Exodus to Exga
Posted: Wed Jun 10, 2020 11:19 am
This quest ran from Nov 14, 2014 to Sep 21, 2018.
Pathaky wrote:
Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena (Pathaky)
Level 39
Deva, Fire
HP: 9,800
MP: 6,850
STR: 196 (5)
AGI : 832 (17)
CON: 392 (9)
SPI : 1,026 (22)
MIN: 274 (7)
XP- 22,476,410
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 6
Gold- 924,899
Bonus Weeks: 17 (+1 Botanist-Only, +2 Commander-Only, +1 Illusionist-Only)
Weeks:
Quote:
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks
Bow Wielding I- (Passive Ability, Archer) +5 to all stats when a Bow is equipped
Requires: Basic Bow Training
Cost: 20,000 Gold, 2 Weeks
Bow Wielding II- (Passive Ability, Archer) +25 to all stats when a Bow is equipped, +50 Ranged Attack when a Bow is equipped
Requires: Bow Wielding I
Cost: 60,000 Gold, 2 Weeks
Bow Called Shot: Eye- (Technique Ability, Archer) Possessor may use Bow Called Shot: Eye in conjunction with a Ranged Attack action, so long as no other technique is used and a Bow is equipped. Said action gains +25 Ranged Attack and has a 50% chance of inflicting Impaired: Blind.
Requires: No prerequisites
Cost: 75,000 Gold, 3 Weeks
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Requires: Basic Bow Training, 3 other Archer abilities
Cost: 125,000 Gold, 2 Weeks
Critical Arrow- (Technique Ability, Archer) Possessor may use 'Critical Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% Critical.
Requires: Apprentice Bow Training
Cost: 300,000 Gold, 2 Weeks
Debilitating Arrow- (Technique Ability, Archer) Possessor may use 'Debilitating Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Bow Training
Cost: 300,000 Gold, 2 Weeks
Deft Arrow- (Technique Ability, Archer) Possessor may use 'Deft Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% To Hit.
Requires: Apprentice Bow Training
Cost: 300,000 Gold, 2 Weeks
Envenomed Arrow- (Technique Ability, Archer) Possessor may use 'Envenomed Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Bow Training
Cost: 300,000 Gold, 2 Weeks
Flame Arrow- (Technique Ability, Archer) Possessor may use 'Flame Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Fire element.
Requires: Basic Bow Training, Basic Fire Synchronization
Cost: 300,000 Gold, 2 Weeks
To finish on Febuary 22nd.
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Arcane Vizier:
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Archer:
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Peerless Archer- (Passive Ability, Archer) Bow Weapons equipped by possessor gain +(100 * Possessor Level) additional Ranged Attack, Possessor gains (Possessor Level + 100)% To Hit while wielding a Bow
Blazing Sultan:
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 to all stats while in a Zone of Fire
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +250 to all stats
Champion of the Upper Realms:
Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bodily Devic Purity- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor gains Poison Immunity
Deva Traits- (Passive Ability, Champion of the Upper Realms) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Deva
Devic Sanctity of Mind- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor's actions may not be controlled by opponents who are not 20 or more Levels greater than possessor through the Charm status effect
Holy Freedom- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor gains Paralyzed Immunity
Conjuror:
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Elemental Traits- (Passive Ability, Conjuror) Possessor gains Pain Immunity, Impaired Immunity and Diseased Immunity so long as possessor is an Elemental. Possessor gains 50% Resistance to possessor's element(s) against sources that are below Level 100 and are no more than 10 Levels or more above possessor so long as possessor is an Elemental.
Countess of Power:
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Ebon Chancellor:
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Elementalist:
Smoke-Eater- (Passive Ability, Elementalist) Possessor absorbs damage that is both Fire and Air element that comes from sources below Level 10 provided possessor is at least Level 20, Possessor gains 10% Fire Resistance and 10% Air Resistance, Possessor gains 30% Suffocation Resistance and 30% Burning Resistance, Possessor inflicts Drain against Elementals that are both Fire and Air element that are below Level 60
Flux Baron:
Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in
Friendship:
Has A Few Worshippers- (Passive Ability, Friendship) +1 Fame
Heir To The Future:
Apprentice Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Cellphone-Signal-Wrecking Presence- (Passive Ability, Heir to the Future) Individuals in possessor's battlespace may not target individuals in other battlespaces with Technology element actions if below Level 60
Illusionist:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Kinetic Emperor:
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff
Mountain King:
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Ocean Prince:
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff
Radiant Hierophant:
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Snow Queen:
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Thunder Czar:
Apprentice Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Transmuter:
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Wind Duke:
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
-Misc-
Built the Giant Statue- (Passive Ability, Evermason) Possessor's Golem summons gain +20,000 HP
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Statue-Crafter- (Passive Ability, Crafter) Possessor's Golem summons gain +200 to all stats and +5,000 HP
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Stroke of Luck- (Passive Ability, Gambler) Possessor may, once per thread, reroll a value that possessor rolled, provided that no opponent who is either Fate element or Level 60 or greater objects
-Weapons-
Crossrealms Huntsman's Unmatched Bow- (Weaponx2, Bow, Light & Hope & Sonic & Whimsy, 130,000,000 Gold) +260,000 Ranged Attack, +260,000 AGI, +260,000 SPI, 160% inflicts Confusion: Overcome by Laughter, 260% To Hit, Wielder regenerates 2,600,000 HP and MP at the start of each round if wielder is a Fae or a Deva, Wielder may target opponents below Level 60 who are in different battlespaces, Wielder's per-item Ranged Attack caps are doubled for this item as a non-stacking effect, Wielder must be Level 40 or greater or must be a Deva and Level 39 or greater
-Armor-
Hambelstern Prototype Force Field- (Armor, Aura, Technology, 31,522,918 Gold) +30,455 Defense, +30,000 to all stats, +300,000 HP, 25% Technology Resistance, +6,000 additional Defense for each ally who has a Technology element Aura equipped, to a max of 5 such allies, wearer may reflect actions from sources below Level 20, 90% wearer may reflect actions from sources below Level 40, 10% wearer may reflect actions from sources above Level 39 but below Level 50, May only be equipped by individuals above Level 19
-Accessories-
*Symbol of the Unbound Conflagration- (Accessory, Holy Symbol, Fire, 21,000,000 Gold) +20,000 SPI, 30% inflicts Burning, Whenever an instance of Burning with wielder as a source would be cured or recovered from by a source that is below Level 60, there is a 30% chance that it is not, Wielder's Fire element actions may not be countered by individuals below Level 60
Eye of the Thunderous Heaven- (Accessory, Magic Item, Electrical & Air, 80,000,000 Gold) +80,000 SPI, 40% Air Resistance, +80,000 Defense against Air, Wielder's turn-order-determining stat becomes SPI, Wielder's turn-order-determining stat may become 2*SPI (to a max of 1,000,000 additional points) if any of wielder's allies is wielding an item called Eye of the Thunderous Heaven, Wielder deals 200,000 Flat Electrical or Air element Damage to each opponent at the start of each round (to a max of 200 opponents)
Mark of the Monarch Emberfly- (Accessory, Other: Mystic Infusion, Fire, 2,500,000 Gold) +5,000 Magical Attack, +2,500 AGI, +2,500 SPI, 20% Fire Resistance, Wielder may summon 1 Fire element Spirit, Elemental or Insect of Level 25 or below from the Enemy List that is normally fightable for drops per round, Max 2 summoned.
Lotus-Crown Glorifying an Arch-Deva- (Accessory, Crown, Chaos & Light, 4,500,000 Gold) +4,500 Magical Attack, +4,500 SPI, +4,500 AGI, +4,500 Defense, 130% To Hit, 135% To Hit if equipped by a Deva, Divine Magic spells cost wielder 9,000 less MP to cast, May not be equipped by Daemons, Devils, or Illuminated
Dread-Cannon Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer’s per-item Ranged Attack bonus cap becomes 2x the relevant stat
Spells-
Searing Elegy- (Spell, Elemental Magic, Fire, 1,000 MP, 700,000 Gold) +500 Magical Attack, this spell gains +200 Magical Attack for every Blazing Sultan or Bard ability caster has, to a maximum of 20 abilities, 30% Inflicts Burning, 50% Inflicts Confusion: Depression, this spell may count as a Bardic Music spell
Exorcise Area- (Spell, Divine Magic, Magic & Light, 500 MP, 500,000 Gold) Removes all effects placed on Zones or Phantom Terrains in the battle by Undead below Level 40
Wail of the Banshee- (Spell, Bardic Music, Darkness & Sonic, 31,500 MP, 7,960,000 Gold) +8,300 Magical Attack, 30% inflicts Confusion: Depression, 38% inflicts Paralysis, 890 MIN Damage, 890 SPI Damage, 890 CON Damage, 50% inflicts Instant Death on targets below Level 20, If caster is above Level 40 this spell inflicts Instant Death on targets below Level 20 and has a 50% chance of inflicting Instant Death on targets below Level 40, may inflict 1 hit against 5 and deal 1/2 damage, may inflict 1 hit against 30 and deal 1/3 damage
Voidstrike- (Spell, Dark Magic, Darkness, 1,000 MP, 500,000 Gold) Inflicts Voidstruck
Holy Smite- (Spell, Holy Magic, Light, 4,000 MP, 2,200,000 Gold) +2,500 Magical Attack, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50, Pierces 5,000 Defense, 30% inflicts Awestruck
Pet-
*Ardy, Lantern-Spirit of Rosebay Fields (Pet, Spirit, Fire & Metal, Lv.39, 79,000,000 Gold)
HP- 1,815,000
MP- 1,885,000
STR- 30,900
AGI- 30,600
CON- 32,850
MIN- 21,200
SPI- 33,100
XP- 0
Defense- 2,550
XP Needed- 16,400,000 (Standard Multiplier x2, increased to x20 to bypass level 39)
Defense- 10,700
Defense against Stat Damage- 1,300
Critical Chance- 55%
Resilience- 44%
To Hit- 156%
Dodge- 51%
Resistances and Immunities- Absorbs Fire, 50% Air Resistance, 50% Physical Resistance, 50% Water Weakness, 50% Human Resistance, 50% Deva Weakness, 50% Burning Resistance, 50% Drowning Weakness, 50% Impaired: Blind Weakness, #% Minor Status Effect Resistance (Except Impaired: Blind), #% Moderate Status Effect Resistance, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Single, Burning Eye- Instances of Drowning on possessor additionally inflict Impaired: Blind, if possessor is afflicted with Drowning or Impaired: Blind possessor loses the Constant Effects 'Bolstering Flame' and 'Burns With The First Fire' and the Abilities 'Ignite', 'Ignite Zone', 'Rallying Flame', 'Dance of Whirling Embers', 'Seeking Flare Barrage' and 'Backdraft' possessor suffers no negative effects from Burning, instead regenerating 5% Max HP a round (to a max of 50,000,000 HP) and gaining +95% To Hit, Possessor recovers from Impaired: Blind if afflicted with Burning, Constant Effect
Lantern-Spirit- Possessor may create a Zone of Fire or Light or remove a Zone of Darkness created by an equal or lower-level source at the beginning of each round, possessor's damage-dealing offensive actions deal an additional 60,000 damage if in a Zone of Fire (with this damage-increasing effect not stacking), Constant Effect
Bolstering Flame- Possessor's Fire-element allies and allies named "Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena" gain +16,000 to all stats, this effect becomes inactive if possessor is afflicted by Drowning or Impaired: Blind, Constant Effect
Eats Fire- Possessor's offensive actions may gain "deals HP Drain and Stat Drain" against Fire-element targets, Constant Effect
Iron Spirit-Body- Posessor gains +2,000,000 HP, +15,000 CON, +15,000 Defense and +50% Resilience, Constant Effect
Aura of Whirling Emberflies- +10,000 Defense, Wielder may deal 50,000 Flat Fire element Damage to all opponents at the start of each round, Wielder may deal 100,000 Flat Fire element Damage to each individual who targets wielder with an action at the end of each such action, Constant Effect
Object Kami- Possessor may benefit from, and have applied to itself, Enhancements that affect Weapons, possessor counts as its own wielder for Enhancement effects that benefit a wielder, possessor may enter the thread as if possessor has used the ability 'Return to Lantern', Constant Effect
Sworn Service to Vrishni- Possessor gains Charm Immunity and +27,000 to all stats if controlled by a PC named "Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena", Constant Effect
Indexed Effects-
Burns With The First Fire- If a source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, possessor ignores the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, possessor gains +60,000 Melee Attack, +60,000 Magical Attack and +60,000 Ranged Attack while under the effect 'Return to Lantern', Constant Effect
Abilities-
Ignite Zone- Adds an effect to target non-Water Zone that deals 65,000 Flat Fire damage to up to 19 targets each round, stacks 3 times per Zone and across Zones, Fire, 9,000 MP
Leaping Flame Step- +55% Dodge, targets caster, stacks 2 times, may be used as a pre-emptive counter, lasts 5 rounds, Fire & Air, 15,000 MP
Rallying Flame- Cures Confusion, Charm: Wanderlust and Impaired: Blind: Darkness, +16,000 to all stats, +24,000 Defense, does not stack, 1 hit against 3, Fire, 45,000 MP
Felix Dibello's Special Reserve- 180,000 Damage, Heals, Inflicts Poison: Drunk, +14,000 to all stats, target's offensive actions deal 45,000 additional damage, lasts 15 rounds, does not stack, Fire & Water, 40,000 MP
Dance of Whirling Embers- 31,000 Damage, 1 hit against (X+1) or (X/2) hits against 1 where X is the number of Zones of Fire possessor is in, to a maximum of 6, 30% repeats at the beginning of possessor's first action on the next round, Fire, 40,000 MP
Seeking Flare Barrage- 5,000 Damage, Possessor may add possessor's Ranged Attack bonus (to a max of 64,000 points) to the Damage value of this action, 3 Hits against 1 or 1 hit against 3, deals 1/2 damage, these actions may not be Dodged and may not Miss as though they were Flat Damage attacks provided they are targeting individuals below Level 59, Fire, 30,000 MP
Backdraft- 14,000 Damage, 1 hit against 5, if targets are in the front row this action may move them to the back row, this action may be used as a counter, Fire & Air, 20,000 MP
Blade Art: Secant Tenebris- 33,000 Damage, Possessor may add possessor's Melee Attack bonus (to a max of 64,000 points) to the Damage value of this action, deals 1.5x damage to Umbrals and Darkness-element targets, may remove a Zone of Darkness or a buff applied by a Darkness-element source below level 59, Light, 77,000 MP
Adamant Beatdown- 15,000 Damage, 2,500 CON Damage, 2,500 AGI Damage, 65% Inflicts Wounded, 65% Inflicts Wounded: Bleeding, Physical or Metal or Physical & Metal, 30,000 MP
Spirit Brand- 16,000 Damage, Possessor may add possessor's Magical Attack bonus (to a max of 64,000 points) to the Damage value of this action, 3,000 SPI Damage, 65% Inflicts Burning: Superheated, damage dealt by this ability (but not damage caused by status effects it inflicts) may not be healed by sources below level 39 without permission of user, Fire or Metal or Fire & Metal, # MP
Return to Lantern- Possessor is removed from battle and replaced with the item "*Ardy's Lantern (Weapon, Polearm, Fire, <Caster's Gold Value> Gold)- +<Caster's STR> STR, +<Caster's AGI> AGI, +<Caster's CON> CON, +<Caster's MIN> MIN, +<Caster's SPI> SPI, +<The highest Damage value possessed by one of caster's abilities> Melee Attack, +<The highest Damage value possessed by one of caster's abilities> Magical Attack, Inflicts Burning, Wielder may create a Zone of Fire at the start of each round, Wielder may spend an action to replicate an action performable by '*Ardy, Lantern-Spirit of Rosebay Fields' from the Shop as though a copy of said entity performed said action, Weilder may spend an action to remove this item from the thread and replace it with the pet *Ardy, Lantern-Spirit of Rosebay Fields" with all the Enhancements on possessor applied to it, Fire & Metal, 0 MP
Indexed Abilities-
Knee to the Gut!- 3,800 Damage, Inflicts Fatigued: Stunned, Physical, 0 MP
Razor-Sharp Teeth- 7,400 Damage, 80% inflicts Wounded, Physical or Metal or Physical & Metal, 0 MP
Ignite- 19,500 Damage, Possessor may add possessor's Magical Attack bonus (to a max of 60,000 points) to the Damage value of this action, Inflicts Burning, Fire, 6,000 MP
Spray Burning Lamp Oil- 10,800 Damage, Inflicts Burning: Flammable, Fire or Fire & Water, 4,000 MP
Ember Edge- 11,000 Damage, Possessor may add possessor's Melee Attack bonus (to a max of 60,000 points) to the Damage value of this action, 65% inflicts Burning, Fire, 0 MP
Catastrophic Flameslash- 180,000 Damage, Possessor may add possessor's Melee Attack bonus (to a max of 90,000 points) to the Damage value of this action, 100% inflicts Burning, 1% inflicts Smitten if caster is Level 40 or greater, This action may gain '1 hit against 50' and deal 1/3 Damage, This action ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Fire, 900,000 HP
Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena (Pathaky)
Level 39
Deva, Fire
HP: 398,000
MP: 68,500
STR: 1960 (5)
AGI : 8320 (17)
CON: 3920 (9)
SPI : 10,260 (22)
MIN: 27,40 (7)
+33,280 Ranged Attack
+9,500 Magical Attack
30% Inflicts Burning
160% inflicts Confusion: Overcome by Laughter,
Whenever an instance of Burning with wielder as a source would be cured or recovered from by a source that is below Level 60, there is a 30% chance that it is not, Wielder's Fire element actions may not be countered by individuals below Level 60
Wielder may target opponents below Level 60 who are in different battlespaces,
START OF ROUND:
Wielder deals 200,000 Flat Electrical or Air element Damage to each opponent at the start of each round (to a max of 200 opponents)
Wielder may summon 1 Fire element Spirit, Elemental or Insect of Level 25 or below from the Enemy List that is normally fightable for drops per round, Max 2 summoned.
Wielder regenerates 2,600,000 HP and MP at the start of each round if wielder is a Fae or a Deva,
260% To Hit
+12,340 Defense
+7,840 Defense Against Air
Hexed Immunity
Diseased Immunity
Paralyzed Immunity
Poison Immunity
20% Fire Resistance
40% Air Resistance
20% Magic Resistance,
25% Technology Resistance,
15% Electrical Resistance,
90% wearer may reflect actions from sources below Level 40,
10% wearer may reflect actions from sources above Level 39 but below Level 50
Vrishni has heard all kinds of worrying rumors (and lucrative payoffs) from the seed-rains in Serei. He decides that it's time to make his way back to aid a friend.
"Ardy! We're headed home! Get polished, we're going to make an impression!
They saddle up through the portal, en route to Exga.
-"I hear that the Seed Rains often bring new varieties of crops, often with extremely useful properties. Given the recent trouble we've had with fires, hardy, fast-growing and decent rare crops that we'd be able to grow and sell would do a great deal to ensure our village gets back on its feet. Anything that could make a decent beer, wine or liquor would be favourite, too, but that's just a personal preference. We'll see to it you're rewarded for your efforts, of course. -Felix Dibello, Proprietor of the Merry Miller, Exga Village."
He's bringing along:
*Vrishni's Communication Strip (Requi)- (Bound Item, Quest Item, Light, 5,000 Gold) (Bound to Seirei)
and 5 Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle. To hold sweet sweet loot.
Aeromage wrote: Vrishni steps through the portal, lantern-spirit (in lantern-form) in tow. He once again finds himself on the mirror-smooth marble floors of the palatial entrance hall, the gem-studded reliefs and soaring columns much the same as last time. The hall is considerably more populated now, however, with groups of figures- some in grey robes, others in red-and-white robes- dotted around, trading stacks of documents and discussing amongst themselves.
Three of the desks are now occupied, each flanked by a pair of guards in emerald-green armour, manned in turn by a severe-looking woman in immaculately-adjusted (albeit somewhat gaudy) robes and an elaborately-sculpted fanlike hairstyle, a bespectacled older gentleman in similar robes viewing Vrishni with an expression of studious interest, and a young man in the same variety of robe-uniform wearing a thin copper circlet.
Pathaky wrote: Vrishni wows silently at the bustle. This place has heated up since his last visit. Haltingly, he approaches the man with the circlet.
"Heyyyyy. What's with the whole bureaucratic machine set-up?"
Aeromage wrote: "Um." The young man seems somewhat surprised at Vrishni's question. "Uh, this is how it's supposed to..." He gives a sidelong glance at the severe-looking woman, who, despite not altering her expression by even a millimetre, is now radiating Absolute Disapproval. "Uh. I mean, welcome to Seirei, traveller. We're here to provide you with information on our world, as well as an explanation of the laws and regulations to ensure your stay doesn't... uh... end up with you getting on the wrong side of the law or getting killed-" Further Disapproval. "-hurt! So you don't get hurt. I'll, uh, just get your papers ready for you so you can show you're from beyond the Gate and not a wild spirit or an Aptim or something." He eyes Vrishni's tattoos, fumbling in his sleeves for a moment before drawing a small set of cards, arranging them carefully on his desk next to a stack of what looks to be a fill-in-the-blank set of forms.
"Um. By the power granted to me by House Monas, I demand you fulfil your duty! ...uh. Please."
The cards begin glowing in a variety of colours, reordering themselves across the desk as they do. A small, floating silver mirror with an elaborately braided cord abruptly appears above a card, flips over to the stack of forms, flips back and unleashes a dazzling burst of light. When Vrishni's vision clears, an identical stack of forms sits in the middle of the desk amidst the cards. A floating eyeball surrounded by four gold-rimmed lenses pops into being and spins around to look at the deva, lenses shuffling furiously. At the same time, the clerk's circlet begins shining with a dull yellow light and the young man sets about filling in the forms with a quill pen, grabbing a suddenly-appearing stamp made of lacquered black-and-yellow wood and planting it firmly on a blank section of the paper, lifting it to reveal a photo-like inked impression of Vrishni's face.
A few minutes pass, and the clerk shuffles the papers into some semblance of order, pulls another stamp out from under the desk and thuds an official-looking seal on the lot.
"Um. Here you go, Mister... Harv... Harivam...sa? Uh. I hope you enjoy your stay, and please follow the laws. And don't get in the way of the Spirit Tamers, they're really important people and keep the cities running and the people safe, so treat them with respect. And, uh..." it's not quite clear how she's doing it, but the severe clerk appears to be looming despite remaining stationary. "...be careful out there because the Seed Rains have been, um, pretty... dangerous... lately..." the younger clerk gains the expression of one frantically wishing he was elsewhere immediately.
Vrishni gets:
^*Vrishni's Papers from the Seirei Portal (Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI
Pathaky wrote: Vrish gives the poor clerical assistant a knowing wink.
"Don't let the Fan-head get you down bud. Dangerous Seed-Nonsense is what I'm counting on. Ardy, say goodbye to the nice man. We've got places to be!"
He pulls the Communication Strip that Recqui gave him last time. And, not quite taking the time to remember how it works, yells into it.
"REC! BUDDY! LONG TIME NO SEE! C'MON, LET'S MEET UP! I'VE GOT ANOTHER JOB!"
Aeromage wrote: (Slight clarification required: Is Vrishni yelling into the strip in the middle of the hall?)
Pathaky wrote: Very definitely yes
Aeromage wrote: Vrishni's voice echoes around the hall! The guards, exorcists and shrine maidens dotted about the place variously stop what they're doing, stare at Vrishni and display a range of expressions from confusion to annoyance.
The fan-haired clerk is a veritable beacon of disapproval without having apparently acknowledged that someone is yelling at full volume a scant few feet from her.
The communication strip is outlined in a bright blue glow that traces inwards through the patterns of symbols on it partway through Vrishni's yelling.
There is a slight pause, and then a series of clattering and thumping noises issue from the strip. Then a pause, followed by more clatters and thumps, joined with a muffled, incomprehensible voice that doesn't sound particularly happy and may have, in fact, had something clatter and thump on them.
thumpclatterthump"...That you, Vrish? Don't need to yell."
The voice coming through is somewhat quieter than speaking volume.
Pathaky wrote: Vrishni laughs.
"Hey! So good to hear from you again! I'm back to help with this nonsense with the Seed Rains! Where are you? I've even brought Ardy!"
Aeromag wrote: The symbol-covered strip's glow pulses faintly in time with the voice it conveys.
"Thought you might get involved. I'm in Marefore. Port town. Day or so east and south along that road we met on."
Faint, tinny rustling and clattering noises emit from the strip.
"Not exactly tourist season, though. Seed Rains caused chaos everywhere. It's a mess. Your overgrown candle will probably be useful dealing with all the plants."
The lantern rattles on its pole slightly.
Pathaky wrote: Vrishni snorts, and shakes
"Ardy's glad to see you too, bud. Marefore it is! Expect us soon! Don't go starting any magnificent adventures without me, eh?."
Vrishni is going to follow the communication strip's directions! Down the road to the south and the east!
Aeromage wrote: Vrishni exits the gate complex and emerges into the dark countryside beyond. Either night has fallen, or the mass of heavy clouds (barely-perceptible above due to the occasional flicker and glow that plays across and within them) has managed to blot out the sunlight.
The wind blows fitfully around the deva as he follows the stone lanterns lining the path to the gate complex, the air feeling oddly heavy and charged with something as he steps into the gloom beyond.
Pathaky wrote: The Deva cocks his neck back to get a better look at the obscuring clouds.
"Wow! Wouldja look at that, Ardy. S'nothing like last time! Give us some light, eh?"
Can he get a better read what exactly the air is charged with as he travels through the gloom?
"Did you ever run into these seed rains before we met, Ardy?"
Aeromage wrote: With a puff of embers and odour of burning lamp oil, the humanoid form of the lantern-spirit clanks onto the road beside the deva, tugging the lantern from Vrishni's back as he does so. Notably, both lantern and the large, round eye peering from beneath the bandages give off equal amounts of light, handily illuminating the road around the pair.
"Ksh. Next timeya mind not talkinta me intha middlea the Spirit Tamer's fancy gatehouse? They figure what I am, they're gonna grab me." The lantern-spirit's burning-red pupil rolls skyward. "Never hearda these rains. Prob'ly somethinta do witha green moon, yanno? Only wunna them I know anythingabout istha red one."
Vrishni tries to get a read on things. His familiarity with the element of Earth leads him to think there's an awful lot of mana related to it around, possibly with some other similar elements, but he can't really tell what, if anything, else is at play.
Pathaky wrote: "Oho! Tell me about this red moon then, Ardy. I know there's this green one, the red one... I remember someone mentioning the dreaming moon, too. How many even are there?"
Aeromage wrote: Ardy shrugs. "Red moon's Arden. Gotta do with Fire 'n Light 'n Metal. Dunno muchabout the others, 's Arden'sa only one that was inna sky intha Fields. Sometimes it rained fire downabouttha place. Sometimes metal, too, buttha crazies intha Banners' armies always wanneda grab those, so I made sure I was wellaway from that kinda thing."
The lantern pops as the spirit spits a gobbet of flaming lamp oil onto the stone road.
"Anyway, there's Arden, a green moon, a white'n, a... blue one? I dunno. I heardabout one that's asleep an' needsta stay that way, too." The sharp-fanged mouth under the bandages twists into what might be an expression of unease. "An' there was that timetha sky went weird an' lotsa diff'rent colours. Think there wassa... kinda weird moon there, too, but my head kinda hurts tryinta remember it."
Pathaky wrote: Vrishni steeples his fingers as the pair walk.
"Huh. I'll have to ask Recqui more about it. I bet he knows."
Vrish is keeping his eyes open for any promising crops that the Seed Rains may have dropped along the road.
Aeromage wrote: Ardy rolls his eye at Vrishni's mention of asking Recqui about the moons, but makes no further comment, walking along in front of the deva with heavy steps.
Vrishni finds it rather difficult to spot any notable crops that may have fallen from the Seed Rains, mainly due to it being so dark outside the dual-bubble of lamplight Ardy casts that he can't make out much of anything. He does pass an odd section of hedgerow that seems to have been forcibly torn up, a mass of stone dust with small golden flecks being blown about in the hole and partially-covering what looks to be the corpse of a very, very old cow.
Pathaky wrote: Vrishni casts a glance to Ardy, and motions toward the hole.
"Something's been through here. Let's keep our wits about us if we don't want to end up like that cow."
They're going to proceed a bit more slowly now. Vrishni is going to help with the illumination by daisy-chaining Zones of Light, centered on himself, as they travel down the road.
Aeromage wrote: "Pfeh. Don't think gettin' older's gonnado muchta me. Boxboy said I was prob'ly what, overra hundred already?"
The duo press onwards somewhat more cautiously. They reach the crossroads where the road to Exga Village should be, but it appears to have been overgrown by a large, tangled mass of black briars with viciously sharp-looking red thorns.
At the same time, a green-skinned humoid figure in dark green-and-white light armour darts out of the undergrowth in front of Vrishni, stumbles as it almost collides with the pair, falls over, scrambles to regain purchase and hares off away from them and back into the darkness.
Shortly afterwards, an arrow flies out of the darkness from the direction it came, hits the Deva's forcefield and is sent spinning into the briar-mass. An unpleasant grinding noise results as the briar-mass begins squirming, its tendrils sawing back and forth and splintering the arrow to pieces.