward. No 2 icicles can hit the same enemy. Frost Thorns(10 SP) Envelope a single enemy in an icy snowflake, dealing damage, as well as having a 90% chance of inflicting Freeze on the enemy.
PASSIVES
None
GILL - Level 7 Pirate (EXP: 85/140)
WEAPONS: Mystic Malchut - Fist - 10 Attack, +6 Strength, +3 Luck, +2 Spirit, +10 HP, +5 Ice Resistance, 20% chance to restore 5 SP on hit - Requires level 7 Stinger Katara - Fist - 5 Attack, +4 Luck, +1 Earth Resistance - Requires level 4 ARMOR: Yellow Buccaneer Bandana - 1 Defense, +1 Luck Barrel vest - 2 Defense, 1 M.Defense Fancy Black Pants - 1+ Defense Twilight Raven's Cloak - 2 Defense, 2 M.Defense, +1 Holy Resistance Gunslinger Eye Patch - 1 Defense, +1 Strength, +1 Agility Burning Shoulders - 3 Defense, 3 M.Defense, +2 Fire Resistance Grips of Dark Protection - 1 Defense, 1 M.Defense, +3 Dark resistance Ring of Strength - +1 Strength INVENTORY Iron Bullet - Used by guns. +1 Attack. Cloaker Nose - The large, pink nose of a Cloaker. Golem Project - A diary-esque book that appears to be about Golems. Gold Leaf Shooter - Gun - 2 Attack, +1 Strength, Pierce 1 Defense - Requires level 3 Golden Cutlass - 1HS - 7 Attack, +2 Luck, Pierce 3 defense - Requires level 5 - Pirate only STATS
STR - 32+8
AGI - 26+1
INT - 14
LUK - 26+8
SPRT- 17+2
DEF - 10
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark - 3
Ice - 5
Fire - 2
Lightning -
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 67/170
SP - 14/42
Status: Normal
ABILITIES Uppercut(2 SP) Attack with fist weapons + 1 extra damage. Requires Fist weapon. Power Shot(3 SP) Attack with guns + 1 extra damage. Requires Gun. Double Shot(8 SP) Fire your gun twice +1 extra damage for each shot. Uses 2 bullets. Cleave(6 SP) Swing your one-handed sword in a large horizontal arc. Capable of hitting up to 5 enemies, if they are in range. Beatdown(12 SP) Using fist weapons, attack your enemy 3 times, the first blow being very strong and slowly decreasing in power. This attack can only be used the turn after using Uppercut.
PASSIVES
None
TAKESHI - Level 10 Ninja (EXP: 10/250)
WEAPONS: Katon Muramasa - 1HS - 15 Attack, +2 Strength, +7 Agility, +5 Luck - Req. Level 10 - Fire Element - Ninja Only Adamantite Ripper - Dagger - 8 Attack, +4 Strength, +4 Luck, +1 Agility, Pierce 1 Defense - Requires level 8 - 2 Extra damage for next 1 turn(s) ARMOR: Dark Headcover - 1 Defense, +4 Agility, +1 Luck, +1 Intelligence Shadow Mask - 1 Defense, +2 Agility Mercenary Garb - 5 Defense, 2 M.Defense, +3 Strength, +3 Agility, +1 Fire Resistance Mithril Studded Leggings - 4 Defense, 2 M.Defense, +2 Agility, +2 Strength, +2 Luck, +1 Lightning Resistance Slip Shoes - 1 Defense, 1 M.Defense, +1 Agility, +1 Intelligence Black Belt - 2 Defense, 2 M.Defense, +12 HP, +3 Strength, +3 Agility, +3 Intelligence, +3 Luck, +3 Spirit Emerald Ring - +1 Agility, +3 Luck, +3 Ice Resistance Smokey Shroud - +2 M.Defense, +3 Dark Resistance Mercenary's Shoulders - 2 Defense, 1 M.Defense, +2 Strength, +2 Agility, +1 Fire Resistance Mithril Swordgrips - 3 Defense, 1 M.Defense, +1 Strength, +4 Agility, +1 Lightning Resistance INVENTORY Chilled Throwing Kunai - Star - 7 Attack, Pierce 3 Defense, Ice Elemental Potent SP Potion - Use to heal 40 SP. Potent HP Potion - Use to heal 50 HP. Sharp Mithril Chunk - Use on a bladed weapon to do 3 extra damage every hit for 5 hits. One use. Phoenic Plume - Can be used on a fallen Party Member to revive them. STATS
STR - 25+17
AGI - 48+30
INT - 25+5
LUK - 29+18
SPRT- 19+3
DEF - 19
MDEF- 11 ELEMENTS
Resistances
Holy -
Dark - 3
Ice - 3
Fire - 2
Lightning - 2
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 80/180
SP - 78/90
Status: Normal
ABILITIES Throw(1 SP) - Throw a throwing star at an enemy. Slip Strike(3 SP) - Moving before anything else, normally attack an enemy, but gain a 75% chance to dodge any attack for the remainder of the turn. Dark Rush(8 SP) - A strong Dark elemental spell. Can cast without a wand or staff. Lucky Seven(7 SP) - Throw two throwing stars, using your luck stat in place of your strength stat. Mirror Image(25 SP) - Summon a mirror image for 10 turns that does an additional 50% of the damage you did this turn. Night Fury(20 SP) - Attack twice, using your Agility Stat in place of your Strength stat.
Re: ♦THE UNDERTOWER♦ ~Tower exploration game~ Water Palace
The party enters the northernmost door after FULLY HEALING the entire party for 50 Koins.
They are faced with a curvy hallway sort of room, immediately turning to the right. There are peculiar glowing green dragon-ish markings on the wall, pointing toward a pearl, and the hall continues down to ANOTHER right turn, leading under the stairs.
(Entgegen, Tern Gossamer Regen)
INVENTORIES
Koins: 178
HAWKEYE - Level 7 Twin Blade (EXP: 132/140)
WEAPONS: Riding's Sword - 1HS - 8 Attack, 2 Defense, 2 M.Defense, +4 Strength, +4 Agility, +4 Luck, +2 Wind Resistance Falchion Kotetsu - 1HS - 7 Attack, +2 Strength, +1 Luck, +1 Agility, Pierce 1 Defense - Requires level ARMOR: Red Headband - 1+ Agility, 1+ Strength Light Tunic - 1 Defense, +1 Agility Basic Pants - 1 Defense(+1 Wind Resistance, +1 Wind Spell Damage) Extra Grip Gloves - 1 Defense, +1 Agility Blue Belt - 1 Defense, 1+ HP Ring of Strength - +1 Strength Leprechaun Cape - +4 Luck INVENTORY Sharp Rock - Use on a bladed weapon to do 1 extra damage every hit for 5 hits. One use. Cloaker Nose - The large, pink nose of a Cloaker. HP Potion - Restores 20 HP. Butcher - 1HS - 3 Attack, +1 Strength - Req. Level 2(Attack+1, Remaining: 3 hits) STATS
STR - 28+8
AGI - 31+8
INT - 21
LUK - 24+9
SPRT- 20
DEF - 6
MDEF- 2 ELEMENTS
Resistances
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 3
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 1
HP - 148
SP - 63
Status: Normal
ABILITIES Double Stab(10 SP) - Stab an enemy twice with both swords, for a total of 4 normal attacks. Mega Pierce(6 SP) - Normally attack an enemy, but ignore 75% of their defense. Hellcharge(18 SP) - Rush toward the enemy at high speed, dealing one powerful fire-based blow combining your two weapon's damage. Using this move will charge you with energy, powering up your next move. This can ONLY be used at the start of the battle and only if the Twin-Blade is far enough away from the target to not initiate melee combat.
PASSIVES
None
ENTGEGEN - Level 7 Medic (EXP: 92/140)
WEAPONS: Obsidian Curse Sayer - Dagger - 5 Attack, +4 Strength, +4 Luck, +4 Agility, Pierce 2 Defense - Requires level 6 - 4 extra damage for next 2 turn(s) Mithril Dagger - Dagger - 4 Attack, +1 Agility, +1 Lightning resistance - Req. Level 2 (Attack +1, Remaining: 2 hits) ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set) Doctor Glasses - 1+ Intelligence Darkleather Pants - 2 Defense, 1 M.Defense, +1 Agility(+1 Ice Resistance, +1 Ice Spell Damage) White Leather Robe - 2 Defense, 1 M.Defense, +2 Spirit, +1 Ice Resistance White Chalk Belt - 1 Defense, +2 Spirit, +1 Intelligence Medkit - Allows the medic to 'heal'. - Medic only Waving Specters - 1 Defense, 1 M.Defense, +2 Spirit, +1 Holy Resistance Cozy Boots - 2 Defense, 1 M.Defense, +2 Spirit, +1 Fire resistance, +1 Ice resistance, +1 Earth resistance - Requires level 3 INVENTORY Crowling Beak - The hard beak of a Crowling. Chalrendor - 2HS - 15 Attack, +3 Strength, Pierce 5 Defense - Requires level 5 Heaven's Wind Shuriken - Star - 5 Attack, Pierce 5 Defense Cloaker Nose - The large, pink nose of a Cloaker. Spirit Potion - Raises SPRT by 1. Stereotypical Reflector - 3 M.Defense, +2 Intelligence, +2 Spirit STATS
STR - 21+4
AGI - 21+4
INT - 27+3
LUK - 21+4
SPRT- 38+10
DEF - 8
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark -
Ice - 3
Fire - 1
Lightning - 1
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice - 1
Fire -
Lightning -
Earth -
Wind -
HP - 100
SP - 90
Status: Normal
ABILITIES Heal(2 SP) - Heals you or an ally for 5 HP. Must be standing next to them. Requires Medkit. Physic(7 SP) - Heals you or a nearby ally depending on your Spirit and Intelligence stat +1. Capable of critical heals. Peep(5 SP) - Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. You can do this from a distance. Osmosis(5 SP) Attack an enemy with a normal attack, and drain SP from them for 25% of the damage done. Cannot drain more than 25% of the enemy's max SP. Medium Heal(5 SP) - Heals you or an ally for 15 HP. Must be standing next to them. Requires Medkit. Anatomical Strike(15 SP) - Fiercely attack a target with 4 x chance of a critical hit. If you score a critical hit, a damage over time effect will be applied to the target for the next 3 turns. This effect cannot stack. Pill Toss(10 SP) - Conjure a giant pill of random color, and toss it at an enemy for a good amount of damage. Different colored pills have elemental bonuses on enemies weak to them.
Resistances
Holy -
Dark -
Ice - 4
Fire -
Lightning - 1
Earth -
Wind - 2
Spell Damage Bonuses
Holy -
Dark -
Ice - 4
Fire -
Lightning - 1
Earth -
Wind - 1
HP - 60
SP - 153
Status: Normal
ABILITIES Fireball (6 SP) Shoot a fireball toward the enemy. May burn. Iceball (6 SP) Shoot an iceball toward the enemy. May freeze. Wind Arrow (7 SP) Fires forth an arrow of wind at the enemy, doing PHYSICAL wind damage. Thunderbolt (12 SP) Call forth a bolt of lightning to strike an enemy. May stun. Tattle (1 SP) Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. Must be close to the target. Fire Missile(16 SP) Fire a powerful homing missile toward the target. Never misses. May burn. Earth Spike(16 SP) Summon a powerful, sharp spike of earth up from under the enemy. Cannot be used twice in a row. Icicles(15 SP) Fire 3 icicles forward. No 2 icicles can hit the same enemy. Frost Thorns(10 SP) Envelope a single enemy in an icy snowflake, dealing damage, as well as having a 90% chance of inflicting Freeze on the enemy.
PASSIVES
None
GILL - Level 7 Pirate (EXP: 85/140)
WEAPONS: Mystic Malchut - Fist - 10 Attack, +6 Strength, +3 Luck, +2 Spirit, +10 HP, +5 Ice Resistance, 20% chance to restore 5 SP on hit - Requires level 7 Stinger Katara - Fist - 5 Attack, +4 Luck, +1 Earth Resistance - Requires level 4 ARMOR: Yellow Buccaneer Bandana - 1 Defense, +1 Luck Barrel vest - 2 Defense, 1 M.Defense Fancy Black Pants - 1+ Defense Twilight Raven's Cloak - 2 Defense, 2 M.Defense, +1 Holy Resistance Gunslinger Eye Patch - 1 Defense, +1 Strength, +1 Agility Burning Shoulders - 3 Defense, 3 M.Defense, +2 Fire Resistance Grips of Dark Protection - 1 Defense, 1 M.Defense, +3 Dark resistance Ring of Strength - +1 Strength INVENTORY Iron Bullet - Used by guns. +1 Attack. Cloaker Nose - The large, pink nose of a Cloaker. Golem Project - A diary-esque book that appears to be about Golems. Gold Leaf Shooter - Gun - 2 Attack, +1 Strength, Pierce 1 Defense - Requires level 3 Golden Cutlass - 1HS - 7 Attack, +2 Luck, Pierce 3 defense - Requires level 5 - Pirate only STATS
STR - 32+8
AGI - 26+1
INT - 14
LUK - 26+8
SPRT- 17+2
DEF - 10
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark - 3
Ice - 5
Fire - 2
Lightning -
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 170
SP - 42
Status: Normal
ABILITIES Uppercut(2 SP) Attack with fist weapons + 1 extra damage. Requires Fist weapon. Power Shot(3 SP) Attack with guns + 1 extra damage. Requires Gun. Double Shot(8 SP) Fire your gun twice +1 extra damage for each shot. Uses 2 bullets. Cleave(6 SP) Swing your one-handed sword in a large horizontal arc. Capable of hitting up to 5 enemies, if they are in range. Beatdown(12 SP) Using fist weapons, attack your enemy 3 times, the first blow being very strong and slowly decreasing in power. This attack can only be used the turn after using Uppercut.
PASSIVES
None
TAKESHI - Level 10 Ninja (EXP: 10/250)
WEAPONS: Katon Muramasa - 1HS - 15 Attack, +2 Strength, +7 Agility, +5 Luck - Req. Level 10 - Fire Element - Ninja Only Adamantite Ripper - Dagger - 8 Attack, +4 Strength, +4 Luck, +1 Agility, Pierce 1 Defense - Requires level 8 - 2 Extra damage for next 1 turn(s) ARMOR: Dark Headcover - 1 Defense, +4 Agility, +1 Luck, +1 Intelligence Shadow Mask - 1 Defense, +2 Agility Mercenary Garb - 5 Defense, 2 M.Defense, +3 Strength, +3 Agility, +1 Fire Resistance Mithril Studded Leggings - 4 Defense, 2 M.Defense, +2 Agility, +2 Strength, +2 Luck, +1 Lightning Resistance Slip Shoes - 1 Defense, 1 M.Defense, +1 Agility, +1 Intelligence Black Belt - 2 Defense, 2 M.Defense, +12 HP, +3 Strength, +3 Agility, +3 Intelligence, +3 Luck, +3 Spirit Emerald Ring - +1 Agility, +3 Luck, +3 Ice Resistance Smokey Shroud - +2 M.Defense, +3 Dark Resistance Mercenary's Shoulders - 2 Defense, 1 M.Defense, +2 Strength, +2 Agility, +1 Fire Resistance Mithril Swordgrips - 3 Defense, 1 M.Defense, +1 Strength, +4 Agility, +1 Lightning Resistance INVENTORY Chilled Throwing Kunai - Star - 7 Attack, Pierce 3 Defense, Ice Elemental Potent SP Potion - Use to heal 40 SP. Potent HP Potion - Use to heal 50 HP. Sharp Mithril Chunk - Use on a bladed weapon to do 3 extra damage every hit for 5 hits. One use. Phoenic Plume - Can be used on a fallen Party Member to revive them. STATS
STR - 25+17
AGI - 48+30
INT - 25+5
LUK - 29+18
SPRT- 19+3
DEF - 19
MDEF- 11 ELEMENTS
Resistances
Holy -
Dark - 3
Ice - 3
Fire - 2
Lightning - 2
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 180
SP - 90
Status: Normal
ABILITIES Throw(1 SP) - Throw a throwing star at an enemy. Slip Strike(3 SP) - Moving before anything else, normally attack an enemy, but gain a 75% chance to dodge any attack for the remainder of the turn. Dark Rush(8 SP) - A strong Dark elemental spell. Can cast without a wand or staff. Lucky Seven(7 SP) - Throw two throwing stars, using your luck stat in place of your strength stat. Mirror Image(25 SP) - Summon a mirror image for 10 turns that does an additional 50% of the damage you did this turn. Night Fury(20 SP) - Attack twice, using your Agility Stat in place of your Strength stat.
Re: ♦THE UNDERTOWER♦ ~Tower exploration game~ Mysteries of the Palace
Hawkeye scou...
Okay, wow. This is probably the biggest room yet. And just how deep does that pit go?
Gill tries to push bottan.
But the pearl does not get pushed.
The room is gigantic. It appears to be under the large staircase that lead down into the palace. There is a giant pit that goes down to who-knows-where, with a waterfall pouring down into it on each side. There are green, yellow, and red lights adorned on all the walls, as well as glowing green lines carreening throughout the room. South of Hawkeye is another passage, and across the bridge is a passage as well. There don't appear to be any enemies.
The Symbol on the bridge is strange, and looking at it gives off a powerful vibe...
(Entgegen, Tern Gossamer Regen)
(SP Regen)
INVENTORIES
Koins: 178
HAWKEYE - Level 7 Twin Blade (EXP: 132/140)
WEAPONS: Riding's Sword - 1HS - 8 Attack, 2 Defense, 2 M.Defense, +4 Strength, +4 Agility, +4 Luck, +2 Wind Resistance Falchion Kotetsu - 1HS - 7 Attack, +2 Strength, +1 Luck, +1 Agility, Pierce 1 Defense - Requires level ARMOR: Red Headband - 1+ Agility, 1+ Strength Light Tunic - 1 Defense, +1 Agility Basic Pants - 1 Defense(+1 Wind Resistance, +1 Wind Spell Damage) Extra Grip Gloves - 1 Defense, +1 Agility Blue Belt - 1 Defense, 1+ HP Ring of Strength - +1 Strength Leprechaun Cape - +4 Luck INVENTORY Sharp Rock - Use on a bladed weapon to do 1 extra damage every hit for 5 hits. One use. Cloaker Nose - The large, pink nose of a Cloaker. HP Potion - Restores 20 HP. Butcher - 1HS - 3 Attack, +1 Strength - Req. Level 2(Attack+1, Remaining: 3 hits) STATS
STR - 28+8
AGI - 31+8
INT - 21
LUK - 24+9
SPRT- 20
DEF - 6
MDEF- 2 ELEMENTS
Resistances
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 3
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind - 1
HP - 148
SP - 63
Status: Normal
ABILITIES Double Stab(10 SP) - Stab an enemy twice with both swords, for a total of 4 normal attacks. Mega Pierce(6 SP) - Normally attack an enemy, but ignore 75% of their defense. Hellcharge(18 SP) - Rush toward the enemy at high speed, dealing one powerful fire-based blow combining your two weapon's damage. Using this move will charge you with energy, powering up your next move. This can ONLY be used at the start of the battle and only if the Twin-Blade is far enough away from the target to not initiate melee combat.
PASSIVES
None
ENTGEGEN - Level 7 Medic (EXP: 92/140)
WEAPONS: Obsidian Curse Sayer - Dagger - 5 Attack, +4 Strength, +4 Luck, +4 Agility, Pierce 2 Defense - Requires level 6 - 4 extra damage for next 2 turn(s) Mithril Dagger - Dagger - 4 Attack, +1 Agility, +1 Lightning resistance - Req. Level 2 (Attack +1, Remaining: 2 hits) ARMOR: Gossamer Hat - 2 M.Defense, +2 Spirit, +2 Intelligence, Regen 3 HP and 1 SP every turn. (Gossamer Set) Doctor Glasses - 1+ Intelligence Darkleather Pants - 2 Defense, 1 M.Defense, +1 Agility(+1 Ice Resistance, +1 Ice Spell Damage) White Leather Robe - 2 Defense, 1 M.Defense, +2 Spirit, +1 Ice Resistance White Chalk Belt - 1 Defense, +2 Spirit, +1 Intelligence Medkit - Allows the medic to 'heal'. - Medic only Waving Specters - 1 Defense, 1 M.Defense, +2 Spirit, +1 Holy Resistance Cozy Boots - 2 Defense, 1 M.Defense, +2 Spirit, +1 Fire resistance, +1 Ice resistance, +1 Earth resistance - Requires level 3 INVENTORY Crowling Beak - The hard beak of a Crowling. Chalrendor - 2HS - 15 Attack, +3 Strength, Pierce 5 Defense - Requires level 5 Heaven's Wind Shuriken - Star - 5 Attack, Pierce 5 Defense Cloaker Nose - The large, pink nose of a Cloaker. Spirit Potion - Raises SPRT by 1. Stereotypical Reflector - 3 M.Defense, +2 Intelligence, +2 Spirit STATS
STR - 21+4
AGI - 21+4
INT - 27+3
LUK - 21+4
SPRT- 38+10
DEF - 8
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark -
Ice - 3
Fire - 1
Lightning - 1
Earth - 1
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice - 1
Fire -
Lightning -
Earth -
Wind -
HP - 100
SP - 90
Status: Normal
ABILITIES Heal(2 SP) - Heals you or an ally for 5 HP. Must be standing next to them. Requires Medkit. Physic(7 SP) - Heals you or a nearby ally depending on your Spirit and Intelligence stat +1. Capable of critical heals. Peep(5 SP) - Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. You can do this from a distance. Osmosis(5 SP) Attack an enemy with a normal attack, and drain SP from them for 25% of the damage done. Cannot drain more than 25% of the enemy's max SP. Medium Heal(5 SP) - Heals you or an ally for 15 HP. Must be standing next to them. Requires Medkit. Anatomical Strike(15 SP) - Fiercely attack a target with 4 x chance of a critical hit. If you score a critical hit, a damage over time effect will be applied to the target for the next 3 turns. This effect cannot stack. Pill Toss(10 SP) - Conjure a giant pill of random color, and toss it at an enemy for a good amount of damage. Different colored pills have elemental bonuses on enemies weak to them.
Resistances
Holy -
Dark -
Ice - 4
Fire -
Lightning - 1
Earth -
Wind - 2
Spell Damage Bonuses
Holy -
Dark -
Ice - 4
Fire -
Lightning - 1
Earth -
Wind - 1
HP - 60
SP - 153
Status: Normal
ABILITIES Fireball (6 SP) Shoot a fireball toward the enemy. May burn. Iceball (6 SP) Shoot an iceball toward the enemy. May freeze. Wind Arrow (7 SP) Fires forth an arrow of wind at the enemy, doing PHYSICAL wind damage. Thunderbolt (12 SP) Call forth a bolt of lightning to strike an enemy. May stun. Tattle (1 SP) Learn all about the targeted enemy, showing their HP, drops, and much more, also adding them to the bestiary. Must be close to the target. Fire Missile(16 SP) Fire a powerful homing missile toward the target. Never misses. May burn. Earth Spike(16 SP) Summon a powerful, sharp spike of earth up from under the enemy. Cannot be used twice in a row. Icicles(15 SP) Fire 3 icicles forward. No 2 icicles can hit the same enemy. Frost Thorns(10 SP) Envelope a single enemy in an icy snowflake, dealing damage, as well as having a 90% chance of inflicting Freeze on the enemy.
PASSIVES
None
GILL - Level 7 Pirate (EXP: 85/140)
WEAPONS: Mystic Malchut - Fist - 10 Attack, +6 Strength, +3 Luck, +2 Spirit, +10 HP, +5 Ice Resistance, 20% chance to restore 5 SP on hit - Requires level 7 Golden Cutlass - 1HS - 7 Attack, +2 Luck, Pierce 3 defense - Requires level 5 - Pirate only ARMOR: Yellow Buccaneer Bandana - 1 Defense, +1 Luck Barrel vest - 2 Defense, 1 M.Defense Fancy Black Pants - 1+ Defense Twilight Raven's Cloak - 2 Defense, 2 M.Defense, +1 Holy Resistance Gunslinger Eye Patch - 1 Defense, +1 Strength, +1 Agility Burning Shoulders - 3 Defense, 3 M.Defense, +2 Fire Resistance Grips of Dark Protection - 1 Defense, 1 M.Defense, +3 Dark resistance Ring of Strength - +1 Strength INVENTORY Iron Bullet - Used by guns. +1 Attack. Cloaker Nose - The large, pink nose of a Cloaker. Golem Project - A diary-esque book that appears to be about Golems. Gold Leaf Shooter - Gun - 2 Attack, +1 Strength, Pierce 1 Defense - Requires level 3 Stinger Katara - Fist - 5 Attack, +4 Luck, +1 Earth Resistance - Requires level 4 STATS
STR - 32+8
AGI - 26+1
INT - 14
LUK - 26+6
SPRT- 17+2
DEF - 10
MDEF- 6 ELEMENTS
Resistances
Holy - 1
Dark - 3
Ice - 5
Fire - 2
Lightning -
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 170
SP - 42
Status: Normal
ABILITIES Uppercut(2 SP) Attack with fist weapons + 1 extra damage. Requires Fist weapon. Power Shot(3 SP) Attack with guns + 1 extra damage. Requires Gun. Double Shot(8 SP) Fire your gun twice +1 extra damage for each shot. Uses 2 bullets. Cleave(6 SP) Swing your one-handed sword in a large horizontal arc. Capable of hitting up to 5 enemies, if they are in range. Beatdown(12 SP) Using fist weapons, attack your enemy 3 times, the first blow being very strong and slowly decreasing in power. This attack can only be used the turn after using Uppercut.
PASSIVES
None
TAKESHI - Level 10 Ninja (EXP: 10/250)
WEAPONS: Katon Muramasa - 1HS - 15 Attack, +2 Strength, +7 Agility, +5 Luck - Req. Level 10 - Fire Element - Ninja Only Adamantite Ripper - Dagger - 8 Attack, +4 Strength, +4 Luck, +1 Agility, Pierce 1 Defense - Requires level 8 - 2 Extra damage for next 1 turn(s) ARMOR: Dark Headcover - 1 Defense, +4 Agility, +1 Luck, +1 Intelligence Shadow Mask - 1 Defense, +2 Agility Mercenary Garb - 5 Defense, 2 M.Defense, +3 Strength, +3 Agility, +1 Fire Resistance Mithril Studded Leggings - 4 Defense, 2 M.Defense, +2 Agility, +2 Strength, +2 Luck, +1 Lightning Resistance Slip Shoes - 1 Defense, 1 M.Defense, +1 Agility, +1 Intelligence Black Belt - 2 Defense, 2 M.Defense, +12 HP, +3 Strength, +3 Agility, +3 Intelligence, +3 Luck, +3 Spirit Emerald Ring - +1 Agility, +3 Luck, +3 Ice Resistance Smokey Shroud - +2 M.Defense, +3 Dark Resistance Mercenary's Shoulders - 2 Defense, 1 M.Defense, +2 Strength, +2 Agility, +1 Fire Resistance Mithril Swordgrips - 3 Defense, 1 M.Defense, +1 Strength, +4 Agility, +1 Lightning Resistance INVENTORY Chilled Throwing Kunai - Star - 7 Attack, Pierce 3 Defense, Ice Elemental Potent SP Potion - Use to heal 40 SP. Potent HP Potion - Use to heal 50 HP. Sharp Mithril Chunk - Use on a bladed weapon to do 3 extra damage every hit for 5 hits. One use. Phoenic Plume - Can be used on a fallen Party Member to revive them. STATS
STR - 25+17
AGI - 48+30
INT - 25+5
LUK - 29+18
SPRT- 19+3
DEF - 19
MDEF- 11 ELEMENTS
Resistances
Holy -
Dark - 3
Ice - 3
Fire - 2
Lightning - 2
Earth -
Wind -
Spell Damage Bonuses
Holy -
Dark -
Ice -
Fire -
Lightning -
Earth -
Wind -
HP - 180
SP - 90
Status: Normal
ABILITIES Throw(1 SP) - Throw a throwing star at an enemy. Slip Strike(3 SP) - Moving before anything else, normally attack an enemy, but gain a 75% chance to dodge any attack for the remainder of the turn. Dark Rush(8 SP) - A strong Dark elemental spell. Can cast without a wand or staff. Lucky Seven(7 SP) - Throw two throwing stars, using your luck stat in place of your strength stat. Mirror Image(25 SP) - Summon a mirror image for 10 turns that does an additional 50% of the damage you did this turn. Night Fury(20 SP) - Attack twice, using your Agility Stat in place of your Strength stat.
PASSIVES
None
Last edited by PepperYena; 09-30-2011 at 06:03 PM.