Level Up 2 - Finished

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Post Post #3175 (ISO) » Fri May 07, 2021 10:32 am

Post by Ircher »

In post 3174, Jake The Wolfie wrote:Am I still on cooldown?
Cooldowns are reset between battles, so no.
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Post Post #3176 (ISO) » Fri May 07, 2021 10:34 am

Post by Jake The Wolfie »

Hey guys, should I Scry lvl 2 Cultist Zeadhead?
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Post Post #3177 (ISO) » Fri May 07, 2021 11:37 am

Post by inspiratieloos »

Batter if someone at lvl 8 uses Examine Creature, 1 cost spells are free this battle.

Ircher, if I understand correctly the Pen does nothing this battle?
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Post Post #3178 (ISO) » Fri May 07, 2021 12:19 pm

Post by Ircher »

Yes, the pen is superseded by the active battle effect.
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Post Post #3179 (ISO) » Fri May 07, 2021 1:29 pm

Post by Jake The Wolfie »

"The Pen" like it's some sort of magical writing utensil.
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Post Post #3180 (ISO) » Fri May 07, 2021 9:50 pm

Post by Not Known 15 »

Cast Examine Creature(LVL2) on Cultist Zyliono
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Post Post #3181 (ISO) » Fri May 07, 2021 10:49 pm

Post by inspiratieloos »

Summon Goblin


Is it even worth trying Tornado? All bosses so far have had crowd control resistance.
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Post Post #3182 (ISO) » Sat May 08, 2021 4:01 am

Post by Jake The Wolfie »

Jake normal Attacks Zelta

Original Roll String: 2d4
2 4-Sided Dice: (4, 4) = 8
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Post Post #3183 (ISO) » Sun May 09, 2021 9:41 am

Post by Ircher »

(expired on 2021-05-10 13:00:00) left in the round. One player action and one NPC action left.
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Post Post #3184 (ISO) » Mon May 10, 2021 4:57 am

Post by Jake The Wolfie »

Sidenote: Please Make Jake's attacks increasingly improbable, but also proportional to how much damage he influcts.
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Post Post #3185 (ISO) » Mon May 10, 2021 5:20 am

Post by Jake The Wolfie »

Example: If I roll a 1, something like "Jake attempts to scare the enemy to death"
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Post Post #3186 (ISO) » Mon May 10, 2021 6:44 am

Post by Ircher »

Not Known 15 begins making intricate motions with his hands. Soon, wisps of all different colors appear around him. He points at Cultist Zyliono, and the wisps start to travel in that direction. As they come close to Cultist Zyliono, the charm around his neck begins to glow a bright red. The wisps begin to fizzle and flicker before disappearing with a loud pop. **You were unable to obtain information on Cultist Zyliono.**

inspiratieloos begins reciting ancient scripture at an astonishingly fast pace. After a long while, a small goblin appears.

Jake the Wolfie shouts, "Take this, Zelta!" The cultist, upon hearing Jake's nickname for him, begins to seethe with rage. "How dare you!" he shouts. Jake the Wolfie takes the opportunity to attack Cultist Zyliono. (7 so far.)
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

---
Cultist Zyliono blows a whistle. A figure begins to emerge from the background.
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #3187 (ISO) » Mon May 10, 2021 6:53 am

Post by Ircher »

Cultist Zyliono is so incensed by Jake the Wolfie's words that he lets his guard down and is completely unprepared for Jake the Wolfie's attack. **Cultist Zyliono has
75/81
HP left.**
---
The new figure emerges onto the battleground, and you notice the figure's sharp-looking blades.

Cultist Zyliono's charm briefly flashes with a bright white light.
---
Current Monster Statuses
(Threshold 3/1)
(9) Cultist Zyliono : Cultist Acolyte : Level = 9 | HP =
77/81
| MP = 48/48 | Morale = 25/25 | Attack = 1d6 + 1d3 | Defense = 1d3 | 1 CD | 7 ICD

Reinforcements:
(These creatures give half the usual experience when killed. You do not have to kill them all to end the battle (see battle effect #1).)

(8) Beta : Cultist Blademaster : HP = 25/25 | MP = 3/3 | Morale = 10/10 | Attack = 2d4 | Defense = 1d4

Summons:
(These creatures instantly die if all other creatures are dead. These creatures do not grant XP.)

None.

Friendly Summons:
(These creatures are friendly to you and will attack automatically.)

(3) Zulu : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3

Active Battle Effect #1:
Emergency Exit:
The battle ends when Cultist Zyliono is knocked unconscious.


Active Battle Effect #2:
Energized Air:
All magic and summoning spells require and use one less mana.
(This effect does not stack with the Pen of Energy Flow's effect.)
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Post Post #3188 (ISO) » Mon May 10, 2021 10:13 am

Post by Jake The Wolfie »

Jake Double-Slashes Zylobones

Original Roll String: 4d4-2
4 4-Sided Dice: (4, 1, 2, 2)-2 = 7
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Post Post #3189 (ISO) » Mon May 10, 2021 10:19 am

Post by inspiratieloos »

Gobanzo Tornado on Zyliono and Beta
Original Roll String: 2d6
2 6-Sided Dice: (2, 5) = 7
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Post Post #3190 (ISO) » Mon May 10, 2021 10:20 am

Post by Jake The Wolfie »

Jake's real goal is to mentally damage Zylology
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Post Post #3191 (ISO) » Mon May 10, 2021 12:25 pm

Post by Not Known 15 »

Scry Monster(LvL 3) on Cultist Zyliono

Bonus Action:Attack Cultist Zyliono
Original Roll String: 2d6
2 6-Sided Dice: (3, 5) = 8
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Post Post #3192 (ISO) » Wed May 12, 2021 6:37 am

Post by Ircher »

(expired on 2021-05-13 13:00:00) left in the round. 1 player action left.

Edit: Extended to (expired on 2021-05-13 19:30:00).
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Post Post #3193 (ISO) » Thu May 13, 2021 1:13 pm

Post by Ircher »

Jake surges into battle and strikes twice at Cultist Zyliono while continuing to insult the cultist with various other names. (7 + 3 = 10 so far on Cultist Zyliono.)

Gobanzo begins chanting and making various motions with his hands. Soon, blue and white wisps appear around Gobanzo. He makes motions towards Cultist Zyliono and Beta, and the wisps follow his command. As they approach Cultist Zyliono, the cultist's charm glows a bright red, and the wisps fade into nothingness. The remaining wisps begin to combine and send a strong wind towards Beta. (4 on Beta.)
(Beta defense:)
Original Roll String: 1d4
1 4-Sided Dice: (1) = 1


Not Known 15 takes some time to study the movements of Cultist Zyliono. He learns the following information.
Spoiler: Cultist Zyliono Scrying Information
**(9) Cultist Zyliono : Cultist Acolyte : Level = 9 | HP = 81 | MP = 48 | Morale = 25 | Attack = 1d6 + 1d3 | Defense = 1d3
- 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 "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.
- Passive Skill "Regeneration": While above 1 HP, this creature heals 2 HP at the end of every round.
- Passive Skill "Magic Immunity": This creature is immune to magical damage and magical effects.
- Passive Skill "Stun Immunity": This creature cannot be stunned.
- Passive Skill "Physical Weakpoint": Critical hits (from the "Critical Hit" passive skill) deal double damage (before defenses) to this creature. In addition, the anti-dogpiling penalty is also waived against this enemy when using normal attacks and damaging active skills.
- Active Skill "Focus Attention" (5 CD): Concentrates on a single target amongst those that acted this round. This creature will target the stated target for the next three rounds. (This value includes this round.)
- Active Skill "Call for Aid" (2 CD / 8 ICD): Calls for reinforcements. A random level 8 cultist appears. Roll 1d6: 1 => Blademaster, 2 => Sharpshooter, 3 => Magician, 4 => Acolyte, 5 => Musician, 6 => Summoner.
- Magic Spell "Smite" (3 Mana): Smites an enemy for 1d6 + 1d4 damage. If the target takes damage, the target receives a -2 modifier on all rolls for two rounds.
- Magic Spell "Holy Scourge" (5 Mana): Calls down a powerful curse on an enemy. Deals 1d2 damage (ignores defenses), 2d6 morale damage, and grants a -2 modifier on all rolls for 5 rounds.
- Magic Spell "Fear Arrows" (Cast: 3 Mana | Uses: {Number of Targets} + 2 Mana): Fires blasts of magical energy that imbue targets with a sense of helplessness for 2d6 morale damage each.
- Magic Spell "Forcefield" (Cast: 4 Mana | Uses: {Half Current Mana}): Makes the caster immune to all damage for two rounds starting with the following round.
- Magic Spell "Heal All" (5 Mana): Heals all allies by 1d8 + 1d3 hitpoints.
- Magic Spell "Cultist Ritual" (2 Mana): Uses magic to heal oneself by 3d4 hitpoints.

Having mastered the art of studying enemies movements, Not Known 15 is able to obtain the information quickly. He follows up by attacking Cultist Zyliono from a different direction. (10 + 5 = 15 so far on Cultist Zyliono.) Cultist Zyliono attempts to ward off the attacks.
(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

---
Zulu attempts to club Cultist Zyliono.
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
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Post Post #3194 (ISO) » Thu May 13, 2021 1:27 pm

Post by Ircher »

Cultist Zyliono is unable to handle the attacks coming from multiple directions and suffers heavy damage. **Cultist Zyliono has
60/81
HP left.**

Beta is flung backwards by Gobanzo's spell and suffers minor fall damage.
Beta is stunned for one round.
**Beta has
22/25
HP left.**
---
"Powers above! I call upon these fools righteous ice!" shouts Cultist Zyliono as he begins a spell ritual. Blue and black wisps begin to appear. He points at Zulu, and a blast of cold assaults the poor goblin.
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Original Roll String: 1d4
1 4-Sided Dice: (3) = 3

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #3195 (ISO) » Thu May 13, 2021 1:33 pm

Post by Ircher »

Zulu manages to survive the attack with just a sliver of its life remaining. **Zulu has
1/7
HP left.** In addition, the attack renders the goblin drained of energy.
Zulu is cursed (-2) for two rounds.


Cultist Zyliono's charm shines with a bright white light briefly, imparting new energy to the cultist.
---
Current Monster Statuses
(Threshold 3/1)
(9) Cultist Zyliono : Cultist Acolyte : Level = 9 | HP =
62/81
| MP =
46/48
| Morale = 25/25 | Attack = 1d6 + 1d3 | Defense = 1d3 | 6 ICD

Reinforcements:
(These creatures give half the usual experience when killed. You do not have to kill them all to end the battle (see battle effect #1).)

(8) Beta : Cultist Blademaster : HP =
22/25
| MP = 3/3 | Morale = 10/10 | Attack = 2d4 | Defense = 1d4

Summons:
(These creatures instantly die if all other creatures are dead. These creatures do not grant XP.)

None.

Friendly Summons:
(These creatures are friendly to you and will attack automatically.)

(3) Zulu : Goblin Warrior : HP =
1/7
| Attack = 1d4 | Defense = 1d3 | Cursed (-2) (1 Round)

Active Battle Effect #1:
Emergency Exit:
The battle ends when Cultist Zyliono is knocked unconscious.


Active Battle Effect #2:
Energized Air:
All magic and summoning spells require and use one less mana.
(This effect does not stack with the Pen of Energy Flow's effect.)
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Post Post #3196 (ISO) » Thu May 13, 2021 1:35 pm

Post by Jake The Wolfie »

Soo.. anyone want to heal Zulu?
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Post Post #3197 (ISO) » Thu May 13, 2021 9:12 pm

Post by inspiratieloos »

I can just re-summon him when he dies.

Anyway for Beta, Tornado isn't quite as effective because it doesn't hit the second target, three things we can do, try to stun lock him with Gobanzo as much as possible but otherwise ignore him, focus him down and then go after the leader, ignore him and focus down the leader.
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Post Post #3198 (ISO) » Sat May 15, 2021 10:53 pm

Post by inspiratieloos »

Gobanzo uses Tornado
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #3199 (ISO) » Sat May 15, 2021 11:17 pm

Post by Not Known 15 »

Heavy Blow Cultist Zyliono

Original Roll String: 2d6+4
2 6-Sided Dice: (2, 4)+4 = 10

Original Roll String: 2d6
2 6-Sided Dice: (5, 6) = 11
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