Level Up 2 - Finished

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Post Post #2375 (ISO) » Fri Apr 24, 2020 9:19 pm

Post by inspiratieloos »

We have a morale spell already, so the scrolls will only save a little bit of mana.

The fury crystal seems like the only item that can really turn a loss into a win.
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Post Post #2376 (ISO) » Sat Apr 25, 2020 5:45 am

Post by lilith2013 »

Fury crystal + curing potion? That leaves us with 1 silver. How many copper = 1 silver?
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Post Post #2377 (ISO) » Sat Apr 25, 2020 6:21 am

Post by Gamma Emerald »

100 copper equals 1 silver

The conversion ratios are in the shop post
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Post Post #2378 (ISO) » Sat Apr 25, 2020 6:24 am

Post by lilith2013 »

Maybe 1 scroll of awakening and 1 scroll of inspiration with what’s left?
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Post Post #2379 (ISO) » Sat Apr 25, 2020 6:33 am

Post by Not Known 15 »

We have a cure spell and an antifear spell, but we might need them regardless if our magic ends up disabled - we already had weapons disabled in the past...
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Post Post #2380 (ISO) » Sat Apr 25, 2020 6:55 am

Post by Gamma Emerald »

In post 2376, lilith2013 wrote:Fury crystal + curing potion? That leaves us with 1 silver. How many copper = 1 silver?
In post 2378, lilith2013 wrote:Maybe 1 scroll of awakening and 1 scroll of inspiration with what’s left?
I’m okay with this
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Post Post #2381 (ISO) » Sat Apr 25, 2020 8:40 am

Post by lilith2013 »

Okay the deadline is in 20 mins. If no one shows up to dissent before then, I guess I'll post to finalize this:

fury crystal
curing potion
scroll of awakening
scroll of inspiration
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Post Post #2382 (ISO) » Sat Apr 25, 2020 8:58 am

Post by lilith2013 »

alright guess i'm doing it.

buy 1 fury crystal, 1 curing potion, 1 scroll of awakening, 1 scroll of inspiration
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Post Post #2383 (ISO) » Sat Apr 25, 2020 9:31 am

Post by Ircher »

"Thank you for your business. Good luck against the cultists and slimes," Havner states as he collects your money and counts off ten copper coins in change. You proceed further into the cave. A few more slimes appear, but they are no match for your prowess. Soon, the tunnel widens and you enter a very spacious room. Inside, you see two figures talking to each other. You recognize one of the figures. It is the same cultist who ordered Cultist Andromeda to unleash the Hydra Slime upon you. She is in the same dark robes as she was earlier. The other figure is also wearing robes of a slightly lighter shade. You stop for a moment and attempt to overhear their conversation. Sadly, they are talking a volume too low for you to eavesdrop.

You boldly walk forth into the room and notice that the air around you has that same energizing quality you have experienced throughout the caves. "They finally came! I'm impressed you made it this far," states the unknown figure upon seeing you. "How are you here? I thought I told Cultist Andromeda to kill you! She'll pay for her incompetence!" shouts the familiar figure angrily. "Well since you are here, how about we chat for a moment. You know, before we try to end each others' lives?" suggests the unknown figure. While still on high alert, you decide to take him up on the offer. Each of you introduces your name. The lighter-robed figure responds, "So you are the incredible band of adventurers that has been disrupting our plans. My name is not important; you may simply call me the Slimemancer because I have been creating these slimes. To the right of me here is my good friend Cultist Zykkia. Well, introduction time is over; I am afraid this is the end of the road for you all." The Slimemancer then turns and looks directly at David and states, "Especially for you. We shall have prepare a special death for your treachery." You suddenly notice that the two of them are not alone; a very small slime and a very large slime accompany them.

David, who was not paying attention to the conversation, suddenly distributes your leaders some scrolls. On them are inscribed information about the Slimemancer and Cultist Zykkia. "This is all I know. Be careful; these cultists are bound to have some tricks up their sleeves."
Spoiler: Slimemancer Scrying Info Courtesy of David
**Slimemancer : Summoner : Level = 7 | HP = 49 | MP = 25 | Morale = 11 | Attack = 2d4 | Defense = 1d6
- Passive Skill "Emergency Teleportation Wards": This skill activates when this creature would otherwise die. This creature teleports away from the fight, but experience is still gained.
- Passive Skill "Perseverance": Instead of dying, this creature is rendered unconscious when this creature takes damage at 1 HP. Further damage will kill this creature. Healing items and spells restore unconscious characters to 1 HP, regardless of how much health is healed. Defense rolls are halved while in this state.
- 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 "Control Mastery": This creature is immune to all crowd-control effects (including stuns and silencing).
- Passive Skill "Summoning Mastery" (level 3): Can summon a maximum of three creatures at a time.
- Summoning Spell "Summon Red Slime" (3 Mana): Summons a level 7 red slime.
- Summoning Spell "Summon Orange Slime" (4 Mana): Summons a level 7 orange slime.
- Summoning Spell "Summon Yellow Slime" (5 Mana): Summons a level 7 yellow slime.
- Summoning Spell "Summon Green Slime" (4 Mana): Summons a level 7 green slime.
- Summoning Spell "Summon Blue Slime" (4 Mana): Summons a level 7 blue slime.
- Summoning Spell "Summon Purple Slime" (3 Mana): Summons a level 7 purple slime.
- Summoning Spell "Summon White Slime" (6 Mana): Summons a level 7 white slime.
- Summoning Spell "Summon Black Slime" (5 Mana): Summons a level 7 black slime.
- Summoning Spell "Mass Summon Slimes" (14 Mana): Summons three random level 7 slimes. Roll 3d100 to determine which slime is summoned: 1-7 = Normal, 8-14 = Tiny, 15-21: Giant, 22-28: Silver, 29-35: Pink, 36-42: Red, 43-50: Orange, 51-57 = Yellow, 58-64 = Green, 65-71: Blue, 72-78: Indigo, 79-85: Purple, 86-92: White, 93-100: Black.
- Magic Spell "Minor Heal" (2 Mana): Heals 1d4 hitpoints of an ally.
- Magic Spell "Bless" (2 Mana): Blesses an ally granting them a +2 modifier on all rolls for 3 rounds.
- Magic Spell "Curse" (2 Mana): Curses an enemy granting them a -2 modifier on all rolls for 3 rounds.
- Magic Spell "Fire" (1 Mana): Sears an enemy for 1d4 damage and ignores defenses.

Spoiler: Cultist Zykkia Scrying Info Courtesy of David
**Cultist Zykkia : Cultist Musician : Level = 7 | HP = 49 | MP = 30 | Morale = 40 | Attack = 2d3 | Defense = 1d2
- 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 "Second Chance": The first time this creature reaches zero or less health, this creature is instantly revived instead. All status changes and cooldowns of this creature are reset upon activation of this ability.
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
- Passive Skill "Energizing": While this creature is alive, all spells require and use one less mana to cast (for both friendly and hostile creatures).
- Magic Spell "Lullaby" (7 Mana): Sings a magical lullaby that causes enemies to sleep. For each enemy, roll a 1d6. If the result is a 5 or a 6, that creature receives the "Sleeping" status. Sleeping enemies cannot act, cannot defend, and are vulnerable to attacks (as in skills and normal attacks, not spells) (2x damage). If a sleeping character is attacked (including by spells), they immediately wake up.
- Magic Spell "Confusion Wave" (7 Mana): Confuses all enemies and increases their global cooldown by three rounds.
- Magic Spell "High Note" (3 Mana): Plays a high-pitched note and causes an enemy to lose 1d3 mana points.
- Magic Spell "Low Note" (1 Mana): Plays a low-pitched note and causes an enemy to lose 3d4 morale.
- Magic Spell "Low Melody" (4 Mana): Plays a very dark and low-pitched melody and causes all enemies to lose 1d8 + 1d4 morale.
- Magic Spell "Inspiration Song" (9 Mana): Plays a short, inspirational song blessing (+1) all allies for three rounds.
- Magic Spell "Song of Medicine" (4 Mana): Plays a special song that cures one status affliction of all allies and heals all allies by 1d3 hitpoints.
- Magic Spell "Charm" (3 Mana): Deals 2d6 morale damage to an enemy. If the target's morale drops to zero or less, that target receives the "Charmed" status. Charmed characters attack allies (during the opposite team's turn; that is, charmed player characters will attack at the same time as monsters) until their morale rises back up to above zero. Charmed characters' actions do not count against the action threshold.

---
The tiny slime rushes forth and attacks NotMySpamAccount.
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4

Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


After finishing its attack against NotMySpamAccount, it moves towards another one of you. This time, it attempts to hug Cerberus v666.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

(Defense:)
Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #2384 (ISO) » Sat Apr 25, 2020 9:37 am

Post by Ircher »

NotMySpamAccount is caught off guard, but luckily, the slime did not come close to any vital organs. **NotMySpamAccount has
13/15
HP left.** Cerberus v666 is also caught off guard but has similar luck. **Cerberus v666 has
18/20
HP left.**
---
Battle #24
(Threshold
5/1
)
(7) Slimemancer : Summoner : Level = 7 | HP = 49/49 | MP = 25/25 | Morale = 11/11 | Attack = 2d4 | Defense = 1d6
(7) Cultist Zykkia : Cultist Musician : Level = 7 | HP = 49/49 | MP = 30/30 | Morale = 40/40 | Attack = 2d3 | Defense = 1d2
(7) (S A) Proto-G Slime : Giant Slime : Level = 7 | HP = 74/74 | Morale = 17/17 | Attack = 1d6 + 1d4 | Defense = 1d4
(7) (QS) (H) Proto-T Slime : Tiny Slime : Level = 7 | HP = 49/49 | Morale = 17/17 | Attack1 = 1d4 | Attack2 = 1d3 | Defense = 1d2

Summons:
(These creatures instantly die if all other creatures are dead.)


Active Battle Effect #1: All spells require and use one less mana.
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Post Post #2385 (ISO) » Sat Apr 25, 2020 11:23 am

Post by Gamma Emerald »

Stat point into MP btw


I’ll figure out a move later
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Post Post #2386 (ISO) » Sat Apr 25, 2020 11:36 am

Post by lilith2013 »

Did our cooldowns reset or no?
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Post Post #2387 (ISO) » Sat Apr 25, 2020 11:37 am

Post by Ircher »

Cooldowns always reset at the end of a battle, so yes.
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Post Post #2388 (ISO) » Sat Apr 25, 2020 12:30 pm

Post by Formerfish »

What are you guys thinking?

I could go two ways, tornado some mofos or double slash a bitch.

Thoughts?
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Post Post #2389 (ISO) » Sun Apr 26, 2020 3:10 am

Post by Not Known 15 »

In post 2388, Formerfish wrote:What are you guys thinking?

I could go two ways, tornado some mofos or double slash a bitch.

Thoughts?
The tiny slime is immune to tornado due to Quick Strike, the big slime might be immune to stun. Please no tornado.
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Post Post #2390 (ISO) » Sun Apr 26, 2020 3:25 am

Post by inspiratieloos »

Murder the Slimemancer ASAP?

We have an about 60% chance of killing him in one turn if we throw Heavy Blow + 3 Double Slashes + David's double shot at him. Then we possibly have some aid actions and some tricky dice abilities to mitigate bad rolls to improve the odds.
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Post Post #2391 (ISO) » Sun Apr 26, 2020 3:30 am

Post by Not Known 15 »

In post 2390, inspiratieloos wrote:Murder the Slimemancer ASAP?

We have an about 60% chance of killing him in one turn if we throw Heavy Blow + 3 Double Slashes + David's double shot at him. Then we possibly have some aid actions and some tricky dice abilities to mitigate bad rolls to improve the odds.
I feel uneasy about the tiny slime, though. If it has an ability that protects the slimemancer(it has quick strike, it acts before us) then... Don`t forget that David warned us about some tricks he doesn`t know of.
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Post Post #2392 (ISO) » Sun Apr 26, 2020 3:38 am

Post by inspiratieloos »

Tiny Slime doesn't have mana so probably not too many exotic abilities, even if we fail, all we're wasting is some overall damage from stacking penalty and we can potentially stop him from getting his mass summon off.
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Post Post #2393 (ISO) » Sun Apr 26, 2020 6:13 am

Post by Gamma Emerald »

Silence also exists as an option
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Post Post #2394 (ISO) » Sun Apr 26, 2020 6:19 am

Post by Not Known 15 »

In post 2393, Gamma Emerald wrote:Silence also exists as an option
Good point. Gamma could cast silence the next 7 rounds to prevent that cultist from acting.
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Post Post #2395 (ISO) » Sun Apr 26, 2020 7:30 am

Post by inspiratieloos »

Cultist is immune to crowd control.
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Post Post #2396 (ISO) » Mon Apr 27, 2020 5:17 am

Post by Ircher »

(expired on 2020-04-29 17:00:00) left in the round.
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Post Post #2397 (ISO) » Mon Apr 27, 2020 5:48 am

Post by Not Known 15 »

In post 2395, inspiratieloos wrote:Cultist is immune to crowd control.
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
Silence lasts two rounds.
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Post Post #2398 (ISO) » Mon Apr 27, 2020 5:58 am

Post by inspiratieloos »

Wrong cultist:
- Passive Skill "Control Mastery": This creature is immune to all crowd-control effects (including stuns and silencing).
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Post Post #2399 (ISO) » Mon Apr 27, 2020 6:06 am

Post by Not Known 15 »

In post 2398, inspiratieloos wrote:Wrong cultist:
- Passive Skill "Control Mastery": This creature is immune to all crowd-control effects (including stuns and silencing).
That`s the slime master... I was not talking about the leader, I was talking about the cultist that has a chance to disable us ALL very fast if they can cast spells.
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