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The Deep Dark Dungeon of Doom and Despair

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StarBee Since: Nov, 2014
#1001: May 24th 2017 at 6:20:48 AM

>"Thanks, Whizzerd."

> Try firing another radiant arrow at the ghost. Weakening it will probably help us trap it anyways.

CathariSarad Since: Jan, 2014
#1002: May 24th 2017 at 7:12:07 AM

Entry 110

Floor B2, Manor Complex

@BlackMageAnolis: You take a few steps back until Whizzerd, Starbee, and the circle are in sight. After Whizzerd heals Starbee, you see Whizzerd step into the circle.

You see Starbee’s arrow land into the ghost. As the ghost is consumed by holy fire, its form begins to flicker. It then rushes up towards Starbee and tries to drain her life force, but Starbee leaps back and disconnects from the ghost’s reach.

The ghost then floats back into the wall on the east side of the north alcove.


@Whizzerd: You heal Starbee for 26 HP, consuming 4 MP and restoring her to full health.

You step into the circle. It seems to be safe for you and the others to step into. It doesn’t seem to be particularly large, just big enough for a few people to stand in.

After Starbee fires her arrow, you see the flickering form of the ghost rush to her and attempt to drain her life force, but Starbee leaps back and disconnects from the ghost’s reach.

The ghost then floats back into the wall on the east side of the north alcove.

2 MP is consumed to maintain the circle.


@Starbee: You are healed for 26 HP, restoring you to full health.

You then fire a radiant arrow at the elder ghost. Your attack hits, dealing 5 physical damage, 24 radiant damage, and 1 lightning damage. This spell consumes 3 MP.

You then see the ghost’s form begin to flicker. It then reaches its hand out towards you.

You leap back just as you feel the ghost attempt to drain at your life force.

You then see the ghost retreat back into the wall to the inner chamber.


Encounter Log

Ground Level

  • Near Room’s Center
  • Chest (open)
    • 98G
    • Battle Axe
    • Conjuring Illusions
    • Dagger - Level 1
      • Level 1: Wind Enchant - 2 + 1d4 extra Wind Damage (minus resistance).
    • Pearl (Level 1) (in wind dagger’s gem slot)
    • Dagger 2 - Level 1
      • Level 1: Cold Enchant - 2 + 1d4 extra Cold Damage (minus resistance)
    • Pearl (Level 1) (in ice dagger’s gem slot)
    • Essence of fury/Soul of Rat-Man Baron
      • Permanently boosts Str by 4 and Def by 2
      • The one imbued with this soul has a (20 + Luck/5)% chance per round to make an extra melee attack (roll of (80 - Luck/5)+), assuming a target is within range.
    • Floor B2 Tailor Shop Key
    • Fool’s Crown
      • Confers 3 extra Magic points and 6 extra HP to the user.
    • Glaive
    • Glass Bottle with Tod’s Soul
    • Large Ruby (Level 3)
    • Leather Pouch
    • Needle-Rapier X 2
    • Newspaper Hat
      • Confers +4 Luck on the wearer.
    • Obsidian Chunk
    • Ordinary daggers
    • Pen & Ink
    • Pouch with crossbow bolts
    • Small Sack
    • Spirit Binding Circles Scroll
    • Sword
    • Upper half of Trident-Fork
      • +2 bonus to weapon damage.
      • Damage range increased by ± 1
    • Wooden Shield (circular)
  • Elevator Shaft
  • Knight Statues

Floor B2, Mountain Path

  • Windmill Peak
  • Mountain Trail, 3rd level
    • Windmill Area Entrance
      • Wolf 2 - 13/30 HP
      • Wolf 4 - 22/30 HP
      • Wolf 5 - 30/30 HP
    • Fifth Gate
      • Goat 1 - 10/27 HP
      • Sheep 1 - 24/32 HP
  • Mountain Trail, 2nd level
    • Fourth Gate
      • Crow Archer 7 - 38/38 HP (on gate)
      • Crow Archer 8 - 38/38 HP (on gate)
    • Mine Shaft Entrance
      • Sheep 2 - 32/32 HP (by mine)
      • Masked Crow Archer 5 - 5/38 HP (moving towards 4th gate)
      • Wolf 15 - 30/30 HP (by mine)
      • Goat 6 - 27/27 HP
      • Goat 7 - 27/27 HP
      • Wolf 14 - 30/30 HP
      • Goat 5 - 27/27 HP
      • Wolf 13 - 30/30 HP
    • Third Gate
  • Mountain Trail, 1st level
    • Second Gate
      • Masked Crow Archer 4’s corpse (through gate) (has dagger)
    • Shack
      • Fishing Rod
      • Net
      • Knives and Cooking Utensils
      • 6 G
      • Scroll
      • Buddha-figure
      • Axe
      • Naginata
      • Wooden Box
    • Outside Shack
    • First Gate
      • Goat 3’s corpse

Floor B2, Manor Complex (map)

  • East Wall
  • Courtyard
    • Courtyard Shrine
    • Chickens X 5
  • Northeast building/Main Household
    • Inner Chamber
      • Elder Ghost - (?? - 86)/?? HP, (??? - 3)/??? MP
      • Buddha-like statue
      • Metal-reinforced chest (padlocked)
      • Incense Pots
      • Illustrations
      • Bin with Scrolls
      • Wooden Board
      • Reed Pen and dried ink bottle
      • Chinaware
    • Meeting Room
      • Unanimated Skeleton Retainers X 3
    • Hall(east)
      • Revaryk
    • North Alcove
      • Vase
    • Hall(west)
      • Starbee
      • BlackMageAnolis (facing north towards ghost)
      • Spirit Binding Circle (by corner) - Str = 26
      • Whizzerd (in circle)
  • Outside Northeast building
  • North Wall
  • Northwest building
    • Bedchamber 2
      • Shrine
      • Scrolls
      • Chest
      • Snapped Katana
    • Bedchamber 1
      • Floating Table
    • Hall (west)
      • Ghost - (??)/?? HP, (??? - 6)/??? MP
      • Floating Naginata X 2
    • West Door
  • West Wall
  • West Entrance
  • Southwest building (entrance locked)
  • South Wall
  • Southeast building (entranced barred from front)

Floor B2, Village

  • Bridge
    • Goat 2’s corpse
    • Goat 4’s corpse
  • South of Bridge
    • Sheep 3’s corpse
    • Torch (in stand)
  • Northeast Buildings
    • NE House 2
  • Other Buildings
  • Tailor Shop (E of Alchemist shop)
    • Shop Area
      • Drawer
        • 12 G
        • Two paper cranes
        • Reed Pen and Ink bottle
    • Back Area
    • 2nd Floor Hall
    • Living Quarters
    • Head of Household’s Room
    • Dining Area
    • Main Office
      • Stools
      • Baskets
      • Desk
        • Financial Records
        • Statues
        • Paperweights
      • Right Cabinet
        • Quiver with arrows
      • Drawer(open)
        • 2 Scrolls
      • Left Cabinet(open)
        • Metal Chest with combination lock/chains (0-0-0-0)
      • Bow
  • Village Archives (N of Alchemist shop)
    • Back Section
      • Desk
        • Blank Scrolls
        • Other Scrolls
        • Reed Pen and Ink (dry)
      • Large Wooden Box (seal removed)
        • Conjure Wolf Familiar
        • Spell Mines Scroll
        • Wards and Spell Seals
      • Lidded Basket
        • Ornithopter Schematics
        • Cannon Diagram
        • Horse Animatronic
        • Water Wheel Diagram
        • Firework schematics
        • Crossbow Assembly
        • Tool Specifications
        • Tank and Pipes?
        • Printing Press
        • Four Wheeled Carriage?
        • Arm schematic?
        • Hot Air Balloon
        • Box with Pipes?
        • Gem and Bowl construct?
        • Crank?
        • Reservoir blueprint?
      • Administrative Logs/Inventories
    • Shop Section
      • Drawer
        • Reed Pen & Ink Bottle (dried up)
        • Blank Scrolls
      • Counter
        • Gun with pointed tip scroll?
        • Hanui Mountain Traveler’s Guide
        • Musket Diagram
        • Secrets of the Stones
        • Spirits and Wildlife
        • Harmony and Balance
  • Alchemy/Herbalist shop (NW)
    • Back Area (door locked)
    • Front Area
      • Shelves
        • Health-1 X 1
        • Ether-1 X 1
        • Strength Boost 1 X 1
        • Venom-1 X 1
        • Cure-Poison X 2
        • Swiftness-1 X 1
      • Drawer (locked)
  • North Side of Town
  • Elder’s Manor (N of barracks)
  • Barracks (N of blacksmith) (barred shut from the inside)
  • Inn/Tavern (N of Barn)
    • Outside
    • 1st Floor
    • Stairway
    • 2nd Floor
  • Tavern Stables
  • Village Center/Well
  • Blacksmith’s Shop (E building 3)
    • Furnace
    • Anvil
    • Iron Ingots X 5
    • Steel Ingots X 1
    • Copper Ingots X 4
    • Blacksmith’s corpse
    • Various Weapons
    • Butter-Knife Spear X 2
    • Blacksmith’s tools
    • Drawer
    • Living Quarters
      • Open Chest
      • Note about Tabi
  • Carpenter’s Shop (E building 2)(locked)
  • Nondescript house (E building 1)
    • Front rooms
    • Back Area
    • South Face of Building
  • Barn
    • 2nd floor, Front Area
      • Unlit Lantern
      • Empty Flasks
      • Buckets (some with water)
      • Small (unlocked) Chest
        • Gold Ingot
        • Iron Ingot
      • Haystack & Rope bundle
      • Barrels
      • Barrel Stand & taps
      • Small Hammer & Whip
    • 2nd floor, Back Area
      • Rope & Pulley mechanisms
      • Basket
    • Back Area
      • Back Door (unbarred)
      • Ladder (broken), leaning on wall
      • Long Wooden Bar/Plank
      • Chest (open)
      • Mad Cow 4’s corpse
      • Dust Pile
    • Pens/Stables (all opened)
      • Wolf 9’s corpse
      • Mad Cow 3’s corpse (4th left pen)
      • Wild Stallion’s corpse (L4 pen)
      • Wolf 7’s corpse (by L3)
      • Wolf 8’s corpse
      • Mad Cow 1’s corpse
    • Front Area
  • Rice fields
  • Woods(east side)
  • Deeper Woods
    • Cottage
      • Masked Crow Archer 1 - 1/38 HP (on roof)
    • Near Creek
      • Leather Pouch
        • Blacksmith’s Key
        • Bullets
      •    Deer   
      • Centaur-like Abomination - (??? - 83)/??? HP, (on fire)
      • Masked Crow Archer 2 - 20/38 HP (Tree B)
      • Masked Crow Archer 3 - 34/38 HP (Tree C)
      • Masked Crow Archer 6 - 38/38 HP (Tree F)
      • Anolis’s Ball (towards center of area)
      • Wolf 10’s corpse (behind tree/bush)
    • Southern Dirt Path
      • North
      • Center
        • Wolf 1’s corpse
        • Wolf 12’s corpse
        • Small Boar 1’s corpse
        • Tod’s corpse
        • Wolf 11’s corpse
      • South
        • Wolf 3’s corpse
        • Wolf 6’s corpse
      • Southwest end of forest (towards village)
  • Village, South end
  • Tree Entrance

Floor B2, Resting Hall

  • Doorway
  • Elevator Shaft
  • Fountain of Nourishment
  • Near Entrance

Floor B1

  • Antechamber
    • Eastern Stairs, Low end
    • East Side of Room
      • Fork-Trident - snapped in two
      • Hard Stick
    • Underneath Balcony, Room’s Center
      • Baron’s Shield - 1430/1500 HP
    • Trash Bag Wall
  • Corridor
    • Stairs, Midsection
  • Room 1
    • Drainage Channel

   LAWS   

  •    0: The Ground Floor is a place of Sanctuary. No harm may come to anyone taking refuge on this floor.   
  • Floor B2
    •    1: A fence delineates the natural boundaries of this floor. It is impossible to cross the boundaries denoted by the fence, whether that be by stepping across, digging under them, flying over them, or teleporting past them.   
    •    2: The exit to this floor lies at the base of the windmill atop the hill within this floor. The top of this hill where this windmill is cannot be accessed without first assembling the three pieces of the stone sigil and placing them in the shrine near the top of the mountain.   
    •    3: The guardian of Floor B2 resides at the top of this hill. The guardian cannot leave this area or pursue anyone down the hill, nor can anyone outside of this area bring harm to the guardian.   

Floors Unlocked

  • Ground Level
  • B1 - Sewer
  • B2 - Hanui Mountain

Stats

BlackMageAnolis 

  • Level 3
  • HP - 44/44
  • MP - 7/14
  • Exp - 161
  • Ability Scores:
    • Str - 14
    • HP Regen - 1
    • Mag/Int - 16
    • Acc - 102
    • Def - 6
    • Res - 6
    • Mob - 16 (+6,-5) -> 17
    • Lck - 18 (+2) -> 20
  • Location - Floor B2
  • Weapon - Ball and Stick
  • Class - Engineer/Sapper
  • Class Quirks
    • Construction Proficiency
    • Trap Proficiency
  • Feats and Traits:
    • Lucky Strike-1
      • Your crit range for melee attacks made with your bat or ranged attacks made via hitting your ball with your bat is expanded by 5.
      • The physical damage dealt via your crits uses 2 of each relevant damage dice.
      • Your base damage for melee attacks is increased by 4.
      • Whenever you score a critical hit, you gain bonus exp based on the damage done relative to the enemy’s health and exp.
  • Special Abilities:
    • Alter Trajectory-1
      • If you or one of your allies makes a ranged attack that you can easily perceive or anticipate (such as with your ball or something else with a slow trajectory), you can use your latent psychic abilities to ensure the attack hits. When you use this ability, any range-based penalties are reduced to up to 35 accuracy points, and an additional accuracy bonus of +5 is applied so long as you can see the target the projectile is directed towards. If the attack hits, the physical damage applied also increases by half your Magic/Intelligence score modified by your magic variance dice.
      • Using this ability to alter ranged attacks consumes 4 MP.
      • You can also use this ability to increase the strength of your own melee attacks by a quarter of your Magic/Intelligence score (plus variance), and increase its accuracy by 5, though using it in this manner only consumes 2 MP.
      • Regardless of whose attack you apply this ability to, you will gain exp as if you had made the attack yourself, though it will be slightly increased. However, you currently cannot simultaneously buff someone else’s attack and make an attack yourself, though you can buff your own attack as you make it.
      • Alternatively, you can use this ability to alter the trajectory of a projectile coming towards you or your allies that you can readily perceive. When doing so, you apply an accuracy penalty of up to -30 to the attack, and reduce the damage by up to a fifth of your magic/intelligence score. If the projectile is psychically or magically controlled, you will have to use a contested magic/intelligence check to be able to alter the projectile, and the penalties applied to it will be reduced. Using Alter Trajectory in this manner consumes 4 MP. You also gain exp for using this ability in this manner as if you had attacked the enemy that shot the projectile. You cannot attack, counterattack, or perform similar actions while doing this, at least for now.
      • You can also use this ability as a form of light telekinesis, though you consume 3 MP per round this is done. Choosing to attack using an object held in this manner uses your magic/intelligence score against the target’s defense score.
      • You cannot use this ability to alter the trajectory of high speed projectiles such as bullets. Nor will you be able to manipulate anything heavier than roughly 20 pounds. You also can only manipulate one object at a time per round.
  • Equipment
    • Bronze Bat - Level 1 (in right hand)
      • Smelted from bronze ingot and steel ingot
      • Quality Level: 5
      • Melee Bonus Damage: 4 + 1d5
      • Ranged Bonus Damage: 2 + 1d4
      • Damage Range Increase: ±2
      • Level 1 Acid Enchant - 4 + 1d13 acid damage
    • Hollow Bronze Ball (in left hand)
      • Smelted from bronze ingot
      • Quality Level: 4
      • Melee Bonus Damage: 1d2
      • Ranged Bonus Damage: 1d2
    • Iron Shield (left arm)
      • Five Iron Ingots (has 2 loops for forearms)
      • Quality Level: 5
      • Durability: 191/200
      • Defense: 12
      • Resistance: 7
      • Damage Resistance: 5
      • Mobility: -5
      • Absorbs attacks coming from one specified direction/enemy
      • If no direction specified, absorbs 60 degrees CCW (or CW) from front orientation
      • While unequipped, shield may absorb attacks from behind
      • Some attacks may bypass shield
      • Durability can be restored by 25% by expending/crafting with 1 iron ingot or mending spell
    • Swift Tabi
      • Small
      • Mobility +6
      • Luck +2
  • Items
    • Bronze-Handled Sickle
      • Bronze Ingot used to create handle
      • Steel Ingot used to refine sickle blade
      • Quality Level: 3
      • Melee Bonus Damage: 2 + 1d4
      • Damage Range Increase: ±1
    • Butter-Knife Spear
    • B2 Farm Key
    • Floor B2 Blacksmith’s Chest Key
    • Force Barrier Scroll (Torn apart, bloody)
    • Leather Pouch
  • Status Effects:
  • Money - 30G

Revaryk 

  • Level 3
  • HP - 50/50
  • MP - 18/18
  • Exp - 286
  • Ability Scores:
    • Str - 19
    • HP Regen - 1
    • Mag - 11
    • Acc - 106
    • Def - 6
    • Res - 5
    • Mob - 18
    • Lck - 14
  • Location - Floor B2
  • Weapon - Rapier
  • Class - Duelist
  • Traits & Feats:
    • Counter-Attack 1
      • You can now parry/counter-attack 2 enemies per round, or you can attack one enemy and counter the same/a different enemy within the same round, though you may receive less exp than if you make two separate attacks. You may alternatively parry and take another action within the same round.
    • Water Affinity-1
      • Water based attacks or spells deal 5% less damage to you.
      • You can breathe without access to fresh air for 50% longer than others of your same skill level or endurance.
  • Equipment
    • Rapier
  • Items
  • Status Effects:
  • Money - 0G

Starbee 

  • Level 4
  • HP - 52/52
  • MP - 18/28
  • Exp - 166
  • Ability Scores:
    • Str - 18
    • HP Regen - 1
    • Mag - 17
    • MP Regen - 2
    • Acc - 106
    • Def - 6
    • Res - 6
    • Mob - 16
    • Lck - 16
  • Location - Floor B2
  • Weapon - Bow/Arrow
  • Class - Spell Archer
  • Special Abilities:
    • Arrow Spell Shower-1:
      • When you cast this spell, your arrow transforms into a flurry of magical projectiles (fireballs/stones/etc.) based on the element of your attack. This attack can target up to four entities close to each other, and deals primarily magic damage to those entities.
      • If an enemy within the area is large enough, this spell may deal multiple attacks to the same enemy (up to four), though these attacks are deducted from the maximum 4 attacks.
      • This spell consumes 8 MP.
  • Traits and Feats:
    • Arcane Proficiency-1
      • All spell attacks and weapon enchantments that you make deal 2% additional damage, and any elemental enchantments applied to your weapons deal 2% more damage.
      • Furthermore, all spell attacks and weapon enchantments you make deal an additional 2 + 1d4 damage of the spell’s element.
    • Spell Infusion-A
      • Whenever you enchant you or your allies’ attacks with magic, said attacks deal additional magic damage as if they were regular spell attacks as opposed to being a minor bonus (They now deal regular magic damage as opposed to 1/5 magic damage). They now consume slightly more MP than before (3MP per enchant).
      • You also gain bonus exp from attacks of this sort, although this bonus is less than that earned from normal attacks.
  • Equipment
    • Normal Hat
    • Straw Hat (on top of normal hat)
    • Lightning Bow - Level 1
      • Level 1: Lightning Enchant
        • Melee Attacks: 2 + 1d6 lightning damage (minus res)
        • Ranged Attacks/Lightning Spells: 3 + 1d8 lightning damage (minus res
        • Attacks have 1/50 (50 on 1d50 roll) chance to paralyze non-boss enemy for one turn on a hit.
    • Quiver
  • Items
    • Dark Axe - Level 1
      • Level 1 Dark Enchant:
        • Dark/Shadow/Necrotic spells and melee attacks deal 3 + 1d9 necrotic/dark damage (minus res).
        • Attacks have a 1/50 (50 on 1d50 roll) chance to deal an extra 4 necrotic/shadow/void damage.
    • Sigil Part 1
    • Secrets of the Stones
    • Spirits and Wildlife
  • Status Effects:
  • Money - 0G

Whizzerd 

  • Level 4
  • HP - 52/52
  • MP - 27/40
  • Exp - 446
  • Ability Scores:
    • Str - 12
    • HP Regen - 2
    • Mag - 22
    • MP Regen - 3
    • MC Slots - 1/4
      • Spirit Circle 1 (NE Manor, west hall corner, Str = 26, 2 MP per round)
    • Acc - 98
    • Def - 5
    • Res - 7
    • Mob - 12
    • Lck - 16
  • Location - Floor B2
  • Weapon - Staff
  • Class - Wizard of Restoration
  • Special Abilities:
    • Create Spirit Binding Circle
      • With this ability, you can create magical circles with which to trap minor spirits or ghosts.
      • To use this ability, designate a space or position where you wish to create the circle. By focusing your magical energies, you will begin to construct the circle. This spell requires 2 rounds to fully prepare, and the user must spend 5 MP per round to complete it. The user cannot take any other actions while constructing the circle, otherwise the spell goes to waste. Furthermore, the quality of the circle is determined by a magic check from the user.
      • Once complete, the spirit binding circle will glow bright, though other objects can be used to conceal it.
      • If, at any point, a minor spirit wanders into the radius of the circle, it is then trapped in there. It cannot move, teleport, or attack anything outside the circle unless the circle itself is broken, the spirit has an ability that explicitly allows it to warp or otherwise bypass binding circles, the spirit breaks through the circle via a magic check, or the circle itself is dismissed, destroyed, or altered. The spirit can, however, attack anything that wanders into the radius of the circle.
      • While in the circle, the spirit’s mobility is reduced to 5, and it cannot benefit from mobility-based bonuses against ranged attacks.
      • The strength of the circle is determined by the magic check used to create it. Its specific strength is (1.5 * (Magic Check)).
      • While active, the magic circle will require the user to spend 2 MP per round. It can also be dismissed as a “free” action. It also consumes one Magic Circle slot (or MC slot).
      • If the circle is broken through by (melee) force, the circle shatters, and no longer consumes MP or circle slots. Furthermore, the entity that broke through the circle then takes 12 radiant damage, unless it has a feat/trait that allows it to mitigate that damage.
      • Alternatively, if the user has a supply of salt, chalk, or a similarly suitable substance on hand, the user can use this substance instead to create the magic circle. Each circle still requires 2 rounds to create, but one does not have to expend MP to create it, nor does it consume any circle slots. However, to activate it, one must spend 8 MP, after which the magic circle will use 1 circle slot and require 2 MP to upkeep. The magic circle can be dismissed as before, though the material circle underneath it does not disappear or go away.
    • Focus/Recharge
      • When you choose to focus/recharge your mana, your base MP regeneration rate increases by 4 for that round. You cannot attack, cast spells, dodge, or make other maneuvers during the round when you make this action, and your mobility also decreases by 5 for that round.
    • Lightning Strike-1:
      • You choose a target you can see within reasonable distance and strike it with a powerful lightning spell. This spell deals a base amount of lightning damage equivalent to twice your magic score, and uses two magic variance die for its damage calculation.
      • When you strike an enemy in this manner, you gain exp equivalent to if you did 1.5 regular attacks on said enemy.
      • This spell consumes 8 MP.
  • Traits and Feats:
    • Multicasting 1
      • You can now cast two spells per round.
    • Solar Affinity-1
      • Your attacks and abilities that use light-based or radiant spell-power deal 5% more radiant damage.
      • You also have 5% resistance against necrotic/shadow damage.
  • Equipment
    • Satchel
    • Staff - Level 1
      • Level 1: Radiant Enchant - 3 + 1d8 extra Radiant Damage to radiant spells and melee attacks. Healing increased by 1d8 HP. Stat buffs/debuffs increased by 2 points.
  • Items
    • Hand Crossbow (secured to belt with short rope, loaded)
      • FP - 7
    • (Crossbow bolts)
    • Rope Belt
    • B2 Archivist’s Diary
    • Basic Firestarting Scroll
    • Candlelight Methods Scroll
    • Crossbow Auto Loader
    • Cure-Poison Potion
    • Edible root?
    • Enchantment Techniques Scroll
    • Ether-1 Potion
    • Health-1 Potion
    • Lightning Strike Scroll
    • Notes on Levitation
    • Speculation on Windmill Schematics
    • Spell Circles and Mana Flow
    • Unlocking One’s Magical Potential
  • Status Effects:
    • Constructing Spirit Binding Circle (1/2 rounds)
  • Money - 0G

NPC Allies

Tod (Rat Flinger 3) 

  • Level 3
  • HP -    Dead   /36
  • MP - 8/8
  • Exp - 53
  • Ability Scores:
    • Str - 17
    • HP Regen - 1
    • Mag - 8
    • Acc - 96
    • Def - 6
    • Res - 4
    • Mob - 12
    • Lck - 13
  • Location - Floor B2
  • Weapon - Large Steel Spoon
  • Class - Flinger
  • Status Effects
  • Traits and Feats:
    • Swarm Tactics-1:
      • Whenever you attack an enemy/entity that an ally or another entity has attacked within a given round, you gain a bonus of +10 accuracy to melee attacks against that enemy/entity. Furthermore, that enemy/entity gains a penalty of -5 to melee attacks, and -10 to ranged attacks, against you.
      • Your crit ranged against enemies attacked in this manner is increased by 3.
    • Water Affinity-1:
      • Water based attacks or spells deal 5% less damage to you.
      • You can breathe without access to fresh air for 50% longer than others of your same skill level or endurance.
  • Equipment
    • Sapphire Shovel - Level 1
      • Ice Enchant Level 1:
        • Melee attacks: 3 + 1d8 cold damage (minus res)
        • Ranged water attacks: 2 + 1d6 cold damage (minus res)
        • Attacks have 1/50 (50 on 1d50 roll) chance to freeze non-boss enemy for one turn on a hit.
    • Protective Necklace Charm - Minor protection against Ghosts and Vampires
    • Leather Pouch
  • Items
    • B2 Archive Key
    • B2 Scroll Shop Drawer Key
    • Garnet (level 1)
    • Hand Crossbow with rope strap
      • FP - 7
    • Katana Forging Guide
    • Pearl (Level 1) X 2
    • Small Box
  • Status Effects:
  • Money - 25G

CathariSarad Since: Jan, 2014
#1003: May 26th 2017 at 6:53:15 AM

Bumping for visibility's sake.

StarBee Since: Nov, 2014
#1004: May 26th 2017 at 7:00:18 AM

>"Oh no you don't!"

>Pursue the ghost by running back into the inner chamber

CathariSarad Since: Jan, 2014
#1005: May 27th 2017 at 7:13:21 AM

Entry 111

Floor B2, Manor Complex

@Starbee: You circle back around Whizzerd, into the eastern side of the hall, back through the meeting area, and reenter the inner chamber.

You do not see the ghost in this room, though as you made your way through the meeting room, you saw a bluish glow lining the walls on the north side of the room.

It’s possible the second sliding door you saw in the east hallway may lead into whatever space lies beyond that wall.

As you passed through the hall, you also noticed Revaryk’s skin start to become clammy.


@Whizzerd: 2 MP has been consumed to maintain the circle.

Encounter Log

Ground Level

  • Near Room’s Center
  • Chest (open)
    • 98G
    • Battle Axe
    • Conjuring Illusions
    • Dagger - Level 1
      • Level 1: Wind Enchant - 2 + 1d4 extra Wind Damage (minus resistance).
    • Pearl (Level 1) (in wind dagger’s gem slot)
    • Dagger 2 - Level 1
      • Level 1: Cold Enchant - 2 + 1d4 extra Cold Damage (minus resistance)
    • Pearl (Level 1) (in ice dagger’s gem slot)
    • Essence of fury/Soul of Rat-Man Baron
      • Permanently boosts Str by 4 and Def by 2
      • The one imbued with this soul has a (20 + Luck/5)% chance per round to make an extra melee attack (roll of (80 - Luck/5)+), assuming a target is within range.
    • Floor B2 Tailor Shop Key
    • Fool’s Crown
      • Confers 3 extra Magic points and 6 extra HP to the user.
    • Glaive
    • Glass Bottle with Tod’s Soul
    • Large Ruby (Level 3)
    • Leather Pouch
    • Needle-Rapier X 2
    • Newspaper Hat
      • Confers +4 Luck on the wearer.
    • Obsidian Chunk
    • Ordinary daggers
    • Pen & Ink
    • Pouch with crossbow bolts
    • Small Sack
    • Spirit Binding Circles Scroll
    • Sword
    • Upper half of Trident-Fork
      • +2 bonus to weapon damage.
      • Damage range increased by ± 1
    • Wooden Shield (circular)
  • Elevator Shaft
  • Knight Statues

Floor B2, Mountain Path

  • Windmill Peak
  • Mountain Trail, 3rd level
    • Windmill Area Entrance
      • Wolf 2 - 13/30 HP
      • Wolf 4 - 22/30 HP
      • Wolf 5 - 30/30 HP
    • Fifth Gate
      • Goat 1 - 10/27 HP
      • Sheep 1 - 24/32 HP
  • Mountain Trail, 2nd level
    • Fourth Gate
      • Crow Archer 7 - 38/38 HP (on gate)
      • Crow Archer 8 - 38/38 HP (on gate)
    • Mine Shaft Entrance
      • Sheep 2 - 32/32 HP (by mine)
      • Masked Crow Archer 5 - 5/38 HP (moving towards 4th gate)
      • Wolf 15 - 30/30 HP (by mine)
      • Goat 6 - 27/27 HP
      • Goat 7 - 27/27 HP
      • Wolf 14 - 30/30 HP
      • Goat 5 - 27/27 HP
      • Wolf 13 - 30/30 HP
    • Third Gate
  • Mountain Trail, 1st level
    • Second Gate
      • Masked Crow Archer 4’s corpse (through gate) (has dagger)
    • Shack
      • Fishing Rod
      • Net
      • Knives and Cooking Utensils
      • 6 G
      • Scroll
      • Buddha-figure
      • Axe
      • Naginata
      • Wooden Box
    • Outside Shack
    • First Gate
      • Goat 3’s corpse

Floor B2, Manor Complex (map)

  • East Wall
  • Courtyard
    • Courtyard Shrine
    • Chickens X 5
  • Northeast building/Main Household
    • North Hall
      • Elder Ghost - (?? - 86)/?? HP, (??? - 3)/??? MP
    • Inner Chamber
      • Buddha-like statue
      • Metal-reinforced chest (padlocked)
      • Incense Pots
      • Illustrations
      • Bin with Scrolls
      • Wooden Board
      • Reed Pen and dried ink bottle
      • Chinaware
      • Starbee
    • Meeting Room
      • Unanimated Skeleton Retainers X 3
    • Hall(east)
      • Revaryk
    • North Alcove
      • Vase
    • Hall(west)
      • BlackMageAnolis (facing north towards ghost)
      • Spirit Binding Circle (by corner) - Str = 26
      • Whizzerd (in circle)
  • Outside Northeast building
  • North Wall
  • Northwest building
    • Bedchamber 2
      • Shrine
      • Scrolls
      • Chest
      • Snapped Katana
    • Bedchamber 1
      • Floating Table
    • Hall (west)
      • Ghost - (??)/?? HP, (??? - 6)/??? MP
      • Floating Naginata X 2
    • West Door
  • West Wall
  • West Entrance
  • Southwest building (entrance locked)
  • South Wall
  • Southeast building (entranced barred from front)

Floor B2, Village

  • Bridge
    • Goat 2’s corpse
    • Goat 4’s corpse
  • South of Bridge
    • Sheep 3’s corpse
    • Torch (in stand)
  • Northeast Buildings
    • NE House 2
  • Other Buildings
  • Tailor Shop (E of Alchemist shop)
    • Shop Area
      • Drawer
        • 12 G
        • Two paper cranes
        • Reed Pen and Ink bottle
    • Back Area
    • 2nd Floor Hall
    • Living Quarters
    • Head of Household’s Room
    • Dining Area
    • Main Office
      • Stools
      • Baskets
      • Desk
        • Financial Records
        • Statues
        • Paperweights
      • Right Cabinet
        • Quiver with arrows
      • Drawer(open)
        • 2 Scrolls
      • Left Cabinet(open)
        • Metal Chest with combination lock/chains (0-0-0-0)
      • Bow
  • Village Archives (N of Alchemist shop)
    • Back Section
      • Desk
        • Blank Scrolls
        • Other Scrolls
        • Reed Pen and Ink (dry)
      • Large Wooden Box (seal removed)
        • Conjure Wolf Familiar
        • Spell Mines Scroll
        • Wards and Spell Seals
      • Lidded Basket
        • Ornithopter Schematics
        • Cannon Diagram
        • Horse Animatronic
        • Water Wheel Diagram
        • Firework schematics
        • Crossbow Assembly
        • Tool Specifications
        • Tank and Pipes?
        • Printing Press
        • Four Wheeled Carriage?
        • Arm schematic?
        • Hot Air Balloon
        • Box with Pipes?
        • Gem and Bowl construct?
        • Crank?
        • Reservoir blueprint?
      • Administrative Logs/Inventories
    • Shop Section
      • Drawer
        • Reed Pen & Ink Bottle (dried up)
        • Blank Scrolls
      • Counter
        • Gun with pointed tip scroll?
        • Hanui Mountain Traveler’s Guide
        • Musket Diagram
        • Secrets of the Stones
        • Spirits and Wildlife
        • Harmony and Balance
  • Alchemy/Herbalist shop (NW)
    • Back Area (door locked)
    • Front Area
      • Shelves
        • Health-1 X 1
        • Ether-1 X 1
        • Strength Boost 1 X 1
        • Venom-1 X 1
        • Cure-Poison X 2
        • Swiftness-1 X 1
      • Drawer (locked)
  • North Side of Town
  • Elder’s Manor (N of barracks)
  • Barracks (N of blacksmith) (barred shut from the inside)
  • Inn/Tavern (N of Barn)
    • Outside
    • 1st Floor
    • Stairway
    • 2nd Floor
  • Tavern Stables
  • Village Center/Well
  • Blacksmith’s Shop (E building 3)
    • Furnace
    • Anvil
    • Iron Ingots X 5
    • Steel Ingots X 1
    • Copper Ingots X 4
    • Blacksmith’s corpse
    • Various Weapons
    • Butter-Knife Spear X 2
    • Blacksmith’s tools
    • Drawer
    • Living Quarters
      • Open Chest
      • Note about Tabi
  • Carpenter’s Shop (E building 2)(locked)
  • Nondescript house (E building 1)
    • Front rooms
    • Back Area
    • South Face of Building
  • Barn
    • 2nd floor, Front Area
      • Unlit Lantern
      • Empty Flasks
      • Buckets (some with water)
      • Small (unlocked) Chest
        • Gold Ingot
        • Iron Ingot
      • Haystack & Rope bundle
      • Barrels
      • Barrel Stand & taps
      • Small Hammer & Whip
    • 2nd floor, Back Area
      • Rope & Pulley mechanisms
      • Basket
    • Back Area
      • Back Door (unbarred)
      • Ladder (broken), leaning on wall
      • Long Wooden Bar/Plank
      • Chest (open)
      • Mad Cow 4’s corpse
      • Dust Pile
    • Pens/Stables (all opened)
      • Wolf 9’s corpse
      • Mad Cow 3’s corpse (4th left pen)
      • Wild Stallion’s corpse (L4 pen)
      • Wolf 7’s corpse (by L3)
      • Wolf 8’s corpse
      • Mad Cow 1’s corpse
    • Front Area
  • Rice fields
  • Woods(east side)
  • Deeper Woods
    • Cottage
      • Masked Crow Archer 1 - 1/38 HP (on roof)
    • Near Creek
      • Leather Pouch
        • Blacksmith’s Key
        • Bullets
      •    Deer   
      • Centaur-like Abomination - (??? - 83)/??? HP, (on fire)
      • Masked Crow Archer 2 - 20/38 HP (Tree B)
      • Masked Crow Archer 3 - 34/38 HP (Tree C)
      • Masked Crow Archer 6 - 38/38 HP (Tree F)
      • Anolis’s Ball (towards center of area)
      • Wolf 10’s corpse (behind tree/bush)
    • Southern Dirt Path
      • North
      • Center
        • Wolf 1’s corpse
        • Wolf 12’s corpse
        • Small Boar 1’s corpse
        • Tod’s corpse
        • Wolf 11’s corpse
      • South
        • Wolf 3’s corpse
        • Wolf 6’s corpse
      • Southwest end of forest (towards village)
  • Village, South end
  • Tree Entrance

Floor B2, Resting Hall

  • Doorway
  • Elevator Shaft
  • Fountain of Nourishment
  • Near Entrance

Floor B1

  • Antechamber
    • Eastern Stairs, Low end
    • East Side of Room
      • Fork-Trident - snapped in two
      • Hard Stick
    • Underneath Balcony, Room’s Center
      • Baron’s Shield - 1430/1500 HP
    • Trash Bag Wall
  • Corridor
    • Stairs, Midsection
  • Room 1
    • Drainage Channel

   LAWS   

  •    0: The Ground Floor is a place of Sanctuary. No harm may come to anyone taking refuge on this floor.   
  • Floor B2
    •    1: A fence delineates the natural boundaries of this floor. It is impossible to cross the boundaries denoted by the fence, whether that be by stepping across, digging under them, flying over them, or teleporting past them.   
    •    2: The exit to this floor lies at the base of the windmill atop the hill within this floor. The top of this hill where this windmill is cannot be accessed without first assembling the three pieces of the stone sigil and placing them in the shrine near the top of the mountain.   
    •    3: The guardian of Floor B2 resides at the top of this hill. The guardian cannot leave this area or pursue anyone down the hill, nor can anyone outside of this area bring harm to the guardian.   

Floors Unlocked

  • Ground Level
  • B1 - Sewer
  • B2 - Hanui Mountain

Stats

BlackMageAnolis 

  • Level 3
  • HP - 44/44
  • MP - 8/14
  • Exp - 161
  • Ability Scores:
    • Str - 14
    • HP Regen - 1
    • Mag/Int - 16
    • Acc - 102
    • Def - 6
    • Res - 6
    • Mob - 16 (+6,-5) -> 17
    • Lck - 18 (+2) -> 20
  • Location - Floor B2
  • Weapon - Ball and Stick
  • Class - Engineer/Sapper
  • Class Quirks
    • Construction Proficiency
    • Trap Proficiency
  • Feats and Traits:
    • Lucky Strike-1
      • Your crit range for melee attacks made with your bat or ranged attacks made via hitting your ball with your bat is expanded by 5.
      • The physical damage dealt via your crits uses 2 of each relevant damage dice.
      • Your base damage for melee attacks is increased by 4.
      • Whenever you score a critical hit, you gain bonus exp based on the damage done relative to the enemy’s health and exp.
  • Special Abilities:
    • Alter Trajectory-1
      • If you or one of your allies makes a ranged attack that you can easily perceive or anticipate (such as with your ball or something else with a slow trajectory), you can use your latent psychic abilities to ensure the attack hits. When you use this ability, any range-based penalties are reduced to up to 35 accuracy points, and an additional accuracy bonus of +5 is applied so long as you can see the target the projectile is directed towards. If the attack hits, the physical damage applied also increases by half your Magic/Intelligence score modified by your magic variance dice.
      • Using this ability to alter ranged attacks consumes 4 MP.
      • You can also use this ability to increase the strength of your own melee attacks by a quarter of your Magic/Intelligence score (plus variance), and increase its accuracy by 5, though using it in this manner only consumes 2 MP.
      • Regardless of whose attack you apply this ability to, you will gain exp as if you had made the attack yourself, though it will be slightly increased. However, you currently cannot simultaneously buff someone else’s attack and make an attack yourself, though you can buff your own attack as you make it.
      • Alternatively, you can use this ability to alter the trajectory of a projectile coming towards you or your allies that you can readily perceive. When doing so, you apply an accuracy penalty of up to -30 to the attack, and reduce the damage by up to a fifth of your magic/intelligence score. If the projectile is psychically or magically controlled, you will have to use a contested magic/intelligence check to be able to alter the projectile, and the penalties applied to it will be reduced. Using Alter Trajectory in this manner consumes 4 MP. You also gain exp for using this ability in this manner as if you had attacked the enemy that shot the projectile. You cannot attack, counterattack, or perform similar actions while doing this, at least for now.
      • You can also use this ability as a form of light telekinesis, though you consume 3 MP per round this is done. Choosing to attack using an object held in this manner uses your magic/intelligence score against the target’s defense score.
      • You cannot use this ability to alter the trajectory of high speed projectiles such as bullets. Nor will you be able to manipulate anything heavier than roughly 20 pounds. You also can only manipulate one object at a time per round.
  • Equipment
    • Bronze Bat - Level 1 (in right hand)
      • Smelted from bronze ingot and steel ingot
      • Quality Level: 5
      • Melee Bonus Damage: 4 + 1d5
      • Ranged Bonus Damage: 2 + 1d4
      • Damage Range Increase: ±2
      • Level 1 Acid Enchant - 4 + 1d13 acid damage
    • Hollow Bronze Ball (in left hand)
      • Smelted from bronze ingot
      • Quality Level: 4
      • Melee Bonus Damage: 1d2
      • Ranged Bonus Damage: 1d2
    • Iron Shield (left arm)
      • Five Iron Ingots (has 2 loops for forearms)
      • Quality Level: 5
      • Durability: 191/200
      • Defense: 12
      • Resistance: 7
      • Damage Resistance: 5
      • Mobility: -5
      • Absorbs attacks coming from one specified direction/enemy
      • If no direction specified, absorbs 60 degrees CCW (or CW) from front orientation
      • While unequipped, shield may absorb attacks from behind
      • Some attacks may bypass shield
      • Durability can be restored by 25% by expending/crafting with 1 iron ingot or mending spell
    • Swift Tabi
      • Small
      • Mobility +6
      • Luck +2
  • Items
    • Bronze-Handled Sickle
      • Bronze Ingot used to create handle
      • Steel Ingot used to refine sickle blade
      • Quality Level: 3
      • Melee Bonus Damage: 2 + 1d4
      • Damage Range Increase: ±1
    • Butter-Knife Spear
    • B2 Farm Key
    • Floor B2 Blacksmith’s Chest Key
    • Force Barrier Scroll (Torn apart, bloody)
    • Leather Pouch
  • Status Effects:
  • Money - 30G

Revaryk 

  • Level 3
  • HP - 50/50
  • MP - 18/18
  • Exp - 286
  • Ability Scores:
    • Str - 19
    • HP Regen - 1
    • Mag - 11
    • Acc - 106
    • Def - 6
    • Res - 5
    • Mob - 18
    • Lck - 14
  • Location - Floor B2
  • Weapon - Rapier
  • Class - Duelist
  • Traits & Feats:
    • Counter-Attack 1
      • You can now parry/counter-attack 2 enemies per round, or you can attack one enemy and counter the same/a different enemy within the same round, though you may receive less exp than if you make two separate attacks. You may alternatively parry and take another action within the same round.
    • Water Affinity-1
      • Water based attacks or spells deal 5% less damage to you.
      • You can breathe without access to fresh air for 50% longer than others of your same skill level or endurance.
  • Equipment
    • Rapier
  • Items
  • Status Effects:
  • Money - 0G

Starbee 

  • Level 4
  • HP - 52/52
  • MP - 20/28
  • Exp - 168
  • Ability Scores:
    • Str - 18
    • HP Regen - 1
    • Mag - 17
    • MP Regen - 2
    • Acc - 106
    • Def - 6
    • Res - 6
    • Mob - 16
    • Lck - 16
  • Location - Floor B2
  • Weapon - Bow/Arrow
  • Class - Spell Archer
  • Special Abilities:
    • Arrow Spell Shower-1:
      • When you cast this spell, your arrow transforms into a flurry of magical projectiles (fireballs/stones/etc.) based on the element of your attack. This attack can target up to four entities close to each other, and deals primarily magic damage to those entities.
      • If an enemy within the area is large enough, this spell may deal multiple attacks to the same enemy (up to four), though these attacks are deducted from the maximum 4 attacks.
      • This spell consumes 8 MP.
  • Traits and Feats:
    • Arcane Proficiency-1
      • All spell attacks and weapon enchantments that you make deal 2% additional damage, and any elemental enchantments applied to your weapons deal 2% more damage.
      • Furthermore, all spell attacks and weapon enchantments you make deal an additional 2 + 1d4 damage of the spell’s element.
    • Spell Infusion-A
      • Whenever you enchant you or your allies’ attacks with magic, said attacks deal additional magic damage as if they were regular spell attacks as opposed to being a minor bonus (They now deal regular magic damage as opposed to 1/5 magic damage). They now consume slightly more MP than before (3MP per enchant).
      • You also gain bonus exp from attacks of this sort, although this bonus is less than that earned from normal attacks.
  • Equipment
    • Normal Hat
    • Straw Hat (on top of normal hat)
    • Lightning Bow - Level 1
      • Level 1: Lightning Enchant
        • Melee Attacks: 2 + 1d6 lightning damage (minus res)
        • Ranged Attacks/Lightning Spells: 3 + 1d8 lightning damage (minus res
        • Attacks have 1/50 (50 on 1d50 roll) chance to paralyze non-boss enemy for one turn on a hit.
    • Quiver
  • Items
    • Dark Axe - Level 1
      • Level 1 Dark Enchant:
        • Dark/Shadow/Necrotic spells and melee attacks deal 3 + 1d9 necrotic/dark damage (minus res).
        • Attacks have a 1/50 (50 on 1d50 roll) chance to deal an extra 4 necrotic/shadow/void damage.
    • Sigil Part 1
    • Secrets of the Stones
    • Spirits and Wildlife
  • Status Effects:
  • Money - 0G

Whizzerd 

  • Level 4
  • HP - 52/52
  • MP - 28/40
  • Exp - 446
  • Ability Scores:
    • Str - 12
    • HP Regen - 2
    • Mag - 22
    • MP Regen - 3
    • MC Slots - 1/4
      • Spirit Circle 1 (NE Manor, west hall corner, Str = 26, 2 MP per round)
    • Acc - 98
    • Def - 5
    • Res - 7
    • Mob - 12
    • Lck - 16
  • Location - Floor B2
  • Weapon - Staff
  • Class - Wizard of Restoration
  • Special Abilities:
    • Create Spirit Binding Circle
      • With this ability, you can create magical circles with which to trap minor spirits or ghosts.
      • To use this ability, designate a space or position where you wish to create the circle. By focusing your magical energies, you will begin to construct the circle. This spell requires 2 rounds to fully prepare, and the user must spend 5 MP per round to complete it. The user cannot take any other actions while constructing the circle, otherwise the spell goes to waste. Furthermore, the quality of the circle is determined by a magic check from the user.
      • Once complete, the spirit binding circle will glow bright, though other objects can be used to conceal it.
      • If, at any point, a minor spirit wanders into the radius of the circle, it is then trapped in there. It cannot move, teleport, or attack anything outside the circle unless the circle itself is broken, the spirit has an ability that explicitly allows it to warp or otherwise bypass binding circles, the spirit breaks through the circle via a magic check, or the circle itself is dismissed, destroyed, or altered. The spirit can, however, attack anything that wanders into the radius of the circle.
      • While in the circle, the spirit’s mobility is reduced to 5, and it cannot benefit from mobility-based bonuses against ranged attacks.
      • The strength of the circle is determined by the magic check used to create it. Its specific strength is (1.5 * (Magic Check)).
      • While active, the magic circle will require the user to spend 2 MP per round. It can also be dismissed as a “free” action. It also consumes one Magic Circle slot (or MC slot).
      • If the circle is broken through by (melee) force, the circle shatters, and no longer consumes MP or circle slots. Furthermore, the entity that broke through the circle then takes 12 radiant damage, unless it has a feat/trait that allows it to mitigate that damage.
      • Alternatively, if the user has a supply of salt, chalk, or a similarly suitable substance on hand, the user can use this substance instead to create the magic circle. Each circle still requires 2 rounds to create, but one does not have to expend MP to create it, nor does it consume any circle slots. However, to activate it, one must spend 8 MP, after which the magic circle will use 1 circle slot and require 2 MP to upkeep. The magic circle can be dismissed as before, though the material circle underneath it does not disappear or go away.
    • Focus/Recharge
      • When you choose to focus/recharge your mana, your base MP regeneration rate increases by 4 for that round. You cannot attack, cast spells, dodge, or make other maneuvers during the round when you make this action, and your mobility also decreases by 5 for that round.
    • Lightning Strike-1:
      • You choose a target you can see within reasonable distance and strike it with a powerful lightning spell. This spell deals a base amount of lightning damage equivalent to twice your magic score, and uses two magic variance die for its damage calculation.
      • When you strike an enemy in this manner, you gain exp equivalent to if you did 1.5 regular attacks on said enemy.
      • This spell consumes 8 MP.
  • Traits and Feats:
    • Multicasting 1
      • You can now cast two spells per round.
    • Solar Affinity-1
      • Your attacks and abilities that use light-based or radiant spell-power deal 5% more radiant damage.
      • You also have 5% resistance against necrotic/shadow damage.
  • Equipment
    • Satchel
    • Staff - Level 1
      • Level 1: Radiant Enchant - 3 + 1d8 extra Radiant Damage to radiant spells and melee attacks. Healing increased by 1d8 HP. Stat buffs/debuffs increased by 2 points.
  • Items
    • Hand Crossbow (secured to belt with short rope, loaded)
      • FP - 7
    • (Crossbow bolts)
    • Rope Belt
    • B2 Archivist’s Diary
    • Basic Firestarting Scroll
    • Candlelight Methods Scroll
    • Crossbow Auto Loader
    • Cure-Poison Potion
    • Edible root?
    • Enchantment Techniques Scroll
    • Ether-1 Potion
    • Health-1 Potion
    • Lightning Strike Scroll
    • Notes on Levitation
    • Speculation on Windmill Schematics
    • Spell Circles and Mana Flow
    • Unlocking One’s Magical Potential
  • Status Effects:
    • Constructing Spirit Binding Circle (1/2 rounds)
  • Money - 0G

NPC Allies

Tod (Rat Flinger 3) 

  • Level 3
  • HP -    Dead   /36
  • MP - 8/8
  • Exp - 53
  • Ability Scores:
    • Str - 17
    • HP Regen - 1
    • Mag - 8
    • Acc - 96
    • Def - 6
    • Res - 4
    • Mob - 12
    • Lck - 13
  • Location - Floor B2
  • Weapon - Large Steel Spoon
  • Class - Flinger
  • Status Effects
  • Traits and Feats:
    • Swarm Tactics-1:
      • Whenever you attack an enemy/entity that an ally or another entity has attacked within a given round, you gain a bonus of +10 accuracy to melee attacks against that enemy/entity. Furthermore, that enemy/entity gains a penalty of -5 to melee attacks, and -10 to ranged attacks, against you.
      • Your crit ranged against enemies attacked in this manner is increased by 3.
    • Water Affinity-1:
      • Water based attacks or spells deal 5% less damage to you.
      • You can breathe without access to fresh air for 50% longer than others of your same skill level or endurance.
  • Equipment
    • Sapphire Shovel - Level 1
      • Ice Enchant Level 1:
        • Melee attacks: 3 + 1d8 cold damage (minus res)
        • Ranged water attacks: 2 + 1d6 cold damage (minus res)
        • Attacks have 1/50 (50 on 1d50 roll) chance to freeze non-boss enemy for one turn on a hit.
    • Protective Necklace Charm - Minor protection against Ghosts and Vampires
    • Leather Pouch
  • Items
    • B2 Archive Key
    • B2 Scroll Shop Drawer Key
    • Garnet (level 1)
    • Hand Crossbow with rope strap
      • FP - 7
    • Katana Forging Guide
    • Pearl (Level 1) X 2
    • Small Box
  • Status Effects:
  • Money - 25G

edited 27th May '17 7:14:01 AM by CathariSarad

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