Emillion Mods (emillionmods) wrote in emillionooc, @ 2014-04-17 17:54:00 |
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Question! 24hr(ish) rule still in effect from day 1?NEW CHALLENGERS APPROACH! • PANDAEMONIUM (max stats): This beastie will really wreck you if given the chance. Between it’s abilities to make itself completely immune to physical damage with one ability, immune to all physical and magickal damage with another ability, it’s massive size, long list of immunities, ability to petrify those standing before it, and ability to bitch slap like no one’s business it’s understandable why few would ever stand in this beasts why for long, if ever. - WEAKNESSES: Wind! - IMMUNITIES: Earth (absorb), Fire, Ice, Lightning, Water, Dark, Holy, Peath, Petrify, Stop, Doom, Confuse*,Sleep, Disease, Reverse, Slow",Disable, Immobilize, Blind, Poison,Sap, Lure, Berserk, Warp, Poach, Fractional Damage, Sight Unseeing,Renew, Syphon, Numerology, Charm,Achilles, Wither, Addle - ABILITIES: Attack * 11! (bitch gonna kick you a lot) Flatten (jumps up and flops on its belly on top of a character!), Power Spin (attacks all enemies in range), Stone Gaze, Perfect Defense, Flash, Magick shield, Damage resistance, Paling (immune to all physical attacks for 2 minutes)
AND A REMINDER OF WHO’S AROUND FROM DAY 1!! • EARTH ELEMENTALS: ATTACK PATTERNS: These guys are actually the weakest of the monster hoardes to be brought on by the mist in this fight. However, don’t let that fool you, they pack quite the punch with their - what might feel like - unlimited barrage of mid-level elemental spells which will constantly be hurdled at PCs, but only after they cast protect and shell on themselves. - WEAKNESSES: Wind! - IMMUNITIES: Fire, Water, Ice, Lightning, Dark & Holy for elements. Also immune to: Death, Petrify, Doom, Stop, Confuse,Sleep, Disease, Reverse, Slow,Disable, Silence, Blind, Poison, Oil,Sap, Lure, Berserk, Warp, Poach, Fractional Damage, Sight Unseeing,Syphon, Numerology, Charm,Achilles, Wither, Addle - Absorbs: Earth! - ABILITIES: Fira, Blizzara, Thundara, Protect,Shell, Sleep, Silence,
• BABILS (max stats): These monster towers - quite literally! - pack a massive physical, and magical punch! They often start out combat under the influence of a protect spell, making their massive stores of life (HP!) that much harder to whittle away. While being hard to take down by blows and magic, they also make anyone’s life fighting them hell as they’ll - more often than not - haste themselves before administering a series of devastating powerful physical blows, and high level water, and air magicks. - WEAKNESSES: Dark! - IMMUNITIES: Holy! Death, Petrify, Stop, Doom, Confuse,Sleep, Disease, Reverse, Disable,Silence, Poison, Lure, Berserk, Warp,Poach, Fractional Damage, Sight Unseeing, Syphon, Numerology,Charm, Achilles - ABILITIES: Waterga, Aeroga, Haste, Gravity,Focus, Safety, Null Knockback, Piercing Magic*, Null Evade, Adrenaline, Last Stand, Regular attack, Lunge, Wild Charge
• ADAMANTITAN (max stats): While this monster is certainly no push over based on it’s size and hard shell alone, the fact that it can fling a variety mid-level elemental magics, protect itself, double up on attacks, cure and remove all status ailments from itself in one ability, and petrify its enemies sure doesn’t help anyone who dares to cross its path! - WEAKNESSES: Wind! - IMMUNITIES: Earth (absorb), Petrify, Doom, Confuse, Reverse,Disable, Immobilize, Sap, Lure, Berserk,Charm - ABILITIES: Attack * 2! (bitch gonna kick you) Flatten (jumps up and flops on its belly on top of a character!), Stone Stomp, Fira, Thundara, Blizzara, Watera,Protect, Shell, Purify, Stone Gaze,Restore, Meditate
• Vivan Xi: Xi continues to be a magical monster, and today, it’s only going to get worse…. As she’s going to team up with Hashmal this time around. - WEAKNESSES: While this old broad’s pretty tough for a mage, it doesn’t change the fact that well, she’s a mage. Squish, squish! - IMMUNITIES: Wind, fire, water, ice, Absorbs Earth! - ABILITIES: Being the Sage, Vivian has access to almost every school of magic, and a severe number of extremely high level spells.
• Hashmal: Hashmal contineues to be ground bound, and is still more than ready and willing to cut down any PC that tries to get in the way. The plethora of powerful abilities, immunities, and countering techniques Hashmal has potentially makes this beast the most dangerous on the field. That’s not even counting Hashmal’s multiple abilities to attack several PCs at once without even blinking an eye. - WEAKNESSES: Wind! - IMMUNITIES: Fire, Ice, Lightning, Water, Dark, Holy, absorbs Earth, Death, Petrify, Stop, Doom, Confuse, Sleep,Disease, Reverse, Disable, Immobilize,Silence, Blind, Poison, Sap, Lure, Berserk,Warp, Poach, Fractional Damage, Sight Unseeing, Syphon, Numerology, Charm,Achilles, Wither, Addle - ABILITIES: Quakeja, Roxxor, Battle Cry (raises defense), Haste, Protect, Perfect Defense (makes the character invincible for a short period of time (2 minutes - whoops!)),Safety, Null Knockback, Null Weather and Terrain Effects, Piercing Magic (spells penetrate reflect status), Focus (heals life (HP)), Adrenaline (physical attack damage doubles), Spellbreaker (doubles magic), Counter (counter attacks when attacked physically), Half MP Cost (monster casts spells at half “magic” cost).
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). 9 - Unconscious, bleeding, dying~ (but not dead!) 10 - Dead.