With one powerful assault, inspiratieloos sends the Proto-G Slime back to the earth from whence it came. A gentle breeze begins blowing into the cave. Having eliminated the source of the slimes, the cave loses its eerie quality and begins to buzz with life once more. You spend some tiem exploring the caves sights (after all, it was a lovely tourist stop before the cultists took control of it) before eventually heading back out...
Chapter 2: The Mystical Slimes has been cleared!
Your health and mana has been restored.
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Party Experience:
Base XP = 18 + 23 + 11 + 11 = 63 XP
XP Adjustment = 10 XP
Average Enemy Level = (7 * 4) / 4 = 7.0
Number of Participants = 9
XP Awarded Per Participant = 8.1 XP at Level 7.0.
Plus the Chapter Bonus (for everyone) = 2 XP regardless of level.
(7) Gamma Emerald gains 10 XP. Gamma Emerald stays at level 7.
(7) Jackal711 gains 10 XP. Jackal711 stays at level 7.
(4) lilith2013 gains 12 XP.
lilith2013 levels up from level 4 to level 5! Please choose a specialization path.
You may reallocate your stat point.
(7) Not Known 15 gains 10 XP. Not Known 15 stays at level 7.
(6) Formerfish gains 11 XP.
Formerfish levels up from level 6 to level 7.
(5) GeorgeBailey gains 11 XP.
GeorgeBailey levels up from level 5 to level 6.
(7) inspiratieloos gains 10 XP.
inspiratieloos levels up from level 7 to level 8!
You may reallocate your stat points.
(4) dsjstr gains 12 XP.
dsjstr levels up from level 4 to level 6! Please choose a specialization path. You may reallocate your stat point.
(7) the worst gains 10 XP. the worst stays at level 7.
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(6) Cerberus v666 gains 2 XP. Cerberus v666 stays at level 6.
(4) NotMySpamAccount gains 2 XP. NotMySpamAccount stays at level 4.
(3) McMenno gains 2 XP.
McMenno levels up from level 3 to level 4! Please allocate your stat point.
(6) Inferno390 gains 2 XP. Inferno390 stays at level 6.
(3) PrivateI gains 2 XP. PrivateI stays at level 6.
(3) tris gains 2 XP. tris stays at level 6.
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(6) David gains 0 XP.
You will learn why during my next update.
Level 8
(XP Needed: 58)
-
Hitpoints = 25
| Attack = 1d6 + 1d4 |
Defense = 2d3
-
Mana Points = 6
|
Morale = 15
| 2 Stat Points
-Gain passive skill "First Aid":
At the end of every battle, you automatically regain 1 hitpoint.
-Gain active skill "Heavy Blow" (4 CD / 1 ICD):
Slams your weapon at an enemy for {Attack Dice} + {Attack Dice} + 4 damage total and counts as two actions to the action threshold. When Adrenaline Rush is active, this skill only counts as a single action.
-Gain magic spell "Poison" (2 Mana):
Poisons an enemy causing it to lose 1d3 health (after defenses) each round for two rounds.
-Upgrade active skill "Scry Monster" to level 3 (1 CD):
Tells you the special skills, spells, and other abilties a monster possesses. (Note: You no longer gain initiative with level 3 Scry Monster.) You may take a bonus action after using this skill (this bonus action does not count towards the threshold).
-Upgrade active skill "Meditate" to level 2 (6 CD / 3 ICD):
Spend some time meditating to restore 1d4 hitpoints.
-Upgrade magic spell "Redirection Shield" to level 3 (3 Mana):
Protects an ally by taking some of the damage they would otherwise take for them and by giving your ally a protective shield. You will take half of all damage (before defenses) they receive rounded up. Your ally will take half of all damage they receive (before defenses) rounded down. In addition, enemies that attack players who have this spell active (target, not caster) receive 1d4 damage (ignores defenses). This effect lasts for three rounds.
-Upgrade magic spell "Cure" to level 2 (1 Mana):
Cures a target of two negative status afflictions. You may choose which ones to cure.
-Upgrade magic spell "Examine Creature" to level 2 (1 Mana):
Equivalent to using the level 2 active skill "Scry Monster." In addition, the creature's inventory will be revealed.
- Globally unlock the summoning system. The party now possesses level one "Summoning Mastery". Summoned monsters fight for the party and are valid targets for enemy attacks. Summoned monsters attack automatically (i.e.: by the moderator) and do not count towards any action thresholds. Summons disappear when killed or at the end of the battle.
- "Summoning Mastery" (Level 1):[/b] The party may summon up to one creature at a time.
-Gain summoning spell "Summon Goblin Warrior" (1 Mana):
Summons a level 3 goblin warrior that possesses 7 HP, 1d4 attack, and 1d3 defense.
-Gain special ability "Dismiss" (Unlimited Use):
Dismisses a summoned creature to allow more summons. You gain 1 HP for every 3 HP the summoned creature had left.
- Checkpoint level (If you die, you respawn at level 8.)
Level 8.C: Path of the Magician
-Gain magic spell "Disorient" (2 Mana):
Disorients an enemy increasing their cooldowns by two rounds.
-Upgrade magic spell "Silence" to level 2 (2 Mana):
Silences an enemy for three rounds, preventing the enemy from using spells.
Level 8.D: Path of the Acoylyte
-Gain magic spell "Sanctuary" (1 Mana):
Renders an ally invisible for one round, decreasing the likelihood they are attacked. Note: If you attack (including direct damage spells; indirect damage spells like "Poison" do not count) while invisible, the spell's effect is immediately nullified.
-Upgrade magic spell "Minor Heal All" to level 2 (4 Mana):
Heals all allies by 1d3 hitpoints.
As a note, I've said this elsewhere in the thread, but now might be a relevant time to bring it up again. Anyway, it is legal to use lower leveled versions of spells and skills; you just have to specify such when you make your action. You might use this as some actions have increased requirements when they level up (such as costing more mana).
Please notify me if I managed to miss any changes to your stats or messed up anything.
The next update of the game will likely be tomorrow or Saturday.