Emillion Mods (emillionmods) wrote in emillionooc, @ 2013-12-20 08:29:00 |
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• Slime: Creatures of this type are more of an annoyance than severe threat to most seasoned adventurers. The biggest problems they’re likely to create would be slowing down their enemies, and their quick multiplication rate which they will attempt to do as soon as the chance presents itself creating small hordes of them in record time. With some experimentation, it can be found out that they’re weak to earth based attacks, absorb wind based magicks and are immune to Petrify, Stop, Slow, Disable, Immobilize,Silence, Sap, and Lure.
• Foobar: These monsters attack with a combination of physical blows and the ability called Aqua bubbles. They’re hard to kill due to the sheer amount of “hit points” (aka vitality) they have. These bad beasties are weak to holy attacks, and immune to Petrify, Stop, Confuse, Sleep, Disease, Slow, Disable, Immobilize, Silence, Poison, Sap, Lure, Berserk, and Charm.
• Willem: Our human adversary for this battle, this is the guy who’s been running around poisoning his victims and spreading out chaos. He’ll be heading towards, trying to enter the Mages Tower, and will be surrounded by monsters (not to mention his large friend nearby), so it’s better he doesn’t get in! This mysterious human adversary is adept at magic, and will cast Wall, Haste and Faith at the beginning of battle. Otherwise, his attacks will be similar to that of a Mystic mage.
• Cúchulainn: The big bad of this fight is a mean monster to tango with. Not only is all elemental damage halved to this beast, it also inflicts a version of HP-Drain that cannot be dispelled for all enemies within the area fighting it, along with its blows being so powerful that it’ll easily knock anything it hits back with every blow and may inflict the character with the poison status on top of the additional damage that the character may be incurring already from the HP-Drain (+2 damage should be added to anyone who gets hit with both of these effects to their current damage score). Then, to top it all of, the beast is immune to Petrify, Stop, Doom, Confuse, Sleep, Disease, Disable, Immobilize, Silence, Blind, Poison, Oil, Sap, Lure, Berserk, Warp, Poach, and Charm.
1 - Scratches, very minor cuts, bruises - You can sleep it off.
2 - Muscle tears, minor cuts, moderate bruises, hairline fractures.
3 - Minor fractures, moderate cuts/small wounds, large sections of bruising.
4 - Moderate fractures, moderate wounds.
5 - Serious fractures, large wounds.
6 - Compound fractures, significant bleeding, mix of all the below~
7 - Crushed bones, gaping wounds, close to losing conscious/unconscious but stable~
8 - Unconscious, potentially half hanging off limbs (can be fixed!), any of the previous things/combo of them, bleeding~ (but won't die).