Despite the fierce attacks against him, Cultist Zyliono continues to stand firmly. Just as it seems he is going to be overwhelmed, the same miracle as last time occurs. The charm around the cultist's neck lets off a bright purple glow and begins to exert a strong force around the cultist knocking several of you backwards and out of range. The green orb in your possession begins to glow and absorb some of the light from the charm. As the purple light fades, the green orb's light also fades back to its original lustre. **Cultist Zyliono has
2/90
HP left.** Allahandra makes a comment, "Aha! I think I figured out how the orb works. If you give me some time, I think I can charge it faster!"
Allahandra has gained a special action. See the updated battle information at the end of this post.
---
Cultist Zyliono's movements become faster after he drinks the potion.
Cultist Zyliono is hasted for two rounds.
Allahandra is unable to avoid the attack. A dark aura descends upon her. **Allahandra has
5/14
HP left.**
Allahandra is cursed (-2) for two rounds.
Not Known 15 is also unable to dodge the blast of cold emitted by the wisps. **Not Known 15 has
20/28
HP left.**
Not Known 15 is cursed (-2) for two rounds.
---
Cultist Zyliono's charm flashes a bright white light. Some of his wounds heal. **Cultist Zyliono has
4/90
HP left.** He mutters a word of command, and it activates again with a green light. The orb in your possession begins to glow and react to the charm's light. It stops reacting as the green light fades. **Cultist Zyliono has
11/90
HP left.**
---
Not Known 15 can use active skills again.
Jake the Wolfie can use active skills again.
Jake the Wolfie is no longer vulnerable to spells.
---
Current Monster Statuses
(Threshold 3/2)
(9) Cultist Adriana : Cultist Blademaster : Level = 9 | HP =
DEAD
| MP =
21/27
| Morale = 25/25 | Attack1 = 1d6 | Attack2 = 1d6 | Defense = 2d3
(9) Cultist Zyliono : Cultist Acolyte : Level = 9 | HP =
11/90
| MP =
12/55
| Morale = 25/25 | Attack = 1d6 + 1d3 | Defense = 1d3 | 1 ICD | Hasted (1 Round)
Reinforcements:
(These creatures give half the usual experience when killed. You do not have to kill them all to end the battle.)
(8) Charlie : Cultist Blademaster : HP =
DEAD
| MP = 3/3 | Morale = 10/10 | Attack = 2d4 | Defense = 1d4
(8) Delta : Cultist Blademaster : HP =
DEAD
| 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 =
DEAD
| Attack = 1d4 | Defense = 1d3
(3) Yankee : Goblin Warrior : HP = 7/7 | Attack = 1d4 | Defense = 1d3 | 3 CD
Active Battle Effect #1:
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.)
Active Battle Effect #2:
Zyliono's Charm:
While Cultist Zyliono's charm is active, the cultist cannot be brought below 2 HP. This information may change as the battle progresses.
Counter: 201.5/250.
Active Battle Effect #3:
Ritual of Storms:
Whenever the spell "Cultist Ritual" is cast, a gust of wind will assault a random player that acted this round for 2d4 damage. If the target takes damage, they are additionally stunned for two rounds.
Active Battle Effect #4:
Allahandra's Experimentations:
Allahandra believes there is a connection between the charm and the green orb in your possession. Allahandra has a special action for the rest of this battle that allows her to experiment with this relationship; you can use it by specifying something along the lines of "Allahandra experiments with the orb" (in bold). This consumes an NPC action and Allahandra's action on rounds it is used.