Roll Call: Beneion, report!
- Prince Toad
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Roll Call: Beneion, report!
Beneion, 34, M
Chandurian Acolyte | 30 (30) EXP
HP: 70/70 (65) | MP: 65/65 (50) | Att: 13 (9) | Ini: 8
Weapon: Heavy Mace (+4 Att)
Armor: Adept's Robes (+5 HP, +15 MP)
Items: Badge of Chandury, Small Potion (2), Small Ether, Torch
Gold: 25
Abilities:
Wrath: Deals 20 holy damage to one enemy. 15 MP.
Bless Weapon: Raises Attack by +4 (holy damage) for five turns. 10 MP.
Stalwart Faith: Creates an energy barrier that can either be a wall or a personal shield for caster. Wall-- 10 ft. across and 5 ft. high, cannot be moved or attacked through, except for teleportation and non-projectile spells. Has 30 HP. Caster can dispel as a free action for 5 MP. Disappears after five rounds. Shield-- Blocks 5 damage for all attacks and spells, except status effects. Has 30 HP. Disappears after five rounds. 15 MP.
Resilience: Blocks 3 damage for all attacks and spells, except status effects. Lasts three rounds. 5 MP.
Divine Grace: Grants 50% dodging chance for all attacks and spells for three turns. Can also reduce damage from long falls. 15 MP.
Holy Word: 50% chance to stun one enemy. Can also destroy a small object or dispel a spell. 10 MP.
Redemption: Heals 15 HP. 10 MP.
Prayer: Heals 10 HP for all allies. 15 MP.
Meditate: Cures all status effects. 5 MP per effect cured.
Hand of God: Summons a Hand of God. 20 MP.
Hand of God (Summon):
HP: 60/60 | MP: 20/20 | Att: 9 | Ini: 7 | Special: Flying
Abilities:
Rake: Deals (Att + 2) damage. 0 MP.
Grasping Swoop: 25% chance to grab and lift enemy into the air. 0 MP.
Slam: Hurls enemy to the ground from the air. Deals 20 damage and dazes. Enemy must be held. 0 MP.
Minor Smite: Deals 10 holy damage to one enemy. 5 MP.
Heaven Shield: Blocks 20 damage for one ally next turn. 10 MP.
Your command was to come to the mining town of Eiba and go to the cathedral, which is the center of military operations as well as religious events in most Chandurian cities. Eiba is far away from the border, being in the eastern part of Chandury Major. (Chandury Major is the larger part of Chandury. It's south of the Isthmus of Chandury, and therefore very well protected. The smaller part of Chandury north of the Isthmus is called, naturally, Chandury Minor.) You're to report in about an hour from now, but you have time to buy equipment or do other stuff in the town.
a) Report in (Story Mode)
b) Check out the town (Shops, Armory, etc.)
[ September 20, 2005, 08:48 PM: Message edited by: Prince Toad ]
Chandurian Acolyte | 30 (30) EXP
HP: 70/70 (65) | MP: 65/65 (50) | Att: 13 (9) | Ini: 8
Weapon: Heavy Mace (+4 Att)
Armor: Adept's Robes (+5 HP, +15 MP)
Items: Badge of Chandury, Small Potion (2), Small Ether, Torch
Gold: 25
Abilities:
Wrath: Deals 20 holy damage to one enemy. 15 MP.
Bless Weapon: Raises Attack by +4 (holy damage) for five turns. 10 MP.
Stalwart Faith: Creates an energy barrier that can either be a wall or a personal shield for caster. Wall-- 10 ft. across and 5 ft. high, cannot be moved or attacked through, except for teleportation and non-projectile spells. Has 30 HP. Caster can dispel as a free action for 5 MP. Disappears after five rounds. Shield-- Blocks 5 damage for all attacks and spells, except status effects. Has 30 HP. Disappears after five rounds. 15 MP.
Resilience: Blocks 3 damage for all attacks and spells, except status effects. Lasts three rounds. 5 MP.
Divine Grace: Grants 50% dodging chance for all attacks and spells for three turns. Can also reduce damage from long falls. 15 MP.
Holy Word: 50% chance to stun one enemy. Can also destroy a small object or dispel a spell. 10 MP.
Redemption: Heals 15 HP. 10 MP.
Prayer: Heals 10 HP for all allies. 15 MP.
Meditate: Cures all status effects. 5 MP per effect cured.
Hand of God: Summons a Hand of God. 20 MP.
Hand of God (Summon):
HP: 60/60 | MP: 20/20 | Att: 9 | Ini: 7 | Special: Flying
Abilities:
Rake: Deals (Att + 2) damage. 0 MP.
Grasping Swoop: 25% chance to grab and lift enemy into the air. 0 MP.
Slam: Hurls enemy to the ground from the air. Deals 20 damage and dazes. Enemy must be held. 0 MP.
Minor Smite: Deals 10 holy damage to one enemy. 5 MP.
Heaven Shield: Blocks 20 damage for one ally next turn. 10 MP.
Your command was to come to the mining town of Eiba and go to the cathedral, which is the center of military operations as well as religious events in most Chandurian cities. Eiba is far away from the border, being in the eastern part of Chandury Major. (Chandury Major is the larger part of Chandury. It's south of the Isthmus of Chandury, and therefore very well protected. The smaller part of Chandury north of the Isthmus is called, naturally, Chandury Minor.) You're to report in about an hour from now, but you have time to buy equipment or do other stuff in the town.
a) Report in (Story Mode)
b) Check out the town (Shops, Armory, etc.)
[ September 20, 2005, 08:48 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
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Here's what you can find:
a) Armory-- buy physical weapons, armor, and shields.
b) Divine Armory-- buy magical weapons and armor.
c) General Store-- buy items.
d) Stables-- buy mounts, barding, and mount-related gear.
e) Tavern-- have a drink, chat with the locals. Good place to find out world events.
f) Blessed Arena-- fight practice battles. These are not lethal, but you won't get any experience. You can, however, bet on them.
g) Church of the Faith-- get yourself healed.
h) Cathedral-- report in for assignment.
a) Armory-- buy physical weapons, armor, and shields.
b) Divine Armory-- buy magical weapons and armor.
c) General Store-- buy items.
d) Stables-- buy mounts, barding, and mount-related gear.
e) Tavern-- have a drink, chat with the locals. Good place to find out world events.
f) Blessed Arena-- fight practice battles. These are not lethal, but you won't get any experience. You can, however, bet on them.
g) Church of the Faith-- get yourself healed.
h) Cathedral-- report in for assignment.
Prince Toad, the shroom-o-doom
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Here's what you can use. Acolytes can use both physical and magical armor, which is nice for you, since you get more options. They can use swords, maces, and magic weapons (wands and staves). I guess I can just post the magic stuff here too, since it saves you a pointless post and me a pointless update.
SHOP
Weapons:
*Unless noted, all weapons cannot be thrown, are one-handed, and have 0 Reach.
Swords:
Short Sword: +4 Attack. 25 gold.
Cutlass: +3 Attack. 20 gold.
Broadsword: +6 Attack. 60 gold.
Saber: +5 Attack. 40 gold.
Maces:
Light Mace: +2 Attack. 15 gold.
Heavy Mace: +4 Attack. 25 gold.
Spiked Mace: +6 Attack. 60 gold.
Staves:
Student's Staff: +1 Attack. Two-handed. +5 MP. +5 to all spells. 30 gold.
Adept's Staff: +1 Attack. Two-handed. +10 MP. +5 to all spells. 60 gold.
Holy Staff: +1 Attack. Two-handed. +10 MP. +10 to all divine spells. 100 gold.
Mage's Staff: +1 Attack. Two-handed. +10 MP. +10 to all arcane spells. 100 gold.
Wands:
Wooden Wand: +0 Attack. +10 MP. 25 gold.
Glass Wand: +0 Attack. +15 MP. 50 gold.
Obsidian Wand: +0 Attack. +20 MP. 80 gold.
Armor:
*In order to wear physical or magical armor, the character's class must be able to do so. Consult the class description to see if a class can wear each kind of armor.
*All shields require a free hand to use.
Physical Armor:
Leather Armor: +20 HP. 50 gold. 75 gold for barding.
Studded Leather Armor: +30 HP. 80 gold. 120 gold for barding.
Chain Mail: +45 HP. 120 gold. 180 gold for barding.
Magical Armor:
Student's Robes: +10 MP. 30 gold.
Adept's Robes: +5 HP, +15 MP. 50 gold.
Holy Robes: +15 HP, +20 MP. 100 gold.
Mage's Robes: +10 HP, +25 MP. 100 gold.
Shields:
Buckler: +5 HP. 15 gold.
Small Shield: +10 HP. 40 gold.
Round Shield: +20 HP. 60 gold.
You've got 100 gold to spend right now. What do you want to buy?
SHOP
Weapons:
*Unless noted, all weapons cannot be thrown, are one-handed, and have 0 Reach.
Swords:
Short Sword: +4 Attack. 25 gold.
Cutlass: +3 Attack. 20 gold.
Broadsword: +6 Attack. 60 gold.
Saber: +5 Attack. 40 gold.
Maces:
Light Mace: +2 Attack. 15 gold.
Heavy Mace: +4 Attack. 25 gold.
Spiked Mace: +6 Attack. 60 gold.
Staves:
Student's Staff: +1 Attack. Two-handed. +5 MP. +5 to all spells. 30 gold.
Adept's Staff: +1 Attack. Two-handed. +10 MP. +5 to all spells. 60 gold.
Holy Staff: +1 Attack. Two-handed. +10 MP. +10 to all divine spells. 100 gold.
Mage's Staff: +1 Attack. Two-handed. +10 MP. +10 to all arcane spells. 100 gold.
Wands:
Wooden Wand: +0 Attack. +10 MP. 25 gold.
Glass Wand: +0 Attack. +15 MP. 50 gold.
Obsidian Wand: +0 Attack. +20 MP. 80 gold.
Armor:
*In order to wear physical or magical armor, the character's class must be able to do so. Consult the class description to see if a class can wear each kind of armor.
*All shields require a free hand to use.
Physical Armor:
Leather Armor: +20 HP. 50 gold. 75 gold for barding.
Studded Leather Armor: +30 HP. 80 gold. 120 gold for barding.
Chain Mail: +45 HP. 120 gold. 180 gold for barding.
Magical Armor:
Student's Robes: +10 MP. 30 gold.
Adept's Robes: +5 HP, +15 MP. 50 gold.
Holy Robes: +15 HP, +20 MP. 100 gold.
Mage's Robes: +10 HP, +25 MP. 100 gold.
Shields:
Buckler: +5 HP. 15 gold.
Small Shield: +10 HP. 40 gold.
Round Shield: +20 HP. 60 gold.
You've got 100 gold to spend right now. What do you want to buy?
Prince Toad, the shroom-o-doom
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Stats updated. Here's what the General Store has to offer.
Small Potion: Heals +25 HP. 30 gold.
Small Ether: Heals +25 MP. 30 gold.
Small Elixir: Heals +20 HP and +20 MP. 50 gold.
Antidote: Cures poison. 20 gold.
Grappling Hook: Grapple onto ships, ledges, etc. 10 gold.
Rope: 50-foot coil of sturdy rope. A grappling hook can be attached to the end. 20 gold.
Blank Parchment: Good for making maps or writing messages. 5 gold per roll.
Writing Materials: Pen, ink, blotter. Guaranteed not to run, even hasty sketches. 10 uses. 30 gold.
Skill Book: Can hold one extra physical ability per tier. Only one Book may be used at once. 300 gold.
Spell Book: Can hold one extra magical ability per tier. Only one Book may be used at once. 200 gold.
Small Potion: Heals +25 HP. 30 gold.
Small Ether: Heals +25 MP. 30 gold.
Small Elixir: Heals +20 HP and +20 MP. 50 gold.
Antidote: Cures poison. 20 gold.
Grappling Hook: Grapple onto ships, ledges, etc. 10 gold.
Rope: 50-foot coil of sturdy rope. A grappling hook can be attached to the end. 20 gold.
Blank Parchment: Good for making maps or writing messages. 5 gold per roll.
Writing Materials: Pen, ink, blotter. Guaranteed not to run, even hasty sketches. 10 uses. 30 gold.
Skill Book: Can hold one extra physical ability per tier. Only one Book may be used at once. 300 gold.
Spell Book: Can hold one extra magical ability per tier. Only one Book may be used at once. 200 gold.
Prince Toad, the shroom-o-doom
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You exit the store and go to the Cathedral. Two Spearmen guard the gates.
Spearman: You're here on official business?
You nod.
Spearman: Alright, just let me check with Via. What's your name?
Beneion: My name's Beneion. I was told to come here. Via sent me a message.
Spearman: Great. Hold on.
He walks inside and returns a short time later.
Spearman: Yep, you're approved. Head on in. Via's waiting inside.
Beneion: Okay, thanks.
The Spearman opens the door and steps aside. You enter and close the door.
You're in a small foyer. The doorway to your right is marked PRAYER HALL; the doorway to your left is marked MILITARY CENTER (RESTRICTED). A woman about your age, wearing some fancy armor and holding an elaborate two-handed sword, is standing in the left doorway.
Via: Hello. As Gorman probably told you, I'm Via. You're Beneion, I take it?
Beneion: Yes.
Via: Excellent. I see you've bought yourself some equipment already. Hm...
She looks you over.
Via: Yes, you seem capable. Let's get right to it. As you may or may not have heard, one of our mining shafts here is infested with foul creatures. They drove out the miners, and we fear that the rest of the mine may become infested if we do not take action. Your task is to enter the shaft and clear out the creatures. We have no reason to believe they are particularly dangerous, but they are obviously not harmless. You should also try to find the root cause of the problem, if possible. I've brought thirty gold pieces from the treasury, in case you need to buy an ether or something. You'll receive double that upon your successful return. We'll also give you a small potion from supplies. If you have no other questions, you may proceed to the mine. Just take a left from here and walk straight. ...oh! I almost forgot. Take this badge. It shows that you're on the official business of Chandury. Do not lose it. Show the badge to the guard at the entrance to the mine, he'll escort you in and take you to the infested shaft. If you need a torch, ask for one. You'll be on your own from there. So unless you have any questions...
MISSION: Clear the infested mine shaft!
Spearman: You're here on official business?
You nod.
Spearman: Alright, just let me check with Via. What's your name?
Beneion: My name's Beneion. I was told to come here. Via sent me a message.
Spearman: Great. Hold on.
He walks inside and returns a short time later.
Spearman: Yep, you're approved. Head on in. Via's waiting inside.
Beneion: Okay, thanks.
The Spearman opens the door and steps aside. You enter and close the door.
You're in a small foyer. The doorway to your right is marked PRAYER HALL; the doorway to your left is marked MILITARY CENTER (RESTRICTED). A woman about your age, wearing some fancy armor and holding an elaborate two-handed sword, is standing in the left doorway.
Via: Hello. As Gorman probably told you, I'm Via. You're Beneion, I take it?
Beneion: Yes.
Via: Excellent. I see you've bought yourself some equipment already. Hm...
She looks you over.
Via: Yes, you seem capable. Let's get right to it. As you may or may not have heard, one of our mining shafts here is infested with foul creatures. They drove out the miners, and we fear that the rest of the mine may become infested if we do not take action. Your task is to enter the shaft and clear out the creatures. We have no reason to believe they are particularly dangerous, but they are obviously not harmless. You should also try to find the root cause of the problem, if possible. I've brought thirty gold pieces from the treasury, in case you need to buy an ether or something. You'll receive double that upon your successful return. We'll also give you a small potion from supplies. If you have no other questions, you may proceed to the mine. Just take a left from here and walk straight. ...oh! I almost forgot. Take this badge. It shows that you're on the official business of Chandury. Do not lose it. Show the badge to the guard at the entrance to the mine, he'll escort you in and take you to the infested shaft. If you need a torch, ask for one. You'll be on your own from there. So unless you have any questions...
MISSION: Clear the infested mine shaft!
Prince Toad, the shroom-o-doom
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You head out the door and take a left, then walk straight forward, as Via had told you. After ten minutes' walk, the road ends, and the gate to the mine is directly in front of you. There's another Spearman guarding the gate.
Spearman: Hi. Who are you, sir?
Beneion: I'm the one they sent to clear out the mine shaft.
Spearman: Ah, great. May I see your badge?
Beneion: Sure.
Spearman: ...I see. Well then, you may proceed. Ah-- what's your name, sir?
Beneion: My name's Beneion.
Spearman: Beneion... okay. Well then, Beneion, go ahead in. There will be someone waiting for you.
The Spearman unlocks the gate and opens it for you. You head past him for a bit. You see a few miners standing at the entrance to the mine, talking with each other. One looks up and, noticing your equipment, salutes.
Miner: Sir! You're here for the infested mine shaft?
Beneion: Yes, show me the way. But first, could I have a torch?
Miner: Sure, take this one.
He grabs a torch from a rack on the wall, lights it with an already-burning torch nearby, and hands it to you.
Miner: Follow me.
He leads you through the mine for about fifteen minutes. It's not a very complex route, but there are a few twists and turns. He stops at the entrance to one of the shafts.
Miner: Here it is. The shaft goes straight forward and then splits, but it doesn't matter which way you go. Both tracks curve back and rejoin the other track. Then it's straight for a while, with a small turn at the end. We were digging there when the creatures came. I'll wait for you outside-- I don't want to go in there. Good luck, sir.
Spearman: Hi. Who are you, sir?
Beneion: I'm the one they sent to clear out the mine shaft.
Spearman: Ah, great. May I see your badge?
Beneion: Sure.
Spearman: ...I see. Well then, you may proceed. Ah-- what's your name, sir?
Beneion: My name's Beneion.
Spearman: Beneion... okay. Well then, Beneion, go ahead in. There will be someone waiting for you.
The Spearman unlocks the gate and opens it for you. You head past him for a bit. You see a few miners standing at the entrance to the mine, talking with each other. One looks up and, noticing your equipment, salutes.
Miner: Sir! You're here for the infested mine shaft?
Beneion: Yes, show me the way. But first, could I have a torch?
Miner: Sure, take this one.
He grabs a torch from a rack on the wall, lights it with an already-burning torch nearby, and hands it to you.
Miner: Follow me.
He leads you through the mine for about fifteen minutes. It's not a very complex route, but there are a few twists and turns. He stops at the entrance to one of the shafts.
Miner: Here it is. The shaft goes straight forward and then splits, but it doesn't matter which way you go. Both tracks curve back and rejoin the other track. Then it's straight for a while, with a small turn at the end. We were digging there when the creatures came. I'll wait for you outside-- I don't want to go in there. Good luck, sir.
Prince Toad, the shroom-o-doom
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You use Attack. Deals 13 damage.
Kristov uses Attack. Deals 9 damage.
Beneion's HP: 61/70
Kristov's HP: 37/50
Your turn.
By the way, you'll usually regain lost HP and MP at the end of a battle. If you aren't going to, I'l tell you that. Right now you will.
[ July 25, 2005, 12:38 AM: Message edited by: Prince Toad ]
Kristov uses Attack. Deals 9 damage.
Beneion's HP: 61/70
Kristov's HP: 37/50
Your turn.
By the way, you'll usually regain lost HP and MP at the end of a battle. If you aren't going to, I'l tell you that. Right now you will.
[ July 25, 2005, 12:38 AM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
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Beneion casts Stalwart Faith (Shield).
Kristov uses Lurching Strike. Hits! Deals 10 damage to Beneion. Deals 5 damage to Shield.
Beneion's HP: 51/70
Beneion's MP: 50/65
Shield's HP: 25/30
Kristov's MP: 5/10
Your turn.
[ July 31, 2005, 11:21 PM: Message edited by: Prince Toad ]
Kristov uses Lurching Strike. Hits! Deals 10 damage to Beneion. Deals 5 damage to Shield.
Beneion's HP: 51/70
Beneion's MP: 50/65
Shield's HP: 25/30
Kristov's MP: 5/10
Your turn.
[ July 31, 2005, 11:21 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
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Beneion uses Attack. Deals 13 damage.
Kristov uses Attack. Deals 4 damage to Beneion. Deals 5 damage to Shield.
Beneion's HP: 47/70
Shield's HP: 20/30
Shield: 4 turns
Kristov's HP: 26/50
Beneion's turn.
By the way, holy magic does a lot vs. undead. Dark magic does a lot vs. holy creatures like your summon, but zombies can't cast that (though other undead may be able to).
[ July 31, 2005, 11:07 PM: Message edited by: Prince Toad ]
Kristov uses Attack. Deals 4 damage to Beneion. Deals 5 damage to Shield.
Beneion's HP: 47/70
Shield's HP: 20/30
Shield: 4 turns
Kristov's HP: 26/50
Beneion's turn.
By the way, holy magic does a lot vs. undead. Dark magic does a lot vs. holy creatures like your summon, but zombies can't cast that (though other undead may be able to).
[ July 31, 2005, 11:07 PM: Message edited by: Prince Toad ]
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