See 0.In post 649, Gamma Emerald wrote:ok I'm actually gonna start using the discord when I can, someone hmu with the link
Important Player Statuses as of this post:
1. the worst : Bound (2 Rounds)
2. McMenno : Stunned (3 Rounds)
Active Monsters as of this post:
1. Cultist Aaron : Cultist : Level = 6 | HP = 16 | MP = 10 | Attack = 1d8 | Defense = 1d6 | Stunned (1 Round) (2 CD)
2. Cultist Byron : Cultist : Level = 6 | HP = 16 | MP = 10 | Attack = 1d6 | Defense = 1d6 (2 CD)
3. Cultist Claron : Cultist : Level = 7 | HP = 16 | MP = 19 | Attack = 1d4 | Defense = 1d4
4. (DT88B) Cultist Dieron : Cultist : Level = 7 | HP = 15 | MP = 26 | Attack = 1d4 | Defense = 1d4
Scry Information:
Spoiler: Cultist Aaron
Cultist Aaron : Cultist : Level = 6 | HP = 17 | MP = 10 | Attack = 1d8 | Defense = 1d6
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- Passive Skill "Healing Grace" : If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- Passive Skill "In Control" : Crowd control status afflictions last for 1 less round than usual. (Crowd control effects include status afflictions like slow, stun, and bound.)
- Active Skill "Speed Slash" : Slashes an enemy quickly for {Attack Dice}-2 damage. Gain initiative with this action. (2 CD)
- Active Skill "Double Slash" : Slashes an enemy twice for {Attack Dice} and {Attack Dice}-2 damage. (3 CD)
- Active Skill "Berserk Lunge" : Lunges at an enemy for {Attack Dice} damage. If the attack deals any damage, the target is stunned for 3 turns. Regardless of whether this skill succeeds, the user is stunned for 1 turn after it is used. (3 CD)
- Magic Spell "Minor Heal" : Heals a target by 1d4 hitpoints. (2 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- Passive Skill "Healing Grace" : If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- Passive Skill "In Control" : Crowd control status afflictions last for 1 less round than usual. (Crowd control effects include status afflictions like slow, stun, and bound.)
- Active Skill "Speed Slash" : Slashes an enemy quickly for {Attack Dice}-2 damage. Gain initiative with this action. (2 CD)
- Active Skill "Double Slash" : Slashes an enemy twice for {Attack Dice} and {Attack Dice}-2 damage. (3 CD)
- Active Skill "Berserk Lunge" : Lunges at an enemy for {Attack Dice} damage. If the attack deals any damage, the target is stunned for 3 turns. Regardless of whether this skill succeeds, the user is stunned for 1 turn after it is used. (3 CD)
- Magic Spell "Minor Heal" : Heals a target by 1d4 hitpoints. (2 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)
Spoiler: Cultist Byron
Cultist Byron : Cultist : Level = 6 | HP = 17 | MP = 10 | Attack = 1d6 | Defense = 1d6
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- Passive Skill "Healing Grace" : If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- Passive Skill "In Control" : Crowd control status afflictions last for 1 less round than usual. (Crowd control effects include status afflictions like slow, stun, and bound.)
- Active Skill "Binding Shot" : Fires an arrow for 1d6 damage and bind them in place for two rounds. (3 CD)
- Active Skill "Piercing Shot" : Fires an arrow for 1d6 damage that ignores the target's defenses. (4 CD)
- Active Skill "Arrow Volley" : Fires three arrows at three different enemies for 1d6 damage each. (Use a separate roll for each.) (4 CD)
- Special Skill "Shoot Arrows" (Unlimited Use) : Fires an arrow at an enemy for 1d6 damage.
- Special Skill "Stand Ready" (Unlimited Use) : Grants initiative and allows the user to immediately counterattack (with a normal attack) any enemies that attack them for 1 round.
- Magic Spell "Minor Heal" : Heals a target by 1d4 hitpoints. (2 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)
- Magic Spell "Curse" : Curses a target and gives them a -1 modifier to their dice rolls for two rounds. (2 Mana)
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- Passive Skill "Healing Grace" : If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- Passive Skill "In Control" : Crowd control status afflictions last for 1 less round than usual. (Crowd control effects include status afflictions like slow, stun, and bound.)
- Active Skill "Binding Shot" : Fires an arrow for 1d6 damage and bind them in place for two rounds. (3 CD)
- Active Skill "Piercing Shot" : Fires an arrow for 1d6 damage that ignores the target's defenses. (4 CD)
- Active Skill "Arrow Volley" : Fires three arrows at three different enemies for 1d6 damage each. (Use a separate roll for each.) (4 CD)
- Special Skill "Shoot Arrows" (Unlimited Use) : Fires an arrow at an enemy for 1d6 damage.
- Special Skill "Stand Ready" (Unlimited Use) : Grants initiative and allows the user to immediately counterattack (with a normal attack) any enemies that attack them for 1 round.
- Magic Spell "Minor Heal" : Heals a target by 1d4 hitpoints. (2 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)
- Magic Spell "Curse" : Curses a target and gives them a -1 modifier to their dice rolls for two rounds. (2 Mana)
Spoiler: Cultist Claron
Cultist Claron : Cultist : Level = 7 | HP = 17 | MP = 19 | Attack = 1d4 | Defense = 1d4
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- Passive Skill "Healing Grace" : If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- Passive Skill "Divine Intervention" : If 3 or more enemies use an action against this monster during a single round, divine forces will intervene and prevent those attackers from performing any actions this round.
- Magic Spell "Heal" : Heals a target by 1d6 hitpoints. (3 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)
- Magic Spell "Curse" : Gives the target a -1 modifier to their dice rolls for 2 rounds. (2 Mana)
- Magic Spell "Bless" : Gives the target a +1 modifier to their dice rolls for 2 rounds. (2 Mana)
- Magic Spell "Forcefield" : Makes the caster immune to all damage for 1 round. (Cast: 4 Mana | Uses: Half Current Mana (minimum of 4 Mana))
- Magic Spell "Holy Thunder" : Electrocutes a target for 1d8 damage. If they take damage, they become vulnerable to spells and take double damage from all spells for 2 rounds. (3 Mana)
- Magic Spell "Divine Fire" : Calls down divine fire onto three targets that take 1d6 damage each. If a target takes damage, they receive a temporary curse status (-1 modifier on dice rolls) for 2 round. (3 Mana)
- Magic Spell "Avatar" : Heals the caster by 1d8 hitpoints and grants the caster a permanent blessing status (+1 modifier on all dice rolls) until the end of the battle. (Cast: 7 Mana | Uses: All Mana)
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- Passive Skill "Healing Grace" : If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- Passive Skill "Divine Intervention" : If 3 or more enemies use an action against this monster during a single round, divine forces will intervene and prevent those attackers from performing any actions this round.
- Magic Spell "Heal" : Heals a target by 1d6 hitpoints. (3 Mana)
- Magic Spell "Cure" : Cures a target of one negative status affliction. (1 Mana)
- Magic Spell "Curse" : Gives the target a -1 modifier to their dice rolls for 2 rounds. (2 Mana)
- Magic Spell "Bless" : Gives the target a +1 modifier to their dice rolls for 2 rounds. (2 Mana)
- Magic Spell "Forcefield" : Makes the caster immune to all damage for 1 round. (Cast: 4 Mana | Uses: Half Current Mana (minimum of 4 Mana))
- Magic Spell "Holy Thunder" : Electrocutes a target for 1d8 damage. If they take damage, they become vulnerable to spells and take double damage from all spells for 2 rounds. (3 Mana)
- Magic Spell "Divine Fire" : Calls down divine fire onto three targets that take 1d6 damage each. If a target takes damage, they receive a temporary curse status (-1 modifier on dice rolls) for 2 round. (3 Mana)
- Magic Spell "Avatar" : Heals the caster by 1d8 hitpoints and grants the caster a permanent blessing status (+1 modifier on all dice rolls) until the end of the battle. (Cast: 7 Mana | Uses: All Mana)
Spoiler: Cultist Dieron
Cultist Dieron : Cultist : Level = 7 | HP = 17 | MP = 26 | Attack = 1d4 | Defense = 1d4
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- Passive Skill "Healing Grace" : If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- Passive Skill "Double Time" : This monster can only act every other round (starting with round 1).
- Passive Skill "Protective Wards" : On any round that this monster cannot act (whether it be due to the "Double Time" skill, the stun status affliction, or some other reason), this monster only takes half the damage it receives those rounds (applied after the defense roll).
- Special Skill "Telepathic Link" (Maximum of 5 uses) : Transfers up to 1d6 MP from the caster to the target. (One cannot transfer more MP than one possesses; otherwise, there are no restrictions on the amount that can be transfered.)
- Magic Spell "Fire" : Deals 1d4 damage to an enemy and ignores defenses. (1 Mana)
- Magic Spell "Tornado" : Deals 1d6 damage to 2 enemies (roll for each enemy). Each target that takes damage from this spell is also stunned for 2 rounds. (2 Mana)
- Magic Spell "Lightning" : Deals 2d4 damage to the target. If the target had more than 1 HP to begin with and ends with 1 HP or less, they are left with 1 HP and any additional damage is split off to another target. If the target had 1 HP or less to begin with, they take 1 damage and the rest of the damage is split off to another target. Damage can be chained to as many targets as possible. (3 Mana)
- Magic Spell "Time Stop" : Stops time and grants the monsters an extra round of actions. Any end-of-round effects (like cooldowns and poison damage) activate as normal (as if this was a second round of actions where the players could not act). (Note: Double Time effect still applies here--this monster cannot attack during the free round.) (5 Mana)
- Passive Skill "Siblings' Love" : The life-forces of Aaron, Byron, Claron, and Dieron are linked. Damage taken is deducted from the combined health of all four siblings; health is then redistributed as evenly as possible among the four.
- Passive Skill "Healing Grace" : If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Adrenaline Rush" : When HP is less than or equal to 1 HP, normal attacks deal double damage, active skills have 0 CD, and direct damage spells cost 0 MP.
- Passive Skill "Double Time" : This monster can only act every other round (starting with round 1).
- Passive Skill "Protective Wards" : On any round that this monster cannot act (whether it be due to the "Double Time" skill, the stun status affliction, or some other reason), this monster only takes half the damage it receives those rounds (applied after the defense roll).
- Special Skill "Telepathic Link" (Maximum of 5 uses) : Transfers up to 1d6 MP from the caster to the target. (One cannot transfer more MP than one possesses; otherwise, there are no restrictions on the amount that can be transfered.)
- Magic Spell "Fire" : Deals 1d4 damage to an enemy and ignores defenses. (1 Mana)
- Magic Spell "Tornado" : Deals 1d6 damage to 2 enemies (roll for each enemy). Each target that takes damage from this spell is also stunned for 2 rounds. (2 Mana)
- Magic Spell "Lightning" : Deals 2d4 damage to the target. If the target had more than 1 HP to begin with and ends with 1 HP or less, they are left with 1 HP and any additional damage is split off to another target. If the target had 1 HP or less to begin with, they take 1 damage and the rest of the damage is split off to another target. Damage can be chained to as many targets as possible. (3 Mana)
- Magic Spell "Time Stop" : Stops time and grants the monsters an extra round of actions. Any end-of-round effects (like cooldowns and poison damage) activate as normal (as if this was a second round of actions where the players could not act). (Note: Double Time effect still applies here--this monster cannot attack during the free round.) (5 Mana)