Exodus to Exga

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Modrageball
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Exodus to Exga

Post by Modrageball »

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.
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Modrageball
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Re: Exodus to Exga

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Pathaky wrote: Vrishni leaps backwards and cocks his own Devic bow. Tattoos flicker to life along the Deva's frame, separating into an Emberfly Swarm! (Level 16)

"Ardy, light us up."

Ardy's lamp flares cheerily, illuminating the area and bolstering the two's spirits.

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



Bow ready, Vrishni cries out to the undergrowth that greenie vanished into.

"I'm going to give you a five-count to come out and apologize for that. Otherwise, we're coming in after you."

Aeromage wrote: Vrishni draws his bow, a rushing swarm of ash-and-ember mothlike insects rushing out of the glowing tattoo on his back, adding to the glow around the duo.

Ardy's lantern (and eye) blaze with eye-catching and spirit-warming flames, expanding the bubble of light around the group and revealing a small group behind a low hedge. One is the figure in light armour who almost ran into Vrishni, rooting through a pack and pulling out a bundle of throwing knives. Standing in front of him are a pair of similarly green-skinned humanoids, one in heavy green-wood armour with white accents and weilding a spear, the other wearing light clothing in identical colours, a flexible bow made of light-green wood already drawn and nocked with another arrow.

Vrishni shouts out his demand for an apology. He gets an arrow to the shoulder for his trouble, the missile bypassing the forcefield and grazing him for minor damage.

Pathaky wrote: Vrishni grumbles about the MANNERS of SOME PEOPLE, and fires an arrow into the undergrowth. The Devic bow sings as Vrishni releases, the arrow chuckling and adjusting it's flight to find it's target, the greenie with the bow.

Ardy flips his sword back and forth, gouts of flame pouring from it's tip. The fire forms into ovoid flares in the air above Ardy's head, pausing for a pregnant moment before shrieking across the hedge at the greenies. (opting for 1 hit against 3)

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

Aeromage wrote: Vrishni looses an arrow through the hedge! The missile twists in midair, homing in on the bowman. The archer dodges at the last possible moment, gaining a tear in his tunic and a cut arm, which begins leaking a sap-like substance.

Ardy whirls his sword, turning gouts of flame into solid forms of angry light and sending them blasting into the opponents, knocking them all backwards and leaving them slightly singed.
"Ksh. Needa put more power inta it next time."

The archer draws and fires another arrow, once again managing to pierce Vrishni's shield, but only dealing minor damage due to the forcefield's inherent defense and Ardy's defensive light.
The spearman charges at the lantern-spirit, his green-wood spear hitting and bending crazily as it impacts the solid metal body beneath Ardy's ragged coat and crumbling armour. The one-eyed spirit swats the weapon away with his blade, taking a chunk of perished leather with it.
"Tryina poke me ta death, greenie?"

The third opponent busily stuffs bundles of throwing knives into his belt and readies a pair for battle.

Pathaky wrote: Vrishni begins to glow electric-blue, sparks cascading across his body, his arms, his hands, his bow. The Eye of Thunderous Heaven crackles. Vrishni pulls the bow back, and releases. A bolt of lightning shoots from the bow, through the hedge, and back at the pesky bowman. "C'mon! Bowstuff is my shtick, man!"

Ardy knees the spearman in the stomach, following up with a series of bodyblows delivered by knees, elbows, and fists.

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

Aeromage wrote: Vrishni fires a bolt of pure lightning from his bow, piercing the archer and leaving a crackling, charred hole in his side. The strong scent of jasmine fills the air.

Ardy knees the spearman in the stomach, forcing him to drop to his knees. The lantern spirit then beats the everliving daylights out of his opponent, pummeling him through his wooden armour, smashing fists into his face and leveling blows that would easily break the bones of ordinary men, leaving his fists and bandages soaked in sap. The spearman drags himself out of the way of further punishment after the lantern-spirit aims a final kick to his back.

The archer draws another arrow, this one pulsing with a strange greenish glow, and fires, once again managing to shoot straight through the forcefield's repulsion-effect. It strikes for minor damage, the glow dispersing on impact. Vrishni is suddenly struck with the sense that he should be aiding these brave soldiers with their cause instead of fighting against them. His mind, bouyed by the protection derived from learning more of his devic nature, stops him from immediately following up on this by turning against his allies, instead leaving him with the feeling that fighting the green-skinned trio is wrong.

The spearman thrusts weakly at Ardy, but the lantern-spirit simply sidesteps and kicks the armoured foe's legs from under him.

The third of the green men hurls a throwing knife at Ardy, but only succeeds in having his projectile skitter and bounce off a metal arm.

Pathaky wrote: Vrishni frowns.

"Ardy. That arrow. Maybe we're being too hasty."

Ardy is having none of it! He snaps his fingers, Igniting the collapsed spearman.

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



The Emberfly swarm follow's Ardy's lead, swirling toward the enemy bowman in a stinging swarm.

Stinging Ember Blast- 6,000 Damage, 50% Inflicts Burning, Inflicts Pain and Impaired: Blind, Fire, 30,000 MP

Aeromage wrote: Vrishni attempts to calm things down, but Ardy is on a roll.

"Hey, they started it, boss." So saying, the lantern-spirit ignites the stumbling spearman with a casual snap of his fingers, flames erupting from the unfortunate fellow and making the burning-jasmine smell in the area even stronger. The spearman falls to the ground, beating weakly at the flames.

The Emberfly Swarm launches itself at the archer! It doesn't seem to do much, but certainly provides a distraction as the bowman swats at the stinging, burning bugs and waves his arms to scatter the swarm.

The archer backs up a couple of steps and fires another glowing arrow at the swarm, hitting a single insect. The arrow speeds straight through the swarm, as one would expect, having hit so light a target. What is considerably unexpected, however, is the rest of the swarm abruptly getting dragged along behind the arrow at speed as if magnetically attached to the one of their number that was hit, sending the entire lot into the grating, scraping (but otherwise stationary) wall of black briars.

The spearman desperately tries to put himself out, with no success.

The knife-thrower looks worried, and hurls a knife at Ardy's feet. What would otherwise have been an attack that would have possibly pierced straight through his foot and left him pinned to the stone road, however, instead manages to lodge itself in the dark, metallic skin under the bandages, quivering slightly at the impact. Ardy does not look pleased.

Vrishni's head begins to clear. What on earth was he just trying to do?

Pathaky wrote: Vrishni frowns. Was he Charmed? Whatever it was, there was some kind of untoward manipulation happening. Vrishni hates that.

He spins an arrow into the bow, and takes a deep breath, focusing his energy. Vrishni lets fly, aiming at the rival archer's skull.

Ardy cracks his neck, a set of metallic snaps and cracks, before rushing the knife thrower, delivering a superheated slap to the Greenie's chest.

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

Aeromage wrote: Vrishni, thoroughly annoyed at being manipulated against his will, sets an arrow to his bow and lets it loose into the archer's head.
The arrow lodges directly in the bowman's forehead, leaking sap. This apparently isn't quite as fatal to whatever he is as it would be to most other humanoid species. In fact, he appears to find this hilarious, and collapses into hysterical laughter.

Ardy rushes the knife-thrower, landing a white-hot open-palm blow directly to his centre mass. Brilliant lines of superheated essence spool out from the point of impact, forming a vicious-looking, vaguely eye-like symbol that flares hot enough to burn into the humanoid's spiritual pattern. The enemy goes down, smoke billowing from his chest.

The spearman continues to be on fire, and is apparently far to distracted by trying to (unsuccessfully) put himself out to attack.

The archer, still laughing helplessly, fumbles an arrow into his bow, draws it and fires haphazardly. The missile fires slow and high, tumbling end-over-end and bouncing harmlessly off Vrishni's forcefield.

The briar-wall finishes grinding up the Emberflies.

Pathaky wrote: Vrishni grins and winks to Ardy. "What would I do without you?"

He motions to the archer.

"Make sure he isn't going anywhere eh?"

Ardy will stomp over to the giggling archer, snap his bow in half, and plant a dullmetal foot on his chest.

Vrishni has QUESTIONS.

Aeromage wrote: Ardy stomps over to the archer. The spearman attempts to get in the way, but his still-on-fire status and significant damage from the fight allow Ardy to easily swat him back down.
The lantern-spirit kicks the still-laughing archer to the ground, stamps his bow in half with one foot and stomps on his chest with the other, leaning into it to pin the bowman to the ground.

Pathaky wrote: Vrishni makes his way to the archer and crosses his arms.

"Okay! So! I've got a few questions. First, Why? What's with the attacking random passersby?"

Aeromage wrote: "Pfffhahahahahurk"
Ardy puts more of his weight onto his pinning foot, cutting the laugher off abruptly. The archer attempts to scowl, but the arrow's effect turns it into more of a rictus grin.
"Hhhngh. You saw our sss-ssscouthahahaha ss-so we couldn't lehehehehaahaht you lihihihihive" The archer begins helplessly giggling once again.

The spearman attempts to get up, but his seriously-burned leg suddenly crumbles to embers as if made entirely of wood. Unbalanced, he sways, pitches over, desperately grabbing for his spear, which lodges itself at an angle against the side of the road. Unable to stop himself, the armoured humanoid falls directly onto the spear, which punches straight through his armour from where it was cracked apart by Ardy's earlier beatdown and out of his back. The spearman goes limp and slides slowly down the spear's length, still flaming, like some macabre campfire treat.

The archer, upon seeing this, begins thrashing about under Ardy's foot, roaring with laughter.

Pathaky wrote: Vrishni blanches.

"Eesh. Grim stuff going on here. Look, you idiot. We didn't want this, but you dragged us into it anyways. So, guess who gets to explain everything?"

He sits down next to the thrashing greenie.

"Who are you scouting for? What's with the rampant militarism? Is this Seed-Rain stuff?"

Aeromage wrote: "AhahahahahaHOOF"
The archer continues attempting to wriggle out from under Ardy's weight, prompting the lantern spirit to sit on him with a heavy thud.
"Hhhheh. Theheeheese land will soon be claimed by the Ja-hahaha-smine Throne. All shahahahall join us and creheeheeheeate a new nation on this new world."

Pathaky wrote: Vrish runs a hand over his bald head.

"Eeeeeeeeeeeeeesh. That's bad news. Gah, Exga is too close for this. Ardy, see if you can't knock him out, we'll take him with us."

He fishes out the Communication Strip again.

"Hey, Rec. We've got a problem over here. Heard of the Jasmine Throne?"

Aeromage wrote: Vrishni pulls out the strip again, the symbols and edges glowing at his touch.

kshkthumpsssssgnkt. Problem?" Rec's voice filters through the strip. "Jasmine Throne? Never heard of it. Tower appeared near Pella during the Rains, though. People say it's made of jasmine. Don't know much. No news from outside. Nobody's allowed to leave town. Nobody wants to, either. Got enough problems to deal with down here."

Ardy nods and twists around, one fist raised to pummel the downed archer into unconsciousness. The archer, seizing his chance, uses the lantern-spirit's shifting position against him, arching himself off the ground and sending Ardy off-balance for long enough to roll out from under him and scramble to his feet, taking off into the fields.

"Ksh, stupid green piesa--" The lantern-spirit regains his footing and begins to give chase.

Pathaky wrote: Ardy Leaping Flame Step's to the itinerant archer in a puff of flame, placing him in a head lock!

Vrishni chews his lip in consternation.

"We ran across some scouts that claimed to be a forward guard for 'em. Seem like bad news. Didn't put up too much of a fight, but I'm worried about Exga. I don't think I'll be able to make it to Marefore for a little while yet, Rec. I need to see how Exga is holding up. Make sure they're safe, y'know?"

Aeromage wrote: Ardy vanishes in a puff of embers, appearing in front of the fleeing archer in a flash of flames and clotheslining him as he runs, knocking him completely off his feet before placing him in a solid, iron-armed headlock.

Rec grunts, the noise coming through the strip as a rather muffled whoosh of air. "I'll ask around. See what people know. Stay safe. Weird things've been coming out of the sky."
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Re: Exodus to Exga

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Pathaky wrote: "I'll keep my eyes up. Be safe."

Vrishni tucks the strip back into his belt, and motions for Ardy to knock the Greenman out.

"We've got to get to Exga an' warn them."

Aeromage wrote: Ardy nods, and winds up for another punch to the head.
The archer twists as Ardy shifts his weight once again, slipping out from the lantern-spirit's grasp for a second time and hurling himself through a hedge.

"Ya stinkin'-- not this time, yaddon't!"

Ardy vanishes in a puff of embers and reappears in a flash of flames right in front of the fleeing bowman, swinging at him.

The archer twists in a completely impossible-to-normal-humans manner, his spine folding over backwards as he slides underneath the lantern-spirit's grasp. In response, Ardy kicks off from the ground and practically cartwheels over the archer, aiming a kick to his head.
The archer is forced to backpedal, leaving Ardy to slam into the ground on one leg, kicking up a cloud of turf and dirt.
The archer grabs a clod of earth and hucks it at Ardy's single, huge eye, but the lantern-spirit swats it out of the air and charges, swinging his now-blazing lantern like a heavy halberd.
The bowman ducks under the swing, aiming a blow to Ardy's eye again, but the lantern-spirit counters by opening his mouth disturbingly wide and biting down on the archer's hand.
Yelling with pain, the archer kicks off from Ardy's chest, only for the lantern-spirit to once again swing his lantern after him. The archer grabs the lantern mid-swing, folds himself tightly around it and pushes off, using the added momentum to get a headstart away from the single-eyed spirit.
Balls of fire blast out from the outstretched lantern, peppering the field in front of the archer and forcing him to make a rapid about-face, whereupon Ardy promptly clocks him square on the nose. The archer somehow manages to keep going with the force of momentum, however, wheeling around and under Ardy and trying to get around him from that direction.

This continues on for a while, with the steadily-growing-more-irate Ardy making grabs for the archer, getting barely dodged, but preventing him from getting away whilst managing to land a few blows here and there and making increasingly graphic threats as to how many limbs he'll be removing and what he'll be doing with them.

Pathaky wrote: Vrishni snorts, and rushes to help the lantern spirit, kicking the ground and exploiting his connection to Earth. Hobbles of stone (Primitively wrought, given the Deva's only semi-mastery), erupt from the ground around the Greenie's feet. Ardy continues his pursuit!

Aeromage wrote: Vrishni kick-slams the ground, a ripple of earth flowing towards the still-struggling duo. Rough wedges of stone burst from the ground and clamp themselves around the disarmed archer's feet, stopping him from moving for long enough for Ardy to clock him solidly in the face, actually managing to throw the green-skinned target backwards a couple of metres, ripping the makeshift manacles from the ground and leaving their captive with a sizable stone chunk wrapped around both of its lower legs.

The archer apparently has taken as much punishment as his limit allows, and goes limp.

The gang gets XP for a Level 26, a Level 32 and a Level 33 enemy.

Pathaky wrote: Vrishni rubs his temple in frustration.

"What was WITH those guys?!" he moans. "SERIOUSLY."

He turns back toward the road, motioning to the three now-dead (pity, that.) scouts.

"Let's see if we can;t grab anything off of them as proof. Then we have to get to Exga to warn 'em."

This they do! (Then they toss the bodies into the grindingbush and go on their way)

Aeromage wrote: Much searching takes place!

Sadly, the archer's bow has been pretty thoroughly snapped, and the spearman's gear is burned beyond use (although Vrishni probably could grab the broken things if he wanted to).

Vrishni gets:

Jasmine Scout's Throwing Knives- (Weapon, Throwing Weapon, Wood & Air, 2,650,000 Gold) +2,650 Ranged Attack, +2,650 AGI, +2,650 to weilder's turn-order-determining stat for turn-order-determining purposes, 130% To Hit, 25% Inflicts Suffocation: Verdant Air, Weilder gains an additional +3,000 Ranged Attack against targets whose name includes "Fuchsia", Weilder gains -3,000 Ranged Attack against targets whose name includes "Honeysuckle"

Jasmine Archer's Armour- (Armor, Light Armor, Wood & Air, 4,000,000 Gold) +4,000 Defense, +4,000 Ranged Attack, +4,300 Defense against Ice, +4,000 AGI, +4,000 MIN, +4,000 SPI, 140% To Hit, 40% Charm Resistance, 60% Suffaction: Verdant Air Resistance, Weilder gains an additional +3,000 Ranged Attack against targets whose name includes "Fuchsia", Weilder gains -3,000 Defense against opponents or damage sources whose name includes "Honeysuckle"

The archer thus stripped reveals him to be rather blatantly inhuman. His entire body looks to be made of the same material that young, flexible plant stalks are made from, which would go a way towards explaining his bizarre feats of contortion earlier.

Into the grindingbush they go, which begins to saw away at the bodies with gusto! Vrishni is about to go his merry way before he remembers that said bush is, in fact, overgrowing the road to Exga (and blocking some of the road onwards to Pella and Marefore).

Pathaky wrote: Well! This won't do! People need to use this road!

Vrishni and Ardy both coax Zones of Fire into existence under the bush blocking the path to Exga.

Aeromage wrote: Deva and lantern-spirit bring Zones of Fire into existence! The air gets very hot, and the bush begins to steam slightly as it continues grinding up the bodies in a rather grisly fashion (despite their being plant-things).

Pathaky wrote: Vrishni nods to Ardy, who grins. The lanternspirit snaps his fingers and ignites the zones.

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

Aeromage wrote: Ardy clicks his fingers!

FWOMPH

Parts of the bush ignite, sending the entire thing into a convulsive, grinding, flailing, squirming mess. Bits of... things... tumble and roll out of the mass as it grates and scrapes against itself in an attempt to put the flames out.

Ardy looks at his hand and scowls.
"Mustabeen wet in there or something. Of alla freakin' daysta haven off-day..."

Pathaky wrote: Vrishni laughs and cracks his knuckles.

He takes the Symbol of the Unbound Conflagration in hand and looses an Elemental Attack at the bush, gathering a double handful of fire and pouring it into the awful grinding thing.

Aeromage wrote: Vrishni laughs, cracks his knuckles, and prepares to show Ardy up with his own take on blazing death.

He channels the power of the Symbol of the Unbound Conflagration, gathers a large handful of fire, and thrusts it forwards with a--

pweh.

A small puff of flame licks out against the edge of the briar-tangle, doing little more than singeing a grating bramble. Apparently in response to having a direction to focus its ire on, the tangle opens up, large, knotted and braided masses of vines flailing and tearing through the air...

...and the fires that were already inside it, in response to the added ventilation, catch hard.

An eruptive blast of flame from further into the mass scatters splinters and thorns, followed by several more thudding blasts from within. The plant-mass begins writhing and flailing even more erratically in response.

Vrishni and Ardy both get smacked by desperately-flailing briars, getting knocked clear off their feet and sent cartwheeling down the road (with a series of clangs in Ardy's case), both taking moderate damage.
The area is now rather-well-lit due to the burning, flailing mass of briars.

Pathaky wrote: The pair lay in the road for a stunned moment.

They pick themselves up slowly, dusting the worst of the road off of them along with the charred plant-bits.

They turn to eachother slowly, stonefaced, before winding up and giving eachother the greatest of high-fives.

"Did you SEE that?!"

"I sawwyu whiff that fire like an idiot!"

"Hush, it worked, didn't it?"

"Wouldnta without me warming it up for ya"

The pair grumble goodnaturedly as the bush burns.

Aeromage wrote: Several more gouts of flame light up the night as the briar-mass continues to burn. It seems the thing was rather widespread indeed, given an entire field adjacent to the road is also now on fire.
The overgrown patch- or at least the outer parts of it that the duo can see- have stopped moving, and are now completely engulfed in flames. The scent of woodsmoke and burning greenery fills the air, plumes of smoke billowing into the sky to meet the low-hanging banks of dark clouds.

The duo get twice the XP for a Level 26 enemy and the award:

"Prevented the Conterna Briar-Patch from Overgrowing Large Parts of the Clavia Province (Mod Run World Award)"

Pathaky wrote: Vrishni gathers all the cooling elemental mana in his power (Ice, Water, and Earth) to blast a walkable path through to Exga!

Ardy goes ahead of him and eats any fire that would otherwise hurt the pair.

Aeromage wrote: Their impromptu break over, the duo get to work. Vrishni sets to blasting burned and crumbled branches, briars and thankfully-unidentifiable-other out of his path, while Ardy, after briefly managing to get himself tangled up in burning briars and taking minor damage, eventually struggles free and sets to eating the worst of the flames impeding their path.

The briar patch was evidently rather large indeed, the duo having to navigate a field and a half's length of burning brambles before finally managing to cut their way through to the road on the other side, Ardy coming through wrapped around and around with crispy, burned coils of thorny branches, angrily chewing through a length that somehow managed to wrap itself around his face.

The road leading off towards Exga through the surrounding farmland is quiet and still, the silence interrupted occasionally by the crackles and pops of splintering wood and burning briars from behind them.

The village itself stands quiet and empty, unusually-thick grasses growing in clumps here and there amidst the buildings, a short, wide-canopied tree now growing atop the roof of the stable. All of the buildings are unlit.

Pathaky wrote: Vrishni, never one for subtlety, cups his hands and hoots out:

"Dibello! You here? Anybody here?!"

Aeromage wrote: Vrishni yells! His call goes unanswered.

Pathaky wrote: This is worrisome. The pair head to Dibello's and check inside.

Aeromage wrote: The duo heads to the familiarly solid frame of the tavern. Some of the walls seem to be overgrown with some sort of dark moss, tiny flower-buds poking out from the furry carpet.
The door is similarly somewhat-overgrown, but Vrishni manages to peel away a sheet of the moss to uncover it. The thing is solidly locked, but a moss-stained and somewhat tattered note has been nailed to the door at about eye-level, written in a hurried hand.

"The Merry Miller Inn is closed until this Seed Rain business has blown over. If you're unlucky enough to be caught out in it, get to the shelter with the rest of us.
-Felix Dibello, Proprieter"
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Re: Exodus to Exga

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Pathaky wrote: Vrishni scratches his head.

"This would be so much more helpful if he told us where the shelter was..."

They'll search the town for any conspicuous holes or shelters.

Aeromage wrote: The village doesn't take too long to search, given its size.

The buildings around the central well are just as dark and empty as the tavern, several of which having unusual plants growing on (or in) them. The blacksmith's in particular appears to be infested with purple cabbages that vibrate, shake and make a high-pitched whine when Vrishni approaches, but otherwise seems to be completely harmless.
The houses are also empty, many of the gardens now considerably overgrown with further odd plants.

Vrishni is completely flummoxed. Ardy, however, is somewhat more on the ball.
"Maybe we should check that way, boss? There'sa lotta smashed plants up there."

Set away from the rest of the village, but still within its boundary wall, stands the mound with the weathered stone framework, its heavy wooden double-doors firmly shut. Vrishni had dismissed this as a possibility before, but taking a closer look shows that there was something growing up in front of the doors which had been viciously pruned back to mere stumps of branches, and a few other dead-and-crushed plants litter the route leading from the village towards it.

Pathaky wrote: Vrishni claps his Spirit companion on the back.

"Man, you are the best."

He'll stride up to the knocks on the double-door sharply.

"Anybody hooooome?"

Aeromage wrote: Vrishni knocks heavily on the door.

There is no response.

He's about to knock again when a scuffling, dragging noise followed by a heavy, muffled thud comes filtering out from inside, followed by one side of the door ponderously dragging outwards a crack with a juddering, uneven movement.

"Whoozat?"

Pathaky wrote: The Deva poses!

"It's me! The one-time saviour of Exga! Vvvvvvvvvvvvrishni Havrisaaaamaaaaaaaaa!"

Ardy facepalms.

Aeromage wrote: A pause.

"Oh, yer the one who told those stories."

Another pause.

"...what're ye doin' out there in all this seed nonsense?"

Pathaky wrote: "There's quite a pretty penny to be made out here if you're intrepid enough!"

He slumps back into a more normal position.

"Also I was worried about you fellas! I wanted to stop by and make sure noone had been eaten by a giant fly-catcher, or that the Rosebay fields had been singing off-tune. Y'know, that sort of thing! And can I say, nice shelter. Love the....stone walls. Very homey, I bet."

Aeromage wrote: The door twitches open slightly more, giving Vrishni a slice-of-a-profile of a dirt-stained man in shabby clothing that the deva recognises from the party the last time he was around.

"S'far as it goes, we're all safe in here. Ol' Verrick saw the clouds come in, found some right strange plants growin', and warned the rest of us. By the time we got those dogs made o' leaves sniffin' around and giant cabbages what eats things, we were already all in here with the doors barred right solid. Place's been here longer'n the village, so there's no fear of it gettin' got."

Pathaky wrote: "Splendid! How long do these rains usually last?, d'you think?"

Aeromage wrote: Another pause and a shifting of position that Vrishni could possibly see as being a shrug.

"No idea. Thought this thing only happened in legends. Me nan used to talk about it happenin' once, hundreds of years ago, and makin' trees what grew fruit that added a hundred years to yer life. Course, she also said it made monsters tall as buildings and diseases what made your legs turn to wood, so we're not exactly wantin' to chance ourselves out there, if you get me drift."

Pathaky wrote: Ardy shrugs again. "Common sense never hurt anybody, I suppose. Good on you all for staying safe."

He begins to walk away and then gasps

"Also! Before I go! There were some not-quite-spirit plant goons that accosted us on the way over. Really floral fellas. Called themselves servants of the Jasmine whatsit. Keep your guard up. They were a bit more organized and aggressive than all the new plant life."

"Tell Dibello, if he's in there, to sit tight and wait while we go and wrangle some neat new plants for him to play around with distilling."

Aeromage wrote: A head-bob, presumably a nod.
"Right ye are, then. I'll see to it that ol' Dibello gets the message. Don't get yerselves hurt out there. Or yer legs turned to wood or th' like."

Pathaky wrote: Vrishni rubs his hands together, looking around the empty village.

"Ardy, I think I know where I'd like to look first. Let's head back to an old haunt."

They're headed to the Rosebay fields!

Aeromage wrote: "Ksh. Do we havta go back there? Feels like I just got outta there, yanno?"

Despite his griping, Ardy follows the deva on his way north of the village into the gloom of the surrounding countryside.

Countryside which quickly turns into forest that certainly wasn't there the last time the deva visited. From the light shed by Ardy's lantern, it looks to be full of extremely impressive oak trees of positively regal bearing, some more impressive than others. The road towards what was once Marcus' and Ferrus' farmsteads (and their fields) have been completely overgrown by the unexpected woodland.

Pathaky wrote: Vrishni quickly stows the Symbol of the Unbound Conflagration out of sight, and motions for Ardy to keep his lamp-flame as tame as possible. Who knows what made this wood, and how friendly it'll be to visitors and potential firecrackers. Just to be sure, he'll cough politely, bow, and then bellow into the forest:

"New growth, I greet you. Your presence is as munificent as it is welcome! We're looking to pass through, and would appreciate a your oaken blessing to do so!"

If there's no response, they'll forge ahead to the old farmsteads.

Aeromage wrote: The forest is conspiciously silent. Well, aside from the creaks and groans and rustlings coming from that direction over there. Something's happening off in what used to be one of the hapless, homeless farmers' fields. Nothing's responding to Vrishni, however.

Pathaky wrote: Well, if trouble won't come to them, then you know they've got to go to trouble!

They're off toward the noise!

Aeromage wrote: Vrishni heads off towards the noise, boldy crossing through oddly low-hanging branches, crunching through a thick carpet of arcorn shells, and striding into the forest beyond!

The deva bursts through the edge of the oak woodland, just in time to see something small, green-gold and shiny bouncing off the ground atop a mass of brown and significantly less shiny small things, shortly before his attention is summarily diverted due to suddenly being catapulted into the air by an exceptionally fast-growing oak tree, which abruptly halts at a height most oak trees would be proud to reach (if indeed they could feel such a thing), scattering a cloud of acorns as its growth ceases.
A short pause later, further creaks, groans and rustlings erupt from the surrounding vicinity as more oak trees burst from the ground and begin their own rapid ascent.

Pathaky wrote: Vrishni is suddenly airborne! He shifts-stances in mid-air, tattoo's rippling to a pale blue color as he becomes Air Element. He begins to moderate his ascent and descent using all the elemental tools avaliable to him! (Using Wind Manipulation, Apprentice Wind Synch, Apprentice Command of Wind, t3 Fire synch to heat the air to provide a slower, more moderated fall.

Is the precipitator of that insane growth visible? Or will Vrishni need to get into the trees with him?

Aeromage wrote: Ardy is indeed airborne, as Vrishni soon finds. Rather convincingly, at that, given the metal-bodied lantern-slinger has been catapulted directly into the deva, rather spoiling his plans regarding moderating his unexpected flight. The heavy spirit smacks into Vrishni with a muffled clang, causing the both of them to cartwheel back into the forest's outskirts trailing colourful curses.
The pair land on the crunchy, acorn-carpeted fields for minor damage, and are just about to regain focus when another tree springs up from below them, sending them rocketing skyward again in a tangle of limbs, acorns, leaves and splintering branches once more.

This is, needless to say, somewhat less than conducive to finding the cause of all of this.
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Re: Exodus to Exga

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Pathaky wrote: Plan air-ride is still on, just with friends this time! Think blimp, with Vrishni gathering and holding as much Air Mana and wind currents as he can, while Ardy provides lift with heat.

They'll take an airborne minute to regain their bearings and wait for the crazygrowth to slow. Anything catch their eye as they wait?

Aeromage wrote: Vrishni sucks in all the air he can, using his air-attunements to hold the mana in and around him, while Ardy does his damndest to bouy the duo by heating the air to provide sufficient lift!

The frankly ridiculous plan works considerably better than it rightly should, by any metric. Vrishni, uncomfortably forced full of hot air as he is, successfully manages to semi-inflate himself and surround himself by bouyant currents as the lantern-spirit generates additional lift, allowing the pair, despite their combined weight, to lazily float in place as the rustling, creaking spectacle continues below, mighty oaks bursting from the dark carpet of acorns hidden in the gloom below, meandering its way casually eastward.

There's a brief wink of something shiny from the gloom below, presumably from the edge of the canopy.



Vrishni gets:

Blimptacular Bro-Flight- (Passive Ability, Skykeeper) If possessor is in the same side of battle as *Ardy, Lantern-Spirit of Rosebay Fields, possessor may, at the start of any round that said individual is not dead or in a separate battlespace, obtain a non-stacking buff that gives its possessor the subtype Aerial, 50% Entombed Resistance and 20% Earth Resistance, and provide *Ardy, Lantern-Spirit of Rosebay Fields with 50% Entombed Resistance and 20% Earth Resistance

Ardy gets:

Blimptacular Bro-Bomb- 20,000 Damage, inflicts Confusion: Surprised, this attack may deal full damage to the back rank, this ability may only be used if possessor has an ally in the same battlespace named "Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena" who currently possesses a buff from the ability 'Blimptacular Bro-Flight', use of this ability removes all buffs from the ability 'Blimptacular Bro-Flight' from said ally, 0 MP, Physical & Air or Metal & Air or Physical & Metal & Air



After having a double-massive failure on navigating the forest, this move was the last thing I expected. Having massive, massive success on achieving it even less so. Good lord. I may make this a technique ability at some point, instead. Either way, it'll likely need revision.

Pathaky wrote: Ardy will maneuver his inflated friend toward the glint, line up the shot, and the pair will COMMENCE THE BRO-BOMB. (Gotta use that newfound talent, man).

Aeromage wrote: "...yaccan be real weird, boss, yanno?"

The metal-bodied lantern-spirit unleashes a few blasts of fire to manoeuvre the Vrishniblimp into position, lines up roughly in the direction of the edge of the creaking, groaning, rushing mass below, and kicks off with astounding force, hurtling groundwards like a cannonball, his light vanishing from sight to the sounds of the splintering, crashing and thrashing of breaking trunks and branches!

Vrishni, meanwhile, has the wind well and truly kicked out of his sails as a result. Hurtling backwards and upwards with surprising speed, the deva tumbles end over end, clips one of the taller trees, and falls through a sea of leaves and poky, pointy branches on his way down. Fortunately, the breaking branches are enough to mostly arrest the impact, and he ends up in a mostly-upright position amidst a particularly large tangle of boughs.

Pathaky wrote: Vrishni can't help but shout and fist-pump wildly. DAMN that was cool. Uncomfortable, but so cool!

He'll try to gauge his position back toward where toward where Ardy launched, and head that way!

Aeromage wrote: Swiftly detangling himself from the tree and hopping down through the plentiful (and rather handy) branches, the deva picks a direction he's fairly sure is an approximation of 'correct' and strides onwards! Well, hobbles. That really did rather knock the wind out of him.

What seems like an absolute age later, due to having to alternatively clamber, limbo and shimmy over, under and around the pitch-black forest of barricading boughs, branches and foliage, slipping and crunching over the carpet of discarded acorns and shells, Vrishni finally sees a familiar flicker of red through a gap in the darkness. Wading his way towards it, branches slapping at his face and treacherous footing threatening to send him spilling head over heels at any moment, the flickering eventually resolves itself into Ardy, buried up to his waist in a particularly thick oak, a branch wedged in his mouth, his lantern having apparently had the tree grow around it. The lantern-spirit's huge eye wheels around to focus on Vrishni.

"Fuh ih, buhh"

Ardy waggles a hand by means of explanation, a green-gold glow emanating from within.

Pathaky wrote: "You most wonderful of friends, I don't know what I would do without you."

He clears the worst of the branches from Ardy's frame and mouth.

"But uh, what do we have?" He motions toward the glowing hand.

Aeromage wrote: "Pleh. Dumbgreenwooddoesn'twannaburn Dunno, boss. Looks kinda like wunna those seed-things."

Ardy opens the hand carefully, revealing a glowing green-and-gold acorn.

Pathaky wrote: Vrishni thinks that looks absolutely awesome. He'll pocket it carefully, making sure it's not touching any soil or any other growth medium.

Now to get the Lantern out! He'll join hands with Ardy, pull out the Symbol of Unbound Conflagration, and work with Ardy to super-heat him and (hopefully) pull him out.

Aeromage wrote: Vrishni gets:

Kingwood Acorn (Permanent Consumable, Empowered Item, 1 Charge, Wood & Nobility, 100,000,000 Gold) Teaches user "Acorn Royalty", user gains 1 Castle-Oak and 1 Small Forest-Kingdom

Having deposited his rather explosive (in a growth-medium sense) cargo, Ardy vanishes in a puff of embers and reappears outside the tree and next to his lantern. Between deva and spirit, the lantern is successfully superheated to a cheery cherry-red glow, bandages burning and wood smoking as it chars and catches aflame!
Ardy's bandages cinder and burn off in turn, his shabby clothes and armour smoking and black skin turning a bright, glowing red and giving off a furious amount of heat. The lantern is successfully dislodged, however, leaving a deep and smoking hole in the wood.

"Geh. Gonna needa get s'more of those."

Without the bandages, Vrishni is able to see the face of his glowing partner for the first time! Or lack of one, to be precise.
His head is, for the most part, smooth and fairly round, the left-hand-side of his face not even having the suggestion of an eye socket. In addition to his lack of nose, the result is a little disturbing, given the only obvious features are his large, round eye and mouth, which is little more than a long, jagged cut in the metal, the teeth formed from the sharp edges. His tuft of wiry, metallic-red hair remains standing upright atop his head in defiance of gravity, now glowing white-hot against the red skin.

Pathaky wrote: Vrishni grins. "Sorry 'bout that. Didn't see another way of doing it."

They'll shimmy shuffle and shim-sham toward the Rosebay Fields!

Aeromage wrote: The duo make their way roughly northwards through the forest, Ardy leaving flaming footprints in his wake and making popping and pinging noises as his metal frame cools in the night air to something closer to his normal temperature and colouration. Given the way his spirit partner acts, Vrishni concludes that this must be quite itchy.

The two emerge from the oaks into fields of what was probably once mainly wheat, now shot through with some other crops that the deva can't readily identify and the occasional out-of-place patch of shrubbery. With his light source at hand, he's able to locate the remains of Marcus' farmhouse with relative ease, and from there orient himself towards the Rosebay Fields, a proposition made somewhat more difficult by all the new plant growth throwing off his sense of direction.

This doesn't impede the deva for long, however, and presently he and the lantern-spirit find themselves before the familiar crumbling boundary stones of the Fields. The place looks even more thickly-packed with willowherb than last time, somehow, and some of the stones have been overgrown with mosses, vines and other odd examples of plantlife that trail along the ancient warding-ropes strung between the markers.

"Prob'ly gonna needa carry me through like last time, boss." Ardy hands his lantern to the deva, vanishing into a cloud of embers as he does so. The lantern-spirit's voice continues to speak from the crackling lamp. "Barrier's still up, and I don't wanna go smacking my face againsta wall, yanno?"

Pathaky wrote: Vrishni hoists the lantern, takes a deep breath, and crosses the Barrier.

Aeromage wrote: The deva steps through the barrier marked by the standing stones! He has to give the lantern a bit of a yank in order to get it through, as something akin to powerful magnetism is at play repelling it. Perhaps because Ardy's grown more powerful the barrier's having more of an effect than last time?

Vrishni plunges into the forest of swaying stalks, light from the lantern barely penetrating the thick, surrounding growth as he squeezes through the wall of spires before him. The stalks grow taller and thicker as he continues, going from finger-width to arm-width, then to trunk-like proportions, the upper reaches of the plants vanishing into the gloom above.
Pushing past a stand of smaller plants amidst the towering trunks, the deva abruptly emerges, once more, onto a hillside overlooking a vast sea of pink and crimson flower-spires, interrupted here and there with deep, burned gashes that still smoulder and smoke,all laid beneath a blood-coloured sky crisscrossed by golden, feathery clouds and dominated by an enormous red moon.
The occasional bare pile of scrap or burned remnant of a building pokes out of the near-unbroken ocean of blossoms, but on the whole the place certainly looks far more thickly-covered than it did the last time he visited. Golden mists make long-range visibility difficult, but he can make out the vague shape of the shrine he spotted last time somewhere far off to what he assumes is the northwest. Somewhat more dramatically, and certainly new, is the distant tower to the southwest, clouds gathering around its top. Clouds, and smoke. The thing appears to be rather on fire, the light of the flames visible in some portions even from Vrishni's current position.

Pathaky wrote: Vrishni ogles the alien landscape. He takes a deep breath. "It sure is something, ain't it?"

He'll point to the tower. "That looks like trouble. We're all about that. Let's go!"

To the southeast!

Aeromage wrote: To the southeast it is! The duo quickly lose line of sight to anything as they dive into the sea of willowherb, beating their way through the forest of stalks and leaves, air filled with the sounds of distant roaring flames and closer eruptions and the smells of burning plantlife and ash.

Under such circumstances, finding a large clearing in the plant-forest would be a welcome change. This is, however, assuming the force that cleared said clearing wasn't a small army, and furthermore assuming it wasn't still present. Unfortunately for Vrishni, it was and it is, as he finds when he stumbles out of the curtain of leaves and into the back of some sort of plant-lady in a robe made of red petals with leaves for hair. She rotates as if on a turntable, face a mask of fury.
As does her contingent of six smaller, white-and-red-robed plant-lady followers.
And the unit of swordsmen without faces. And the group of one-eyed black-metal figures with lanterns. And the troop of empty suits of charred leather armour.
And the fellow with the long, white beard in reddish-pink robes holding two rosebay-stalk staves, one aflame, the other with furled blossoms that look about to burst.

Yes, assuming they weren't here, it would be welcome indeed.

Pathaky wrote: "Whoah. Hey. Whooooooooah. Slow down there, gal. And guy. And you armor suits. And Ardy do you have siblings?"

Vrishni throws up his arms in a conciliatory gesture.

"No need for this to get warlike. I'm not human, and I'm definitely not looking for trouble. What are you spirits on the warpath for?"

Aeromage wrote: The bearded old staff-weilder (who, Vrishni now registers, has rather reddish, oddly unwrinkled skin) raises one tufty eyebrow. "Human, spirit or otherwise, all intruders must be eliminated. Such is the command of the Banner."

Ardy pops out of his lantern with a puff of embers, scowling. "Same kinda spirit, reaaaally notta good time forra family reunion."

The other tufted eyebrow raises. "A deserter, or perhaps a prisoner? No matter, you shall be returned to the cause."

"Yeeeah, no. We got trouble, boss."

Vrishni and Ardy have the first move!

For clarity's sake, the opponents:

Bearded Staff-Weilder
Red-Robed Plant-Maiden
6x White-Robed Plant-Maiden
Group of Lantern-Spirits
Group of Faceless Swordsmen
Group of Armour

Pathaky wrote: Vrishni suppresses a grin as he cracks his neck, blue lightning crackling along his now-beetred frame. "Ardy this may dredge up bad memories but we're going to see if old tricks work on new dogs."

The lightning flashes from his body in an storm of blue, arcing across the clearing toward each of the obviously antagonistic banner-bound spirits.

Vrishni and Ardy both have strengthened their connections to elemental Fire since their last visit. Vrishni is a full-fledged Blazing Sultan, and Ardy has tasted the finer fruits of the First Fire itself.

Vrishni reaches out for the Fire mana (presumably) present in the tufted staff-man and yanks it toward the ground. Ardy vanishes in a puff of embers, charging toward the staff-wielder, one hand glowing cherry-red-hot.

To facilitate this:

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

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

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

Improved Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +250 to all stats



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

Aeromage wrote: Lightning crackles and flashes from the Eye of the Thunderous Heaven, but the sextet of white-clad plant-ladies get in the way of things, the electrical pre-assault grounding itself in them and leaving their petal-robes badly charred, but the rest of the opposing forces unharmed.

Vrishni reaches for the staff-weilder's Fire mana and yanks it groundwards! This successfully unbalances the man, forcing him to plant both staves into the ground in an effort to avoid falling flat on his face. Ardy is already on the move by this point, bursting through the ranks of plantladies with clanging footsteps to smash an open-palmed, red-hot blow into his opponent's face!
A blazing, white-hot brand sears itself into his foe, sending the bearded staff-bearer reeling backwards, body visibly smoking as the spirit-magic superheats his form.

Yelling in pain, the robed enemy swings his furled-blossom staff wildly in the pair's direction. His aim is, however, wildly off, likely due to the combination of the searing facial brand and unbalancing.
The ground around him erupts in a huge explosion, blasting his allies with clouds of flame and plumes of fire-hardened dirt. The white-robed plant-ladies are blown apart, the red reels groundwards before righting herself like some bizarre weeble, and the troops are scattered around the clearing.

The red-robed plantlady rises off the ground, the earth around her crackling and bursting aside as it is revealed that she is, in fact, growing out of the top of some sort of rootball, orange-red light spilling out from between the gaps. The roots shift and twist, taking the form of an inhumanly enraged face, eyes and mouth blazing with firey light, whiplike root-strands streaking from the main mass towards Vrishni and Ardy. The deva is caught by two such strands in a crushing grip, while Ardy manages to ember-dodge out from a similar fate.

The members of the lantern-brigade that manage to pull themselves together unleash a volley of fireballs at Vrishni and Ardy. The lantern-spirit flat-out absorbs the flames with a grin, but the deva is near-roasted by the assault, taking moderate damage.
The faceless swordsmen charge at the bound deva in silence, slashing at his exposed flesh with wickedly-sharp blades, stabbing at whatever vital spots they can find. Vrishni, surrounded and unable to twist out of the way, takes heavy damage and is Wounded.
Members of the scattered armour-troupe descend upon the deva and lantern-spirit. Their weapons are considerably less well-kept than the swordsmen, however, dealing moderate damage to Vrishni, and only minor damage to Ardy, the metal-bodied spirit managing to parry and deflect the worst of their attacks.
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Re: Exodus to Exga

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Pathaky wrote: Vrishni's devic connection with his bow thrums, the pleasing resonance restoring a measure of vitality to the belabored Deva. (His bow has silly-regen on it.)

The Deva chokes, coughs, and curses. Blue Lightning again courses from him, this time directly into the tangle-root system holding him!

Ardy re-vanishes, appearing as near to Vrishni has the roots allow. Vrishni gives the spirit a weak nod. Ardy positions himself between as many of the baddies and Vrishni as possible, and cuts loose.

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 struggles to free his arms to shoot an arrow IN THE GIANT MANDRAKE'S EYE.

Aeromage wrote: Vrishni regenerates health! Not all the way, though. Probably something to do with the heat of battle.

Lightning once again crackles and courses among and between his foes! He thinks he hit them all this time, although he can't tell how effective it was.

The lantern-spirit ember-ports right between Vrishni and the rootball, which itself is between the duo and the rest of the enemy. Unsheathing his sword, Ardy changes stance, planting his feet firmly on the ground, both hands gripping the blade, both sword and spirit superheating themselves from red-hot to white-hot to incandescent, flames leaping across and around them. The lantern-spirit wrenches the sword up and out, summoning a volcanic blast of pure flame, fuelled by the ancient heat of the First Fire that rips through the rootball and blasts across the battlefield, filling it with a roaring blaze.

A large chunk of the lantern-brigade is blown away, semi-melted or partially dismembered. The faceless swordsmen and empty suits of armour seem to fare better, but many of their number are now aflame. The plant-lady and her rootball are similarly aflame, a horrible gash nearly bisecting the rootface. The staff-weilder, while blown off his feet, seems to have weathered the blast the best, singed and charred but not nearly as badly damaged by the assault as the rest.
Ardy sags, heat-fatigued patches of his metal skin splitting and leaking amber lamp oil in the aftermath of the attack.

Vrishni manages to wiggle his arms free and lofts an arrow into the rootface! The thing roars in pain and rage as the arrow vanishes into the burning eye. Apparently it didn't find that as funny as the last target the deva hit.

Staff-man once again gestures with his furled-flower-spire staff.
Once again, things seem to go impressively wrong, as the entire battlefield explodes with a thunderous report. Everyone is blown every which way, including Vrishni, who is blown free of the grasping roots and sent cartwheeling into Ardy. Both take moderate damage from the explosion.

The rootball is in a bad way, half-buried in the ground and covered in splits and cracks. The plantlady atop the ball seems no less angry, however, and makes a rapid circular gesture at Vrishni, a brief pattern flickering into the air, followed by a lancing beam of light shooting at the deva. The Hambelstern forcefield blinks to life, sending the attack bouncing harmlessly away into the red-and-gold sky.

The faceless swordsmen that have managed to get themselves organised enough in the wake of the second round of explosions charge at Vrishni and Ardy once again, blades drawn. The majority of the attacks against Vrishni are deflected by the forcefield, although one or two attacks get through for minor damage. Ardy similarly takes minor damage from the assault.

The suits of armour pile in, attempting to immobilise the pair by grappling them. Vrishni manages to hold them off with his forcefield and a few well-timed dodges, but Ardy gets dogpiled and near-buried under a mound of armour, taking moderate damage.

The remnants of the lantern-bearer-brigade gather together, shaping a mass of flame between them. The fire, their lanterns and their burning eyes blaze from red to blue to white as the flameball increases in size and intensity, the shapers hurling it as one at the deva.
The fireball erupts into a solid beam of incandescent light, streaking from its point of origin faster than Vrishni can react and burning straight through the forcefield and the deva himself, leaving a smoking hole in his side and blasting him back into the rosebay-sea, stalks breaking and bursting into flame as he passes through them, creating a long tunnel of flaming, broken plantlife.
Vrishni takes heavy damage and is additionally hit with Burning. The forcefield seems to have had its reflective properties knocked out of whack, too.

Pathaky wrote: Ardy puffs over to the battered Vrishni. They look quite a pair, bleeding, oozing, generally put out. Ardy pulls a flask of Dibello's special stuff out and hands it to Vrishni. He swigs it, combining the potent healing brew with the regeneration from his bow to mitigate the damage he continues to take from his wounds and his general ON FIRE-NESS. Ardy prepares to run interference this round, Backdrafting any of the mooks that try to run at them.

Vrishni's Lightning flashes out once more!

Vrishni takes aim at the other eye of the massive plant-orb-woman. We'll see how well she reacts to blindness.


Aeromage wrote: Ardy manages to burst out of the dogpile of armour-enemies, charging down the channel of crushed and broken willowherb to hand off the booze, lamp oil dripping down his arms. Vrishni chugs the bottle, the well-aged (apparently levels work as good as years! Who knew?) healing liquor and powerful regen succeeding in restoring the deva to mostly-fine shape, taking care of the Wounded issue to the bargain! He is still, however, rather on fire.

Lightning happens! While he can't really get a good view of the battlefield from his current tunnel-vision-inducing position, Vrishni thinks that shot nailed the plantball-lady for good, given the loud crash and falling of cindered roots that follows.

Plant-lady seems to be out. What's Vrishni's move?

Pathaky wrote: In that case! Vrishni quick-switches targets to the closest of the sextet of flower maidens.

Aeromage wrote: They already exploded! The staff-guy's first misaimed blast took them out.

Pathaky wrote: D'oh! I meant the lantern guys who fired the HYPERLASER. I thought they were the chicks.

Aeromage wrote: The area around the pair heats up for no discernable reason, steam venting out of the surrounding broken stalks.

The faceless swordsmen charge in, blades hacking at the sea of rosebay and widening the tunnel as they go! Ardy is, however, ready for this and hits them with an explosive backlash of fire and air, sending them reeling back out, but without doing too much in the way of obvious damage.

The suits of armour come in next, rushing in to fill the gap before Ardy has a chance to wind up for another shot. Vrishni gets stabbed and beaten, but his forcefield manages to absorb most of the damage, only letting the deva take a minor amount. Ardy's body withstands the assault, but he's thrown slightly off-balance by the rush of enemies.

Then the remnants of the lantern-spirit-group appear in the mouth of the tunnel. Vrishni is ready. He lets fly with an arrow, shattering a pair of lanterns (their corresponding bearers' eyes puffing to broken shards of glass as they fall inert) and burying the shaft in the eye of a third, taking him out of the equation. The once-numerous group is now down to only three.

All three slam their lanterns into the ground, flames and eyes flaring as they perform a move Vrishni's seen Ardy pull quite a few times himself- they Ignite the Zone the duo are in. Vrishni takes minor damage, and, while Ardy takes none, his footing is further destabilised by the sudden rush of flames from below, sending him backpedalling furiously.

Pathaky wrote: Vrishni frowns. Killing the other lantern spirits feels a bit wrong somehow. Doesn't stop him from shooting them again though!

Ardy pulls out a ratty and rusted sword, which bursts into life and fire as he descends upon the faceless swordsmen!

Aeromage wrote: Ardy draws his blade and charges the faceless swordsmen!

At least, he tries to. His being thrown off-balance catches up with him, and he instead trips and falls directly into the ranks of armour-suits.
The suits of armour were apparently not expecting this, having arranged themselves to stop him if he went past them, with the result that Ardy and several of the sets of armour all end up going down in a tangled, heavy heap with a ground-shaking thud.

Vrishni fires at the lantern-spirits, but, in an astounding feat of athletic skill (or perhaps desperation), they throw themselves out of the path of the arrow!

The superheated ground around Vrishni and Ardy erupts into searing flame! Vrishni takes heavy damage from the sudden assault, the situation not helped by his already-on-fire status. Ardy, on the other hand, becomes the nexus of a whirlpool of flame, consuming the fires as they attempt to scorch him, dents and tears in his metal skin beginning to seal!

His moment of respite is cut rather literally short as the faceless hordes descend once more with blades swinging and flashing, dealing moderate damage to Vrishni and scoring a heavy hit on Ardy, landing him with Wounded.

The forces of armour attempt to capitalise on this! The armoured suits advance! The armoured suits manage to completely fail to negotiate the flailing mass of Ardy, swordsmen and downed suits of armour, and all fall about the place, on swords, on flames, on themselves, with a noise reminiscent of a leatherworks colliding with a car transporter, taking half the swordsmen down with them!

The lantern-bearers seem to have absolutely no idea what to make of this mess and instead wave their lanterns about, flames glowing brightly and pulsing with power. Vrishni thinks they've just buffed something, although he isn't sure what.

Pathaky wrote: Vrishni squints. How even.

He grabs for the lantern's Elemental Fire mana, attempting to throw them to the ground.

Ardy flashes over to the lantern-spirits and lays into them with the the Blade Art: Secant Tenebris!

Aeromage wrote: Vrishni's regen bolsters his health, taking the worst of the burning away. He is still, however, somewhat on fire.

Ardy attempts to get out of the tangled mess of bodies and bodiless things he's presently tied up in, and completely fails to do so, managing to somehow end up wearing half of one of the empty suits of armour.
The armour, in response, completely freaks out and begins flailing around, which further tangles up the rest of the ground-party as other suits of armour get themselves caught on each other and faceless swordsmen end up half-buried in a sea of thrashing lack-of-bodies.

Vrishni makes a long-range grab for the lanterns' fires! He manages to yank the flames out of the lanterns themselves, leaving the remaining trio flailing around blind, their large, round eyes rendered blank and sightless.

The tall stalks of rosebay behind Vrishni part to reveal a furled-blossom staff pulsing with barely-restrained energy. It appears that the bearded staff-weilder took the opportunity to sneak around behind the mess in the confusion. Vrishni has just enough time to register this before the staff explodes point-blank, blasting the deva for moderate damage and sending him sprawling to the floor, thankfully not into the ever-more-complicated tangle of limbs and not-limbs that blocks the tunnel.

While most of the swordsmen are on the ground, one enterprising fellow has found himself in absolute, utter prime position to get the drop on the deva, and plunges his blade directly through Vrishni and into the ground below! Vrishni takes heavy damage and is, once again, Wounded, as well as somewhat pinned.

The suits of armour try, and completely fail to do anything due to still being tangled up, old leather straps getting caught in one another and metal breastplates catching.

The lantern-spirits begin feeling around for a source of fire to relight themselves.

Pathaky wrote: Vrishni grabs for the blade pinning him! Lightning courses through him, the swordsman, and all of the Deva's enemies!

Ardy is well and thoroughly tangled. That doesn't mean he can't lash out! Adamant Beat-Down, ALL over the people around them.

Vrishni tumbles to his feet! He got a feel for the Staff-wielder's mana earlier when he grabbed it. He'll zero in and fire!

Aeromage wrote: Vrishni grabs for the blade, electricity sparking off him! The swordsman still holding the thing almost certainly regrets his decision as the ensuing lightning-storm flash-fries him on the spot, dancing ropes of crackling blue light snaking out of Vrishni's form and grounding themselves in various members of the flail-pile, the standing swordsmen and the staff-weilding man. The lantern-spirits manage to avoid the attack in their stumbling, however.

Ardy begins to bring the hurt! Metal fists, elbows, feet and knees make their presence felt as he begins pummeling the everliving daylights of whatever he can get hold of! Armour crumbles and fractures under his barrage of blows, further hindering the swordsmen caught in the mix and dealing serious damage to the armour-suits he can reach.

Pinned as he is, Vrishni manages to angle his bow and fire a shot off at the staff-weilder, catching him in the shoulder. The man raises his fire-blossom staff at the deva in response and unleashes a blast of flame that only manages to make the deva feel slightly crispier, dealing minor damage.

The swordsmen that are still capable of getting around dive into the prone deva with blades outstretched! Unable to dodge, Vrishni takes a nasty series of hits, although not nearly as bad as when that other guy literally impaled him. He takes moderate damage and is momentarily stunned.

The now-almost-completely groundbound armour-group flail and struggle, but are still hopelessly tangled up. One of their number, however, manages to grab hold of Vrishni and drag him into the pile of flailing, crushing empty suits of various old pieces of protective gear, dealing minor damage. Vrishni is, however, freed from being pinned from the ground. He still has a sword stuck in him and is still somewhat on fire, but at least he's not still doing an impression of someone's butterfly collection.

The lantern-spirits manage to get to an on-fire part of the battlefield and relight themselves.

Pathaky wrote: If he's in the pile, it means the pile is there with him. The lightning responds predictably!

Ardy attempts to cut himself out of the scrum, slicing with the hidden art, Secant Tenebris.

Vrishni, as muddled as he is in the melee, makes a second grab for the Staff-wielder's mana, attempting to pull him into the flailing pile of bodies as well.

Aeromage wrote: The lightning flashes out! Curiously, it doesn't seem to do that much damage to the armour this time. Instead, it travels along the more-metallic examples, arcing outwards into the faceless swordsmen (who are by now looking significantly thinned in number), the staff-weilder, whose beard curls and crisps somewhat, and the lanterns, who drop to two with the third member of their group keeling over.

Ardy sheathes and re-draws his blade. What goes in as a rusty, pitted sword comes out as a blinding bar of light, the entire area, with its fires and vibrant sky seeming to darken by comparison. A slice too fast to be followed by normal vision cleaves through the pile of empty armour-things, a line of yellow-white light left traced in the air for several seconds after it passes, handily illuminating Ardy and gleaming off his metallic skin as he finally manages to get to his feet.

Vrishni fumbles around, gets a grip on the Fire mana around the staff-weilder, and yanks. The result isn't as impressive as he would have hoped, but the bearded foe does stumble forwards, tripping over an outlying piece of armour and crashing into the edges of the pile.

Vrishni manages to flail his way into the clear space cut by Ardy's swordplay, and feels a momentary contraction in the air, an odd tension that has him flinging himself out of the way in the nick of time- the entire armour-pile erupts as a flaming, spherical explosion engulfs the group, sending pieces and assorted metal oddments showering down into the surrounding fields of tall flower-spires, revealing Ardy (looking no worse for wear from the fireball, although still in rather bad shape) and an utterly furious-looking staff-man pointing his bomb-flower-staff at the Deva.

"Enough of this! Take them!"

The remaining faceless swordsmen charge into the now-blasted-clear area, swinging noiselessly at Vrishni and Ardy! Vrishni manages to avoid getting hit anywhere vital, taking only minor damage through superficial cuts, while Ardy parries every strike leveled at him in a blur of motion.

The two lantern-bearers, apparently deciding that flinging fire from afar hasn't done them that much good, charge in, leveling the spiked bottoms of their lantern-poles at the duo like lances. Vrishni dances aside as the one-eyed metal-spirit closes in (he really does look rather similar to Ardy, he decides, minus the robe-coat), but an unpleasant sound of metal on metal heralds Ardy getting struck from behind as he finishes up a parry with another swordsman, the pole getting wedged in his back and dropping him to his knees.

Pathaky wrote: Vrishni flips the bow up, and takes a *deep* breath as he aims. He narrows his eyes and fires directly at the lantern pinned into Ardy's back, deflecting the arrow off of it, up into the enemy lantern-spirit's single burning eye.

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



The Eye of Thunderous heaven peals once more, sending blue ropes of light cascading along the by-now completely ruined area.

Ardy coughs out a short *gak* as he's struck before noticing the presence of many Zones of Fire, so happily set up by the opposing lanterns, and by the Rosebay Fields itself. He vanishes in a puff of embers, appearing in front of the staff-wielder and absolutely pummeling him.

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



Going for the multi-hit on the staffman.

Aeromage wrote: Vrishni takes careful aim and lets loose an arrow! What would, by normal standards, be an impossible shot is near-routine for one who has gained the power of Peerless Archery. The arrow strikes sparks as it bounces off the lantern and pole buried in the lantern-spirit's back, scoring a direct hit in its bearer's eye. The enemy lantern-spirit collapses and vanishes in a puff of embers, the lantern swinging from the wedged pole abruptly going out.

The Eye of Thunderous Heaven lets out a massive thunderclap, blue lightning bursting outwards and frying the remaining swordsmen to a man! Semi-melted blades rain down upon the ground where their wielders once stood.

Ardy grunts in pain as he shifts stance, lantern-on-pole still swinging erratically from its position impaled in the lantern-spirit's back, and vanishes into embers.
"Takeya
army
duty
and
shovit"
Blow after blazing blow impacts the staffman as clouds of burning embers fill the air, hitting home and sending the beared enemy reeling!

The staff-bearer wheels around, slightly unbalanced, before catching himself with a staff-strike to the ground. He looks a little bruised by the assault, but much less hurt than the deva would like.

"If you will not join us, then you will be dealt with," the man spits, slamming the bomb-flower-staff into the ground.

Earth erupts in an explosive spray, huge clods of earth and razor-sharp fragments of stone ripping through the air, shredding into Vrishni for heavy damage and leaving Ardy horribly dented along one side, lamp oil oozing from the wounds as he takes moderate damage. Both deva and lantern-spirit are sent flying back into what was the 'main' battlefield, the disturbing, torn and now-unlit visage of the dead red plant-maiden's rootball-face glaring sightlessly at them.

Pathaky wrote: Vrishni coughs blood, but forces himself to his feet, veritably glowing with anger. He snaps an arrow into position, and takes aim down the tunnel. He is the Peerless Archer. Luck itself is on his side. He squints, and the staff-spirit's head comes into focus. He fires. The lightning only has one target left, and it follows the arrow.

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

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



Ardy rolls over and takes a swig of Dibello's good stuff. Gods and Spirits know he's earned it.

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

Aeromage wrote: Vrishni aims. He is the Peerless Archer. He will not miss.

Vrishni fires. Luck is on his side.

As it turns out, he doesn't even need to use it.

The arrow flies straight and true, carrying lightning in its wake.

First arrow, then electricity strike home, blasting the robed figure off his feet, head slammed backwards by the impact, staves tumbling from his grasp.

Ardy grabs for his bottle of spirits and takes a long, long drink. The dents begin to pop out, although he's still looking really rough (for a one-eyed metal man who looks to choose his wardrobe from recently burned auction-houses, anyway).
Vrishni's regeneration sets to work on taking away some of the hurt, although he is still on fire. He might want to do something about that.

The collapsed figure of the staff-bearer twitches, and wobbles vaguely upright, face almost completely gone but obscured by a cloud of smoke and burned beard. A gesture is made towards the pair, but the resulting blast of flame stops just short of the duo. Apparently he's not quite as focused without his staves. Or maybe it's the massive head injury that's doing it.

(Stroke of Luck is still accessible. Vrishni rolled well enough not to need it this time around)
MODRAAAAAAAAAAAAAGE
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Modrageball
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Re: Exodus to Exga

Post by Modrageball »

Pathaky wrote: Vrishni grins and looses, almost contemptuously, another arrow down the tunnel at the charred firebrand's center-mass. Ardy gives Vrishni a thumbs-up from the ground.

Aeromage wrote: Vrishni gives a smug grin and casually aims his bow down the tunnel, glancing at Ardy for a shared thumbs-up moment. With a cavalier flick of the wrist, he lets--

twoing.

Well, that certainly wasn't supposed to happen. The arrow goes wide, soaring into the air, forming a majestic arc before slowly dropping into the swaying fields of rosebay.

Something screams with rage.

The staffless robed figure attempts to locate his staves, but seems to be having quite a bit of trouble seeing anything at all, resorting to groping around the floor near him.

Pathaky wrote: Vrishni motions toward the groping spirit. Ardy nods, and rushes over to it, intent on finally simply impaling it. Vrishni spins, patting out the flames on his body the best he can as he prepares to face whatever he just accidentally winged.

As a precaution against this continuing comedy of errors, he triggers the LIGHTNING one more time.

Aeromage wrote: Ardy hobbles, stumbles and eventually full-on charges at the staffbearer, stabbing him straight in the face as he gropes. The foe makes a feeble gesture in response, and erupts into a pillar of flame, charring away to near-nothing and collapsing. Ardy, fortunately, absorbs the fire.

The stalks of rosebay part. In the space revealed stands a radiantly-smiling woman, hair a blaze of red, white robe spotless and shining, a red over-robe with gold embroidery flowing around her. She looks curiously fuzzy and out-of-focus, save for the face.

Vrishni had, unfortunately, already let loose the lightning at this point, a bolt snaking out to zap her straight in the face. Not with much power behind it, but enough to leave a small, smoking spot on her forehead.
The woman turns her head. And turns. And turns. The head rotates completely, revealing another face hidden at the back of the head. This one's visage is nowhere near as saintly, its features horrifically distorted into a nigh-demonic expression of sheer fury, framed by its now-writhing mane of red hair.
As an almost comical parallel to Vrishni's pre-empting strike, this face has an arrow sticking out of its forehead.

The soft-focus spirit-woman gives another scream of rage that shakes the ground. Ardy's legs buckle, but Vrishni stands firm against the unexpected new foe.

Pathaky wrote: Vrishni backpedals toward Ardy, keeping himself between the Thing and Ardy. The lightning triggers again, because why not, and Vrishni makes a short, curt motion with one hand toward this new foe.

Voidstrike- (Spell, Dark Magic, Darkness, 1,000 MP, 500,000 Gold) Inflicts Voidstruck



Ardy sees an opportunity and shines brighter, a cheery,rallying flame that bolsters the pair of them.

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

Aeromage wrote: Lightning shoots out from the deva's form, this time with far greater ferocity, impacting against the maiden.... 's invisible barrier, sigils and geometric traceries of spiritual significance fizzing and sputtering out as the mystic shield drops.

Ardy hauls himself to his feet, hoisting his brightly-burning lantern! Warm, red-gold light shines forth, providing both beacon and anchor to his ally and himself, filling them with the strength that courage brings!

The female spirit sweeps both hands dramatically over her head, palms up, fingertips touching. A wheel-like circular diagram bursts into life, traced in thin air, following one of the lady's hands as she positions it before her, arm outstretched, and clicks her fingers.

A storm of searing light streaks from the design, blasting the trampled-plant ground and stripping it to dirt. Vrishni interposes himself between Ardy and the woman, taking moderate damage and minor SPI damage. Ardy takes minor damage from the assault, but is sufficiently shielded to avoid any other effects.

Vrishni launches a bolt of pure darkness at the lady-spirit! It impacts, but the resulting clouds of darkness don't seem to 'take'.

Pathaky wrote: Vrishni shudders as he feels elements of his SPI slough from his essence. "Stat damage?! That's just unfair!!"

The darkness was a bust. Back to more conventional tactics!

The bow is up, the arrow is aimed. One shot, fast as the lightning coursing from the Deva in waves, right at the womandemon's eye.

From behind the Deva, Ardy clicks his fingers, Igniting the Zone around the awful newcomer.

Aeromage wrote: Lightning crackles and flashes, splitting faster than a blink towards the out-of-focus woman, impacting and snaking around her. She shakes off the spasming just in time to raise a hand against the incoming arrow, the missile halting in mid-air, vibrating in an increasingly-violent manner and shattering into splinters before it could even reach her.

Ardy clicks his fingers. Small flames begin to pop from the ground, dancing and licking around the spirit-woman's feet. With a dismissive wave and a whirl of her over-robe, the fires abruptly extinguish.

The woman raises an arm, two fingers pointed in an almost gun-like gesture, and sweeps downwards, leaving a shining arc in the air. Reaching out with her other hand, the spirit grasps the arc, a thin thread of light connecting the ends as she adjusts its aim, bringing her first hand up to draw back the string on the bow of light. A golden shaft of light sprouts from the point she draws from, growing into a radiant arrow.
The string is released and the spirit-bow fires, arrow curving as it flies, streaking through Vrishni and Ardy and dealing both moderate damage.

Pathaky wrote: Vrishni considers that this is the first time someone has shot at him with arrows. That's awful. The Lightning attempts to assuage Vrishni's hurt feelings by continuing ze zapping!

Vrishni glances upward, and then at the spirit-woman. He fires a shot very nearly straight in the air. Normally this would be considered foolhardy, but he's been chosen to follow in an Ascendant's footsteps. He is this age's Peerless Archer. The arrow's arc is calculated to soar lazily before falling DIRECTLY INTO this awful spirit's EYE.

Ardy curses softly and scans the surrounding area for the staff-man's fallen staves. those things packed a punch. Might as well see if we can use 'em.

Aeromage wrote: Lightning blasts the woman! Vrishni isn't sure how she feels about this, as her face doesn't seem to have any range of expression past 'demonic rage'.

An arrow goes flying at a frankly silly angle! It appears the woman was somewhat prepared for this, however, as she raises a hand upwards to intercept it. The arrow doesn't stop this time, however, but is diverted to instead stick in her shoulder. There is a brief pause before the thing explodes into splinters again with another scream of rage from the spirit.

Ardy hunts for a staff! He succeeds in finding the flaming flower-spire staff from the pair beardy was weilding earlier.

Ardy picks up:
Fireweed Staff- (Weapon, Staff, Fire, 5,500,000 Gold) +5,500 Magical Attack, +5,500 Melee Attack, +5,500 SPI, +5,500 MIN, 60% Inflicts Burning, if an attack made with this weapon successfully inflicts Burning, a copy of said attack is created and suspended against its target (that may only hit said target) until the instance of Burning inflicted by this staff is cured or removed

The woman spreads both arms wide, a brilliant flash of white light filling the area. Vrishni is momentarily dazzled, and Ardy is hit with Awestruck.

The flames on Vrishni go out. This would normally be a good thing, were it not for the massive rush of fire suddenly accompanying the removal as an applied effect from earlier takes hold. Vrishni takes heavy damage from the assault-from-earlier!

Pathaky wrote: Vrishni whirls around, looking for a new enemy. Ardy points to the staff, then to the dead staffguy on the ground. Vrishni grimaces. His head hurts. Must be that light the spirit gal put out there. The Eye of Thunderous Heaven flashes *again*, it's kracka-boom by now familar to both Deva and Spirit.

Vrishni makes a connection! He stomps the ground, raising a spray of dirt and dust from the explosion-churned ground toward the Spirit woman's face. Using the dust as a screen, he lines up a shot, and fires, directly at the spirit woman's left hand. (No hands, not nearly as much ridiculous nonsense like that bow or the BEAM OF PAIN)

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



Ardy grips the staff and gathers it's energy into his iron-metal form! The fire flows up Ardy's arms, forming three lances of flame above him that hover for a moment before spiraling toward the spirit woman!

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

Aeromage wrote: Vrishni's regeneration works to deal with the worst of the sudden assault.

An ear-splitting thunderclap and a flash of light nearly as great as the woman's erupts from the deva's form, blasting the lady and forcing her to take several steps backward. This is followed by a dust-cloud-blast that completely takes her offguard, forcing her to wave her hands wildly to clear the air before her.

Vrishni takes this moment to fire.

The arrow streaks towards the distracted spirit, catching her in the hand as it waves before her, piercing it and carrying on into her body, pinning the hand to her chest and eliciting another roar of rage and pain as she staggers!

Ardy attempts to channel energy from the staff and use it to fuel his assault! Unfortunately, that variety of weapon really isn't in his wheelhouse, and he's not so good at channeling power from weapons that aren't him.
Still, he unleashes his attack, the first of the fireballs getting swatted out of the air but the other two landing fairly convincing blows.

Apparently deciding that her other attacks weren't as effective, the woman calls up a one-handed variant of her spirit-scouring blast from earlier. Perhaps due to her loss of free hand, it doesn't reach as far as the first time, but still manages to hit Vrishni for moderate damage and moderate SPI damage.

Pathaky wrote: Vrishni both gasps and giggles. That worked fantastically! But that hurt. The lightning continues it's everpresent *THOOM*ing.

The Deva whips yet another arrow into his bow, and focuses. The arrow catches flame. He holds in the quiver and yells to Ardy!

"Barf and Burn! Let's do it!"

Ardy waits for the Awestruck shivers to subside before bounding forward, putting two fingers in his mouth as if preparing to whistle. What comes out is less sweet music and more scalding oil, spraying over the spirit maiden in a semipressurized jet. After she's well and coated, Vrishni lets the arrow fly.

Elemental Attack- (Active Ability, Attack) Based on STR, SPI or AGI. Uses Melee Attack bonus if STR is chosen. Uses Magical Attack bonus if SPI is chosen. Uses Ranged Attack bonus if AGI is chosen. Changes attack damage entirely to user's element. This action costs an amount of MP to perform equal to (User's Max MP * .01) in additional to any other costs. User must be in the front row if STR is chosen.



Spray Burning Lamp Oil- 10,800 Damage, Inflicts Burning: Flammable, Fire or Fire & Water, 4,000 MP

Aeromage wrote: Lightning crackles and flashes, but goes wild, instead dramatically outlining the battlefield with an electric-blue glow.

Ardy, looking considerably worse for wear, rushes forwards and proceeds to vomit amber fluid all over the woman, who is still rather distracted by all the dirt in her eyes. The lady-spirit gets completely drenched by the rather uncouth attack, ending up dripping with the viscous lamp oil.

Vrishni lights his arrow aflame and fires at the woman! It streaks towards her like a small comet, a burning trail left in its wake, and impacts, heavily, on an invisible barrier created by the spirit's free hand. The missile explodes into burning powder and embers almost instantaneously.
Apparently Ardy threw up rather too well (or perhaps the toll of battle was getting to him), because not only the lady but the ground around her had apparently been soaked with the oil, to the surprise of just about everyone as the falling embers ignite the scorced and churned earth. Flames erupt from the spark-point, rushing around the hastily-erected barrier and snaking up and over the woman, turning her into a screaming bonfire of flailing fury.

An attempted attack is rather thrown off by her being considerably aflame, instead only managing to send Ardy flying backwards into a stand of willowherb, which breaks under his weight and breaks his fall.

Pathaky wrote: Vrishni whoops, and yells for Ardy to stay alive. The lighting recrackles!

Vrishni slips the Symbol of Unbound Conflagration from his waist and holds it high, calling upon his connection to the Fire mana in himself, the area, and, most importantly, on the spirit woman. More specifically, he's calling it all to her.

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

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



Ardy picks up what Vrishni is putting down and superheats his fist. He's riding the wave of fire in to land a momentum-augmented Spriit Brand on the spirit woman!

Aeromage wrote: The lightning flashes wildly, again doing little more than illuminating the area.

Vrishni raises the ever-blazing holy symbol, calling upon the powers of fire, and, indeed, all fire in the surrounding area to converge on the female spirit's position! Pillars of flame erupt from the ground, scorching air rushes in from the sky, and the ocean of rosebay willowherb bends inwards, sucked towards the lady's location with great force!
The woman's head spins, replaced with the calm, radiantly-smiling face she entered with, one hand placed in front of the one stuck to her chest in a gesture of peaceful prayer. The onrush of flame impacts on nothing, a spherical area around the spirit kept free and clear of the attack.

Ardy follows the torrents of fire, superheated fist outstretched, metal feet pounding the blasted earth. The lantern-spirit gives a great leap, the flames parting and vanishing as he dives towards the woman fist-first... who catches it with her free hand, holding Ardy, still in his diving-pose, aloft.

The calm face smiles even more radiantly and opens its eyes, speaking a word. Vrishni feels his connection to Ardy wavering.

Something goes wrong. The shrine maiden-spirit, attempting to pacify and overrule the lantern-spirit attacking her by touching and altering the spiritual connection he has to Vrishni instead overreaches, getting opposed by Ardy's stubbornness, the memory of his utter defeat at the hands of the deva and subsequent pledging his service to him and the deva's actual trust in and friendship with the lantern-spirit.

She attempts to use her spiritual powers, tracing along the connection between the two, to instead pacify the deva.

She manages to instead touch the powerful, unique object of great spiritual significance that Vrishni has on his person, already empowered by the flame-filled lands beneath the red moon.

The Symbol of the Unbound Conflagration unleashes a titanic blast of physical and spiritual fire, getting sucked along the spiritual connection to Vrishni, then from Vrishni to Ardy, meeting the power and light and heat of the First Fire within the lantern-spirit.

Ardy's burning eye becomes a pure sphere of red-and-white-hot flames, his lantern's glass filling and overflowing with flames of similar intensity. His skin superheats from black to red to white-hot, the lantern-spirit unleashing a yell that becomes a roar as piercing light and unstoppable flames erupt from him as a torrent, utterly consuming the area in an expanding pillar of fire that blasts skyward, streaking upwards and challenging the very clouds themselves for their height.


The flames fade, leaving an almost-drunk looking Ardy standing alone, swaying on the spot, his skin popping and pinging as it cools back to merely red-hot.
Silence descends upon the fire-scorched battlefield, remnants of the duo's foes left scattered around the area.



Vrishni and Ardy get:

XP for a Level 47 enemy
XP for a Level 39 enemy
XP for a Level 33 enemy
XP for 2 Level 32 enemies
XP for a Level 30 enemy
XP for 6 Level 25 enemies


Ardy gets (this is likely subject to wild deviation on name and effects, and potentially RP effects):

Herald of the Unbound Conflagration- Whenever an instance of Burning with possessor 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, possessor's Fire element actions may not be countered by individuals below Level 60


Vrishni is stuck at 50% Health, 85% SPI and is Wounded, although his insane regen is offsetting the Wounded and slowly pushing his HP higher.
Ardy is stuck at 40% Health and Awestruck. He also has a lantern on a pole impaling his back.

(Pathaky, I swear you have some sort of High Drama Mode that comes into play specially for these threads. The lady double-critical-failed. She got opposed by Ardy and Vrishni handily in the high-80s, and tripped the Symbol, which responded with a double-critical-success. As for the battle before that, the pair rolled low enough to draw the fight out, while the opposing forces alternately rolled critical successes enough and the pair rolled botches enough to take significant damage. Then, just as I thought one side might beat the other, rolls abruptly shifted in the other direction. This repeated throughout the entire battle.)

Pathaky wrote: Ardy has barely enough time to wobble on the plain before Vrishni tackles him.

"That was incredible!! How did you even? How did WE even?" The deva leaps to his feet, and surveys the surrounding area.

"Is anything else going to jump out at us? Any other nasties want a piece of us? On second thought, please don't answer that."

They're going to see what useful bits they can scrounge from the battlefield, sharing Dibello's flask liberally as they do.

Aeromage wrote: Vrishni and Ardy pick through the battlefield's remains, wobbling unsteadily as the copious amounts of booze does its work.

They find (or, in the case of the lantern, 'pull out of Ardy's back'):

Bodiless Warrior's Armour- (Armour, Heavy Armor, Physical, 205,000 Gold) +200 Defense, +200 CON, Has a 5% chance on hit, to a max of once per round across all copies of this item, of activating as a pre-emptive counter the Ability:
Rouse Armour-Spirit: Bodiless Warrior- Caster gains +2,000 Defense and 20% Dodge, this buff lasts until the beginning of caster's next action

Fireweed Staff- (Weapon, Staff, Fire, 5,500,000 Gold) +5,500 Magical Attack, +5,500 Melee Attack, +5,500 SPI, +5,500 MIN, 60% Inflicts Burning, if an attack made with this weapon successfully inflicts Burning, a copy of said attack is created and suspended against its target (that may only hit said target) until the instance of Burning inflicted by this staff is cured or removed
(This is the one they already picked up)

One-Eyed Lantern-Bearer's Lantern- (Weapon, Polearm, Fire, 405,000 Gold) +400 Melee Attack, +400 Magical Attack, 115% To Hit, 15% Inflicts Burning, Has a 5% chance on hit, to a max of once per round across all copies of this item, of activating the Polearm Ability:
Rouse Weapon-Spirit: One-Eyed Lantern-Bearer- Caster performs a 'Magical Attack' action on the target(s) of the hit that triggered this action's activation, which cannot include spells or techniques, that deals 1/2 damage, inflicts 2 hits against 1, has a 15% chance of inflicting Burning, a 15% chance of inflicting Burning: Vaporized Spirit, and is solely the element Fire

Greater Rosebay Maiden's Robe- (Armor, Robe, Fire & Light, 3,000,000 Gold) +3,000 Defense, +2,500 CON, +3,200 MIN, +3,100 SPI, 30% Resilience, 20% Light Resistance, 20% Fire Resistance, 20% Magic Resistance, 50% Burning Resistance, 20% Awestruck Resistance, 60% Poison Resistance, 60% Diseased Resistance, 60% Hexed Resistance, Spirit Magic spells cost wearer 5,000 less MP to cast

2 Miko Bow-Sash- (Accessory, Belt, Light & Magic, 5,200 Gold) +5 Defense, +5 SPI, +5 Magical Attack, Wearer's Spirit Magic spells cost 5 MP less

Shrine Maiden's Spirit Arrow- (Spell, Spirit Magic, Light, 75,000 MP, 7,500,000 Gold) +7,500 Ranged Attack, 50% may inflict Awestruck: Sealed, 50% may inflict an additional hit against another target in a different row (to a maximum of 2 additional targets, each of which must be in a different row than has already been targetted), Ranged Attacks actions that include this spell may use SPI as their Prime Attribute, caster must be weilding a Bow or have the abilities 'Shrine Maiden' and 'Archer', this spell may count as an Archery spell

Spiritual Shielding- (Spell, Spirit Magic, Magic & Light, 50 MP, 285,000 Gold) +290 Defense, +290 Defense against SPI Damage, +2,000 HP, +2,000 MP, Does not stack

Spirit-Summoning Scroll: Unit of Faceless Swordsmen- (Consumable, Summoning Stone, Physical, 1 Charge, 3,200,000 Gold) Summons 1 Unit of Faceless Swordsmen, max 5 summoned by summoner at a time

Spirit-Summoning Scroll: Unit of One-Eyed Lantern-Bearers- (Consumable, Summoning Stone, Fire, 1 Charge, 3,200,000 Gold) Summons 1 Unit of One-Eyed Lantern-Bearers, max 5 summoned by summoner at a time

3 Spiritual Dust- (Consumable, Powder, Magic, 1 Charge, 6,400 Gold) +20 SPI, stacks 5 times




Much boozing later (that goes thankfully uninterrupted), Vrishni finds himself capping out at 80% health and still Wounded, with Ardy likewise capped and still suffering from being Awestruck. Both are, by now, riotously drunk.

(Rather good rolls for loot, here. Especially with two of the units)

Pathaky wrote: They are drunk, battered, and very tired. They're going to head back to Exga to sleep their triumph off best they can before starting out the next day. (Hopefully someone in the village will have a way to help them with their status nastiness.

Aeromage wrote: Deva and spirit get their bearings and meander their way back out of the fields, getting turned around a couple of times in the process, but eventually finding their way to the thick rosebay-forest-barrier that acts as the gateway between worlds without any further encounters. Much flailing through man-sized leaves and passing gigantic treetrunk-thick stalks later, the two pop their way back our into Seirei proper, Ardy having to jump back into his lantern in order to get dragged past the barrier and stave off any further damage from the status effect.

The journey back to the village is, thankfully, similarly free of incident, the pitch-dark countryside's air heavy and oppressive, but without any immediate threats or interrupting plant-life. Vrishni drags himself up to the shelter's heavy wooden doors and batters on the timbers, having to wait what seems an interminable age before one creaks open a crack.

"Whuzzat?"
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Re: Exodus to Exga

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Pathaky wrote: "Itsh meeee!!!!! I went back t'the Rosebay Fieldsh! Me an' my friend fought SO MUCH.".

He sways a little.

"Now we needsh a place to shleep. Open the door pleeeease"

Aeromage wrote: There is a brief pause as the person behind the door digests this outburst.

"I'll... just get Mister Dibello, then. Hold yerself there a spell."

The door closes once more. Further time passes. Vrishni begins to feel rather lightheaded from the booze. Or maybe it's the blood loss.

With a juddering creak, the heavy doors reopen, the familiar large frame of Felix Dibello filling them and silhoutted by flickering lamplight.

"Merciful moons, boy, what in the world happened to yer?"

Pathaky wrote: "Went to Rosebay looking for cool plaaaants. Got jumped uh, twice, I think. Ardy saved my bacon so much. Best spirit eeeeever. But we got beat to ALL the hells and back. Could use a place to sleep off the fighting and the liquor, yannow? Ohp. Sounded like Ardy. Lookit that. Anyway, I'm bleeding quite a bit. Be a dear?"

Aeromage wrote: Felix blinks.
"...yer really not much of one fer considering yer own life, are yer? Although given yer apparently don't die fer good... Daren! A hand, if you please?"

Vrishni gets half-carried, half-dragged into the shelter by what he assumes is the farmer from earlier, the doors getting shut behind him. The inside of the shelter is mostly heavily-worn stone, patched over here and there with newer-looking slabs and blocks, small lanterns placed on the floor to act as illumination. A short entrance-hall leads in from the door, splitting off into two large rooms and a deep stairwell leading into the ground.
Felix and the farmer drag Vrishni into one of the rooms, large parts of it given over to stacks of wooden boxes and crates. A few townsfolk resting in the shelter looking up from their conversations with concern as the battered deva is brought in.

"Ferrus, get old man Embry in here." Felix sweeps a stack of empty bottles off a pair of crates and lifts Vrishni onto it with the help of the other farmer. "Tell him we've got a patient fer him, of the hu... of the non-animal kind. And someone fetch Aria. Might need her help fer this."

Someone hurries off deeper into the structure as Felix shoves a wadded-up blanket under Vrishni's head. The deva's not exactly comfortable with it, but his mouth doesn't seem to want to work right now, and who's turning out the lights? It needs to be br-



Vrishni wakes up, and good grief does he ache. Someone's wrapped various parts of his anatomy in somewhat-bloody bandages, and there's an absolutely horrible taste in his mouth. If he's any judge, he thinks he's at about 70% HP, as BA-abstraction goes.
He seems to have been put on top of a pair of boxes in a corner of one of the shelter's rooms, which itself has been somewhat-walled-off with more crates. It's illuminated by a small lamp on the floor, but there are no other visible light sources aside from the flaming tip of the flower-staff, which has been carefully leaned against the corner of the stone wall and well away from the other wooden boxes.
Ardy's lantern is notably absent.

Pathaky wrote: The entirely hung over deva sits up and realizes immediately just how bad of an idea that was. He'll wait for the world to stop doing jumping jacks behind his eyes. Regretting all the events leading up to his birth, and especially regretting all of his actions since, Vrishni will roll to his feet, stretch the best he can considering his bandages, and leave his little box-room to find Ardy. With his luck they stuck him with the other lantern spirit lanterns.

Aeromage wrote: Vrishni rolls out of 'bed' and out of the box-room, finding the lantern that was previously lodged in Ardy's back, along with the robe and other items he recovered from the aftermath of battle stored neatly in an open crate just outside. Still no sign of Ardy, both lantern- or humanoid-variant.

A few of the sheltering villagers occupy the rest of the room, by turns sleeping, sorting things out of boxes, working on peeling fruits and vegetables or talking quietly among themselves. The place otherwise holds the odd stillness and silence that seems to pool in very old stone structures.
The silence is temporarily punctuated by a series of muffled, rhythmic clangs from somewhere else in the shelter, followed by a couple of minutes of silence, then another series of the ringing, metallic sounds.

Pathaky wrote: "Oh, they didn't."
Vrishni raises a hand to his face in disbelief.

"They wouldn't!."
He begins toward the noise. He asks a passing villager as he walk-run-stumbles-oh-that-hangover-is-still-there's.

"Did you?"

Aeromage wrote: The passing villager happens to be a sweet-looking old lady carrying a basket of what could be charitably described as 'food', or more realistically as 'charcoal'.
"Did I what, dear? I'm afraid yer'll have to speak up. My hearing not bein' what it once was, what with the gettin' on in years an' the children always makin' such a racket of themselves an' the husband always going on about this and that an' the other, such as not wantin' my stew. He always loves my stew! I expect it's all the gettin' older addlin' his brains. Or maybe the trouble we had with all the fires an' the plants an' whatnot weighin' on whatever's rattlin' around in that head of his. Time was, he'd say, 'Maggie', just like that, 'Maggie, I feel like havin' one of yer wonderful stews tonight, why don't yer put one on while I see to this cow an' I'll be back afore it finishes cookin'', although sometimes it was a sheep or a pig or somesuch, an' I was always sure to make it just the same as always, like I used to in Clavia! Of course, back then, yer couldn't get ingredients so fresh as they have them round these parts, so yer had to do some tricks with more salt or more butter or cookin' it fer a little longer, but then I says that if somethin's worth cookin' it's worth cookin' properly, so it is, an' time was the husband would agree with it, but perhaps he's wantin' a little somethin' different nowadays, what with all that storytellin' an' adventurers comin' in an' whatnot, so I says to him, 'Gerald', I says, 'If yer wants somethin' different yer can get yerself out to Marefore an' pick it out yerself', but then of course he goes on about how far away it is an' not havin' time to leave the village, what with his bein' the best animal doctor in these parts, although I say that's just by his own reckonin' and that Somner boy could teach him a thing or two, an' that's just after learnin' fer a couple of years! I'm sure his old mum would be proud, if it weren't fer the case of her bein' dead these past five years due to that terrible business with the runaway horse an' the box of cabbages, or perhaps it was lettuces, I can't be sure, mind plays tricks on yer sometimes and they're all leafy an' round the same, so it's much of a muchness, I say to Gerald, but he insists that there's a lot of difference between them, 'Maggie', he says to me, 'Maggie, yer need to be sure not to confuse the cabbages an' the lettuces, or else yer cabbage soup will end up bein' all wrong', although I say I've used lettuce once or twice an' it hasn't struck me that he's noticed the difference so long as he doesn't see me makin' it, which is so much easier nowadays with me big pot what I got from young Dunnock as a thank-you present for all those cookies what I made him, a fine young lad he is, sure as anythin' he'll be growin' up like his old dad, that man could bend horseshoes with his bare hands if you could believe it, although he always said it was better to use a hammer what with the horses not likin' it if the shoes came out crooked, which is probably fer the best, I mean I've had this pair of shoes ten years now an' I say it's the best pair I ever had because I had that travellin' cobbler make it specially..."

The old lady doesn't seem to be pausing for breath, which is quite an impressive feat given the sheer volume of words tumbling out of her mouth. The clanging, ringing sound starts up again.

Pathaky wrote: Vrishni thinks he can feel his brain cooking. He smiles politely and zips away. He reminds himself to find Mr. Embry later and thank him profusely and offer him his most sincere condolences. No wonder the man is an animal doctor.

Away and toward the clanging!

Aeromage wrote: Vrishni makes a hasty exit to follow the clanging, which appears to be coming from down the stairwell. The stairs run fairly deep into the ground, opening out into another set of rooms, some filled with boxes, others too dark to see into, and several filled with more villagers. The deva's ears lead him into a smaller room, in which the familiar figures of Felix and his daughter stand watching a short, muscular man in a heavy leather apron with a faceful of soot, stubble and rust-coloured hair setting about a seated Ardy with a hammer.

The first thing Vrishni notices is that lantern-spirit appears to have lost his armour and most of his clothes, save for some sort of loincloth, revealing a black-metal body with an extremely wiry build (which, Vrishni reasons, makes sense for someone whose body is literally a pole). The second thing he notices is that Ardy is apparently voluntarily offering an arm to get hammered on, the skin glowing red-hot under the hammer blows. The third is that Ardy seems to have absolutely none of the tears, dents and battle-damage from the previous day's misadventure.

Ardy's burning red eye swivels to glance at the deva and raises his free hand in a wave. "Hey, boss. Thought I'd give this human a bitoffa-"clang"-hrng, challenge, yanno."

Felix turns to look at Vrishni, adjusting his glasses. "Aha. Finally up and about, I see? Old man Embry was worried there fer a while. Said he wasn't used to working on people whose skin kept changing colour. Thought he did yer more harm than good in places, although he was able to stop yer from bleeding all over the place." He gestures at the lantern-spirit. "Got him to promise he'd behave so long as yer recovered, which is frankly a relief. Last thing we want down here is more trouble. Our man Dunnock here got interested in working with the old antique yer spirit is, and by all accounts it seems he's had a rousing success."

The smith looks up from his work, pausing mid-swing. "Didn' know workin' on spirit-types was so easy. If'n I'd have known about it earlier, I'd've gone and got meself an antique like this earlier t' practise with. Feels like I'm learnin' more by th' minute."

Clang. "Hrngh. Yeah, yeah. He's pretty good witha hammer, I'll givem that."

Pathaky wrote: Vrishni grins widely. He likes to see people get along, and this is phenomenal.

"Then Dunnock my friend, an antique to practice on you shall have! I brought back a lantern much like this one, albeit with an exponentially less cool occupant. Consider it yours, as thanks for your splendid service."

Dunnock gets!

One-Eyed Lantern-Bearer's Lantern- (Weapon, Polearm, Fire, 405,000 Gold) +400 Melee Attack, +400 Magical Attack, 115% To Hit, 15% Inflicts Burning, Has a 5% chance on hit, to a max of once per round across all copies of this item, of activating the Polearm Ability:
Rouse Weapon-Spirit: One-Eyed Lantern-Bearer- Caster performs a 'Magical Attack' action on the target(s) of the hit that triggered this action's activation, which cannot include spells or techniques, that deals 1/2 damage, inflicts 2 hits against 1, has a 15% chance of inflicting Burning, a 15% chance of inflicting Burning: Vaporized Spirit, and is solely the element Fire



Vrish turns to Felix.
"I saw the notice you put up for plant-gathering, and I thought that Rosebay would be a good place to start. It's a bit crazier than I remember now. Seems there are armies just about everywhere these days. How's the village been?"

Aeromage wrote: The smith takes the lantern, examining it from various angles! "Well, this's certainly an old one, an' no mistake. Don' think I'll have too much trouble puttin' it t' rights, jus' needs straightenin' out an' a few of th' dents hammerin'... thank yer kindly."

Felix strokes his beard. "That's a bit worrying, to be honest. Yer don't think they're likely to try getting out or somesuch, do yer?" The innkeeper frowns. "Village's kept fine, although we've had some odd plants growing up here and there. Reckoned it'd be best fer everyone to keep clear out of the way while Vernat rains seeds all over us and handle the cleanup later. Given the dogs made of leaves that came sniffing around, I'd say we were right to do so."
One heavy hand drums on a nearby crate. "Yer little bout of storytelling got most of the village fired up about trying new things. Seeing as we're not exactly the richest of folk, and seeing as the fires put a bit of a dent in our upcoming harvests, I thought it best to ask fer outside help in getting crops that we could use to get us back on our feet. If they're crops nobody else has due to all the unusual plants raining from the sky, so much the better. We could sell them at a profit, expand our holdings, do up the village and maybe get to doing more than just farming in these parts, or have our farms become much more productive than they currently are." He coughs apologetically. "The liquor-making part of the request was just a personal preference, of course. It's not like it'd turn us much of a profit, given it's just a hobby of mine."

Aria giggles. "Father's been dreaming of breweries for years, now. I think your stories helped dig up some of that buried passion of his."

Pathaky wrote: Vrishni takes a deep breath. He seems almost a head taller when he's around people he likes.

"Then a brewery you shall have! And new crops! And everything!" He spreads his arms and tiny sparks of multicolored fire shoot out.

"Ardy!" he shouts. "When you're done, get dressed and come upstairs! We've got some plants to find!" Vrishni bounds out, asking anyone he can find about which kinds of plants they'd like to have, prompting them to make up more interesting ones if their answers are boring.

Aeromage wrote: Vrishni proceeds to take a whirlwind tour of the shelter! It's certainly larger than it looked from the outside, and old.
The deva gets a multitude of responses, from the unimaginative ("A better potato?") to the practical ("something that's hardy and fast-growing enough to make up fer lost growing time") to the downright outlandish ("Fruit what makes yer fly!").

Those who have heard of the Seed Rains share a little of the stories about fruits that add centuries to one's life and leaves whose touch is death, many of them simply asking for whatever seems edible and growable on the grounds that they couldn't possibly imagine what bizarre varieties must be growing outside during the Rains.

Old Man Embry is located, quizzed, and provides a request for plants with medicinal properties. Maggie is located, managed to have the idea of 'something good for baking' wrung out of her before she begins embarking on a meandering saga about the weather five years ago, and subsequently escaped. The unfortunate farmers Marcus and Ferrus express their desire to get something that would be able to grow in the burned-over areas of their farmland. Felix is found again, and clarifies that he thinks he can make alcohol or liquor out of just about any fruit, grain, hop or perhaps even vegetable Vrishni could find, provided he's able to get enough seeds or examples to start up a crop. Aria is interested if the Rains might have dropped any spiritual power-bolstering plantlife. Several small children express their desire to have 'adventure fruit' or, even more miraculously, vegetables that they could trick their parents into cooking that don't taste bad.

All in all, Vrishni ends up with quite a list. Ardy eventually emerges from the stairwell, dressed once again, and once again bandaged all over, his lantern sporting a fresh wrapping.

Pathaky wrote: Vrishni smiles and begins recounting all the things they're going to need to look out for.

They'll leave the shelter and being canvassing the area surrounding the village. The Rosebay Fields are a cool place, but a bit intense for what they're after right now. Maybe they'll stop by again at the end of the trip.

Aeromage wrote: The villagers helpfully supply the duo some empty crates to stash any interesting finds in before they leave, although nobody seems particularly keen to venture out of the shelter. It seems that day has come in the time Vrishni spent unconscious, although the thick, heavy green clouds hanging low overhead and mixing in threatening patterns are blocking out the majority of the light.

Vrishni and Ardy take a stroll through the overgrown village and its immediate surroundings in an attempt to locate plants of interest!

The first stop is the forge and its odd crop of vegetables. The cabbages vibrate and shake and keen disturbingly, making picking them a not-entirely pleasant prospect.

Vrishni gets:

14 Epileptic Whining Cabbage- (Consumable, Food, Earth & Air, 1 Charge, 700 Gold) +15 Defense against Physical, 30% Inflicts Confusion, 50% Inflicts Confusion: Disconcerted


Vrishni then makes his way around the other buildings, finding little more than rather unusual flowers and odd bushes he doesn't think would count as 'crops' in any way. Somewhat disappointed, he turns instead to the fields immediately surrounding the village. Almost immediately, he finds a wide swathe of tall, green stalks with large, white-gold tufted ears of some sort of grain atop them, all vibrantly-coloured and exceptionally healthy-looking, having apparently overgrown a pair of neighbouring fields. A fresh, springlike scent rolls off them.

Not having any botany knowledge to determine what they are, Vrishni goes with the standard Arena Member approach of grabbing some and letting his scan-on-ownership deal with the issue.

He gets:
Barley of Beneficent Salutary Splendour- (Item, Antiquity, Life & Earth, 10,000,000 Gold)


Bouyed by this, the deva sets off to adjacent fields to see what he might find there. Several of the previously-ploughed plots of earth are now covered by various unusual flowers, which he manages to gather with little difficulty.

One small patch, however, resists his attempts to pick it. Vrishni pulls at one. The plant remains firmly rooted. Vrishni pulls harder.
Vrishni is not human, and neither is he mortal, albeit by technicality. What would otherwise be an almost insurmountable task is accomplished in a blink.

The plant comes free. It is formed of a trio of fairly thick, straight deep-green leaves at its base and a stalk leading to a bell-like flower, white as milk, dangling from near its end. The bulbous root, by significant contrast, is jet-black and almost seem to absorb light.

Vrishni gets (this one may be subject to change):

Moly- (Consumable, Medicine, Mystic, 1 Charge, 50,000,000 Gold) Target may not be transformed into another entity by sources below Level 80, target gains 50% Enchantment Resistance, 50% Alchemy Resistance and 50% Potion Resistance

61 Rare Flowers- (Item, Antiquity, Earth, 7,000 Gold)
35 Rare Flowers from the Seed Rains- (Item, Antiquity, Earth & Wood, 280,000 Gold)

Pathaky wrote: Vrishni is impressed! That barely especially seems like it will help the village get back on it's feet. The Moly seems a bit more niche-useful, but maybe Vrishni can help plant it and the smith can figure something out.

They're going to head back toward the oppressive oak forest and see if anything has grown in the shade and darkness of the many statuary oaks.

Aeromage wrote: The two set off! Now that there's actual daylight (however dim), Vrishni can actually see the forest in question from the village outskirts. It's undeniably majestic, but it also looks like it's overgrown a farm or two, which may end up being a problem for some of the farmers. On the other hand, it may well end up being a decent source of wood if needed.

A few scattered unusal plants can be found here and there on his way out. One sort in particular has a big, fluffy plume of black, feathery leaves, a few examples of it dotted about near the fences close to the road. One quick yank later and the deva has a bright red, almost cucumber-like root in his hand.

Vrishni gets:
3 Tengu's Beak Root- (Consumable, Medicine, Earth & Air, 1 Charge, 500,000 Gold) +500 to any one stat or -500 to any one stat, stacks 5 times

The forest is rather dark due to the massive sprawl of branches and heavy canopy, but Ardy's presence keeps the pair from blundering around in the dark too much.
The ground is completely covered in crunchy acorn shells, forming a glossy, granular carpet that is nigh-impossible to walk on silently. The trees creak and sough quietly in the wind, the upper canopy giving off a distant rushing roar as the plethora of intertwined, leafy branches and their vast mass of leaves shift and brush against one another.

There don't seem to be too many other plants growing under the oaks. Either the trees and blanket of acords suffocated any other plantlife before it could start growing, or the growing forest acted as an umbrella for any other seeds. Vrishni does manage to find a tuft of glossy, pink-berried mistletoe attached to the branch of one such tree, however.

Vrishni gets:

Rose Mistletoe Berry- (Permanent Consumable, Empowered Item, Earth, 1 Charge, 2,000,000 Gold) Target willing Plant pet gains the Constant Effect:
Mistletoe's Charm- Possessor's chances of inflicting Charm are increased by 20%, Constant Effect

He also finds a small oak that apparently didn't finish growing. Or perhaps Ardy's grabbing of the acorn earlier stopped it from undergoing the accelerated growth the others did.
Vrishni gets:

Kingwood Oak Sapling- (Item, Antiquity, Wood & Nobility, 350,000 Gold)

Pathaky wrote: So the fellows have a fine haul! they'll head back to exga to show off their goodies and plan their next move. Vrishni is keeping the sapling and the mistletoe though. Nole's gonna love it.

Aeromage wrote: The duo turn to leave the forest! A chorus of rustling, rattling growls meet them. What looked on first glance to be clumps of leafy branches or fallen piles of leaves have unfolded themselves into a pack of vaguely dog-shaped creatures, with a multitude of overlapping leaves in place of shaggy fur.

Three of them block the path back to the village, with three others blocking the deva and spirit in from the sides and rear.
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Re: Exodus to Exga

Post by Modrageball »

Unfortunately, Pages 9-12 have been lost to the glitch-void, not appearing in any of the backups.

From what I can recall, the pair left Exga Village, making their way through the plant-hazard-strewn countryside and facing a couple of battles. Vrishni also had the astounding luck of finding (and subsequently using) a Sanctum-Seed, gaining himself an innate Spiritual Sanctum.

They then located and entered the Jasmine Tower itself after defeating some guards, finding a huge entrance hall with staircases- a large one leading up, and four smaller ones leading down.

This took place after Sir Eustace the Mountain-Faced crashed into the tower.
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Re: Exodus to Exga

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Pathaky wrote: The pair make their way warily through the entrance chamber! Vrishni motions for the Fire Elementals to join them, chaining Zones of Fire as they do. The whole crew head downstairs, choosing the leftmost staircase.

Aeromage wrote: The crew head downstairs!

Judging from the banners bearing a jasmine-flower-crest, general military-aspect, rows of bunks, tables covered in maps, training dummies and whatnot, this is a barracks chamber.

The presence of several military-looking green-skinned plantmen further reinforces this.

Six of the previously-encountered guardsmen look up at the group's entrance, along with two familiar-looking archers and a guard with a fancier-looking uniform with a breastplate and white-plumed helmet.

None of them look particularly pleased at the intrusion.

Pathaky wrote: Crack! Zap! Blast! The Lightning rips out!

Both Fire Elementals release fanning waves of flame across the barracks.

Lesser Blaze- 3,000 Damage, 50% inflicts Burning, 1 hit against 5, Fire, 5,000 MP



Ardy lights up, bolstering his allies!

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



Vrishni shoots, aiming to take the fancy white-plumed helmet right off the man's head!

Aeromage wrote: Lightning crackles and flares, zapping the enemy! Fancy-guard looks like he caught the worst of it, but is still very much upright.

Ardy burns with cheering, bolstering fire, bouying his allies!

Vrishni aims and fires, unleashing a truly magnificent shot at the fancy guard's head! The guard reacts with almost-as-impressive speed, bringing a blade up in an attempt to swat the arrow out of the air. He succeeds in deflecting the arrow into his shoulder instead, stumbling backwards with the force.

The fancy guard begins barking orders and waving his blade! The guardsmen get themselves into a roughly more organised formation.

One of the archers fires at an elemental! The arrow glows faintly as it leaves the bow, impacting into the living mass of flame as if hitting a solid object. The flames gutter and drop significantly in strength.
The second archer follows up with a rather-less-impressive shot, hitting the same elemental, whose flames drop to near-snuffed status.

The guardsmen rush in to attack!
The first three stab at the mass of living fire, successfully extinguishing it (and getting somewhat scorched in the process).
The remaining three advance on the second elemental and stab at it, getting a little charred and making it flicker slightly, dealing moderate damage overall.

The Lesser Fire elemental rolls sheets of flame around the barracks, charring banners and burning bunks! Its attack lightly toasts the guardsmen.

Pathaky wrote: The lightning rolls out once more! Another fire elemental rolls into existence in front of Vrishni. The surviving elemental grabs the nearest guardsman, searing, burning.

Burn- Inflicts Burning, Fire, 0 MP



Ardy takes up interdiction duty! He's prepared to leap into a Dance of Whirling Embers against any of the baddies that rush Vrishni!

From his position of strength in the back of the semi-formation that they have, he'll fire again at the head-spirit soldier! He'll consider the spirit's surprising speed, and aim to sink an arrow into his other shoulder! We'll see if he can act so quickly with his musculature pierced! Of course spirits might work differently. Who knows?

Aeromage wrote: Lightning flashes, filling the area and grounding in the various foes!

Vrishni fires off another arrow! It hits home in the fancy-guard's other shoulder with a thunk.

Both archers draw their bows, aiming for Vrishni! Unfortunately for them, the lefthand one manages to fumble the arrow, fingers slipping from the string and hand smacking into the righthand archer, upsetting his aim and sending his arrow smacking harmlessly into a wall.

The fancy guard, moving with an oddly fluid grace despite the arrow in either shoulder steps his way through the guard-contingent, closes the distance with surprising speed and thrusts his blade directly into Vrishni's chest, managing to stab the deva for moderate damage before he can react with an appropriate parry.
Ardy appears in a burst of embers between the two, slashing at the guard with his sword, driving him backwards but failing to get any blows past the fancy guard's sudden parrying-flurry.

The by-now-rather-crispy guards (perhaps deciding that the elementals are less of a threat than first thought) charge at Vrishni, taking advantage of his bodyguard's distraction! It appears that they were a little too eager in doing so, however, with three of them getting their spears hopelessly tangled as they all attempt to thrust at the deva in unison. Vrishni easily parries two of the strikes that actually end up coming his way, with a third hitting for minor damage.

The fire elemental that survived the first round promptly sets one of the guards aflame. The scent of burning jasmine fills the air as flailing commences.

Pathaky wrote: Both Elementals commence burning more guards!

Ardy closes in on the fancy-guard, attempting to slip under his guard and deliver a knee to the gut!

Knee to the Gut!- 3,800 Damage, Inflicts Fatigued: Stunned, Physical, 0 MP



Lightning crackles! Vrishni really should buy some kind of lightning rod eventually.

Vrishni can't abide other archers! They destroy his position of combat superiority, and generally cheese him off! He fires at the right-hand bumbler!

Aeromage wrote: Lightning flashes! The guards all promptly fall over, smoking and convulsing. Looks like the sustained assault was too much for them.

Ardy manages to catch the fancy-guard completely by surprise with his sudden switch to dirty fighting tactics, sending the plantman reeling and bent over clutching his middle!

Vrishni fires at the archer, who manages to twist his body out of the line of fire enough to avoid taking the worst of the damage, but still gets sent spinning by the impact, completely missing with his would-be rejoinder. The second archer shoots and successfully hits Vrishni for minor damage.

Being out of guards to burn, the elementals instead turn to the archers! The first manages to dodge the fiery assault, but the second is successfully set aflame!

Pathaky wrote: Ardy capitalizes! He sticks with his melee stylings, laying into the fancyguard with elbows and knees!

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



The Elementals throw their weight (what as it is) into the archers, blazing arms scything and slamming!

Fiery Strike- 6,500 Damage, Fire, 0 MP



Vrishni only knows one tactic, and that's ARROWS FOREVER! He helps the Fire Elementals along in pegging the opposing archers.

Aeromage wrote: Lightning! Does nothing! It goes wide and wild.

Ardy commences laying into the fancyguard, who manages to pull a few blocks out of his rather less-than-advantageous position. The lantern-spirit's attack is relentless, however, and clearly having some impact.

Vrishni plugs away at the previously-hit archer! He's looking quite hurt.

The fancyguard bends over double as Ardy lands a particularly vicious knee! Pressing his advantage, the lantern-spirit steps forward, only to realise too late that it's a ruse as the guard drives his blade up and in from his braced position, dealing heavy damage to the spirit.

Fire Elemental #1 attempts to help with Vrishni's target, but doesn't really accomplish too much

Fire Elemental #2, on the other hand, seems to be doing rather better. It's a little hard to tell, what with its target already being on fire and flailing about.

Pathaky wrote: Ardy clutches at the guard-spirit's wrists, superheating his hands and twisting the guard's hands painfully, trying to wrest his sword from his grasp.

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



The fire elementals keep, like the lightning, keeps doin' their thing.

Vrishni clears his throat, lowering his bow and beginning to chant low, smoldering syllables that lay heavily in the air, surrounding the guardspirit!

Searing Elegy- (Spell, Elemental Magic, Fire, 1,000 MP, 700,000 Gold) +3,900 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

Aeromage wrote: The lightning strikes, lightly crisping people! The archers are looking rather the worse for wear from this.

Ardy grabs for the fancy guard's wrists with white-hot hands! Perhaps he heated himself up rather too much, or perhaps the opposing spirit was just that flammable. Either way, Ardy does indeed end up clutching the guard-spirit's cindered wrists and flaming hands, while the guard himself is several steps away screaming in agony and flailing arm-stumps.

Vrishni takes the opportunity to cast that spell, chanting words of flame and oh gods that's a depressing song. Vrishni can feel himself tearing up already. The chant works, however, lashing the spirit with swirling, somehow sad flames in time to the rhythm, taking his head clear off and sending him crashing to the floor.

The clumsy archer once again fumbles his shot. Given the horrific spectacle that had just unfolded before him, this is perhaps not surprising.

The other archer manages to roll his flames out, steps up, sees the disarming and beheading of the guard via flames, and likewise fumbles his shot, managing instead to smack Ardy in the eye for minor damage with his slipping hand. This goes down about as well as would be expected, leaving the lantern-spirit clutching his face in pain.

The elementals try to roast the archers some more, but both are evaded.

Pathaky wrote: Vrishni and Ardy give each other a significant eye. They are so radical sometimes it hurts. Quite literally in Ardy's case. His eye is a bit of a weak point here. He bull-rushes the archer that shot him and slices across him with a burning red edge.

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



The Deva takes a moment to reflect on the poor decapitated soldier. Did he have a plant family? A plant dog? He stabbed Vrishni, so the questions kind of melt away into necessity. He fires an arrow! Kapeow!

The Lightning Ska-peows!

Aeromage wrote: Lightning strikes again! The archers are getting pretty crispy.

Ardy swipes at the archer with his blade! He's still having issues with his eye, though, which probably explains why the slash catches the archer's clothing rather than causing damage to the plantman himself.

Vrishni manages to plug an arrow straight into the already charred-and-burned archer, dropping him like a sack of... well, mulch.

The other archer tries to fire into Ardy's face at point-blank range, manages to drop the arrow and gives up, instead punching the lantern-spirit in the eye again, dealing minor damage and drawing out another howl of pain from his target.

Pathaky wrote: Ardy swipes again, grumbling with pain!

Vrishni attempts to finish this farce before they manage to stab eachother in the feet. Lightning helps!

Aeromage wrote: Lightning does, indeed, help. The resulting jolt paralyses the archer for long enough to let Ardy stab him to death.
And stab him.
And keep on stabbing him, in fact, growling obscenities as he continues to plunge his blade in.

Vrishni and Ardy get XP for 6 Level 23 enemies, 2 Level 33 enemies and a Level 38 enemy.

Pathaky wrote: Vrishni lets Ardy work out his issues. He marks down a mental note to himself-- Don't touch his eye. Like, ever.

They'll check the bodies for sweet shiny loots!

Aeromage wrote: Bodies are checked!

The pair find:
3 Sprig of Jasmine- (Item, Antiquity, Earth & Air, 120 Gold)

Jasmine Guard Captain's Helm- (Accessory, Helm, Wood & Air, 4,000,000 Gold) +4,000 Defense, +4,000 CON, +4,000 AGI, +4,000 STR, 50% Charm Resistance, 50% Suffocation: Verdant Air Resistance, Weilder's allies whose name includes 'Jasmine' or are weilding an item that includes the name 'Jasmine' gain +400 to all stats, 50% Charm Resistance and 50% Suffocation: Verdant Air Resistance, Weilder gains an additional +4,000 Defense against targets whose name includes "Fuchsia", Weilder gains -4,000 Defense against targets whose name includes "Honeysuckle"

4 Jasmine Guard's Spear- (Weapon, Spear, Wood & Air, 800,000 Gold) +800 Melee Attack, +800 Ranged Attack, +800 STR, +800 AGI, +800 CON, +800 additional STR, AGI and CON if one of possessor's allies are also weilding a copy of this weapon, 120% To Hit, 20% Critical, Weilder gains an additional +800 Ranged and Melee Attack against targets whose name includes "Fuchsia", Weilder gains -800 Ranged and Melee Attack against targets whose name includes "Honeysuckle"

Jasmine Archer's Bow- (Weaponx2, Bow, Wood & Air, 2,000,000 Gold) +4,000 Ranged Attack, +4,000 AGI, 140% To Hit, 30% Critical, 30% Dodge, 50% Inflicts Charm, 30% Inflicts Charm: Infatuation, Weilder gains an additional +4,000 Ranged Attack against targets whose name includes "Fuchsia", Weilder gains -4,000 Ranged Attack against targets whose name includes "Honeysuckle"

Pathaky wrote: Splendid! If there's no way to go further down, they'll head back up and look for the next downward staircase! No point in being unthourough.

Aeromage wrote: Up they go, and down the next!

This place is also a barracks. It is, however, completely wrecked. Something evidently got here first. The place looks like it's been hit by an avalanche- Solid, jagged rock juts from one of the walls, the root-tangled wood of the rest strewn with shards and chunks of the same. Furniture has been smashed to splinters, beds have been upended, tables broken, chairs split, banners shredded and green-skinned humanoids in green-and-white guard uniforms lie alternately crushed and smashed about the place. A highly-ornate chest made of green wood and decorated with flowering jasmine blossoms stands opened and empty in a corner.
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Re: Exodus to Exga

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Pathaky wrote: Vrishni is a bit stumped. Who else has been here? Why were the guards posted outside like nothing had happened if something this rocky had burrowed through?

Chest looks nice, though. He'll nab that and stow it in his Sanctum.

Aeromage wrote: Vrishni gets:

Ornate Treasure Chest from the Jasmine Tower- (Item, Antiquity, Wood & Air, 2,000,000 Gold)

He initially intends to transfer it to his Sanctum by going with it manually, but manages to work out a way to pop it straight into there without having to do so! He's not entirely sure where in the sanctum it ended up, but he's pretty sure it's there, at least.

Pathaky wrote: Hah! That worked! That's fantastic. Upward and onward! If there's another staircase down, they'll head that way.

Aeromage wrote: There appear to be two more staircases down.

This one looks to be a jail of some variety. Green-wood floors sprout long strands of jasmine-vines, which twist and braid around each other into thick bars, partitioned off into cells with no obvious doors.

Vrishni sees the trap coming, and artfully dodges out of the way of the sudden bars-becoming-animate-grasping-tendrils trap! Unfortunately, he manages to dodge straight into the bars of another cell... which open up around him, twisting back shut as he lands inside. Ardy runs at the bars, blade in hand, but gets grabbed by a bar-tendril and flung by the foot into the opposite cell, landing with a clang.

Pathaky wrote: Well crud. Prison wasn't part of the plan! Or the plant, as the case may be! Howzabout we burn our ways out? Ardy'll flick his sword through the bars, Ember Edge style.

Aeromage wrote: Ardy slashes at the bars! The bars writhe and twist as they begin to char, but before the lantern-spirit can wind up for another swing, the bars to his right wad up into a hefty ball and belt him in the stomach, sending him crashing into the wall with another loud clang and a stream of winded curses.

The wall immediately sprouts more ropes of jasmine and begins binding him to itself.

Pathaky wrote: Ardy can play that game! He begins to breathe heavily, pulling oxygen into his spiritual excuse for lungs and heating up, metal body glowing brighter with every breath. Vrishni motions across the hall, filling Ardy's cell with a Zone of Fire. Ardy exhales, igniting the zone around him!

Aeromage wrote: Vrishni snaps a Zone of Fire into being! Ardy takes advantage of it, heating himself up once again, bandages smoking and skin glowing white-hot underneath.
The lantern-spirit keeps on getting brighter and brighter, heat rolling off him in waves and turning the jailroom into a sauna, the jasmine-ropes charring and filling the room with the smells of woodsmoke, burning leaves and cindering jasmine blossoms.

Ardy exhales. The resulting fireball blasts Vrishni into the wall of his cell, knocking the air out of his lungs and keeping him suspended off the ground for a good couple of seconds before he falls, dazzled, dazed and rather singed, to the now very, very hot (and considerably on-fire) floor.

"Uh. Think I kinda overdid it there, boss." Ardy's voice comes from somewhere in the blinding inferno that is now the room.

Pathaky wrote: Vrishni coughs out something resembling "Yes, I think you probably did."

Ardy sets about reabsorbing a path to get Vrishni outta there! Vrishni stance-swaps into Water Element, springing Zones of Water into place to dampen the fire and limit the AUGH BURNING.

Aeromage wrote: With a whooshing sound, the brilliant blaze is sucked back inwards towards the incandescent spirit (whose bandages are, by this point, burning off), the Zones of Water succeeding in turning the place from a hellhole into a smouldering, damp cave. Ardy still hurts to look at, his skin glowing so brightly it's difficult to see his outline, his eye bright enough to convincingly act as a lighthouse beacon. The floor around his white-hot feet keeps catching aflame, even with the damp atmosphere and welling water.

Pathaky wrote: They'll check the room for anything else of note before heading back up!

Aeromage wrote: The room is, at this point, completely wrecked. It doesn't look like there was much in here to begin with (which, Vrishni reasons, makes sense for a jail).

Back up they go! There's one more 'down' staircase they haven't checked, and the up-stairway.

Pathaky wrote: CLEANSE THE DEPTHS! (They'll head down this final staircase.)

Aeromage wrote: The final staircase is descended!

The pair almost immediately hit more bars. This set, however, is blocking access to the rest of the room, which contains two of those ornate chests and a less-fancy one.

Pathaky wrote: So now the pair know that these things pack an awful punch. They're going to slowburn these, Ardy providing the flame, and Vrishni helping shape and control it to clear the bars away.

Aeromage wrote: Vrishni commences Plan Burnination! Unfortunately, Ardy is still rather too hot for things to go quite that smoothly. As soon as the deva gets involved, Ardy's flames begin to blast across the room, filling the place with fire!

Pathaky wrote: Vrishni frantically stance-dances, laying patterns of Water, Ice, and Earth o'er the fire. Ardy does his thing, sucking in the flames and venting them behind the pair, up the staircase.

Aeromage wrote: Water! Ice! Earth! Vrishni manically hops from element to element, dousing flames, chilling air and dampening fires. At the same time, Ardy sucks in as much flame as he's able, clouds of steam filling the air around him as his blinding skin meets the water-ice zone-mix.

The smoke and flame clears. Cindered chunks drop from the ends of ruined bars, hitting the ground with puffs of steam.
The smaller chest has been completely burned to ash, nothing remaining of it, or its contents. The two larger, more ornate ones look to have been badly scorched, but they still look reasonably intact.

Pathaky wrote: They're going to loot these things before anything else ridiculous happens! At least, anything ridiculous that they don't cause.

Aeromage wrote: The chests are still warm (and rather crumbly) to the touch! The contents, however, look to be reasonably intact.

Vrishni gets:

Call The Verdant Wind- (Spell, Elemental Magic, Air & Wood, 350,000 MP, 35,000,000 Gold) +35,000 Magical Attack, May Heal Plants, 50% May Inflict Suffocation: Verdant Air, attaches a non-stacking effect to a Zone of Air that deals 300,000 Flat Wood & Air damage to up to 15 targets within it that does not stack across Zones at the start of each round, this effect may instead heal an equal amount to Plant targets, caster may choose to count this as a casting of any combination of Call Unto Air and/or Call Unto Wood, this spell additionally possesses the subtype Druid Magic

Sacred Jasmine Arrow- (Accessory, Ammo, Air & Wood & Light, 50,000,000 Gold) +50,000 Ranged Attack, +50,000 Magical Attack, Weilder's Attacks that involve a Bow deal 5,000 SPI Damage, Weilder's Attacks that involve a Bow weapon pierce 1,000 points of SPI Defense, Weilder's 'Ranged Attack' actions may (use SPI as their Prime Attribute and instead use weilder's Magical Attack bonus instead of weilder's Ranged Attack bonus), Weilder's actions that have a chance of inflicting Charm, Charm: Impressed, Charm: Lovestruck, Charm: Lust, Charm: Pacified, Confusion: Berserk, Confusion: Depression, Confusion: Enraged, Confusion: Fear, Confusion: Lonely, Confusion: Overcome by Laughter, Confusion: Paranoia, Confusion: Surprised, Fatigued: Stress, Pain: Bruised Ego, Pain: Mental Anguish and Stat Drain: SPI Drain have the chance of inflicting such increased by 50%, Weilder must have a Bow equipped to receive this item's benefits
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Re: Exodus to Exga

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Pathaky wrote: Vrishni's eyebrows enter orbit! This is great! This is grand! They almost incinerated this stuff! Whoa!

Vrishni slides the Sacred Jasmine Arrow into his quiver, and pockets the spell. Now they're ready to tackle the upstairs!

Up the pair go!

Aeromage wrote: Vrishni and Ardy ascend the grand staircase, the latter leaving scorched and ember-filled footprints in his wake.

The pair enter a high-ceilinged room with fluted jasmine-pillars set into the walls, each bordering an ornately-carved green-wood panel framed by intricate sprays of fragrant white blossoms. A graceful spiral staircase stands in the centre of the room, twisting and ascending to the next floor. Two carved green-wood doors stand on either side of the room.

Also in the room is a floating figure in a billowing set of robes and cowled cloak, the hues of which cycle through various deep greens and occasionally shimmer with leafy patterns. The head, if it could be called that, is a perfect sphere of green leaves with a single green blossom-eye in its centre.
It turns slightly to face the deva and lantern-spirit. Glowing green sigils flicker in the air behind it, a green halo-like disc framing its head. Two more halo-discs bud off from the first, their forms less perfectly-circular than their parent. Another halo-disc buds off from each new green symbol, these also smaller, and again, and again, until the robed figure is floating against a circular arrangement of lunar-phase shapes.

The cloak billows. The ceiling vanishes. A titanic moon, its surface a rippling mass of green, dominates the air above the room.

The Governing Lunar Body of the battle is now Vernat.


The circle of lunar-phases shines. The air is suddenly thick with a machine-gun-like bombardment of falling seeds, piercing into the lantern-spirit and deva both. Vrishni and Ardy both take moderate damage and are hit with Suffocation: Verdant Air.

Pathaky wrote: The Governing Lunar Body may be Vernat, but here on the ground, things are quite a bit more fiery. A zone of fire springs into existence! Emberflies swarm around Vrishni, impelled into being by the Mark of the Ember Butterfly. The Eye of Thunderous Heaven flickers, shifts, and sends a howling, biting gale of wind and force at the floating moon-wannabe.

Wielder deals 200,000 Flat Electrical or Air element Damage to each opponent at the start of each round



Ardy flips his sword in a display of martial prowess, slewing fire in spears that hang in the air just above the Spirit before spiraling through the air at....the next three moon-phase sigils in the order!

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



Vrishni nocks an arrow into the Crossrealm's Bow! A Sacred Arrow, even. A Jasmine Arrow! It ignites, filling the room with the now-familiar scent of burning jasmine. He fires squarely at their new opponent! [Elemental Attack]

Aeromage wrote: The Eye whips up a biting gale! This switch from lightning is unfortunately poorly-aimed and causes the seeds still filling the air (and Vrishni's lungs, he can feel them sprouting in there) to get whipped up even more, making visibility rather difficult.

Emberflies appear!

Ardy blasts homing fireballs at the lunar sigils! This is somewhat less effective than hoped, as the sigils flare brighter and actively repel the flames in a burst of burning seed-stuff.

Vrishni nocks an arrow! He is, unfortunately, distracted by the GNAWING PAIN IN HIS LUNGS AUGH WHAT IS EVEN GOING ON IN THERE. The shot goes completely wide.

Pathaky wrote: THE GALE WAS A MISTAKE, ABORT. BACK TO LIGHTNING! More Emberflies appear! Oh, and another Zone of Fire appears.

Ardy realizes that the direct approach is always the best approach, and embersteps to the floating moonman, drawing his blade in a flash of light and attempting to stab him.

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



Vrishni's lungs feel just awful.! There are Emberflies! Vrishni is the Smoke-Eater.

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



The Emberflies begin pumping smoke into Vrishni best they can, stifling and hopefully killing those awful plants within him.

Vrishni, in the meanwhile is not discouraged! He braces himself and fires again, the flaming jasmine arrow soaring through the air toward the moon's single blossom eye.

Aeromage wrote: Lightning zaps out! It hits the moonman and crackles off the robes, although it's hard to gauge the expression of a leaf-ball-headed flower-eyed-dealiewhatsit.

More Emberflies appear!

Seeds continue to sweep down in bullet-hail-like-torrents. Both lots of Emberflies are completely shredded into ash. Vrishni, impressively filled with regen as he is, takes moderate damage and begins convulsing as THINGS begin crawling out of his lungs, up his windpipe and forcing themselves out of his mouth.

Some sort of cross between a cabbage and an octopus plops onto the floor in front of the deva and immediately begins growing, seedpods budding from its tendrils and waggling around in a frankly disturbing fashion.

Ardy takes moderate damage.

The floating cloaked figure's moon-sigils whirl around it. The huge moon above rises higher, growing brighter as it does so. The air buzzes with power.

Ardy draws his blade with a light-fast sweep, trail of shimmering light leaving a line through the pelting seed-rain! The blade impacts on a crescent moon-symbol. The cloaked figure turns to look at the presumptuous lantern-spirit and gives a dismissive flick of its cloak, blasting Ardy backwards with a flare of green light.
Ardy takes moderate damage.

Vrishni has no emberflies to eat!

Vrishni fires on the moon-thing, and successfully hits! He doesn't manage to get it in the eye, but it certainly hit something in that cloak.

Pathaky wrote: More lightning! Another Zone of Fire! More Emberflies!

Ardy clicks his fingers, igniting the Zones of Fire and hopefully creating enough of a blaze to keep these AUGH seeds at bay.

Vrishni angles the next shot. The moon-sigils seem solid enough, so he squints, and fires, seeking to bounce the arrow off the sigils into its fat leafy head.

Aeromage wrote: Lightning zaps and crackles! It impacts the floating foe, singeing it slightly. It also does some serious charring to the now-rapidly-growing octopus-cabbage-seedpod-tendril thing.
The seeds continue to rain down upon the battlefield! They seem to have more impact than they did before under the now-ascending moon. Vrishni takes moderate damage. Ardy manages to use his superheated-self to burn off some before they hit, taking only minor damage.

Vrishni manages to pull up Emberflies after the worst of this round's seed rains.

The figure's moon-sigils whirl and spin, moving from a vertical axis to a horizonal halo-formation above the enemy. In response, a crystalline, emerald meteor streaks from the lunar surface above and smashes into Vrishni for heavy damage, shattering on impact and hitting Ardy for moderate damage as well. The Emberflies are almost completely obliterated, only a few of their number remaining.

Vrishni is now at 40% max health.

The area is now littered with glowing pieces of green crystal that give off a verdant aura.

Ardy clicks his fingers. The resulting fire-detonation roars through the room and into the sky above, seeds popping and bursting to ash even as they fall! The growing octopus-thing unleashes a high-pitched escaping-steam shriek as it is caught up in the blast, shrivelling and crisping in the heat. The floating figure is blown clear across the room and into a wall.

Vrishni lines up a shot and fires, successfully ricocheting an arrow off the floating, spinning sigils and down into the creature's head! The thing catches aflame to the bargain!

Pathaky wrote: The emberflies help Vrishni's healing (A bit, anyways)

Regather Flames- 30,000 Damage, Heals, May heal units, only affects Fire element targets, 60,000 MP



Lightning crackles! More emberflies!

Ardy realizes that the trick with these casty types is usually to break their concentration! He embersteps through the flaming floor before *poof*ing close to the moon-mage. He then, unceremoniously, knees the plant-think in the gut!

Knee to the Gut!- 3,800 Damage, Inflicts Fatigued: Stunned, Physical, 0 MP



Vrishni unhooks the Symbol of the Unbound Conflagration, and motions the flames covering the floor toward the moon-man! Cover him! Burn him! Stop those damned meteors!

[He has t3 Fire, along with Fire Manipulation and all the other stuff previously mentioned.]

Aeromage wrote: Lightning lashes out in crazy patterns! It successfully hits the floating enemy pretty hard, though.

The rain of seeds is actually abated enough due to the prior burnination that it doesn't deal any damage this round!

The cloak billows. The crystals glow. Vrishni feels as if his lungs are about to burst, horrible crawling, boring sensations filling them! Whatever it is that the foe was trying to do, however, it doesn't seem to be doing much else this round.
Ardy makes an unpleasant noise and vomits forth a raging torrent of white-hot flames, puffs of ash bursting out with the stream! Ardy is no longer afflicted with Suffocation: Verdant Air.

Following the impromptu purging, the lantern-spirit vanishes in a puff of embers and knees the thing with a resounding clomph. Which is quite the unusual noise, really. Whatever just happened seemed to have had some effect, though, as the robed thing twists itself into knots at the impact.

Vrishni pulls out the ever-burning Holy Symbol and calls for Fire! Fire obliges and rushes towards the twisting enemy, bursting into a pillar of flame under it! The thing, already on fire, is now very definitely on fire.

The emberflies flutter over Vrishni! He's healed for a minor amount.

Pathaky wrote: The Eye fans the flames, switching from Lightning to Air! More fire! Hotter! The emberflies screen Vrishni, prepared to attempt to intercept whatever comes next.

Ardy raises both hands above his head and brings them down on the moon-mage's head, hard. He and Vrish are going to attempt something slick here. As Ardy slams the moon-mage floor-ward, Vrishni is going to hit him with an arrow mid-air.

Aeromage wrote: The Eye unleashes a blast of wind! Flames whip up and roar even higher as the burst of air hits them.

Seeds begin to fall in sufficient quantities to harm once again, but the extreme heat helps deal with some of them. Vrishni and Ardy take minor damage.

The moon-sigils whirl again. Vrishni feels the mass inside his lungs explode into renewed growth, bringing the deva to the floor and causing thick, barbed tendrils to force their way out of his lungs and through his mouth and nose. Vrishni takes heavy damage and is additionally afflicted with Entombed: Overgrown as the briar-vines continue to burst out of his airways.

Vrishni is now at 30% max HP.

The crystals pulse with power. Vrishni's vines grow explosively, burrowing into the greenwood floor and fusing with it. Vrishni is afflicted with Entombed: Rooted.

Ardy unleashes an overhead slam that hurls the robed thing groundward. Vrishni, struggling through his mass of vines as he is, manages to pull off a truly impressive shot, piercing the enemy and nailing it to the wall with the arrow!

Pathaky wrote: Vrishni coughs! This is awful! The lightning cracks and explodes across the battlefield, using the arrow pinning the moonmage as a lightning rod!

Vrishni takes advantage of his opponent's pinned movement to plug an arrow in it's head!

The fire should start on the roots currently AUGHGROWING out of the deva.

Ardy doubles down, beginning a Dance of Whirling Embers, smashing the largest of the crystal pieces littering the floor, and ending his strike on the pinned moon-mage!

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

Aeromage wrote: Lightning crackles and flashes, arcing to the arrow and zapping its prisoner!

The seeds are still catching aflame in the raging fires, which roar higher this round and burn them all up before they can harm the duo.

The moon-sigils flash. The steady rain of seeds from the moon begin to glitter.

Vrishni fires again, catching the robed plant-thing in the... face? He's not even sure if that is a face. Whatever it is, it now has an arrow in it.

Ardy whirls into his signature ember-teleport assault, popping up next to a crystal chunk, crushing it to powder with a single blow, and then popping back in front of the pinned foe, already poised to strike!

Vrishni attempts to set himself on fire. Or the roots that keep pouring from his mouth, at least. They begin to smoulder and smoke, but he's still rather caught up in it.

The lantern spirit unsheathes and slashes in one smooth strike, incandescent whorls of flame blasting out along the weapon's wake, followed up by a vicious, flaming backswing for good measure. The burning enemy, already ablaze, begins to go up like dry tinder. The moon-sigils begin flickering and fading.
The fire engulfing the enemy is sufficiently intense to burn through the jasmine arrow pinning it to the wall. Drifting jerkily from its previous position, the burning, robed foe billow-gestures to some of the crystal littering the floor.
A long, thin shard of the glassy green stuff bursts free from a chunk, swiftly joined by more to make a floating staff. With a whirl, a vicious-looking half-crescent of the same lunar light springs from the tip of the thing.

Pathaky wrote: It seems we've entered a more martial segment of the fight! The lightning responds predictably!

Unfortunately, Vrishni is now a pinned target. Has he mentioned how awful this malady is? Good grief it's something that's going to haunt the deva's nightmares for weeks.

Ardy catches a signal from Vrishni and nods imperceptibly! He darts behind the moon mage and plants a hand on it's back, heating it to burning-point as he does.

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



Vrishni levels the bow at the moonmage once more, and draws, another Jasmine Arrow nocked. He takes as best a breath as he can, what with the awful roots and everything. He reaches for....something intangible. His will, his energy. His Spirit. The arrow shines, a fire-tinted gold. With a gasp, he fires, aiming for center-mass on the moonmage.

Shrine Maiden's Spirit Arrow- (Spell, Spirit Magic, Light, 75,000 MP, 7,500,000 Gold) +7,500 Ranged Attack +1% Critical, 50% may inflict Awestruck: Sealed, 50% may inflict an additional hit against another target in a different row (to a maximum of 2 additional targets, each of which must be in a different row than has already been targetted), Ranged Attacks actions that include this spell may use SPI as their Prime Attribute, caster must be weilding a Bow or have the abilities 'Shrine Maiden' and 'Archer', this spell may count as an Archery spell

Aeromage wrote: Lightning lashes out! It crackles off the moon-foe's form.

The glittering seeds, power boosted by the moonmage, the remaining crystals and the ascending moon, finally burst through the flames. The fire still keeps the majority at bay, but what comes through hits hard. Vrishni and Ardy both take moderate damage.

The robed plant-figure, sigils flickering wildly, glides erratically over to the pinned deva. The crystal-lunar-light-sycthe floats before it, whirls in place, raises, swings viciously...

...and misses as the enemy pitches sideways at an inopportune moment.

Ardy takes full advantage of this break in its defenses, darting behind it with blazing hands and delivers an open-palm strike of such force that the burning spirit-brand scorches through the robes at its front, blazing light radiating from its centre mass as the secondary effects begin to take hold.

This provides Vrishni with a target that would be completely unforgivable to pass up. Pinned though he is, racked with pain though he might be, the deva calls up his reserves of spiritual might, channels it through the sacred arrow in his bow, imbues it with the power of pure fire and sends it streaking into and through the enemy, its compromised defense leaving it wide open.

The circular spirit-brand flares into a brilliant white-hot circle full of light before fading from the inside out. It shortly becomes readily apparent this isn't so much a 'fade' as a 'burn', the substance of the enemy on which it rests charring away into nothing but ash and leaving a gaping hole in its form. Almost in response, the flames still eating away at the thing intensify, roar inwards and turn the thing into a collapsing pile of burning leaves, silks and less-identifiable things.
The sycthe's lunar light flickers and vanishes along with the sigils, the crystal handle shattering as it hits the floor.

The sky and moon fade, turning back into the now very smoke-filled ceiling of the now very on-fire room.



Vrishni and Ardy get XP for a Level 50 enemy.

An odd silvery scroll-case sealed with an emerald lock rolls from the burning body.

Vrishni gets:

Call Unto Moon: Vernat- (Spell, Lunar Magic, Earth & Wood, 40,000 MP, 40,000,000 Gold) Sets Vernat as the current Governing Lunar Body, sets said Governing Lunar Body's Associated Elements to Earth & Wood, reduces the cost of all Lunar Magic spells containing the same element(s) as the Governing Lunar Body's Associated Elements by 40,000 MP and increases the Magical Attack, Ranged Attack or Melee Attack bonuses of all Lunar Magic spells containing the same element(s) as the Governing Lunar Body's Associated Elements by +40,000 as a non-stacking bonus.


Present conditions:
Vrishni is at 20% Max HP and slowly dropping due to his trio of Wood-based status effects, despite his huge regen.
Ardy is doing rather better at 70% Max HP.

Pathaky wrote: Ardy heats up an arm and swiftly sets to helping Vrishni remove these terror-growths from inside his body. Vrishni will help by inhaling all the smoke he can to try and wither and stop the growth of these awful things. There's also booze. Booze will help.

Aeromage wrote: Ardy successfully breaks Vrishni free from the crawling vines rooting him to the ground (thus removing the Rooted effect), and Vrishni, through a supreme act of regenerative prowess and some really, really icky instances of yanking growing vines out of his lungs, manages to remove the Overgrown effect. He's still got seeds rattling around in there and repeatedly sprouting, from the feel of it, but his regeneration's managing to keep on top of that (still suffering from Verdant Air).

Boozing happens! Rather a lot of it. Vrishni manages to cap himself off at 50% Max Health, and is extremely drunk. Ardy gets himself back to 90% and is also drunk.

Pathaky wrote: "ONWARD AND UPWARD, FRIEND AND FELLOW-SPRITE"

Vrishni points directly above them, hefts his bow, grabs the spell-case from the moon-mage's ashen corpse, and ascends (slowly. His balance, you understand.)

Aeromage wrote: The pair ascend the rather-charred staircase and emerge into a considerably-less-charred room! This one is similarly ornate, but dotted with small trees of flowering jasmine-blossoms of different varieties. Each of the room's four walls is set with a carved, green-wood door.

Four green orbs that look to be made of solid light drift around the centre of the room, each orbited by fuzzy, faint balls of the same colour. A small green chest, much like the one Ardy accidentally ashed earlier, sits between them.
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Re: Exodus to Exga

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Pathaky wrote: "HEeeeey Those things kinda look like.....That orbyguy! Relominius? Rellyniuce? Regardless I think they're bad news yeah probably." he notches his down with another Jasmine arrow and fires a spiritually-sealing arrow!

Shrine Maiden's Spirit Arrow- (Spell, Spirit Magic, Light, 75,000 MP, 7,500,000 Gold) +7,500 Ranged Attack +1% Critical, 50% may inflict Awestruck: Sealed, 50% may inflict an additional hit against another target in a different row (to a maximum of 2 additional targets, each of which must be in a different row than has already been targetted), Ranged Attacks actions that include this spell may use SPI as their Prime Attribute, caster must be wielding a Bow or have the abilities 'Shrine Maiden' and 'Archer', this spell may count as an Archery spell



Ardy does his own drunken thing and Seeking-Flare's 'em!

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



The lightning goes off, as if delayed!

Aeromage wrote: Vrishni drunkenly nocks an arrow to his bow and fires! The arrow transforms into a bolt of light midflight and blasts its target to pieces upon impact.
Ardy, burning blue-white with drunken intensity, lobs a barrage of homing fireballs at the remaining three! One manages to go wide, but the other two almost immediately explode into puffs of light and flame.
Then the lightning comes. The final enemy pops like a soap bubble.

Vrishni and Ardy get:
XP for 4 Level 19 enemies.

3 Spiritual Dust- (Consumable, Powder, Magic, 1 Charge, 6,400 Gold) +20 SPI, stacks 5 times
Vernat Remalii Orb- (Weapon, Orb, Earth & Moon, 800,000 Gold) +800 Magical Attack, +800 MIN, +800 SPI, 15% inflicts Suffocation: Verdant Air OR Voidstruck: Moon Mad, with actions using this weapon not being able to inflict both status effects on the same target, weilder's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects

Pathaky wrote: "WELL look at THAT!" Vrishni shrugs.

More importantly, look at that! The pair meander to the chest and open it!

Aeromage wrote: The chest is meandered to and opened!

It contains:
Fragrant Jasmine Amulet- (Accessory, Amulet, Air, 2,000,000 Gold) +2,000 AGI, +2,000 SPI, 60% Charm Resistance, Weilder's Charm (and Charm sub-status effect) infliction chances are increased by 20% as a non-stacking effect

Pathaky wrote: They'll also gather what they can from the Jasmine trees in the room! Never know, Exga might like some fragrant trees. After that they'll continue upward and onward!

Plan one is to uproot the trees as gently as they can and stash them in Vrishni's Sanctum.

Plan two, if plan one doesn't work, is to just take cuttings and blossoms back and hope they take.

Aeromage wrote: Vrishni does, indeed, manage to uproot the things (with Ardy's help, once he's cooled down sufficiently). He isn't able to pop them to his sanctum with a touch this time, but after some awkward tree-grappling he's able to get most of them into the pagoda (a few of the trees unfortunately getting crushed to bits by the drunken fumblings of the duo).

Vrishni picks up:

3 Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 15,000 Gold)
Yellow Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 15,500 Gold)
Star Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 25,000 Gold)

Pathaky wrote: onward and upward!

Aeromage wrote: Onward and upward in which direction? There's four doors leading from the room, as well as the staircase down.

Pathaky wrote: In that case... Leftward! (I must have missed that earlier.)

Aeromage wrote: Vrishni enters the left-hand room!

This one is even more extravagant than the last, green wood polished to a near-mirror shine. Clusters of different sorts of jasmine blossoms artfully frame the wall panels, runners of them in thick, full bloom trailing along the borders of walls and floor and ceiling.
On two small pedestals in the middle of the room sit two of those ornate jasmine-wood chests.

Between them and the deva, however, are six of the plant-guards the deva ran into at the tower's base and four more of those orb-like Remalii, drifting aimlessly about the place.

Pathaky wrote: Oh man they know what they're doing here! At least, the lightning does!

Ardy Secant Tenebris' the closest guard, and prepares the Backdraft the rest as they act!

Vrishni considers casting the Verdant Wind, but realizes they'd be liable to benefit from it more than be harmed by it. He decides that in this case predictability is the best course. He fires an arrow at one of the guardsmen!

Aeromage wrote: Lightning strikes! This hits the crowd hard. The orb-spirits immediately drop to the floor and look a hair's breadth from destabilising completely, and the guards are seriously toasted by the attack.

Ardy unleashes his darkness-cutting lightblade strike, handily decapitating the closest guard, settling into a defensive stance to blast the rest all away if necessary.

Vrishni aims, fires, and manages to send the missile straight through one guard and into another behind him, taking both out!

The injured guards begin to charge at the duo, spears raised. Ardy, however, is fast enough to set off his contingency. An eruptive gout of flame blasts the guards away completely, the shockwave enough to push the grounded orb-spirits over the edge into inertness too.

Vrishni and Ardy get:

XP for 4 Level 19 enemies
XP for 6 Level 23 enemies

2 Spiritual Dust- (Consumable, Powder, Magic, 1 Charge, 6,400 Gold) +20 SPI, stacks 5 times
Vernat Remalii Essence- (Item, Material, Earth & Moon, 120,000 Gold)
Vernat Remalii Orb- (Weapon, Orb, Earth & Moon, 800,000 Gold) +800 Magical Attack, +800 MIN, +800 SPI, 15% inflicts Suffocation: Verdant Air OR Voidstruck: Moon Mad, with actions using this weapon not being able to inflict both status effects on the same target, weilder's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
2 Sprig of Jasmine- (Item, Antiquity, Earth & Air, 120 Gold)
2 Jasmine Guard's Spear- (Weapon, Spear, Wood & Air, 800,000 Gold) +800 Melee Attack, +800 Ranged Attack, +800 STR, +800 AGI, +800 CON, +800 additional STR, AGI and CON if one of possessor's allies are also weilding a copy of this weapon, 120% To Hit, 20% Critical, Weilder gains an additional +800 Ranged and Melee Attack against targets whose name includes "Fuchsia", Weilder gains -800 Ranged and Melee Attack against targets whose name includes "Honeysuckle"
Jasmine Guard's Armour- (Armor, Heavy Armor, Wood & Air, 800,000 Gold) +800 Defense, +800 STR, +800 CON, 15% Resilience, 30% Charm Resistance, 30% Suffocation: Verdant Air Resistance, Weilder gains an additional +800 Defense against targets whose name includes "Fuchsia", Weilder gains -800 Defense against opponents or damage sources whose name includes "Honeysuckle"
Jasmine Tower Key- (Item, Key, Wood & Air, 100,000 Gold)

Pathaky wrote: With the bad guys out of the way, they'll go after those lovely chests!

(It's late, so I'm going to post the next few obvious things)

After that they'll leave the room and head in the next door in a clockwise direction!

Aeromage wrote: The chests are opened!

Chest #1 contains:
Terrain Spell of the Jasmine Tower: Enthralling Fragrance- (Spell, Geomancy, Wood & Air, 150 MP, 150,000 Gold) 40% Inflicts Charm, 1 hit against 10, 60% Inflicts Charm in a Chronogeomantic Zone of Evening, Dusk, Early Night, Night, Late Night or Midnight, the terrain or phantom terrain must be Jasmine Tower to cast this spell

Chest #2 contains AN EXPLOSION OF SEEDS OH GOD
THEY'RE EVERYWHERE

Vrishni takes moderate damage. He's already afflicted with Verdant Air, though, so he doesn't have to worry about that.

The pair exit and enter the next room! This one looks mostly like the room they just passed through, minus the jasmine trees (or lack thereof, given their shenanigans). No other exits lead from the opulently-panelled room's walls, but a sweeping staircase of elegant design, garlanded with trailing jasmine leads the way to the next floor.

A trio of plant-people in green-and-white, exotic-looking (and rather skimpy) clothing with circlets, necklaces, bracelets and ankle-bands of white blossoms adorning their forms look up from whatever it was they were doing at the deva and lantern-spirit's entry and move to put a stop the the intrusion.

Pathaky wrote: "How lovely! Vegetable tarts!"

The lightning strikes, zap zap zap! Ardy unsheathes the now-familar Secant Tenebris at the leftmost plant-woman.

Vrishni makes with the spirit-arrow! Center woman! Kap-peow!

Aeromage wrote: Lightning strikes! They look somewhat hurt by this.

Ardy unsheathes that blinding-blade technique that makes all other light seem dim by comparison, flash-stepping over to the plant...woman? Man? They're kind of androgynous. The blade bites into its target, although Vrishni gets the impression it wasn't as effective as the lantern-spirit would like. Obviously not a darkness-type.

Vrishni fires the shining spirit-arrow at the central figure! With an almost dancelike move, the plant-person flicks up a hand, a glimmering barrier of white light interposing itself between missile and target. The arrow impacts, sending the the plantwhatsit spinning, but not piercing the shield. The arrow continues on, rebounding towards the other not-yet-attacked plant-person, who pulls up a similar barrier for the arrow to shatter against! The force of the blow sends it stumbling against the stairs.

The Ardy-targeted plant-person whirls backwards and away, spinning in some sort of exotic ritual dance. A shaft of light and fragrant petals fall from the roof towards the lantern-spirit, who smoothly dodges the attack and ember-ports behind the dancing creature.
The central foe makes a rapid series of gestures and ends with its finger pointing at Vrishni. A bolt of fragrant light bursts from the tip and dings off Vrishni's forcefield, dealing minor damage to the deva.
The third foe raises a hand and envelops the slashed one of its number in a soft, green-white glow. The injured party's wound begins leaking less sap.

Pathaky wrote: The lightning continues it's electric staccato!

Ardy switches tactics, dropping three seeking-flare bolts into the dancer in front of him!

Vrishni fires once more! Leftmost-dancer!

Aeromage wrote: Lightning continues to crackle and zap! Lefthand dancer is really looking quite hurt now.

Ardy unleashes a barrage of fireballs into the dancer in front of him, which also happens to be the lefthand one. Showing surprising speed for being so injured, the plant-thing flicks up a green-white light-shield that weathers the impacts of the blasts.
It was not, however, prepared for Vrishni to fire an arrow directly into its turned back, completely bypassing its defense and sending it sprawling to the floor, inert.

The central plant-person, still gesturing, spins into a lightning-fast series of spinning dance moves. In the blink of an eye it covers the distance to Vrishni, striking the surprised deva several times for moderate damage overall. Vrishni feels as if something has come metaphysically loose. He's hit with a single instance of Stat Drain: SPI Drain.

The third plant-person attempts to repeat the attack, but is somewhat less graceful and successful. Vrishni takes minor damage from the rapid assault.

Pathaky wrote: Vrishni and Ardy meet eyes, mentally congratulating each-other on the teamwork. The lightning flashes!

Ardy flash-steps behind the less-coordinated dancer and slices it with the ol' standby: Ember Edge!

Vrishni grabs a hold of the nearest dancer, the one that so kindly knocked his fruit juice loose, and chants a Searing Elegy directly at it!

Aeromage wrote: Lightning flashes! The more-coordinated of the dancers manages to dodge the worst of the electrical fury.

Ardy uses the less-coordinated dancer's slightly off-balance nature, combined with the blow from the lightning to puff into being behind his target, slashing it with a vicious, burning blow! The dancer bursts into flame and begins flailing around on the ground!

Vrishni, meanwhile, adds a song to the other enemy's dance in the key of burning. Flames rip into the enemy, charring it badly!

Ardy's target is too busy attempting to put itself out to react. Vrishni's, on the other hand, tries to follow up with more of the same, unleashing another flurry of blows for minor damage, but stacking another instance of SPI Drain on him!
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Re: Exodus to Exga

Post by Modrageball »

Pathaky wrote: Oof! That's 20% on top of his generally hurt-self. The lightning tangibly objects!

Ardy knees the flaming dancer! It can try to put itself out on the ground.

Vrishni, feeling positively drained, draws back the ol' arrow and launches a laugh-bolt right at the charred dancer.

Aeromage wrote: Lightning crashes with renewed vigour! The burning dancer goes limp. Limp, and rather crispy.

In the absence of a fallen dancer to knee, Ardy instead coordinates with Vrishni's attack, applying a metallic joint with great force as the deva arrows it in the gut. The final dancer goes down.

Vrishni and Ardy get:

XP for 3 Level 30 enemies

Fragrant Ashes- (Item, Antiquity, Fire & Earth, 150 Gold)
2 Floral Offering - (Consumable, Enchanted Item, Earth & Air, 1 Charge, 400,000 Gold) User may expend a charge of this item as part of an action involving the casting of a Divine Magic spell and reduce the cost of the aforementioned spell by 40,000 MP

Pathaky wrote: Vrishni nearly feels bad. These spirits don't seem like they have to be this awful. What drives 'em to it?

Out the door and onto the next, clockwise!

Aeromage wrote: Out the door they go, and into the next!

The next door opens up into a tall, vaulted hall that looks to be twice as high as the previous rooms. A door is set in the far wall and left-hand wall, and a pedestal with something on it is set in the centre of the room. At least, Vrishni thinks he catches a glimpse of such. Tall pillars of twisted jasmine-stalks fill the room, short, extravagantly-carved 'arms' at various heights holding ornately-spiked, glowing wooden lanterns sprouting from them. The pillars are also in a constant blur of motion, spinning and whirling, sometimes increasing in speed, sometimes decreasing, but never the same as their neighbour.

Pathaky wrote: Vrishni takes a deep breath to sober up as much as he can, and sheathes his bow.

"This looks to be something we can't quite fight through. Time to think it out."

Vrishni shifts elements from Fire to Air, with a detour to Ice to create a chilling zone covering the floor of the room.

"Ardy, you use your flashy flame-steps to avoid touching these whirling arms best you can. Let's see what that pedestal holds."

Vrishni then taps into Luck and beings darting through the vines, taking advantage of his force-field and his luck to keep him unscathed.

Aeromage wrote: Ardy nods and puffs into embers, flickering into view between the rotating lantern-arms here and there.
Vrishni attempts to dart his way through the whirling pillars! Unfortunately, for all his talents, athletic grace and dodging prowess do not number among them. In addition, making the floor icy isn't helping as much as he would hope, making his feet slip and slide at inopportune times. He takes minor damage as a lantern smacks into the forcefield and sends him tumbling and bouncing between several others.

The pillars abruptly stop. Ardy calls from somewhere in the middle of the room. "Looks like some kinda lever was onna platform, boss. Pullingit made alla pillars stop. You okay?"

Pathaky wrote: Vrishni yells "Great!" weakly from the center of the vines. Left-hand-wall-door is next up!

Aeromage wrote: The left-hand wall-door is opened! Beyond, the room opens out into a balcony-like structure, offering an impressive view through a complicated latticework of jasmine vines and blossoms. Thick grass and unusual-looking patches of thick, spiky stalks that whistle as the wind hits them overgrow the wooden floor.

In the far centre-end of the room, just in front of the balcony-lattice, is another ornate chest.

Pathaky wrote: Vrishni conjures a bit of dust and earth and tosses it toward the plants to gauge their reaction.

Aeromage wrote: The plants sway and whistle even more loudly in the sudden wind. They don't seem animate.

Pathaky wrote: Onto the chest then!

Aeromage wrote: Vrishni, moving to the edge of the beautiful window-lattice of jasmine strands, opens the opulent chest.
Resting inside is a jeweled emerald flower of breathtaking splendour, constantly shedding a tinkling cascade of crystalline petals that fade after a few moments. The petals look both oddly aerodynamic, and exceptionally sharp.

Vrishni gets:

Infinitely-Unfurling Moonstone Lotus of Vernat- (Weapon, Throwing Weapon, Earth & Wood & Life & Moon, 120,000,000 Gold) +120,000 Ranged Attack, +120,000 Magical Attack, +120,000 AGI, +120,000 SPI, 200% To Hit, whenever weilder makes a Ranged Attack, Magical Attack, Ranged Overdrive, Point Blank or Overdrive action, weilder may lose a stacked instance of a debuff applied to them by a source below Level 70 who are no more than 19 Levels greater than weilder, whenever weilder makes a Ranged Attack, Magical Attack, Ranged Overdrive, Point Blank or Overdrive action, weilder may lose a stacked instance of a minor status effect applied to them by a source below Level 70 who are no more than 19 Levels greater than weilder, weilder's Ranged Attack, Ranged Overdrive, Point Blank, Magical Attack and overdrive actions may unsummon a summon of a target below Level 70 who is no more than 19 Levels greater than weilder, Once per thread, when weilder is killed by a source below Level 70, weilder may immediately resurrect and gain the subtype Plant, this weapon may become any combination of (or solely) Earth, Wood, Life and/or Moon element at the beginning of each of weilder's actions, weilder may spend an action to change a target weapon owned by weilder or a willing ally to become any combination (or solely) Earth, Wood, Life and/or Moon element

Pathaky wrote: Vrishni's eyebrows achieve orbit. This is some grade-A loot. He shows it gingerly to Ardy.

"Lookit this! You ever seen anything like it?"

They'll bounce back to the next room and try the remaining unexplored door.

Aeromage wrote: Ardy makes a quiet rushing/fire-roaring sound. Presumably that's his attempt at a whistle. "Looks pretty shinyta me, boss. Prob'ly a green moon thing, yanno? Nottha sort I see usually."

The next door is explored! This one is also a fairly cavernous room, two doors set on either side of the far wall, with a set of three chests suspended from the high ceiling on vine-ropes of jasmine. As soon as Vrishni enters the room, the vines twitch and begin to retract upwards, each at a different rate of speed.

Standing between Vrishni and the escaping prizes are eight of those jasmine guard-types.

Pathaky wrote: Vrishni points to the ceiling, creating a zone of fire! Ardy Ignites the zone (hopefully) stopping that sweet loot from getting away.

The lightning flashes! Vrishni shoots an arrow at the closest guard!

Aeromage wrote: Vrishni creates a zone of fire, which Ardy ignites! This has rather the opposite effect than is intended, however, with the on-fire vines beginning to retract even more rapidly, setting the chests alight as they rise.

Lightning strikes the guards! Vrishni follows with an arrow that meets an astonishing act of agility on the guard's part, the plant-man bonelessly bending backwards at an insane angle to avoid piercing!

The guards charge at the deva and lantern-spirit! Two of them get in lucky shots, but only manage to deal minor damage to the pair. The rest have their attacks ping rather uselessly off the duo.

Pathaky wrote: Vrishni mentally facepalms, but fires again, shooting at one of the treasure-vines. Ardy similarly embersteps up to cut the vines the best he can!

Lightning! Krakow!

Aeromage wrote: Lightning lightnings the guards!

Ardy attempts to flame-port straight up to cut the vines! The vine contracts more quickly than expected, however, leaving him swiping at thin air.
Vrishni's attempt is more successful, neatly severing the flaming vine and sending the chest crashing to the ground.

The guards attack again! Two more get hits in, both dealing minor damage to Vrishni and Ardy.

Pathaky wrote: These things. These things. The lightning! It ka-zaps!

Vrishni fires at another vine! Ardy slices as best as he can!

Aeromage wrote: Lightning crackles! The guards are looking pretty toasty by this point, but seem to have avoided the worst of this round's worth.

Vrishni's frustration at the vanishing loot, coupled with his desperation at their aflame status leads him to pour extra effort into his shot. He aims! He fires! The arrow soars in a majestic line, pinging off one vine and ricocheting through the other, sending it crashing to the ground! Moments later, the burning, fraying vine supporting the other chest also snaps, sending it hurtling groundwards as well.

All three chests are on the floor! Two are on fire! Ardy has an action unspent!
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Re: Exodus to Exga

Post by Modrageball »

Pathaky wrote: Ardy drops to a guard and ends him!

[Ember Edge!]

Aeromage wrote: The guard manages to drop mostly out of the way of the attack, but he's too badly hurt already. Ardy's slash, off-centre as it is, is enough to take him down!

The guards rush the pair! Vrishni takes minor damage from the assault. They're really not making much headway against the duo.

The chests continue to char and burn.

Pathaky wrote: Vrishni yells to Ardy

"The loot, man! Think of the loot!"

Ardy smothers the chests the best he can.

The lightning and Vrishni try to finish off the remaining guards.

Aeromage wrote: The lightning flashes with astounding force! Half the guards drop dead! Vrishni plugs another with his arrow, leaving only two up!

Ardy scrambles to put out the chests and sucks in the flames! He manages to put out one of them, but the other begins to crumble to ash.

The guards fling themselves against Vrishni in a last-ditch attempt! One actually manages, against all odds, to pierce the forcefield enough to deal moderate damage to the deva. (He's presently on 40% health now)

Pathaky wrote: Vrishni is hurt! Metaphorically and literally! He and the lightning roar in protest.

Ardy Ember Edge's the remaining guard.

Aeromage wrote: Between the lightning, the arrows and the fire, the last two guards go down.

Vrishni and Ardy get:

XP for 8 Level 23 Enemies

Fragrant Ashes- (Item, Antiquity, Fire & Earth, 150 Gold)
5 Sprig of Jasmine- (Item, Antiquity, Earth & Air, 120 Gold)
Jasmine Guard's Spear- (Weapon, Spear, Wood & Air, 800,000 Gold) +800 Melee Attack, +800 Ranged Attack, +800 STR, +800 AGI, +800 CON, +800 additional STR, AGI and CON if one of possessor's allies are also weilding a copy of this weapon, 120% To Hit, 20% Critical, Weilder gains an additional +800 Ranged and Melee Attack against targets whose name includes "Fuchsia", Weilder gains -800 Ranged and Melee Attack against targets whose name includes "Honeysuckle"
Jasmine Guard's Armour- (Armor, Heavy Armor, Wood & Air, 800,000 Gold) +800 Defense, +800 STR, +800 CON, 15% Resilience, 30% Charm Resistance, 30% Suffocation: Verdant Air Resistance, Weilder gains an additional +800 Defense against targets whose name includes "Fuchsia", Weilder gains -800 Defense against opponents or damage sources whose name includes "Honeysuckle"

Pathaky wrote: They pocket the dross and move onto the sweet, sweet loot!

Aeromage wrote: The chests are opened!

Unfortunately, the first one was rather too far gone. No sooner does Vrishni open it than it puffs into ash.

Vrishni gets:
Fragrant Ashes- (Item, Antiquity, Fire & Earth, 150 Gold)

The second is considerably more intact, however. It contains some sort of bushy shrub.

Vrishni gets:
Jasmine Tea-Bush of Spiritual Purification- (Item, Antiquity, Wood & Air & Light, 16,000,000 Gold)

Pathaky wrote: More splendid goodies for Exga!

They continue through the leftmost door!

Aeromage wrote: The leftmost door is taken!

The room beyond is some sort of conservatory-greenhouse affair. The walls are galleried, each level filled with different sorts of jasmine, rising up to the domed ceiling. Even more obvious than the overwhelming mass of plants, however, is the smell. The scent is overpowering, and hits the deva like a brick wall. Vrishni finds his head positively swimming. From the looks of it, so does Ardy, given the lantern-spirit's sudden lurch off-balance.

Somewhat more concerning is the small legion of plantman-archers stood around the room, all ready to fire on the intruding duo.

Pathaky wrote: Vrishni kicks up a cloud of dust w/ Earth Manipulation and dives out of the way, rolling into a crouch! He fires through the dust, using his memory of the archer's positions and his peerless archery to guarantee a hit.

The lightning is less picky, and flashes out across the greenhouse-gallery!

Ardy puffs up to the nearest group of archers and grabs one as a shield, pinning it's arms behind it's back as Seeking Flares go after three others!

Aeromage wrote: Lightning flashes! Vrishni kicks up a cloud of earth to go with it, and rolls out of the way, aiming and firing! Unfortunately, he can't really tell whether his shot hit or not, and combined with that oppressive perfume his head is now positively spinning from the acrobatics.

Ardy vanishes somewhere into the cloud of dust! A series of flashes and thumps reach Vrishni's ears, but the dust-cloud is preventing him from really seeing what's going on, there.

A glowing arrow shoots out of the cloud and hits Vrishni's forcefield for minor damage. He recognises it as similar to that charm-arrow-attack he saw last time, but fortunately avoids its effects this time around.
A volley of arrows streams from the dust cloud! Vrishni takes minor damage. He also hears a series of clangs. Ardy takes moderate damage.
A glowing arrow streaks from one side of the room to the other, path clearly visible through the dust! Another clang. Ardy takes minor SPI damage.

Pathaky wrote: The lightning flashes! Vrishni punches a hole in the dust with a gust of wind and fires at any archer he sees through it!

Ardy is incensed! Wherever he is, he's going to get an Adamant Beatdown started on whatever baddies are nearest him.

Aeromage wrote: Lightning strikes! Vrishni still can't tell if it's doing much, though.

Vrishni punches a hole through the dust, sees a small group of archers perched somewhat precariously on one of the galleries, and fires! The arrow scores a magnificent hit, punching through one and into the other, pinning them together and sending them plummeting to the ground with a thud!
The sounds of a thrashing, clanging struggle emanate from somewhere above, rapidly reaching ground level as Ardy and a pair of archers fall to ground, engaged in an all-out fistfight. The plantman Ardy presently has his hands on looks considerably the worse for wear.

More charm-arrows fly out of the dust! Vrishni takes minor damage and avoids the effect. Ardy takes moderate damage, but is fortunately immune.
A barrage of arrows fly from all directions, hitting Vrishni and Ardy for moderate damage! Vrishni is presently at 25% Max HP.

Pathaky wrote: Good heavens. Is there any cover in the area? The lightning crackles and flashes. Vrishni will dive for cover if there is any, and attempt to send a shot out toward the multitudinous archers.

Ardy is occupied but he can totally take these guys! The Adamant Beatdown Continues! Knees! Elbows! Pain!

Aeromage wrote: Lighning crackles! The cloud of dust looks to be thinning somewhat. Vrishni spots a few likely-looking places he could take some measure of cover, mostly the pillars holding up the first floor of galleries. They look to be more decorative than functional, however.

Vrishni takes cover and fires! The dust is disrupted enough to let him see a tight knot of the archers dive out of the way of the shot, pitching over the second-floor gallery railing, twisting in midair and landing more or less unharmed on the 'ground' level.
Ardy continues an almost comical beatdown on the archers, swinging the held plantman around like a flail, chopping, kneeing and elbowing everyone else that gets in his way. He appears to be making some manner of headway against the horde.

A viciously-shining arrow streaks from an upper floor of the gallery, shattering the delicately-braided wood of the pillar Vrishni is presently hiding behind.
A series of arrows from all angles follow, peppering mostly just the ground and walls, but hitting Vrishni for minor damage as well.

Pathaky wrote: Lightning flashes through the pillar-rubble! Vrishni dives behind another one and levels a Spirit-Sealing arrow at the knot of archers that just dove to the ground floor.

Ardy continues to SMASH!

Aeromage wrote: More lightning! A couple of small fires puff up from the bolts' impacts.

Vrishni tumbles for the cover of the next pillar, firing off another Spirit Arrow as he does! The spell works tremendously well with the jasmine arrow this time, tearing through the air with a wavering chime and blasting into the small group of the archers, leaving a faint circle-pattern afterimage that spreads to the whole crowd.

The lantern-spirit lays more metallic pain down upon the plant-men, splitting bows and limbs alike as his heavy arms and legs get to work against the considerably squishier archers.

The archers are looking, as a group, rather battered by this point. They attempt to aim for another series of volleys! The circle-pattern of light the arrow made flashes into being around every one of them, stopping their actions short!

Pathaky wrote: Lightning flashes at the sealed unit!

Vrishni fires again, one more spiritually charged fire element arrow at the crowd!

Ardy ember-edges the crowd!

Aeromage wrote: Thunder booms and lightning flashes! A couple of archers fall.

Vrishni fires fire once more! He takes out an archer, but avoids any further collatoral damage, the oppressively heavy scent in the air throwing off his groove.

Ardy, on the other hand, is terrifyingly more successful. Burning blade in hand, the lantern-spirit swings a slow arc, metal feet pounding the wooden floor with a staccato clanging rhythm, the ragged sword scything the enemy like wheat in his wake. Wheat that is on fire. The one-eyed metal spirit leaps from ground to gallery, continuing his headlong charge and cleaving more shocked archers in half. The remaining ranks of the enemy are considerably thinned.

The remaining archers manage to fight the sealing for long enough to fire a volley off, peppering Vrishni for low-moderate damage. Vrishni is presently at 15% Max HP.
MODRAAAAAAAAAAAAAGE
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Modrageball
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Re: Exodus to Exga

Post by Modrageball »

Pathaky wrote: Lightning flashes, baleful and blue!

Vrishni attempts to finish off the sealed archers with another arrow before ducking behind cover.

Ardy continues his scything, undaunted, unfraid, and probably very much enjoying himself.

Aeromage wrote: Lightning fl- good lord that smell is making Vrishni dizzy. Dizzy enough that he's misaiming the Eye.
Lightning goes everywhere.
Vrishni manages to duck out of the way of the crazily arcing bolts with inches to spare!
Ardy... doesn't. He doesn't seem to be hurt by it, either. In fact, he appears to be pulling some sort of bizarre lightning-rod manouevre, using the electricity coursing through his metal body to add additional punch to his lawnmower-technique. Bolts and arcs of blue-turned-red electricity leap from his blade, crackling and leaping between the bodies of his targets!

Vrishni fires another arrow, felling another archer!

Ardy, flames and red electricity crackling around his body, doubles over. His eye blazes red-white, metallic skin making pinging noises and heating to white-hot in parts where the lightning touches.
Ardy unfolds, dragging a blade wreathed in blinding red-white lightning with the movement, spinning on the spot and sending a thunderous cascade of violently-crackling bolts slamming into the remainder of the enemy. Charred bodies jerk and fall, a deafening roll of thunder rattling the room and shaking the tiers of jasmine-trees from their roots to their branches.

Surrounded by fallen and blackened enemies, Ardy stands with blade still outstretched, skin glowing cherry-red and a blizzard of jasmine petals falling around him. He looks rather surprised.

Vrishni and Ardy get:
XP for a Level 43 enemy

Ardy gets:

Lightning Rod- Possessor may choose to become the target of an Electrical-Element attack or effect that would hit one of possessor's allies; if possessor does so or is hit by an Electrical-Element attack or effect, possessor counts as being in a Zone of Electrical for two rounds, Constant Effect
Thunder 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 Electrocuted, Possessor must be in a Zone of Electricity to use this attack, Electricity, 0 MP (Added to Indexed Abilities)
Blade Art: Vulnus Fulgor- 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, 1 hit against 10, if this attack hits a target in the front row it may generate an additional hit against a target in the same formation's back row (with additional hits generated in this way not being able to target the same target twice), inflicts Electrocuted, possessor must be in a Zone of Electrical to use this attack and, if counting as being in a Zone of Electrical through possessor's 'Lightning Rod' ability, no longer counts as being in a Zone of Electrical, this attack may only be used once per round, Electrical, 200,000 MP


You roll like a diceman possessed.

Pathaky wrote: ARDY DESERVES SUCH ACCOLADES AS I CANNOT BELIEVEEEEEEEEEEEEEEEEE

*Ahem*

Anyways! Vrishni is once again very worse-for-wear, and they've scraped their way through these last few encounters. Yeeeeeesh.

Anything left for the pair to nab, or should they just start uprooting trees and sanctum-stowing them? (This is what they'll be doing otherwise.)

Aeromage wrote: Between Ardy's smash-and-slash frenzy and the cindering lightning assault there doesn't seem to be much left of the enemy to loot from. Looks like the guy got a little carried away.

Tree-looting takes place!

Vrishni picks up (and subsequently stows in his sanctum):

23 Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 15,000 Gold)
28 Yellow Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 15,500 Gold)
16 Star Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 25,000 Gold)
30 Heady Jasmine of Intoxicating Fragrance- (Item, Antiquity, Earth & Wood & Air, 500,000 Gold)
8 Rare Red Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 1,000,000 Gold)
Flowering Offshot-Tree from the Jasmine Tower- (Item, Antiquity, Earth & Wood & Air, 20,000,000 Gold)

Pathaky wrote: Ardy attempts to top Vrishni off with Dibello's special stuff once again!

Aeromage wrote: Boozing happens!
Vrishni is successfully raised to 40% Max HP. He is, however, completely paralytic by this point on booze, likely due to the overindulgences of earlier. The deva is finding it completely impossible to tell which direction is up, not helped by the fact the floor seems to be becoming the ceiling and the walls with every twitch.

Pathaky wrote: Haha, that helps determine what needs to happen next. They've pruned these Jasmine tools enough, and stolen a lot of their stuff. Ardy will look suitably reproachful (and a bit jealous that it isn't him) and hoist his gigglemaster over his shoulder and begin the descent out of the tower!

Aeromage wrote: The duo (or rather, individual with drunken deva over a shoulder) descend! There is a brief issue when they find that the rotating pillar-room has switched itself back on, but Ardy manages to ember-port back to the switch (after dumping Vrishni in a sprawling heap). The rest of the rooms remain as empty as they left them, and before long the pair of them are back outside the tower's main doors.

Pathaky wrote: The two of them regain their bearings and begin the slog toward Exga!

Aeromage wrote: The pair catch their breath and begin the trip back to Exga!
Which actually means that, after Vrishni manages to spin himself around and faceplant repeatedly into the walls of the Jasmine Tower, Ardy rolls his eye, hoists the deva back over his shoulders and begins the trip back to Exga.

The trip for Vrishni is rather bumpy and uncomfortable, the lantern-spirit's wiry frame, crumbling armour and metal body not exactly providing the most cushioned method of conveyance. Ardy's muttered commentary on Vrishni's weight (and floppy, squirmy drunk nature) don't particularly help matters, but the deva can't quite make out what's being said over the spinning, blending colours around him.
The journey is thankfully uneventful, the sky brightening and clouds seeming to lighten somewhat as the pair make their way through uneven terrain and rolling hillsides, following the earth-ridge back to the burned field and from there, some hours later, heading back towards the road to the village.

Vrishni is somewhat sobered up, although still rather wobbly, by the time Exga comes into view. Still, he manages to stay mostly-upright after Ardy hefts him off his shoulders and deposits him back onto the ground.

Pathaky wrote: Okay, so they're going to go back and semi-drunkenly explain to Dibello and the villagers what happened with the tower, and that while they weren't able to clear it out entirely, they pruned it back something fierce. Vrishni is ebulliently excited that he has so many TREES for THEM to PLANT.

Aeromage wrote: Doors are knocked upon (after a couple of tries from the deva resulting him swinging and missing at the door, Ardy takes it upon himself to do so) and the folk of Exga are re-greeted! Felix seems to be somewhat concerned about how Vrishni keeps turning up blind drunk, but ushers the pair in regardless and to a nice box in the corner of a room for Vrishni to start explaining himself in hopefully more coherent terms about all this PLANTING business.

Pathaky wrote: Vrishni explains (while blinking furiously in an attempt to stay conscious now that he's sitting) about the trip over to the tower, how they solved another fiasco with the help of BURNING EVERYTHING, about how much those deer antlers hurt, whether or not Felix would look funny in that sower's coat.. Ardy prods him back on topic.

Then they explain the tower, the arcing shots, the many many mooks they had to chew through to get as far as they did, the malevolent moon-man, and the many treasures they looted. Including the trees. Vrishni gets all choked up when he talks about how damn awesome Ardy is and Ardy tells him to quit and Vrishni very much doesn't.

Aeromage wrote: Felix looks interested in the unusual items the pair has gathered, but rather concerned as Vrishni relates the goings-on in the Jasmine Tower, dragging a rough hand over his beard as the drunken ramble elaborates.
"Much as I don't care to get them involved, I'd say that's definitely one fer the authorities. Soon as the rains let up and the roads are safe, I think I'll be going to the city and letting them know they might have a situation on their hands there." Felix drums his fingers on a box. "That is, of course, assuming they don't have several dozen other disasters to worry about after the Rains, which I wouldn't be surprised being the case. Still, something so close to a main road and a town's got to be taken seriously."

Vrishni rambles on about TREES! Felix is somewhat amused at the deva's constant getting off track to wax lyrical about the (getting increasingly embarrassed) lantern-spirit, finally giving the metal guy a break by asking about what, exactly, the trees might do and prompting the deva back on topic.
"Can't say as I've given much thought to growing what amounts to ornamental trees hereabouts, but I suppose if we're going to do up the village a bit of decoration can't hurt matters. I think we might do without those ones that made yer fall over dizzy, though. Not really the sort of thing we'd want around working areas."

Aria, who happened to be listening in, shows interest in the spiritually-purifying tea-bush and wonders if using some of the jasmine flowers in brewing said tea would make it more effective. Jasmine tea is a thing she once heard about from a merchant, after all.

Aeromage wrote: Because it may soon become somewhat relevant, a list of Vrishni's goods thus far! It's quite a haul. Deva's had luck.

XP for a Level 8 enemy
6* XP for a Level 10 enemy
8* XP for a Level 19 enemy
3* XP for a Level 20 enemy
24* XP for a Level 23 enemy
6* XP for a Level 25 enemy
4* XP for a Level 26 enemy
XP for a Level 30 enemy
3* XP for a Level 32 enemy
4* XP for a Level 33 enemy
2* XP for a Level 34 enemy
XP for a Level 38 enemy
XP for a Level 39 enemy
XP for a Level 43 enemy
XP for a Level 47 enemy
XP for a Level 50 enemy

Blimptacular Bro-Flight- (Passive Ability, Skykeeper) If possessor is in the same side of battle as *Ardy, Lantern-Spirit of Rosebay Fields, possessor may, at the start of any round that said individual is not dead or in a separate battlespace, obtain a non-stacking buff that gives its possessor the subtype Aerial, 50% Entombed Resistance and 20% Earth Resistance, and provide *Ardy, Lantern-Spirit of Rosebay Fields with 50% Entombed Resistance and 20% Earth Resistance

Innate Spiritual Sanctum: Jade Lotus Pavilion- (Passive Ability, Binder) +(Possessor's Level * 100) SPI, +(Possessor's Level * 50) SPI Defense, +(Possessor's Level * 5,000) MP, Possessor may choose to act and have possessor's abilities, equipment and spells react as if possessor were in a Zone of Earth & Water, possessor counts as possessing the Sanctum 'Jade Lotus Pavilion', possessor may benefit from only one ability with the name 'Innate Spiritual Sanctum' at one time


Fireweed Staff- (Weapon, Staff, Fire, 5,500,000 Gold) +5,500 Magical Attack, +5,500 Melee Attack, +5,500 SPI, +5,500 MIN, 60% Inflicts Burning, if an attack made with this weapon successfully inflicts Burning, a copy of said attack is created and suspended against its target (that may only hit said target) until the instance of Burning inflicted by this staff is cured or removed
Infinitely-Unfurling Moonstone Lotus of Vernat- (Weapon, Throwing Weapon, Earth & Wood & Life & Moon, 120,000,000 Gold) +120,000 Ranged Attack, +120,000 Magical Attack, +120,000 AGI, +120,000 SPI, 200% To Hit, whenever weilder makes a Ranged Attack, Magical Attack, Ranged Overdrive, Point Blank or Overdrive action, weilder may lose a stacked instance of a debuff applied to them by a source below Level 70 who are no more than 19 Levels greater than weilder, whenever weilder makes a Ranged Attack, Magical Attack, Ranged Overdrive, Point Blank or Overdrive action, weilder may lose a stacked instance of a minor status effect applied to them by a source below Level 70 who are no more than 19 Levels greater than weilder, weilder's Ranged Attack, Ranged Overdrive, Point Blank, Magical Attack and overdrive actions may unsummon a summon of a target below Level 70 who is no more than 19 Levels greater than weilder, Once per thread, when weilder is killed by a source below Level 70, weilder may immediately resurrect and gain the subtype Plant, this weapon may become any combination of (or solely) Earth, Wood, Life and/or Moon element at the beginning of each of weilder's actions, weilder may spend an action to change a target weapon owned by weilder or a willing ally to become any combination (or solely) Earth, Wood, Life and/or Moon element
Jasmine Archer's Bow- (Weaponx2, Bow, Wood & Air, 2,000,000 Gold) +4,000 Ranged Attack, +4,000 AGI, 140% To Hit, 30% Critical, 30% Dodge, 50% Inflicts Charm, 30% Inflicts Charm: Infatuation, Weilder gains an additional +4,000 Ranged Attack against targets whose name includes "Fuchsia", Weilder gains -4,000 Ranged Attack against targets whose name includes "Honeysuckle"
9 Jasmine Guard's Spear- (Weapon, Spear, Wood & Air, 800,000 Gold) +800 Melee Attack, +800 Ranged Attack, +800 STR, +800 AGI, +800 CON, +800 additional STR, AGI and CON if one of possessor's allies are also weilding a copy of this weapon, 120% To Hit, 20% Critical, Weilder gains an additional +800 Ranged and Melee Attack against targets whose name includes "Fuchsia", Weilder gains -800 Ranged and Melee Attack against targets whose name includes "Honeysuckle"
Jasmine Scout's Throwing Knives- (Weapon, Throwing Weapon, Wood & Air, 2,650,000 Gold) +2,650 Ranged Attack, +2,650 AGI, +2,650 to weilder's turn-order-determining stat for turn-order-determining purposes, 130% To Hit, 25% Inflicts Suffocation: Verdant Air, Weilder gains an additional +3,000 Ranged Attack against targets whose name includes "Fuchsia", Weilder gains -3,000 Ranged Attack against targets whose name includes "Honeysuckle"
2 Vernat Remalii Orb- (Weapon, Orb, Earth & Moon, 800,000 Gold) +800 Magical Attack, +800 MIN, +800 SPI, 15% inflicts Suffocation: Verdant Air OR Voidstruck: Moon Mad, with actions using this weapon not being able to inflict both status effects on the same target, weilder's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects


Bodiless Warrior's Armour- (Armour, Heavy Armor, Physical, 205,000 Gold) +200 Defense, +200 CON, Has a 5% chance on hit, to a max of once per round across all copies of this item, of activating as a pre-emptive counter the Ability:
Rouse Armour-Spirit: Bodiless Warrior- Caster gains +2,000 Defense and 20% Dodge, this buff lasts until the beginning of caster's next action
Greater Rosebay Maiden's Robe- (Armor, Robe, Fire & Light, 3,000,000 Gold) +3,000 Defense, +2,500 CON, +3,200 MIN, +3,100 SPI, 30% Resilience, 20% Light Resistance, 20% Fire Resistance, 20% Magic Resistance, 50% Burning Resistance, 20% Awestruck Resistance, 60% Poison Resistance, 60% Diseased Resistance, 60% Hexed Resistance, Spirit Magic spells cost wearer 5,000 less MP to cast
Jasmine Archer's Armour- (Armor, Light Armor, Wood & Air, 4,000,000 Gold) +4,000 Defense, +4,000 Ranged Attack, +4,300 Defense against Ice, +4,000 AGI, +4,000 MIN, +4,000 SPI, 140% To Hit, 40% Charm Resistance, 60% Suffaction: Verdant Air Resistance, Weilder gains an additional +3,000 Ranged Attack against targets whose name includes "Fuchsia", Weilder gains -3,000 Defense against opponents or damage sources whose name includes "Honeysuckle"
2 Jasmine Guard's Armour- (Armor, Heavy Armor, Wood & Air, 800,000 Gold) +800 Defense, +800 STR, +800 CON, 15% Resilience, 30% Charm Resistance, 30% Suffocation: Verdant Air Resistance, Weilder gains an additional +800 Defense against targets whose name includes "Fuchsia", Weilder gains -800 Defense against opponents or damage sources whose name includes "Honeysuckle"


^*Vrishni's Papers from the Seirei Portal (Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI
Fragrant Jasmine Amulet- (Accessory, Amulet, Air, 2,000,000 Gold) +2,000 AGI, +2,000 SPI, 60% Charm Resistance, Weilder's Charm (and Charm sub-status effect) infliction chances are increased by 20% as a non-stacking effect
Jasmine Guard Captain's Helm- (Accessory, Helm, Wood & Air, 4,000,000 Gold) +4,000 Defense, +4,000 CON, +4,000 AGI, +4,000 STR, 50% Charm Resistance, 50% Suffocation: Verdant Air Resistance, Weilder's allies whose name includes 'Jasmine' or are weilding an item that includes the name 'Jasmine' gain +400 to all stats, 50% Charm Resistance and 50% Suffocation: Verdant Air Resistance, Weilder gains an additional +4,000 Defense against targets whose name includes "Fuchsia", Weilder gains -4,000 Defense against targets whose name includes "Honeysuckle"
2 Miko Bow-Sash- (Accessory, Belt, Light & Magic, 5,200 Gold) +5 Defense, +5 SPI, +5 Magical Attack, Wearer's Spirit Magic spells cost 5 MP less
Sacred Jasmine Arrow- (Accessory, Ammo, Air & Wood & Light, 50,000,000 Gold) +50,000 Ranged Attack, +50,000 Magical Attack, Weilder's Attacks that involve a Bow deal 5,000 SPI Damage, Weilder's Attacks that involve a Bow weapon pierce 1,000 points of SPI Defense, Weilder's 'Ranged Attack' actions may (use SPI as their Prime Attribute and instead use weilder's Magical Attack bonus instead of weilder's Ranged Attack bonus), Weilder's actions that have a chance of inflicting Charm, Charm: Impressed, Charm: Lovestruck, Charm: Lust, Charm: Pacified, Confusion: Berserk, Confusion: Depression, Confusion: Enraged, Confusion: Fear, Confusion: Lonely, Confusion: Overcome by Laughter, Confusion: Paranoia, Confusion: Surprised, Fatigued: Stress, Pain: Bruised Ego, Pain: Mental Anguish and Stat Drain: SPI Drain have the chance of inflicting such increased by 50%, Weilder must have a Bow equipped to receive this item's benefits
Sato's Seed Pouch- (Accessory, Container, Earth, 600,000 Gold) Wielder may spend an action to summon 1-5 Plants from the Enemy List that are below Level 25 and normally fightable for drops, Wielder may spend an action to provide up to 5 summons summoned through this item with +600 to all stats as a non-stacking buff


Call The Verdant Wind- (Spell, Elemental Magic, Air & Wood, 350,000 MP, 35,000,000 Gold) +35,000 Magical Attack, May Heal Plants, 50% May Inflict Suffocation: Verdant Air, attaches a non-stacking effect to a Zone of Air that deals 300,000 Flat Wood & Air damage to up to 15 targets within it that does not stack across Zones at the start of each round, this effect may instead heal an equal amount to Plant targets, caster may choose to count this as a casting of any combination of Call Unto Air and/or Call Unto Wood, this spell additionally possesses the subtype Druid Magic
Call Unto Moon: Vernat- (Spell, Lunar Magic, Earth & Wood, 40,000 MP, 40,000,000 Gold) Sets Vernat as the current Governing Lunar Body, sets said Governing Lunar Body's Associated Elements to Earth & Wood, reduces the cost of all Lunar Magic spells containing the same element(s) as the Governing Lunar Body's Associated Elements by 40,000 MP and increases the Magical Attack, Ranged Attack or Melee Attack bonuses of all Lunar Magic spells containing the same element(s) as the Governing Lunar Body's Associated Elements by +40,000 as a non-stacking bonus.
Shrine Maiden's Spirit Arrow- (Spell, Spirit Magic, Light, 75,000 MP, 7,500,000 Gold) +7,500 Ranged Attack, 50% may inflict Awestruck: Sealed, 50% may inflict an additional hit against another target in a different row (to a maximum of 2 additional targets, each of which must be in a different row than has already been targetted), Ranged Attacks actions that include this spell may use SPI as their Prime Attribute, caster must be weilding a Bow or have the abilities 'Shrine Maiden' and 'Archer', this spell may count as an Archery spell
Spiritual Shielding- (Spell, Spirit Magic, Magic & Light, 50 MP, 285,000 Gold) +290 Defense, +290 Defense against SPI Damage, +2,000 HP, +2,000 MP, Does not stack
Terrain Spell of the Jasmine Tower: Enthralling Fragrance- (Spell, Geomancy, Wood & Air, 150 MP, 150,000 Gold) 40% Inflicts Charm, 1 hit against 10, 60% Inflicts Charm in a Chronogeomantic Zone of Evening, Dusk, Early Night, Night, Late Night or Midnight, the terrain or phantom terrain must be Jasmine Tower to cast this spell


Animula Crysanthemum- (Consumable, Enchanted Item, Earth & Life, 1 Charge, 25,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself, target gains the subtype Plant
Animula Crysanthemum Bud- (Consumable, Enchanted Item, Earth & Life, 1 Charge, 50,000,000 Gold) Provides target with a buff that activates upon death and immediately resurrects possessor at full health (to a maximum of 50,000,000 HP), additionally providing possessor with the subtype Plant
14 Epileptic Whining Cabbage- (Consumable, Food, Earth & Air, 1 Charge, 700 Gold) +15 Defense against Physical, 30% Inflicts Confusion, 50% Inflicts Confusion: Disconcerted
2 Floral Offering - (Consumable, Enchanted Item, Earth & Air, 1 Charge, 400,000 Gold) User may expend a charge of this item as part of an action involving the casting of a Divine Magic spell and reduce the cost of the aforementioned spell by 40,000 MP
Moly- (Consumable, Medicine, Mystic, 1 Charge, 50,000,000 Gold) Target may not be transformed into another entity by sources below Level 80, target gains 50% Enchantment Resistance, 50% Alchemy Resistance and 50% Potion Resistance
Pale Bloodheart Apple- (Consumable, Food, Earth & Blood, 1 Charge, 12,000,000 Gold) +120,000 HP, +12,000 CON and +20% Resilience as a debuff that lasts 5 rounds, the text of this debuff then changes to -240,000 HP, -24,000 CON and 50% Inflicts Suffocation: Drowning In Blood at the start of each round, lasts 20 rounds
Spirit-Summoning Scroll: Unit of Faceless Swordsmen- (Consumable, Summoning Stone, Physical, 1 Charge, 3,200,000 Gold) Summons 1 Unit of Faceless Swordsmen, max 5 summoned by summoner at a time
Spirit-Summoning Scroll: Unit of One-Eyed Lantern-Bearers- (Consumable, Summoning Stone, Fire, 1 Charge, 3,200,000 Gold) Summons 1 Unit of One-Eyed Lantern-Bearers, max 5 summoned by summoner at a time
8 Spiritual Dust- (Consumable, Powder, Magic, 1 Charge, 6,400 Gold) +20 SPI, stacks 5 times
3 Tengu's Beak Root- (Consumable, Medicine, Earth & Air, 1 Charge, 500,000 Gold) +500 to any one stat or -500 to any one stat, stacks 5 times


Burnt Ebony- (Item, Antiquity, Darkness & Fire, 50 Gold)
Flowering Offshot-Tree from the Jasmine Tower- (Item, Antiquity, Earth & Wood & Air, 20,000,000 Gold)
5 Fragrant Ashes- (Item, Antiquity, Fire & Earth, 150 Gold)
30 Heady Jasmine of Intoxicating Fragrance- (Item, Antiquity, Earth & Wood & Air, 500,000 Gold)
Jasmine Tea-Bush of Spiritual Purification- (Item, Antiquity, Wood & Air & Light, 16,000,000 Gold)
Jasmine Tower Key- (Item, Key, Wood & Air, 100,000 Gold)
26 Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 15,000 Gold)
Kingwood Oak Sapling- (Item, Antiquity, Wood & Nobility, 350,000 Gold)
Ornate Treasure Chest from the Jasmine Tower- (Item, Antiquity, Wood & Air, 2,000,000 Gold)
61 Rare Flowers- (Item, Antiquity, Earth, 7,000 Gold)
35 Rare Flowers from the Seed Rains- (Item, Antiquity, Earth & Wood, 280,000 Gold)
8 Rare Red Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 1,000,000 Gold)
Spiritual Ebony- (Item, Antiquity, Darkness, 800,000 Gold)
10 Sprig of Jasmine- (Item, Antiquity, Earth & Air, 120 Gold)
17 Star Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 25,000 Gold)
Vernat Remalii Essence- (Item, Material, Earth & Moon, 120,000 Gold)
29 Yellow Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 15,500 Gold)


Kingwood Acorn (Permanent Consumable, Empowered Item, 1 Charge, Wood & Nobility, 100,000,000 Gold) Teaches user "Acorn Royalty", user gains 1 Castle-Oak and 1 Small Forest-Kingdom
Rose Mistletoe Berry- (Permanent Consumable, Empowered Item, Earth, 1 Charge, 2,000,000 Gold) Target willing Plant pet gains the Constant Effect:
Mistletoe's Charm- Possessor's chances of inflicting Charm are increased by 20%, Constant Effect



Prevented the Conterna Briar-Patch from Overgrowing Large Parts of the Clavia Province (Mod Run World Award)



Ardy:
Herald of the Unbound Conflagration- Whenever an instance of Burning with possessor 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, possessor's Fire element actions may not be countered by individuals below Level 60
Lightning Rod- Possessor may choose to become the target of an Electrical-Element attack or effect that would hit one of possessor's allies; if possessor does so or is hit by an Electrical-Element attack or effect, possessor counts as being in a Zone of Electrical for two rounds, Constant Effect

Blimptacular Bro-Bomb- 20,000 Damage, inflicts Confusion: Surprised, this attack may deal full damage to the back rank, this ability may only be used if possessor has an ally in the same battlespace named "Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena" who currently possesses a buff from the ability 'Blimptacular Bro-Flight', use of this ability removes all buffs from the ability 'Blimptacular Bro-Flight' from said ally, 0 MP, Physical & Air or Metal & Air or Physical & Metal & Air

Thunder 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 Electrocuted, Possessor must be in a Zone of Electricity to use this attack, Electricity, 0 MP (Added to Indexed Abilities)

Blade Art: Vulnus Fulgor- 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, 1 hit against 10, if this attack hits a target in the front row it may generate an additional hit against a target in the same formation's back row (with additional hits generated in this way not being able to target the same target twice), inflicts Electrocuted, possessor must be in a Zone of Electrical to use this attack and, if counting as being in a Zone of Electrical through possessor's 'Lightning Rod' ability, no longer counts as being in a Zone of Electrical, this attack may only be used once per round, Electrical, 200,000 MP

Prevented the Conterna Briar-Patch from Overgrowing Large Parts of the Clavia Province (Mod Run World Award)



Found/used:

Sanctum-Seed: Jade Lotus Pavilion- (Permanent Consumable, Empowered Item, Earth & Water, 1 Charge, 100,000,000 Gold) User gains the ability "Innate Spiritual Sanctum: Jade Lotus Pavilion"



Unlocked:

The ability to learn:

Materialise Spiritual Sanctum- (Technique Ability, Binder) Possessor may spend an action to set the Terrain to any one Sanctum possessor possesses with an attached effect that provides (Level * 100) to all of possessor's stats that cannot be removed by entities of a level below (Possessor's Level + (Number of Binder Abilities Posssessed)/5), to a maximum of 20 levels above possessor
Requires: Geomancer, Binder, Shrine Maiden, any Binder ability whose name includes 'Innate Spiritual Sanctum'
Cost: 4 Weeks spent in Seirei that may not be used for anything other than learning this ability

Pathaky wrote: Vrishni thinks that brewing Jasmine Tea is a great idea! He tells Aria that the bush is now Exga's, and by extension, hers.

He turns back to Felix, nodding sagely (and drunkenly).

"QUite right. Ornamental trees not as good as practical trees yes. But I have plenty so please you can have some too. Also these wonderful plants from earlier and all thes great stuff oh man such adventures as the world has never seen..."

Vrishni falls asleep right there. Ardy burns a drunken lazy shade of blue. His eye-light dims contentedly.

Aeromage wrote: Felix is somewhat nonplussed at Vrishni's tendency towards drunkenly turning up and then passing out. Ardy watches the innkeeper carefully hoist the deva over a shoulder and carry him into one of the side-rooms of the place.

----------------------------------

Vrishni wakes up, predictably, with a pounding headache and finds himself, once again, on the makeshift bed in the boxed-off corner of one of the shelter's side rooms. Fortunately, the shelter is dimly-lit enough to offer some relief for his eyes, which are presently insisting they are twice as large as normal and bouncing around with every movement. The (comparatively) bright red glow from beyond the boxes, however, suggests that his friend, companion and now worst enemy (for the purposes of preventing this headache) is presently located on the other side of the wall.

The general background chatter seems to be rather louder and more animated than usual, although it isn't clear at present whether that's to do with his hangover or something else entirely.

Pathaky wrote: Vrishni struggles to his feet, shielding his bleary eyes with one hand. He staggers out past the palisade of boxes to meet the abominably animated day.

"Ardy. What's happening?"

Aeromage wrote: Vrishni comes face to burning eye with AUGH ARDY THAT'S TOO BRIGHT.

"Humans'r sayingtha Seed Rains've stopped antha clouds've gone. They're planningta go outta the shelter and make suretha coast's clear."

There does indeed seem to be a lot of bustle in the general direction of the shelter entrance.

Pathaky wrote: Vrishni decides that the best course of action here is to cover his eyes entirely.

"Lead me out, Ardy. Lead me out."
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Re: Exodus to Exga

Post by Modrageball »

Aeromage wrote: Eyes firmly closed and hand clamped over them, the deva offers an arm. Ardy's oddly-warm, metallic hand clamps around it a moment later and tugs Vrishni (presumably) in the direction of Out.

As far as he can tell through listening in on the various villagers' conversations, the seed rains have indeed stopped, the green moon is once again visible in the sky above, and various farmers (and Felix) are checking over the village and its surroundings to make sure it's safe to leave. Apparently there's still a lot of 'weird plants' out there which people are discussing what to do with. While some are recalling stories of legendary plants from previous Rains of lore, the general consensus seems to be 'if we can't figure out whether it's safe, burn it'.

Vrishni is jostled about a bit as he (presumably) gets led through the crowd by the entranceway and is hit by a stiff breeze shortly afterwards, presumably heralding his arrival to the outside world. Ardy having stopped is probably also a good indicator.

Pathaky wrote: Vrishni opens his eyes tenderly, blinking as the cruel sun pierces his booze-swollen orbs.

'i'm going to die" he says under his breath. "this is what death is like i'm going to die."

He'll hobble over to find Felix. He can still use his BA senses to identify plants, so if the villagers find any that they want identified while Vrish recovers, he's more than willing to help. So long as he can sit in the shade.

Aeromage wrote: From a quick (and rather painful) exploration of the village, Vrishni concludes that it doesn't presently contain Felix. It does, however, contain a young farmer with arms like proverbial tree trunks, who is only too happy to enthuse at the deva at far too loud a volume about what he's found and what he hopes the others will find on their explorations, dumping a crateful of unusual-looking produce into Vrishni's lap as soon as he finds a suitably shady seat.

Vrishni determines they (at least, combined in the box like this) are:

Assorted Vegetables from the Seed Rains- (Consumable, Food, Acid & Air & Earth & Darkness & Light & Physical & Magic & Water & Wood, 12 Charges, 230,000 Gold) Heals 2,300 HP and MP and performs a chosen effect from: Heals 230 Stat Damage to all stats, Heals 1,000 Stat Damage to any one stat, +230 to all stats, +1,000 to any one stat, +1,000 to target's turn-order stat for turn-order-determining purposes only, +2,000 HP, +2,000 MP, 25% Resistance to any one base element, 25% Light Resistance, 25% Wood Resistance, +5% Resistance to any one base element, +5% Light Resistance, +5% Wood Resistance, +2% To Hit, +2% Resilience, +2% Critical, +2% Dodge, 50% Poison Resistance, 50% Pain: Discomfort: Stomachache Resistance, 50% Pain: Nauseous Resistance, 50% Fatigued Resistance, Provides a buff that prevents the effect of a single debuff from a source below Level 30, Stacks once per each separate effect this item can produce, with each effect stacking with different effects but not further copies of itself.

Almost an hour and some excruciatingly one-sided conversations about cows and the healthful benefits of waking up at 4am and ploughing one's fields by hand later, the blessedly familiar form of Felix hoves into view from the general direction of the fields (Vrishni's head still pounding rather too much to care that from the middle of the village, every direction is fields) with a group of farmers.

Pathaky wrote: Vrishni waves to Felix blearily.

"How are things coming along? I feel like someone stuffed a pig's bladder with oatmeal."

Aeromage wrote: Felix give a deep, rolling chuckle at Vrishni's predicament. "Well, if yer insist on getting drunk every time yer go out, that's hardly surprising. Seems to get yer back in one piece, though, so I won't be lecturing yer too much on it." The towering innkeeper tosses Vrishni a flask. "Have some of that. I've not dropped by the Miller to get any of my hangover-clearing brew, but water should do yer a bit of good, at least."

The farmers place an assortment of crates full of odd produce on the ground before Vrishni. One is, oddly enough, kept upside-down. What looks like a small, puffy cloud drifts free as the crate is set down, drifting skyward until the crate's owner grabs it.

"If yer feeling up to it," Felix continues, "I'd like yer to take a look at these. As near as I can tell they're the most plentiful things growing around here that we can't identify, and given the trouble the Rains has given us already we'd planned to burn them if we couldn't figure out what they're good fer, just in case they're like that apple you found." The man reaches into a jacket pocket and retrieves a sparkling, faintly glowing green stone the size of a fist. "Whether yer do or not, though, I'm giving yer this fer all ye've done fer us. It's a Moonstone, and an intact one at that. Must've come down with the Rains. Yer don't often find these things in one piece."

Vrishni gets:
Moonstone of Vernat- (Consumable, Enchanted Item, Earth & Wood, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Earth, Wood or Earth & Wood element, gains +25% Resilience (with said Resilience bonus not stacking across items), and gains 'weilder Regenerates 250,000 HP at the start of each round with this effect stacking on a max of two items', does not stack, lasts 5 rounds

Pathaky wrote: The water takes the edge off of Vrishni's horrible condition and being presented with the Moonstone allays it nearly completely. He nearly chokes on the water, managing to sputter a sodden thanks to Felix

"Many thanks, Felix. This is uh, quite the pretty penny. What else can you tell me about these Moonstones?"

He walks stiffly over to the assorted vegetation, laying a hand on each crate to determine it's contents for the farmers.

Aeromage wrote: "There's a lot of uses, near as I can tell. The simplest I know of is touching one to a tool or weapon- it supposedly aligns it to the moon the stone is related to, giving it added strength and different effects depending on which one yer use. Can't say I'd know what kind of effects, mind you, given that they're not exactly the sort of thing we'd need or afford around these parts." The innkeeper rubs his beard with a large hand. "I believe they can use fragments of them crushed up to make particular kinds of alloys fer various purposes such as special tools, use pieces or whole stones to make items that can channel the moon's power, and those inclined towards the spiritual arts can use them to power specific rituals. There's probably other uses besides, but we don't get much call fer them out here."

Vrishni takes a look at the crates. Thanks to his arena-identification ability, he's able to determine that two of the crates register as more of the Assorted Vegetables he identified earlier. The others, however, are somewhat more interesting.

He takes a look at the box of what looks like vaguely-greenish stone bamboo with sharp but brittle grey-green stone leaves poking out of it. The things look like they had to be smashed in order to 'pick' them, revealing a somewhat chalky grey-white interior with a faint, sweet smell to it.

Rock Cane- (Item, Antiquity, Earth, 310,000 Gold)

Next up is a distinctly soggy reed-bunch with fluffy blue-brown heads and a thick, sodden root system that still has watery chunks of mud clinging to it. "Found 'em in a marsh," the farmer ventures as Vrishni takes a gander. "Which is strange, seein' as I remember that field bein' full of wheat with no ponds anywhere."

Palureed- (Item, Antiquity, Earth & Water & Marsh, 405,000 Gold)

Finally, the upside-down crate. The little cloud-puffs actually seem to be some sort of fibrous, cotton-like balls that are far lighter than air despite getting clumped together in a mass.

Nimbyssus Balls- (Item, Antiquity, Air, 4,000,000 Gold)

Pathaky wrote: Vrishni's eyebrows go up at that last one.

"Those floaty ones are worth quite a bit, at least from where I stand. I'd harvest as many as you can and keep them as well as you can. Never can tell when the market for something with such extraordinary properties will show up. As for the appropriately named Rock Canes, it looks like they may have some kind of subtle sugar in them. They look rather labor-intensive to gather though. Felix, maybe you can use that sweetness in one of your brews?

The Palureed seems to have some sort of saturating effect. I'd see if you couldn't carefully cultivate them for irrigation! That'd make your fields a helluva lot less reliant on the vagaries of weather. Think of the increased yield!"

Aeromage wrote: Felix considers the crates with renewed interest. "Well, then, it sounds like we may have a new direction to take our farming in. I was planning to suggest we set aside a field or two somewhere to grow them if they turned out to be beneficial or even useless, given their origin from the Rains makes them rarities in their own right- perhaps these currently grow nowhere else in the world- but hearing that they might have valuable properties..." The innkeeper rubs his bearded chin, eyes alight and possibilities clearly dancing through his mind. "We've got unusual barley yer say is valuable and seems to be fairly quick to grow, given how we found a few ears of it already sprouting where they hit the ground. We could likely turn it to bread or beer and make ourselves a decent income based on that. That Moly herb is likely going to be trickier to handle, seeing as we can't pick it, but I'm sure there'll be some interest in certain parts if we can cultivate it..."
Felix is, by now, pacing back and forth whilst speaking his mind.
"Those red roots yer say can help or harm might be worth growing if we can figure the trick to using them, and the marsh-plant, if it does what yer say, could be a valuable source of water and a good thing to keep on hand if droughts hit when Arden rises. This 'rock cane' looks like it might be more trouble than it's worth to make a large harvest of, but could be worthwhile fer smaller crops, those cloud-fibres could be woven into cloth if we learn how, and as fer that new forest..."

Felix turns to face the deva.

"Vrishni, I do believe yer may have handed us the opportunity of a lifetime. Without yer help we wouldn't have had a clue about any of this and likely destroyed it all fer fear that it may have been deadly poison or held the new Rootplague or the like. I've little doubt other villages and farmsteads are doing just that..." his face falls. "...assuming they haven't fallen afoul of some of the things the Rains brought. I've a feeling we got off very lightly, and that again yer the one we owe fer it."

He begins pacing again.

"Little doubt there's going to be those that may have lost their homes or crops to the Rains. If we can come out of this with a strong harvest, we can give a hand to the others in the area who weren't so lucky. Perhaps we should even consider expanding, building more and buying up some land, inviting those looking fer a place to settle..." Felix clears his throat. "But I'm getting carried away. We'd need to harvest this lot first, see about replanting it, find ourselves some books or botanists to figure out how best to raise the new crops, and see about raising money to pay fer more tools, labour and land before we can start thinking about expansion. One thing at a time."

Pathaky wrote: Vrishni nods sagely. "There's a saying, where I'm from, Felix. 'A stone can only roll down hill'. Once things start moving and shaking here, you may find that you have a great many stones rolling around you. One thing at a time, like you said." He glances around the bustle of post-Rain activity. "I know I've only been here a few times, and each of those times I've been either actively on fire or riotously drunk, but despite that, you and Aria and even Old Maggie Embry have treated Ardy and I like....family. I want you to know that Exga and everyone in it has left an indelible impression upon my heart." He claps a hand on Felix's shoulder. "And I'll definitely be back. I think I want to hunt down Recqui. Make sure that the box-meister is still alive and avoiding trouble he can't handle."

Aeromage wrote: Felix returns the gesture, something which would almost certainly have near-floored Vrishni back when he first visited. "Yer welcome here any time, Vrishni. Any time yer need a place to stay, there'll be a room and a meal waiting fer yer at the Merry Miller. Give the lad with the box my regards, and travel safe. The Rains might be over, but there's still likely to be trouble fer a while yet."

Pathaky wrote: Vrishni nods, tells Ardy that it's time to move along, and makes his way around the village, telling Aria and the blacksmith goodbye before they leave.

Then they're headed back to Nexus for a well earned rest.

Aeromage wrote: The farmers offer Vrishni the plants they found as the deva makes to leave (assuring him that there's a lot more where they came from). The village is toured, villagers beginning to exit the shelter and examine the strange plants peppering the village, some of them already getting to weeding out ones they don't like the look of.

The blacksmith is located heading towards his smithy, lantern over one shoulder and bag of tools in hand. He once again thanks Vrishni for the opportunity to work on the lantern and says that, assuming he can properly repair it and get the thing to sufficiently behave, he has a pile of old broken blades given to him by a previous strange traveler that came from the Rosebay Fields that might house grateful spirits if fixed.

Aria is found looking over the Merry Miller Inn, considering the weird flowering moss growing over it with pursed lips. She likewise thanks Vrishni, offering him (and Ardy) a free drink any time they happen to be back in the area.

Goodbyes said and done, Vrishni heads back off to the Portal Complex!

But first: Is he taking any of the plants the farmers offered him, and what is he leaving for the town from his considerable stock of things?

Pathaky wrote: He'll take a box of the assorted vegetables.

It's easier for me to list what he'll leave behind and save you the hassle.

10 Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 15,000 Gold)
30 Rare Flowers- (Item, Antiquity, Earth, 7,000 Gold)
15 Rare Flowers from the Seed Rains- (Item, Antiquity, Earth & Wood, 280,000 Gold)
2 Rare Red Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 1,000,000 Gold)
4 Star Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 25,000 Gold)
9 Yellow Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 15,500 Gold)



These are released from Vrishni's sanctum and left behind (Or are already left behind in a previous trip). This done, he continues onward and outward!

Aeromage wrote: The deva, lantern in tow, hits the road back to the portal complex! Now that it's considerably brighter out he can see the effect the Rains had on the surrounding countryside- many areas are considerably overgrown, some with eerie-looking tangles of bizarre plants, some having large trees with oddly-coloured leaves sprouting from them at odd angles, some just swaying or moving in unusual ways against the wind.

His trip is briefly interrupted by something utterly huge lurching out at him, seemingly growing out of a road-adjacent field, only to collapse into a pile of dead leaves and blow away on the wind. Evidently some of the things from the Rains aren't able to survive without the Rains being present.

Rounding a corner to the home stretch, Vrishni hears an oddly-familiar whistling sound. It looks like some of those odd, spiky plants that he saw in that one room of the Jasmine Tower are growing here, too.

Pathaky wrote: Vrishni frowns, curious! Earlier those plants boded very well indeed. He'll check it out!

Aeromage wrote: There doesn't seem to be anything particularly special around the plants except for grass and hedges. The plants themselves, however, are rather more interesting.

Vrishni gets:

3 Waypoint Whistlegrass- (Consumable, Enchanted Item, Wood & Sonic & Spatial, 2 Charges, 500,000 Gold) User and user's allies may immediately leave a random quest they are currently in, user may use the first charge of this consumable to place a Waypoint in user's present battlespace, if user uses this consumable after having set a Waypoint in a battlespace, user and user's allies may immediately enter that battlespace and remove the Waypoint

2 Wayward Whistlegrass- (Consumable, Enchanted Item, Wood & Sonic & Spatial, 1 Charge, 150,000 Gold) 25% User moves to a random row on user's side of battle, 25% User moves to a random row on opponent's side of battle in the same battlespace, 25% User moves to a random row in a randomly-determined existing battlespace, 25% User is afflicted with Vanished, Has RP Effects

Pathaky wrote: Vrishni happily pockets the new and interesting plant life, makes a note to Ardy to check 'em out sometime, and continues on!

Aeromage wrote: The portal complex is reached without any further encounters, and Vrishni departs for Nexus and the comfort of his own bed.


And with that, this long and adventure-filled quest is finally over!


Vrishni gets:

233,000 XP

1 Fame

Blimptacular Bro-Flight- (Passive Ability, Skykeeper) If possessor is in the same side of battle as *Ardy, Lantern-Spirit of Rosebay Fields, possessor may, at the start of any round that said individual is not dead or in a separate battlespace, obtain a non-stacking buff that gives its possessor the subtype Aerial, 50% Entombed Resistance and 20% Earth Resistance, and provide *Ardy, Lantern-Spirit of Rosebay Fields with 50% Entombed Resistance and 20% Earth Resistance

Innate Spiritual Sanctum: Jade Lotus Pavilion- (Passive Ability, Binder) +(Possessor's Level * 100) SPI, +(Possessor's Level * 50) SPI Defense, +(Possessor's Level * 5,000) MP, Possessor may choose to act and have possessor's abilities, equipment and spells react as if possessor were in a Zone of Earth & Water, possessor counts as possessing the Sanctum 'Jade Lotus Pavilion', possessor may benefit from only one ability with the name 'Innate Spiritual Sanctum' at one time


Fireweed Staff- (Weapon, Staff, Fire, 5,500,000 Gold) +5,500 Magical Attack, +5,500 Melee Attack, +5,500 SPI, +5,500 MIN, 60% Inflicts Burning, if an attack made with this weapon successfully inflicts Burning, a copy of said attack is created and suspended against its target (that may only hit said target) until the instance of Burning inflicted by this staff is cured or removed
Infinitely-Unfurling Moonstone Lotus of Vernat- (Weapon, Throwing Weapon, Earth & Wood & Life & Moon, 120,000,000 Gold) +120,000 Ranged Attack, +120,000 Magical Attack, +120,000 AGI, +120,000 SPI, 200% To Hit, whenever weilder makes a Ranged Attack, Magical Attack, Ranged Overdrive, Point Blank or Overdrive action, weilder may lose a stacked instance of a debuff applied to them by a source below Level 70 who are no more than 19 Levels greater than weilder, whenever weilder makes a Ranged Attack, Magical Attack, Ranged Overdrive, Point Blank or Overdrive action, weilder may lose a stacked instance of a minor status effect applied to them by a source below Level 70 who are no more than 19 Levels greater than weilder, weilder's Ranged Attack, Ranged Overdrive, Point Blank, Magical Attack and overdrive actions may unsummon a summon of a target below Level 70 who is no more than 19 Levels greater than weilder, Once per thread, when weilder is killed by a source below Level 70, weilder may immediately resurrect and gain the subtype Plant, this weapon may become any combination of (or solely) Earth, Wood, Life and/or Moon element at the beginning of each of weilder's actions, weilder may spend an action to change a target weapon owned by weilder or a willing ally to become any combination (or solely) Earth, Wood, Life and/or Moon element
(This likely needs a level-restriction)
Jasmine Archer's Bow- (Weaponx2, Bow, Wood & Air, 2,000,000 Gold) +4,000 Ranged Attack, +4,000 AGI, 140% To Hit, 30% Critical, 30% Dodge, 50% Inflicts Charm, 30% Inflicts Charm: Infatuation, Weilder gains an additional +4,000 Ranged Attack against targets whose name includes "Fuchsia", Weilder gains -4,000 Ranged Attack against targets whose name includes "Honeysuckle"
9 Jasmine Guard's Spear- (Weapon, Spear, Wood & Air, 800,000 Gold) +800 Melee Attack, +800 Ranged Attack, +800 STR, +800 AGI, +800 CON, +800 additional STR, AGI and CON if one of possessor's allies are also weilding a copy of this weapon, 120% To Hit, 20% Critical, Weilder gains an additional +800 Ranged and Melee Attack against targets whose name includes "Fuchsia", Weilder gains -800 Ranged and Melee Attack against targets whose name includes "Honeysuckle"
Jasmine Scout's Throwing Knives- (Weapon, Throwing Weapon, Wood & Air, 2,650,000 Gold) +2,650 Ranged Attack, +2,650 AGI, +2,650 to weilder's turn-order-determining stat for turn-order-determining purposes, 130% To Hit, 25% Inflicts Suffocation: Verdant Air, Weilder gains an additional +3,000 Ranged Attack against targets whose name includes "Fuchsia", Weilder gains -3,000 Ranged Attack against targets whose name includes "Honeysuckle"
2 Vernat Remalii Orb- (Weapon, Orb, Earth & Moon, 800,000 Gold) +800 Magical Attack, +800 MIN, +800 SPI, 15% inflicts Suffocation: Verdant Air OR Voidstruck: Moon Mad, with actions using this weapon not being able to inflict both status effects on the same target, weilder's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects


Bodiless Warrior's Armour- (Armour, Heavy Armor, Physical, 205,000 Gold) +200 Defense, +200 CON, Has a 5% chance on hit, to a max of once per round across all copies of this item, of activating as a pre-emptive counter the Ability:
Rouse Armour-Spirit: Bodiless Warrior- Caster gains +2,000 Defense and 20% Dodge, this buff lasts until the beginning of caster's next action
Jasmine Archer's Armour- (Armor, Light Armor, Wood & Air, 4,000,000 Gold) +4,000 Defense, +4,000 Ranged Attack, +4,300 Defense against Ice, +4,000 AGI, +4,000 MIN, +4,000 SPI, 140% To Hit, 40% Charm Resistance, 60% Suffaction: Verdant Air Resistance, Weilder gains an additional +3,000 Ranged Attack against targets whose name includes "Fuchsia", Weilder gains -3,000 Defense against opponents or damage sources whose name includes "Honeysuckle"
2 Jasmine Guard's Armour- (Armor, Heavy Armor, Wood & Air, 800,000 Gold) +800 Defense, +800 STR, +800 CON, 15% Resilience, 30% Charm Resistance, 30% Suffocation: Verdant Air Resistance, Weilder gains an additional +800 Defense against targets whose name includes "Fuchsia", Weilder gains -800 Defense against opponents or damage sources whose name includes "Honeysuckle"


^*Vrishni's Papers from the Seirei Portal (Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI

Fragrant Jasmine Amulet- (Accessory, Amulet, Air, 2,000,000 Gold) +2,000 AGI, +2,000 SPI, 60% Charm Resistance, Weilder's Charm (and Charm sub-status effect) infliction chances are increased by 20% as a non-stacking effect
Jasmine Guard Captain's Helm- (Accessory, Helm, Wood & Air, 4,000,000 Gold) +4,000 Defense, +4,000 CON, +4,000 AGI, +4,000 STR, 50% Charm Resistance, 50% Suffocation: Verdant Air Resistance, Weilder's allies whose name includes 'Jasmine' or are weilding an item that includes the name 'Jasmine' gain +400 to all stats, 50% Charm Resistance and 50% Suffocation: Verdant Air Resistance, Weilder gains an additional +4,000 Defense against targets whose name includes "Fuchsia", Weilder gains -4,000 Defense against targets whose name includes "Honeysuckle"
Sacred Jasmine Arrow- (Accessory, Ammo, Air & Wood & Light, 50,000,000 Gold) +50,000 Ranged Attack, +50,000 Magical Attack, Weilder's Attacks that involve a Bow deal 5,000 SPI Damage, Weilder's Attacks that involve a Bow weapon pierce 1,000 points of SPI Defense, Weilder's 'Ranged Attack' actions may (use SPI as their Prime Attribute and instead use weilder's Magical Attack bonus instead of weilder's Ranged Attack bonus), Weilder's actions that have a chance of inflicting Charm, Charm: Impressed, Charm: Lovestruck, Charm: Lust, Charm: Pacified, Confusion: Berserk, Confusion: Depression, Confusion: Enraged, Confusion: Fear, Confusion: Lonely, Confusion: Overcome by Laughter, Confusion: Paranoia, Confusion: Surprised, Fatigued: Stress, Pain: Bruised Ego, Pain: Mental Anguish and Stat Drain: SPI Drain have the chance of inflicting such increased by 50%, Weilder must have a Bow equipped to receive this item's benefits
Sato's Seed Pouch- (Accessory, Container, Earth, 600,000 Gold) Wielder may spend an action to summon 1-5 Plants from the Enemy List that are below Level 25 and normally fightable for drops, Wielder may spend an action to provide up to 5 summons summoned through this item with +600 to all stats as a non-stacking buff


Call The Verdant Wind- (Spell, Elemental Magic, Air & Wood, 350,000 MP, 35,000,000 Gold) +35,000 Magical Attack, May Heal Plants, 50% May Inflict Suffocation: Verdant Air, attaches a non-stacking effect to a Zone of Air that deals 300,000 Flat Wood & Air damage to up to 15 targets within it that does not stack across Zones at the start of each round, this effect may instead heal an equal amount to Plant targets, caster may choose to count this as a casting of any combination of Call Unto Air and/or Call Unto Wood, this spell additionally possesses the subtype Druid Magic
Call Unto Moon: Vernat- (Spell, Lunar Arts, Earth & Wood, 40,000 MP, 40,000,000 Gold) Sets Vernat as the current Governing Lunar Body, sets said Governing Lunar Body's Associated Elements to Earth & Wood, reduces the cost of all Lunar Arts spells containing the same element(s) as the Governing Lunar Body's Associated Elements by 40,000 MP and increases the Magical Attack, Ranged Attack or Melee Attack bonuses of all Lunar Arts spells containing the same element(s) as the Governing Lunar Body's Associated Elements by +40,000 as a non-stacking bonus.
Shrine Maiden's Spirit Arrow- (Spell, Spirit Magic, Light, 75,000 MP, 7,500,000 Gold) +7,500 Ranged Attack, 50% may inflict Awestruck: Sealed, 50% may inflict an additional hit against another target in a different row (to a maximum of 2 additional targets, each of which must be in a different row than has already been targetted), Ranged Attacks actions that include this spell may use SPI as their Prime Attribute, caster must be weilding a Bow or have the abilities 'Shrine Maiden' and 'Archer', this spell may count as an Archery spell
Terrain Spell of the Jasmine Tower: Enthralling Fragrance- (Spell, Geomancy, Wood & Air, 150 MP, 150,000 Gold) 40% Inflicts Charm, 1 hit against 10, 60% Inflicts Charm in a Chronogeomantic Zone of Evening, Dusk, Early Night, Night, Late Night or Midnight, the terrain or phantom terrain must be Jasmine Tower to cast this spell


Animula Crysanthemum- (Consumable, Enchanted Item, Earth & Life, 1 Charge, 25,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself, target gains the subtype Plant
Animula Crysanthemum Bud- (Consumable, Enchanted Item, Earth & Life, 1 Charge, 50,000,000 Gold) Provides target with a buff that activates upon death and immediately resurrects possessor at full health (to a maximum of 50,000,000 HP), additionally providing possessor with the subtype Plant
Assorted Vegetables from the Seed Rains- (Consumable, Food, Acid & Air & Earth & Darkness & Light & Physical & Magic & Water & Wood, 12 Charges, 230,000 Gold) Heals 2,300 HP and MP and performs a chosen effect from: Heals 230 Stat Damage to all stats, Heals 1,000 Stat Damage to any one stat, +230 to all stats, +1,000 to any one stat, +1,000 to target's turn-order stat for turn-order-determining purposes only, +2,000 HP, +2,000 MP, 25% Resistance to any one base element, 25% Light Resistance, 25% Wood Resistance, +5% Resistance to any one base element, +5% Light Resistance, +5% Wood Resistance, +2% To Hit, +2% Resilience, +2% Critical, +2% Dodge, 50% Poison Resistance, 50% Pain: Discomfort: Stomachache Resistance, 50% Pain: Nauseous Resistance, 50% Fatigued Resistance, Provides a buff that prevents the effect of a single debuff from a source below Level 30, Stacks once per each separate effect this item can produce, with each effect stacking with different effects but not further copies of itself.
14 Epileptic Whining Cabbage- (Consumable, Food, Earth & Air, 1 Charge, 700 Gold) +15 Defense against Physical, 30% Inflicts Confusion, 50% Inflicts Confusion: Disconcerted
2 Floral Offering - (Consumable, Enchanted Item, Earth & Air, 1 Charge, 400,000 Gold) User may expend a charge of this item as part of an action involving the casting of a Divine Magic spell and reduce the cost of the aforementioned spell by 40,000 MP
Moly- (Consumable, Medicine, Mystic, 1 Charge, 50,000,000 Gold) Target may not be transformed into another entity by sources below Level 80, target gains 50% Enchantment Resistance, 50% Alchemy Resistance and 50% Potion Resistance
Pale Bloodheart Apple- (Consumable, Food, Earth & Blood, 1 Charge, 12,000,000 Gold) +120,000 HP, +12,000 CON and +20% Resilience as a debuff that lasts 5 rounds, the text of this debuff then changes to -240,000 HP, -24,000 CON and 50% Inflicts Suffocation: Drowning In Blood at the start of each round, lasts 20 rounds
Spirit-Summoning Scroll: Unit of Faceless Swordsmen- (Consumable, Summoning Stone, Physical, 1 Charge, 3,200,000 Gold) Summons 1 Unit of Faceless Swordsmen, max 5 summoned by summoner at a time
Spirit-Summoning Scroll: Unit of One-Eyed Lantern-Bearers- (Consumable, Summoning Stone, Fire, 1 Charge, 3,300,000 Gold) Summons 1 Unit of One-Eyed Lantern-Bearers, max 5 summoned by summoner at a time
3 Tengu's Beak Root- (Consumable, Medicine, Earth & Air, 1 Charge, 500,000 Gold) +500 to any one stat or -500 to any one stat, stacks 5 times
3 Waypoint Whistlegrass- (Consumable, Enchanted Item, Wood & Sonic & Spatial, 2 Charges, 500,000 Gold) User and user's allies may immediately leave a random quest they are currently in, user may use the first charge of this consumable to place a Waypoint in user's present battlespace, if user uses this consumable after having set a Waypoint in a battlespace, user and user's allies may immediately enter that battlespace and remove the Waypoint

Burnt Ebony- (Item, Antiquity, Darkness & Fire, 50 Gold)
Flowering Offshot-Tree from the Jasmine Tower- (Item, Antiquity, Earth & Wood & Air, 20,000,000 Gold)
5 Fragrant Ashes- (Item, Antiquity, Fire & Earth, 150 Gold)
30 Heady Jasmine of Intoxicating Fragrance- (Item, Antiquity, Earth & Wood & Air, 500,000 Gold)
Jasmine Tea-Bush of Spiritual Purification- (Item, Antiquity, Wood & Air & Light, 16,000,000 Gold)
Jasmine Tower Key- (Item, Key, Wood & Air, 100,000 Gold)
16 Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 15,000 Gold)
Kingwood Oak Sapling- (Item, Antiquity, Wood & Nobility, 350,000 Gold)
Ornate Treasure Chest from the Jasmine Tower- (Item, Antiquity, Wood & Air, 2,000,000 Gold)
31 Rare Flowers- (Item, Antiquity, Earth, 7,000 Gold)
20 Rare Flowers from the Seed Rains- (Item, Antiquity, Earth & Wood, 280,000 Gold)
6 Rare Red Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 1,000,000 Gold)
Spiritual Ebony- (Item, Antiquity, Darkness, 800,000 Gold)
10 Sprig of Jasmine- (Item, Antiquity, Earth & Air, 120 Gold)
13 Star Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 25,000 Gold)
Vernat Remalii Essence- (Item, Material, Earth & Moon, 120,000 Gold)
20 Yellow Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 15,500 Gold)


Kingwood Acorn (Permanent Consumable, Empowered Item, 1 Charge, Wood & Nobility, 100,000,000 Gold) Teaches user "Acorn Royalty", user gains 1 Castle-Oak and 1 Small Forest-Kingdom
Acorn Royalty- (Passive Ability, Botanist) Possessor's Plant allies gain +500 to all stats, Possessor may, at the beginning of a thread, choose to gain the elements Wood and Nobility, Possessor may summon 10 Acorn Soldier, 5 Acorn Knight, 5 Acorn Mage, 2 Acorn Troop or 1 Acorn Champion every round

Rose Mistletoe Berry- (Permanent Consumable, Empowered Item, Earth, 1 Charge, 2,000,000 Gold) Target willing Plant pet gains the Constant Effect:
Mistletoe's Charm- Possessor's chances of inflicting Charm are increased by 20%, Constant Effect



Prevented the Conterna Briar-Patch from Overgrowing Large Parts of the Clavia Province (Mod Run World Award)
Saved Exga Village from Being Destroyed by the Seed Rains (Mod Run World Award)
Identified Many Rare and Valuable Crops for Exga Village, Beginning its Path to Prosperity (Mod Run World Award)
Assaulted the Jasmine Tower (Mod Run World Award)



Ardy gets:

233,000 XP

1 Fame

Herald of the Unbound Conflagration- Whenever an instance of Burning with possessor 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, possessor's Fire element actions may not be countered by individuals below Level 60
Lightning Rod- Possessor may choose to become the target of an Electrical-Element attack or effect that would hit one of possessor's allies; if possessor does so or is hit by an Electrical-Element attack or effect, possessor counts as being in a Zone of Electrical for two rounds, Constant Effect

Blimptacular Bro-Bomb- 20,000 Damage, inflicts Confusion: Surprised, this attack may deal full damage to the back rank, this ability may only be used if possessor has an ally in the same battlespace named "Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena" who currently possesses a buff from the ability 'Blimptacular Bro-Flight', use of this ability removes all buffs from the ability 'Blimptacular Bro-Flight' from said ally, 0 MP, Physical & Air or Metal & Air or Physical & Metal & Air

Thunder 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 Electrocuted, Possessor must be in a Zone of Electricity to use this attack, Electricity, 0 MP (Added to Indexed Abilities)

Blade Art: Vulnus Fulgor- 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, 1 hit against 10, if this attack hits a target in the front row it may generate an additional hit against a target in the same formation's back row (with additional hits generated in this way not being able to target the same target twice), inflicts Electrocuted, possessor must be in a Zone of Electrical to use this attack and, if counting as being in a Zone of Electrical through possessor's 'Lightning Rod' ability, no longer counts as being in a Zone of Electrical, this attack may only be used once per round, Electrical, 200,000 MP

Prevented the Conterna Briar-Patch from Overgrowing Large Parts of the Clavia Province (Mod Run World Award)
Saved Exga Village from Being Destroyed by the Seed Rains (Mod Run World Award)
Assaulted the Jasmine Tower (Mod Run World Award)



Gained items that already exist gained:

Greater Rosebay Maiden's Robe- (Armor, Robe, Fire & Light, 3,000,000 Gold) +3,000 Defense, +2,500 CON, +3,200 MIN, +3,100 SPI, 30% Resilience, 20% Light Resistance, 20% Fire Resistance, 20% Magic Resistance, 50% Burning Resistance, 20% Awestruck Resistance, 60% Poison Resistance, 60% Diseased Resistance, 60% Hexed Resistance, Spirit Magic spells cost wearer 5,000 less MP to cast

2 Miko Bow-Sash- (Accessory, Belt, Light & Magic, 5,200 Gold) +5 Defense, +5 SPI, +5 Magical Attack, Wearer's Spirit Magic spells cost 5 MP less

Moonstone of Vernat- (Consumable, Enchanted Item, Earth & Wood, Unlimited Charges, 25,000,000 Gold) Target weapon owned by user or a willing ally becomes solely Earth, Wood or Earth & Wood element, gains +25% Resilience (with said Resilience bonus not stacking across items), and gains 'weilder Regenerates 250,000 HP at the start of each round with this effect stacking on a max of two items', does not stack, lasts 5 rounds
2 Wayward Whistlegrass- (Consumable, Enchanted Item, Wood & Sonic & Spatial, 1 Charge, 150,000 Gold) 25% User moves to a random row on user's side of battle, 25% User moves to a random row on opponent's side of battle in the same battlespace, 25% User moves to a random row in a randomly-determined existing battlespace, 25% User is afflicted with Vanished, Has RP Effects


8 Spiritual Dust- (Consumable, Powder, Magic, 1 Charge, 6,400 Gold) +20 SPI, stacks 5 times

Spiritual Shielding- (Spell, Spirit Magic, Magic & Light, 50 MP, 285,000 Gold) +290 Defense, +290 Defense against SPI Damage, +2,000 HP, +2,000 MP, Does not stack


Used items:

Sanctum-Seed: Jade Lotus Pavilion- (Permanent Consumable, Empowered Item, Earth & Water, 1 Charge, 100,000,000 Gold) User gains the ability "Innate Spiritual Sanctum: Jade Lotus Pavilion"


Encountered items:

Nimbyssus Balls- (Item, Antiquity, Air, 4,000,000 Gold)
Palureed- (Item, Antiquity, Earth & Water & Marsh, 405,000 Gold)
Rock Cane- (Item, Antiquity, Earth, 310,000 Gold)



New Ability for Learning:

Materialise Spiritual Sanctum- (Technique Ability, Binder) Possessor may spend an action to set the Terrain to any one Sanctum possessor possesses with an attached effect that provides (Level * 100) to all of possessor's stats that cannot be removed by entities of a level below (Possessor's Level + (Number of Binder Abilities Posssessed)/5), to a maximum of 20 levels above possessor
Requires: Geomancer, Binder, Shrine Maiden, any Binder ability whose name includes 'Innate Spiritual Sanctum'
Cost: 4 Weeks spent in Seirei that may not be used for anything other than learning this ability

Aeromage wrote: Part 2: Entities attached to the abilities and items! First off, the Acorn Kingdom lot. Not too impressive, but it'll likely be possible to build on what you have later.


Acorn Soldier
Level 3
Plant, Wood
HP- 3,500
MP- 3,000
STR- 200
AGI- 80
CON- 210
MIN- 80
SPI- 110
XP- 0
Defense- 220, +300 Defense against Wood
Defense against Stat Damage- 0
Critical Chance- 2%
Resilience- 3%
To Hit- 102%
Dodge- 5%
Resistances and Immunities- 50% Fire Weakness, 50% Wood Resistance, 50% Earth Resistance, Deafened Immunity, Blind Immunity
Prime Attribute- Strength
Constant Effects-
Acorn Kingdom Military- Possessor gets +12 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Acorn Kingdom Military", to a max of 200 such allies, Constant Effect
Tiny- Possessor gains +5% Dodge, Constant Effect
Abilities-
Acorn Pike- 500 Damage, Wood or Physical, 0 MP
Acorn Rifle- 500 Damage, 30% Inflicts Fatigued: Stunned, Wood, 500 MP
Acorn Shield- +500 Defense, this effect gains +50 Defense for each ally, including caster,who has used an ability named 'Acorn Shield' this round, to a maximum of 50 allies, may only target caster or allies with the Constant Effect 'Acorn Kingdom Military' or the ability 'Acorn Royalty', does not stack, Wood, 1,500 MP
Acorn Cannon Barrage- 700 Damage, 30% Inflicts Fatigued: Stunned, 1 hit against X, where X equals 1 + (the number of allies who have used an ability named 'Acorn Cannon Barrage' this round), Wood & Fire, 1,500 MP
Drops-
750 Gold
75 XP
80% Acorn- (Consumable, Food, Earth & Wood, 50 Gold) +5 HP, 5% Inflicts Pain: Discomfort: Stomachache
10% Tiny Acorn Pike- (Weaponx.5, Spear, Wood, 500 Gold) +5 Melee Attack
10% Tiny Acorn Shield- (Weaponx.5, Shield, Wood, 500 Gold) +5 Defense


Acorn Knight
Level 8
Plant, Wood
HP- 25,000
MP- 18,000
STR- 500
AGI- 280
CON- 520
MIN- 280
SPI- 300
XP- 0
Defense- 700, +1,000 against Wood, +1,000 against Earth
Defense against Stat Damage- 0
Critical Chance- 5%
Resilience- 10%
To Hit- 105%
Dodge- 10%
Resistances and Immunities- 50% Fire Weakness, 50% Wood Resistance, 50% Earth Resistance, 20% Electrical Resistance, 20% Fatigued Resistance, Deafened Immunity, Blind Immunity
Prime Attribute- Strength
Constant Effects-
Acorn Kingdom Military- Possessor gains +20 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Acorn Kingdom Military", to a max of 200 such allies, Constant Effect
Knight of the Acorn Kingdom- Possessor gains +500 Defense, +200 to all stats, +5% Resilience and +5% Critical if an ally possesses the ability 'Acorn Royalty', Constant Effect
Tiny and Nimble- Possessor gains +10% Dodge, Constant Effect
Abilities-
Acorn Blade- 1,600 Damage, Wood or Physical, 0 MP
Rapid-Root Rifle- 1,600 Damage, 80 AGI damage, 50% Inflicts Fatigued: Stunned, 40% Inflicts Stat Drain: AGI Drain, 20% inflicts Entombed: Overgrown, Wood, 1,000 MP
Acorn Shield- +1,000 Defense, this effect gains +100 Defense for each ally, including caster,who has used an ability named 'Acorn Shield' this round, to a maximum of 50 allies, may only target caster or allies with the Constant Effect 'Acorn Kingdom Military' or the ability 'Acorn Royalty', does not stack, Wood, 2,500 MP
Healing Acorn Oils- 2,000 Damage, Heals, Wood & Water, 500 MP
Issue Orders- +10% To-Hit, +5% Critical, +2,000 HP, +50 STR, +50 AGI, +50 SPI, 1 hit against 15, stacks 5 times, Air, 5,000 MP
Cover- Target gains +((Possessor's Defense)/2) Defense, Possessor takes an amount of damage equal to half that taken by target while this buff is in effect, lasts 1 round, does not stack, Physical, 5,000 MP
Drops-
4,000 Gold
400 XP
60% Acorn- (Consumable, Food, Earth & Wood, 50 Gold) +5 HP, 5% Inflicts Pain: Discomfort: Stomachache
20% Healing Nut Oils- (Consumable, Medicine, Wood & Water, 50,000 Gold) Heals 5,000 HP
15% Tiny Acorn Knight's Blade- (Weaponx.5, Sword, Wood, 5,000 Gold) +50 Melee Attack, 15% Critical
5% Emblem of the Acorn Kingdom- (Accessory, Seal, Wood, 200,000 Gold) +200 Defense, 15% Fire Weakness, 15% Wood Resistance, 15% Earth Resistance, 5% Electrical Resistance


Acorn Mage
Level 8
Plant, Wood
HP- 25,000
MP- 18,000
STR- 280
AGI- 280
CON- 300
MIN- 500
SPI- 520
XP- 0
Defense- 500, +1,000 against Wood, +1,000 against Earth
Defense against Stat Damage- 100
Critical Chance- 5%
Resilience- 10%
To Hit- 105%
Dodge- 10%
Resistances and Immunities- 50% Fire Weakness, 50% Wood Resistance, 50% Earth Resistance, 20% Electrical Resistance, 20% Fatigued Resistance, Deafened Immunity, Blind Immunity
Prime Attribute- Strength
Constant Effects-
Acorn Kingdom Military- Possessor gains +20 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Acorn Kingdom Military", to a max of 200 such allies, Constant Effect
Mage of the Acorn Kingdom- Possessor gains +500 Defense, +200 to all stats, +5% Resilience and +5% Critical if an ally possesses the ability 'Acorn Royalty', Constant Effect
Tiny and Nimble- Possessor gains +10% Dodge, Constant Effect
Abilities-
Acorn Wand- 1,600 Damage, Wood or Physical, 0 MP
Healing Acorn Oils- 2,000 Damage, Heals, Wood & Water, 500 MP
Forest Magic: Root Barrage- 1,000 Damage, 50% Inflicts Paralysis, 40% Inflicts Impaired: Slow, 20% inflicts Entombed: Overgrown, 1 hit against 5 or 5 hits against 1, Wood, 1,000 MP
Forest Magic: Shield of Oak- +1,000 Defense, this effect gains +100 Defense for each ally, including caster,who has used an ability named 'Forest Magic: Shield of Oak' this round, to a maximum of 50 allies, may only target caster or allies with the Constant Effect 'Acorn Kingdom Military' or the ability 'Acorn Royalty', does not stack, Wood, 2,500 MP
Forest Magic: Nux Flamen- 2,000 Damage, 20% inflicts Nutform, Wood, 5,000 MP
Establish Forest-Magic Channel- Target and caster combine MP totals and share MP, both target and caster reduce the MP cost of Wood-element actions by half (to a maximum of 200,000 MP reduction), does not stack, Wood & Magic, 5,000 MP
Drops-
4,000 Gold
400 XP
60% Acorn- (Consumable, Food, Earth & Wood, 50 Gold) +5 HP, 5% Inflicts Pain: Discomfort: Stomachache
20% Healing Nut Oils- (Consumable, Medicine, Wood & Water, 50,000 Gold) Heals 5,000 HP
15% Tiny Acorn Mage's Wand- (Weaponx.5, Wand, Wood, 5,000 Gold) +50 Magical Attack, 15% Critical
5% Emblem of the Acorn Kingdom- (Accessory, Seal, Wood, 200,000 Gold) +200 Defense, 15% Fire Weakness, 15% Wood Resistance, 15% Earth Resistance, 5% Electrical Resistance


Acorn Troop
Level 12
Plant, Wood
HP- 67,500
MP- 44,000
STR- 1,300
AGI- 750
CON- 1,000
MIN- 1,000
SPI- 1,000
XP- 0
Defense- 900, +1,500 against Wood, +1,500 against Earth
Defense against Stat Damage- 30
Critical Chance- 7%
Resilience- 15%
To Hit- 110%
Dodge- 15%
Resistances and Immunities- 50% Fire Weakness, 50% Wood Resistance, 50% Earth Resistance, 20% Electrical Resistance, 20% Fatigued Resistance, Deafened Immunity, Blind Immunity
Prime Attribute- Strength
Constant Effects-
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit’s thresholds each contain (Max HP / 3 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 2) each time it would normally have an action, this unit’s maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, this Unit may not have more than 20 thresholds, Unit Effect
Acorn Kingdom Military- Possessor gains +100 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Acorn Kingdom Military", to a max of 200 such allies, Constant Effect
Tiny and Nimble- Possessor gains +15% Dodge, Constant Effect
Abilities-
Array of Tiny Acorn Weapons- 3,500 Damage, 1-5 hits against 1-5, with the numbers chosen being selected by user, if either number is greater than 1, this ability’s damage dealt is multiplied by 1/2, and if both numbers together add to be more than six, this ability’s damage is instead multiplied by 1/4, Wood, 0 MP
Swarm Around Enemy- 4,000 Damage, target may not change rows until user uses an action that is not 'Swarm Around Enemy', Physical, 0 MP
Assume Scattered Position- User gains +5% Dodge and may not lose more than one threshold to a single action, stacks 5 times, Physical & Psychic, 0 MP
Entrench- Target willing individual gets +500 Defense but loses this buff upon switching rows for any reasons, this Defense bonus is doubled for Units, Physical & Earth, 2,000 MP
War March- +250 STR, +200 CON, +200 AGI, affects caster only, stacks 5 times, Physical & War, 1,000 MP
Sieze Tree- 12,000 Damage, Only affects Plants, Inflicts Charm on Plants, deals double damage to Plants, may optionally deal no damage, War, 5,000 MP
Drops-
9,000 Gold
900 XP
75% Tiny Acorn Soldier’s Sword- (Weaponx.5, Sword, Wood, 5,000 Gold) +50 Melee Attack, +650 HP, Wielder gains +50 to all stats for each ally wielder has with the Constant Effect 'Acorn Kingdom Military', to a max of 100 such allies
10% Tiny Acorn Soldier’s Mail- (Armorx.5, Heavy Armor, Wood, 6,000 Gold) +60 Defense, +60 CON
5% Big Pile of Acorns- (Item, Antiquity, Earth & Wood, 8,000 Gold)
5% Tiny Acorn Soldier’s Shield- (Weaponx.5, Shield, Wood, 6,000 Gold) +60 Defense, +60 CON
5% Troop Deployment Twig: Acorn Troop- (Consumable, Summoning Stone, Wood, 1 Charge, 100,000 Gold) Summons 1 Acorn Troop, max 5 summoned by summoner at a time


Acorn Champion
Level 16
Plant, Wood
HP- 120,000
MP- 90,000
STR- 1,700
AGI- 1,050
CON- 1,800
MIN- 1,250
SPI- 1,420
XP- 0
Defense- 1,600, +2,000 against Wood, +2,000 against Earth, +1,000 against Electrical
Defense against Stat Damage- 0
Critical Chance- 5%
Resilience- 10%
To Hit- 105%
Dodge- 10%
Resistances and Immunities- 50% Fire Weakness, 50% Wood Resistance, 50% Earth Resistance, 50% Electrical Resistance, 50% Minor Status Effect Resistance, Fatigued Immunity, Deafened Immunity, Blind Immunity
Prime Attribute- Strength
Constant Effects-
Acorn Kingdom Military- Possessor gains +200 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Acorn Kingdom Military", to a max of 200 such allies, Constant Effect
Champion of the Acorn Kingdom- Possessor gains +1,000 Defense, +500 to all stats, +10% Resilience, +10% To Hit and +10% Critical if an ally possesses the ability 'Acorn Royalty', Constant Effect
Thunder-Warding Presence- Opponents of the element Electrical or targeting caster's side of battle with an Electrical element attack or ability gain -20% To Hit as an effect that does not stack, Constant Effect
Tiny and Swift- Possessor gains +20% Dodge and +200 to possessor's turn-order stat, Constant Effect
Abilities-
Acorn Champion's Blade- 5,000 Damage, Wood or Physical, 0 MP
Rapid-Root Repeater- 5,000 Damage, -200 AGI as an effect that stacks 10 times, Inflicts Fatigued: Stunned and Stat Drain: AGI Drain, 40% inflicts Entombed: Overgrown, Wood, 10,000 MP
Acorn Shield- +2,000 Defense, this effect gains +200 Defense for each ally, including caster,who has used an ability named 'Acorn Shield' this round, to a maximum of 50 allies, may only target caster or allies with the Constant Effect 'Acorn Kingdom Military' or the ability 'Acorn Royalty', does not stack, Wood, 10,000 MP
Secret Oak Oils- 8,000 Damage, Heals, +1,200 STR, +1,200 CON, +10% Resilience, stacks 2 times, Wood & Water, 8,000 MP
Charge In On Deadly Trained War-Squirrel- 8,000 Damage, 50% Inflicts Wounded, 50% Inflicts Wounded: Mauled, 50% Inflicts Confusion: Fear: Disconcerted, this attack may ignore row-based defense doubling, Wood or Beast or Wood & Beast, 8,000 MP
Cover- Target gains +((Possessor's Defense)/2) Defense, Possessor takes an amount of damage equal to half that taken by target while this buff is in effect, lasts 1 round, does not stack, Physical, 10,000 MP
Forest Magic: Nux Cohibeo- 100% inflicts Nutform, Wood, 20,000 MP
Drops-
4,000 Gold
400 XP
60% Acorn- (Consumable, Food, Earth & Wood, 50 Gold) +5 HP, 5% Inflicts Pain: Discomfort: Stomachache
20% Secret Oak Oils- (Consumable, Medicine, Wood & Water, 250,000 Gold) Heals 25,000 HP, +2,500 STR, +2,500 CON, does not stack
15% Ward Against Electrical- (Armor, Ward, Electrical, 600,000 Gold) +500 Defense against Electrical, 10% Electrocuted Resistance
5% Emblem of the Acorn Kingdom- (Accessory, Seal, Wood, 200,000 Gold) +200 Defense, 15% Fire Weakness, 15% Wood Resistance, 15% Earth Resistance, 5% Electrical Resistance



New Moderate, crossposted from my subforum, with notes:

Nutform (Possessor cannot act, with all things that would occur before and after possessor's actions still occurring. Possessor's HP increases by an amount equal to 5% of possessor's Max HP at the start of every round, with said HP increase being unable to bring possessor above possessor's Max HP.) (See notes for improvement/alteration suggestions below)

I thought we needed some new status effects up in here which didn't directly fall under the present lot. Not sure about the name at present, but here's the gist.
It's somewhat based upon my vague recollections of a Breath of Fire status effect, Ovum- a rather rare (and somewhat comedic) status effect usable by only a couple of enemies. It basically turned the target into an egg (with an appropriate accessory/decoration to the character it was), preventing them from acting entirely for a few rounds, but slowly healing them while they were thus disabled.
I was thinking of having this be a Moderate- not trivial to avoid (seems like just about everyone has blanket Minor immunity nowadays), but not too hard to shake, either- perhaps it could have a higher recovery chance to prevent it from becoming too potent (there's precedent for messing with recovery chances, such as Slow-Acting Poison), and the HP-regen would likely help on that, too.
Then again, there are Moderates that pretty much entirely lock down characters already (Turned to Shadow, Cage of Light, etc) with extremely difficult-to-meet terms of being avoided and don't allow per-round recovery, and most characters are a high enough level and have enough tricks to make auto-recovery not such a difficult prospect.
I suppose it could possibly be stuck under Entombed, but I'd be interested in seeing status effects not bound so much to the elements.
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Re: Exodus to Exga

Post by Modrageball »

Aeromage wrote: Next up: Those spirit guys. All of their items are already-approved things from the Shop, apart from the Scrolls.

Unit of Faceless Swordsmen
Level 32
Spirit, Physical & Metal
HP- 460,000
MP- 400,000
STR- 7,100
AGI- 6,000
CON- 6,100
MIN- 5,500
SPI- 6,600
XP- 0
Defense- 5,000, +5,000 against Physical, +5,000 against Metal
Defense against Stat Damage- 450
Critical Chance- 36%
Resilience- 25%
To Hit- 135%
Dodge- 29%
Resistances and Immunities- 50% Physical Resistance, 50% Fire Resistance, 50% Darkness Resistance, 80% Minor Status Effect Resistance, Diseased Immunity, 30% Moderate Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit’s thresholds each contain (Max HP / 3 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 2) each time it would normally have an action, this unit’s maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, this Unit may not have more than 20 thresholds, Unit Effect
Faceless- Possessor does not suffer negative effects from Blind status effects, possessor counts as being 5 Levels higher for the purposes of stat-scanning effects, Constant Effect
We Are Our Blades- Possessor gains +2,000 STR and +2,000 to the damage values of all possessor's actions that have damage values while possessor's CON is greater than 50% of its maximum total, Possessor's defense and damage values are halved if possessor is afflicted with Wounded: Rusting, Constant Effect
Object Kami- Possessor may benefit from, and have applied to itself, Enhancements and effects that affect Weapons, possessor counts as its own wielder for Enhancement effects that benefit a wielder, Individuals below Level 40 may not steal items from possessor, Constant Effect
Abilities-
Rush of Silent Blades- 2,000 Damage, inflicts 5 additional hits divided among 5, Physical or Metal or Physical & Metal, 0 MP
Strike and Riposte- 10,000 Damage, 50% inflicts Fatigued: Stunned, this action may be used as a counter, Physical or Metal or Physical & Metal, 0 MP
Dismember- 15,000 Damage, 70% inflicts Wounded, 70% inflicts Wounded: Bleeding, 20% inflicts a debuff that removes a Weapon slot if target is below 50% HP that cannot be removed while target is below 50% HP by individuals below Level 60, Physical, 10,000 MP
Silent Tactics- +1,000 STR, +1,000 CON, +1,000 AGI, +5% Dodge, affects caster only, Stacks 5 times, Physical & Psychic, 10,000 MP
Wall of Steel- +15,000 Defense, deals 15,000 Flat Physical & Metal damage and inflicts Wounded on any opponents who target possessor with an offensive action, Physical & Metal, 15,000 MP
Drops-
50,000 Gold
5,600 XP
50% Spiritual Dust- (Consumable, Powder, Magic, 1 Charge, 6,400 Gold) +20 SPI, stacks 5 times
30% Faceless Swordman's Sword- (Weapon, Sword, Physical, 205,000 Gold) +200 Melee Attack, 15% Critical, 15% Inflicts Wounded, Has a 5% chance on hit, to a max of once per round across all copies of this item, of activating the Sword Ability:
Rouse Sword-Spirit: Faceless Swordsman- Caster performs a 'Melee Attack' action on the target(s) of the hit that triggered this action's activation, which cannot include spells or techniques, cannot activate Sword Abilities, deals 1/2 damage, inflicts 2 hits against 1, has a 15% chance of inflicting Wounded, a 15% chance of inflicting Wounded: Bleeding, and is solely the element Physical
20% Spirit-Summoning Scroll: Unit of Faceless Swordsmen- (Consumable, Summoning Stone, Physical, 1 Charge, 3,200,000 Gold) Summons 1 Unit of Faceless Swordsmen, max 5 summoned by summoner at a time


Unit of One-Eyed Lantern-Bearers
Level 33
Spirit, Fire & Metal
HP- 500,000
MP- 550,000
STR- 6,500
AGI- 6,200
CON- 6,400
MIN- 6,000
SPI- 7,100
XP- 0
Defense- 5,000, +5,000 against Fire, +5,000 against Metal
Defense against Stat Damage- 450
Critical Chance- 37%
Resilience- 26%
To Hit- 135%
Dodge- 31%
Resistances and Immunities- Absorbs Fire, 50% Physical Resistance, 50% Fire Resistance, 50% Air Resistance, 50% Water Weakness, 80% Minor Status Effect Resistance, Diseased Immunity, 50% Burning Resistance, 50% Drowning Weakness, 50% Impaired: Blind Weakness, 30% Moderate Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit’s thresholds each contain (Max HP / 3 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 2) each time it would normally have an action, this unit’s maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, this Unit may not have more than 20 thresholds, Unit Effect
Burning Eyes- 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 the Abilities 'Ignite', 'Ignite Zone', 'Rallying Flame' and 'Seeking Flare Barrage', possessor suffers no negative effects from Burning, instead regenerating 5% Max HP a round (to a max of 30,000,000 HP) and gaining +55% To Hit, Possessor recovers from Impaired: Blind if afflicted with Burning, Constant Effect
Bolstering Flame- Possessor's Fire-element allies gain +2,000 to all stats as a non-stacking bonus, 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
Object Kami- Possessor may benefit from, and have applied to itself, Enhancements and effects that affect Weapons, possessor counts as its own wielder for Enhancement effects that benefit a wielder, Individuals below Level 40 may not steal items from possessor, Constant Effect
Abilities-
Ember Edge- 11,000 Damage, 50% inflicts Burning, Fire, 0 MP
Ignite- 15,000 Damage, Inflicts Burning, Fire, 6,000 MP
Ignite Zone- Adds an effect to target non-Water Zone that deals 30,000 Flat Fire damage to up to 19 targets at the start of each round, stacks 3 times per Zone and across Zones, Fire, 9,000 MP
Seeking Flare Barrage- 8,000 Damage, 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
Rallying Flame- Cures Confusion, Charm: Wanderlust and Impaired: Blind: Darkness, +1,500 to all stats, +10,000 Defense, does not stack, 1 hit against 3, Fire, 45,000 MP
Drops-
55,000 Gold
5,775 XP
50% Spiritual Dust- (Consumable, Powder, Magic, 1 Charge, 6,400 Gold) +20 SPI, stacks 5 times
30% One-Eyed Lantern-Bearer's Lantern- (Weapon, Polearm, Fire, 405,000 Gold) +400 Melee Attack, +400 Magical Attack, 115% To Hit, 15% Inflicts Burning, Has a 5% chance on hit, to a max of once per round across all copies of this item, of activating the Polearm Ability:
Rouse Weapon-Spirit: One-Eyed Lantern-Bearer- Caster performs a 'Magical Attack' action on the target(s) of the hit that triggered this action's activation, which cannot include spells or techniques, that deals 1/2 damage, inflicts 2 hits against 1, has a 15% chance of inflicting Burning, a 15% chance of inflicting Burning: Vaporized Spirit, and is solely the element Fire
20% Spirit-Summoning Scroll: Unit of One-Eyed Lantern-Bearers- (Consumable, Summoning Stone, Fire, 1 Charge, 3,300,000 Gold) Summons 1 Unit of One-Eyed Lantern-Bearers, max 5 summoned by summoner at a time

Lord Gadigan wrote: Thread read! Item review and approval may take a bit.

Lord Gadigan wrote:
Items that already exist gained:

Greater Rosebay Maiden's Robe- (Armor, Robe, Fire & Light, 3,000,000 Gold) +3,000 Defense, +2,500 CON, +3,200 MIN, +3,100 SPI, 30% Resilience, 20% Light Resistance, 20% Fire Resistance, 20% Magic Resistance, 50% Burning Resistance, 20% Awestruck Resistance, 60% Poison Resistance, 60% Diseased Resistance, 60% Hexed Resistance, Spirit Magic spells cost wearer 5,000 less MP to cast

2 Miko Bow-Sash- (Accessory, Belt, Light & Magic, 5,200 Gold) +5 Defense, +5 SPI, +5 Magical Attack, Wearer's Spirit Magic spells cost 5 MP less


2 Wayward Whistlegrass- (Consumable, Enchanted Item, Wood & Sonic & Spatial, 1 Charge, 150,000 Gold) 25% User moves to a random row on user's side of battle, 25% User moves to a random row on opponent's side of battle in the same battlespace, 25% User moves to a random row in a randomly-determined existing battlespace, 25% User is afflicted with Vanished, Has RP Effects


8 Spiritual Dust- (Consumable, Powder, Magic, 1 Charge, 6,400 Gold) +20 SPI, stacks 5 times

Spiritual Shielding- (Spell, Spirit Magic, Magic & Light, 50 MP, 285,000 Gold) +290 Defense, +290 Defense against SPI Damage, +2,000 HP, +2,000 MP, Does not stack



This can all get processed through with the same marks (if any) as before.

Lord Gadigan wrote:
Used items:

Sanctum-Seed: Jade Lotus Pavilion- (Permanent Consumable, Empowered Item, Earth & Water, 1 Charge, 100,000,000 Gold) User gains the ability "Innate Spiritual Sanctum: Jade Lotus Pavilion"



Doesn't need approval since it isn't leaving the thread. I'll address the ability separately. This doesn't need to go in the Shop since it never made it out of here and didn't have to go through review.

Lord Gadigan wrote: Ardy:

233,000 XP

1 Fame



Approved

Prevented the Conterna Briar-Patch from Overgrowing Large Parts of the Clavia Province (Mod Run World Award)
Saved Exga Village from Being Destroyed by the Seed Rains (Mod Run World Award)
Assaulted the Jasmine Tower (Mod Run World Award)



Also approved.

Lord Gadigan wrote: Vrishni:

233,000 XP

1 Fame



Approved.

Prevented the Conterna Briar-Patch from Overgrowing Large Parts of the Clavia Province (Mod Run World Award)
Saved Exga Village from Being Destroyed by the Seed Rains (Mod Run World Award)
Identified Many Rare and Valuable Crops for Exga Village, Beginning its Path to Prosperity (Mod Run World Award)
Assaulted the Jasmine Tower (Mod Run World Award)



Also approved.

Lord Gadigan wrote:
^*Vrishni's Papers from the Seirei Portal (Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI



This can be Bound since it doesn't really have a good reason to travel off-world.

Lord Gadigan wrote:
Moly



Is this a reference to something mythological or something? Something about it seems that way, so I want to know if it's a reference I'm missing.

Aeromage wrote: A repost from the chat-segment: Yes, it's a reference to the herb from the Odyssey. Vrishni rolled very well and I thought I'd throw in something somewhat-legendary in style.

Lord Gadigan wrote: To facilitate better review here, may I have a single post listing what I have yet to approve?
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Re: Exodus to Exga

Post by Modrageball »

Aeromage wrote: Remaining Things To Approve

Abilities

Blimptacular Bro-Flight- (Passive Ability, Skykeeper) If possessor is in the same side of battle as *Ardy, Lantern-Spirit of Rosebay Fields, possessor may, at the start of any round that said individual is not dead or in a separate battlespace, obtain a non-stacking buff that gives its possessor the subtype Aerial, 50% Entombed Resistance and 20% Earth Resistance, and provide *Ardy, Lantern-Spirit of Rosebay Fields with 50% Entombed Resistance and 20% Earth Resistance

Innate Spiritual Sanctum: Jade Lotus Pavilion- (Passive Ability, Binder) +(Possessor's Level * 100) SPI, +(Possessor's Level * 50) SPI Defense, +(Possessor's Level * 5,000) MP, Possessor may choose to act and have possessor's abilities, equipment and spells react as if possessor were in a Zone of Earth & Water, possessor counts as possessing the Sanctum 'Jade Lotus Pavilion', possessor may benefit from only one ability with the name 'Innate Spiritual Sanctum' at one time




New Learnable Ability

Materialise Spiritual Sanctum- (Technique Ability, Binder) Possessor may spend an action to set the Terrain to any one Sanctum possessor possesses with an attached effect that provides (Level * 100) to all of possessor's stats that cannot be removed by entities of a level below (Possessor's Level + (Number of Binder Abilities Posssessed)/5), to a maximum of 20 levels above possessor
Requires: Geomancer, Binder, Shrine Maiden, any Binder ability whose name includes 'Innate Spiritual Sanctum'
Cost: 4 Weeks spent in Seirei that may not be used for anything other than learning this ability




Gained Items

Fireweed Staff- (Weapon, Staff: Rootstaff, Fire, 5,500,000 Gold) +5,500 Magical Attack, +5,500 Melee Attack, +5,500 SPI, +5,500 MIN, 60% Inflicts Burning, if an attack made with this weapon successfully inflicts Burning, a copy of said attack is created and suspended against its target (that may only hit said target) until the instance of Burning inflicted by this weapon is cured or removed
Infinitely-Unfurling Moonstone Lotus of Vernat- (Weapon, Throwing Weapon: Vajra, Earth & Wood & Life & Moon, 120,000,000 Gold) +120,000 Ranged Attack, +120,000 Magical Attack, +120,000 AGI, +120,000 SPI, 200% To Hit, whenever wielder makes a Ranged Attack, Magical Attack, Ranged Overdrive, Point Blank or Overdrive action, wielder may lose a stacked instance of a debuff applied to them by a source below Level 70 who are no more than 19 Levels greater than wielder, whenever wielder makes a Ranged Attack, Magical Attack, Ranged Overdrive, Point Blank or Overdrive action, wielder may lose a stacked instance of a minor status effect applied to them by a source below Level 70 who are no more than 19 Levels greater than wielder, wielder's Ranged Attack, Ranged Overdrive, Point Blank, Magical Attack and overdrive actions may unsummon a summon of a target below Level 70 who is no more than 19 Levels greater than wielder, Once per thread, when wielder is killed by a source below Level 70, wielder may immediately resurrect and gain the subtype Plant, this weapon may become any combination of (or solely) Earth, Wood, Life and/or Moon element at the beginning of each of wielder's actions, wielder may spend an action to change a target weapon owned by wielder or a willing ally to become any combination (or solely) Earth, Wood, Life and/or Moon element
Jasmine Archer's Bow- (Weaponx2, Bow: Longbow, Wood & Air, 2,000,000 Gold) +4,000 Ranged Attack, +4,000 AGI, 140% To Hit, 30% Critical, 30% Dodge, 50% Inflicts Charm, 30% Inflicts Charm: Infatuation, Wielder gains an additional +4,000 Ranged Attack against targets whose name includes "Fuchsia", Wielder gains -4,000 Ranged Attack against targets whose name includes "Honeysuckle"
9 Jasmine Guard's Spear- (Weapon, Polearm: Spear, Wood & Air, 800,000 Gold) +800 Melee Attack, +800 Ranged Attack, +800 STR, +800 AGI, +800 CON, +800 additional STR, AGI and CON if one of possessor's allies are also wielding a copy of this weapon, 120% To Hit, 20% Critical, Wielder gains an additional +800 Ranged and Melee Attack against targets whose name includes "Fuchsia", Wielder gains -800 Ranged and Melee Attack against targets whose name includes "Honeysuckle"
Jasmine Scout's Throwing Knives- (Weapon, Knife: Kunai, Wood & Air, 2,650,000 Gold) +2,650 Ranged Attack, +2,650 AGI, +2,650 to wielder's turn-order-determining stat for turn-order-determining purposes, 130% To Hit, 25% Inflicts Suffocation: Verdant Air, Wielder gains an additional +3,000 Ranged Attack against targets whose name includes "Fuchsia", Wielder gains -3,000 Ranged Attack against targets whose name includes "Honeysuckle"
2 Vernat Remalii Orb- (Weapon, Throwing Weapon: Orb, Earth & Moon, 800,000 Gold) +800 Magical Attack, +800 MIN, +800 SPI, 15% inflicts Suffocation: Verdant Air OR Voidstruck: Moon Mad, with actions using this weapon not being able to inflict both status effects on the same target, wielder's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects


Bodiless Warrior's Armor- (Armor, Heavy Armor: Hivemail, Physical, 205,000 Gold) +200 Defense, +200 CON, Has a 5% chance on hit, to a max of once per round across all copies of this item, of activating as a pre-emptive counter the Ability:
Rouse Armour-Spirit: Bodiless Warrior- Caster gains +2,000 Defense and 20% Dodge, this buff lasts until the beginning of caster's next action
Jasmine Archer's Armour- (Armor, Light Armor: Body Armor, Wood & Air, 4,000,000 Gold) +4,000 Defense, +4,000 Ranged Attack, +4,300 Defense against Ice, +4,000 AGI, +4,000 MIN, +4,000 SPI, 140% To Hit, 40% Charm Resistance, 60% Suffaction: Verdant Air Resistance, Wielder gains an additional +3,000 Ranged Attack against targets whose name includes "Fuchsia", Wielder gains -3,000 Defense against opponents or damage sources whose name includes "Honeysuckle"
2 Jasmine Guard's Armour- (Armor, Heavy Armor: Scale Mail, Wood & Air, 800,000 Gold) +800 Defense, +800 STR, +800 CON, 15% Resilience, 30% Charm Resistance, 30% Suffocation: Verdant Air Resistance, Wielder gains an additional +800 Defense against targets whose name includes "Fuchsia", Wielder gains -800 Defense against opponents or damage sources whose name includes "Honeysuckle"



Fragrant Jasmine Amulet- (Accessory, Amulet, Air, 2,000,000 Gold) +2,000 AGI, +2,000 SPI, 60% Charm Resistance, Wielder's Charm (and Charm sub-status effect) infliction chances are increased by 20% as a non-stacking effect
Jasmine Guard Captain's Helm- (Accessory, Helm, Wood & Air, 4,000,000 Gold) +4,000 Defense, +4,000 CON, +4,000 AGI, +4,000 STR, 50% Charm Resistance, 50% Suffocation: Verdant Air Resistance, Wielder's allies whose name includes 'Jasmine' or are wielding an item that includes the name 'Jasmine' gain +400 to all stats, 50% Charm Resistance and 50% Suffocation: Verdant Air Resistance, Wielder gains an additional +4,000 Defense against targets whose name includes "Fuchsia", Wielder gains -4,000 Defense against targets whose name includes "Honeysuckle"
Sacred Jasmine Arrow- (Accessory, Ammo, Air & Wood & Light, 50,000,000 Gold) +50,000 Ranged Attack, +50,000 Magical Attack, Wielder's Attacks that involve a Bow deal 5,000 SPI Damage, Wielder's Attacks that involve a Bow weapon pierce 1,000 points of SPI Defense, Wielder's 'Ranged Attack' actions may (use SPI as their Prime Attribute and instead use wielder's Magical Attack bonus instead of wielder's Ranged Attack bonus), Wielder's actions that have a chance of inflicting Charm, Charm: Impressed, Charm: Lovestruck, Charm: Lust, Charm: Pacified, Confusion: Berserk, Confusion: Depression, Confusion: Enraged, Confusion: Fear, Confusion: Lonely, Confusion: Overcome by Laughter, Confusion: Paranoia, Confusion: Surprised, Fatigued: Stress, Pain: Bruised Ego, Pain: Mental Anguish and Stat Drain: SPI Drain have the chance of inflicting such increased by 50%, Wielder must have a Bow equipped to receive this item's benefits
Sato's Seed Pouch- (Accessory, Container, Earth, 600,000 Gold) Wielder may spend an action to summon 1-5 Plants from the Enemy List that are below Level 25 and normally fightable for drops, Wielder may spend an action to provide up to 5 summons summoned through this item with +600 to all stats as a non-stacking buff


Call The Verdant Wind- (Spell, Elemental Magic, Air & Wood, 350,000 MP, 35,000,000 Gold) +35,000 Magical Attack, May Heal Plants, 50% May Inflict Suffocation: Verdant Air, attaches a non-stacking effect to a Zone of Air that deals 300,000 Flat Wood & Air damage to up to 15 targets within it that does not stack across Zones at the start of each round, this effect may instead heal an equal amount to Plant targets, caster may choose to count this as a casting of any combination of Call Unto Air and/or Call Unto Wood, this spell additionally possesses the subtype Druid Magic
Call Unto Moon: Vernat- (Spell, Lunar Arts, Earth & Wood, 40,000 MP, 40,000,000 Gold) Sets Vernat as the current Governing Lunar Body, sets said Governing Lunar Body's Associated Elements to Earth & Wood, reduces the cost of all Lunar Arts spells containing the same element(s) as the Governing Lunar Body's Associated Elements by 40,000 MP and increases the Magical Attack, Ranged Attack or Melee Attack bonuses of all Lunar Arts spells containing the same element(s) as the Governing Lunar Body's Associated Elements by +40,000 as a non-stacking bonus.
Shrine Maiden's Spirit Arrow- (Spell, Spirit Magic, Light, 75,000 MP, 7,500,000 Gold) +7,500 Ranged Attack, 50% may inflict Awestruck: Sealed, 50% may inflict an additional hit against another target in a different row (to a maximum of 2 additional targets, each of which must be in a different row than has already been targetted), Ranged Attacks actions that include this spell may use SPI as their Prime Attribute, caster must be weilding a Bow or have the abilities 'Shrine Maiden' and 'Archer', this spell may count as an Archery spell
Terrain Spell of the Jasmine Tower: Enthralling Fragrance- (Spell, Geomancy, Wood & Air, 150 MP, 150,000 Gold) 40% Inflicts Charm, 1 hit against 10, 60% Inflicts Charm in a Chronogeomantic Zone of Evening, Dusk, Early Night, Night, Late Night or Midnight, the terrain or phantom terrain must be Jasmine Tower to cast this spell


Animula Crysanthemum- (Consumable, Enchanted Item, Earth & Life, 1 Charge, 25,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself, target gains the subtype Plant
Animula Crysanthemum Bud- (Consumable, Enchanted Item, Earth & Life, 1 Charge, 50,000,000 Gold) Provides target with a buff that activates upon death and immediately resurrects possessor at full health (to a maximum of 50,000,000 HP), additionally providing possessor with the subtype Plant
Assorted Vegetables from the Seed Rains- (Consumable, Food, Acid & Air & Earth & Darkness & Light & Physical & Magic & Water & Wood, 12 Charges, 230,000 Gold) Heals 2,300 HP and MP and performs a chosen effect from: Heals 230 Stat Damage to all stats, Heals 1,000 Stat Damage to any one stat, +230 to all stats, +1,000 to any one stat, +1,000 to target's turn-order stat for turn-order-determining purposes only, +2,000 HP, +2,000 MP, 25% Resistance to any one base element, 25% Light Resistance, 25% Wood Resistance, +5% Resistance to any one base element, +5% Light Resistance, +5% Wood Resistance, +2% To Hit, +2% Resilience, +2% Critical, +2% Dodge, 50% Poison Resistance, 50% Pain: Discomfort: Stomachache Resistance, 50% Pain: Nauseous Resistance, 50% Fatigued Resistance, Provides a buff that prevents the effect of a single debuff from a source below Level 30, Stacks once per each separate effect this item can produce, with each effect stacking with different effects but not further copies of itself.
14 Epileptic Whining Cabbage- (Consumable, Food, Earth & Air, 1 Charge, 700 Gold) +15 Defense against Physical, 30% Inflicts Confusion, 50% Inflicts Confusion: Disconcerted
2 Floral Offering - (Consumable, Enchanted Item, Earth & Air, 1 Charge, 400,000 Gold) User may expend a charge of this item as part of an action involving the casting of a Divine Magic spell and reduce the cost of the aforementioned spell by 40,000 MP
Moly- (Consumable, Medicine, Mystic, 1 Charge, 50,000,000 Gold) Target may not be transformed into another entity by sources below Level 80, target gains 50% Enchantment Resistance, 50% Alchemy Resistance and 50% Potion Resistance
Pale Bloodheart Apple- (Consumable, Food, Earth & Blood, 1 Charge, 12,000,000 Gold) +120,000 HP, +12,000 CON and +20% Resilience as a debuff that lasts 5 rounds, the text of this debuff then changes to -240,000 HP, -24,000 CON and 50% Inflicts Suffocation: Drowning In Blood at the start of each round, lasts 20 rounds
Spirit-Summoning Scroll: Unit of Faceless Swordsmen- (Consumable, Summoning Stone, Physical, 1 Charge, 3,200,000 Gold) Summons 1 Unit of Faceless Swordsmen, max 5 summoned by summoner at a time
Spirit-Summoning Scroll: Unit of One-Eyed Lantern-Bearers- (Consumable, Summoning Stone, Fire, 1 Charge, 3,300,000 Gold) Summons 1 Unit of One-Eyed Lantern-Bearers, max 5 summoned by summoner at a time
3 Tengu's Beak Root- (Consumable, Medicine, Earth & Air, 1 Charge, 500,000 Gold) +500 to any one stat or -500 to any one stat, stacks 5 times
3 Waypoint Whistlegrass- (Consumable, Enchanted Item, Wood & Sonic & Spatial, 2 Charges, 500,000 Gold) User and user's allies may immediately leave a random quest they are currently in, user may use the first charge of this consumable to place a Waypoint in user's present battlespace, if user uses this consumable after having set a Waypoint in a battlespace, user and user's allies may immediately enter that battlespace and remove the Waypoint

Barley of Beneficent Salutary Splendour- (Item, Antiquity, Life & Earth, 10,000,000 Gold)
Burnt Ebony- (Item, Antiquity, Darkness & Fire, 50 Gold)
Flowering Offshot-Tree from the Jasmine Tower- (Item, Antiquity, Earth & Wood & Air, 20,000,000 Gold)
5 Fragrant Ashes- (Item, Antiquity, Fire & Earth, 150 Gold)
30 Heady Jasmine of Intoxicating Fragrance- (Item, Antiquity, Earth & Wood & Air, 500,000 Gold)
Jasmine Tea-Bush of Spiritual Purification- (Item, Antiquity, Wood & Air & Light, 16,000,000 Gold)
Jasmine Tower Key- (Item, Key, Wood & Air, 100,000 Gold)
16 Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 15,000 Gold)
Kingwood Oak Sapling- (Item, Antiquity, Wood & Nobility, 350,000 Gold)
Ornate Treasure Chest from the Jasmine Tower- (Item, Antiquity, Wood & Air, 2,000,000 Gold)
31 Rare Flowers- (Item, Antiquity, Earth, 7,000 Gold)
20 Rare Flowers from the Seed Rains- (Item, Antiquity, Earth & Wood, 280,000 Gold)
6 Rare Red Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 1,000,000 Gold)
Spiritual Ebony- (Item, Antiquity, Darkness, 800,000 Gold)
10 Sprig of Jasmine- (Item, Antiquity, Earth & Air, 120 Gold)
13 Star Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 25,000 Gold)
Vernat Remalii Essence- (Item, Material, Earth & Moon, 120,000 Gold)
20 Yellow Jasmine Tree- (Item, Antiquity, Earth & Wood & Air, 15,500 Gold)


Kingwood Acorn (Permanent Consumable, Empowered Item, 1 Charge, Wood & Nobility, 100,000,000 Gold) Teaches user "Acorn Royalty", user gains 1 Castle-Oak and 1 Small Forest-Kingdom
Acorn Royalty- (Passive Ability, Botanist) Possessor's Plant allies gain +500 to all stats, Possessor may, at the beginning of a thread, choose to gain the elements Wood and Nobility, Possessor may summon 10 Acorn Soldier, 5 Acorn Knight, 5 Acorn Mage, 2 Acorn Troop or 1 Acorn Champion every round
Castle-Oak (Item, Property, Wood & Nobility, 40,000,000 Gold)
Small Forest-Kingdom (Item, Property, Earth & Wood, 80,000,000 Gold)

Rose Mistletoe Berry- (Permanent Consumable, Empowered Item, Earth, 1 Charge, 2,000,000 Gold) Target willing Plant pet gains the Constant Effect:
Mistletoe's Charm- Possessor's chances of inflicting Charm are increased by 20%, Constant Effect




Encountered Items
Not leaving the thread, so you probably don't need to approve this, but just in case...

Nimbyssus Balls- (Item, Antiquity, Air, 4,000,000 Gold)
Palureed- (Item, Antiquity, Earth & Water & Marsh, 405,000 Gold)
Rock Cane- (Item, Antiquity, Earth, 310,000 Gold)




Items Dropped By To-Be-Approved Entities

Tiny Acorn Knight's Blade- (Weaponx.5, Sword: Straightsword, Wood, 5,000 Gold) +50 Melee Attack, 15% Critical
Tiny Acorn Mage's Wand- (Weaponx.5, Wand: Branch, Wood, 5,000 Gold) +50 Magical Attack, 15% Critical
Tiny Acorn Soldier’s Sword- (Weaponx.5, Sword: Straightsword, Wood, 5,000 Gold) +50 Melee Attack, +650 HP, Wielder gains +50 to all stats for each ally wielder has with the Constant Effect 'Acorn Kingdom Military', to a max of 100 such allies
Tiny Acorn Pike- (Weaponx.5, Polearm: Spear, Wood, 500 Gold) +5 Melee Attack
Tiny Acorn Shield- (Weaponx.5, Shield: Buckler, Wood, 500 Gold) +5 Defense
Tiny Acorn Soldier’s Shield- (Weaponx.5, Shield: Tower, Wood, 6,000 Gold) +60 Defense, +60 CON

Tiny Acorn Soldier’s Mail- (Armorx.5, Heavy Armor: Plate Armor, Wood, 6,000 Gold) +60 Defense, +60 CON

Emblem of the Acorn Kingdom- (Accessory, Seal, Wood, 200,000 Gold) +200 Defense, 15% Fire Weakness, 15% Wood Resistance, 15% Earth Resistance, 5% Electrical Resistance

Acorn- (Consumable, Food, Earth & Wood, 50 Gold) +5 HP, 5% Inflicts Pain: Discomfort: Stomachache
Healing Nut Oils- (Consumable, Medicine, Wood & Water, 50,000 Gold) Heals 5,000 HP
Secret Oak Oils- (Consumable, Medicine, Wood & Water, 250,000 Gold) Heals 25,000 HP, +2,500 STR, +2,500 CON, does not stack
Spirit-Summoning Scroll: Unit of Faceless Swordsmen- (Consumable, Summoning Stone, Physical, 1 Charge, 3,200,000 Gold) Summons 1 Unit of Faceless Swordsmen, max 5 summoned by summoner at a time
Spirit-Summoning Scroll: Unit of One-Eyed Lantern-Bearers- (Consumable, Summoning Stone, Fire, 1 Charge, 3,300,000 Gold) Summons 1 Unit of One-Eyed Lantern-Bearers, max 5 summoned by summoner at a time
Troop Deployment Twig: Acorn Troop- (Consumable, Summoning Stone, Wood, 1 Charge, 100,000 Gold) Summons 1 Acorn Troop, max 5 summoned by summoner at a time

Big Pile of Acorns- (Item, Antiquity, Earth & Wood, 8,000 Gold)




Ardy's Gains

Herald of the Unbound Conflagration- Whenever an instance of Burning with possessor 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, possessor's Fire element actions may not be countered by individuals below Level 60
Lightning Rod- Possessor may choose to become the target of an Electrical-Element attack or effect that would hit one of possessor's allies; if possessor does so or is hit by an Electrical-Element attack or effect, possessor counts as being in a Zone of Electrical for two rounds, Constant Effect

Blimptacular Bro-Bomb- 20,000 Damage, inflicts Confusion: Surprised, this attack may deal full damage to the back rank, this ability may only be used if possessor has an ally in the same battlespace named "Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena" who currently possesses a buff from the ability 'Blimptacular Bro-Flight', use of this ability removes all buffs from the ability 'Blimptacular Bro-Flight' from said ally, 0 MP, Physical & Air or Metal & Air or Physical & Metal & Air

Thunder 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 Electrocuted, Possessor must be in a Zone of Electricity to use this attack, Electricity, 0 MP (Added to Indexed Abilities)

Blade Art: Vulnus Fulgor- 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, 1 hit against 10, if this attack hits a target in the front row it may generate an additional hit against a target in the same formation's back row (with additional hits generated in this way not being able to target the same target twice), inflicts Electrocuted, possessor must be in a Zone of Electrical to use this attack and, if counting as being in a Zone of Electrical through possessor's 'Lightning Rod' ability, no longer counts as being in a Zone of Electrical, this attack may only be used once per round, Electrical, 200,000 MP



Entities


Unit of Faceless Swordsmen
Level 32
Spirit, Physical & Metal
HP- 460,000
MP- 400,000
STR- 7,100
AGI- 6,000
CON- 6,100
MIN- 5,500
SPI- 6,600
XP- 0
Defense- 5,000, +5,000 against Physical, +5,000 against Metal
Defense against Stat Damage- 450
Critical Chance- 36%
Resilience- 25%
To Hit- 135%
Dodge- 29%
Resistances and Immunities- 50% Physical Resistance, 50% Fire Resistance, 50% Darkness Resistance, 80% Minor Status Effect Resistance, Diseased Immunity, 30% Moderate Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit’s thresholds each contain (Max HP / 3 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 2) each time it would normally have an action, this unit’s maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, this Unit may not have more than 20 thresholds, Unit Effect
Faceless- Possessor does not suffer negative effects from Blind status effects, possessor counts as being 5 Levels higher for the purposes of stat-scanning effects, Constant Effect
We Are Our Blades- Possessor gains +2,000 STR and +2,000 to the damage values of all possessor's actions that have damage values while possessor's CON is greater than 50% of its maximum total, Possessor's defense and damage values are halved if possessor is afflicted with Wounded: Rusting, Constant Effect
Object Kami- Possessor may benefit from, and have applied to itself, Enhancements and effects that affect Weapons, possessor counts as its own wielder for Enhancement effects that benefit a wielder, Individuals below Level 40 may not steal items from possessor, Constant Effect
Abilities-
Rush of Silent Blades- 2,000 Damage, inflicts 5 additional hits divided among 5, Physical or Metal or Physical & Metal, 0 MP
Strike and Riposte- 10,000 Damage, 50% inflicts Fatigued: Stunned, this action may be used as a counter, Physical or Metal or Physical & Metal, 0 MP
Dismember- 15,000 Damage, 70% inflicts Wounded, 70% inflicts Wounded: Bleeding, 20% inflicts a debuff that removes a Weapon slot if target is below 50% HP that cannot be removed while target is below 50% HP by individuals below Level 60, Physical, 10,000 MP
Silent Tactics- +1,000 STR, +1,000 CON, +1,000 AGI, +5% Dodge, affects caster only, Stacks 5 times, Physical & Psychic, 10,000 MP
Wall of Steel- +15,000 Defense, deals 15,000 Flat Physical & Metal damage and inflicts Wounded on any opponents who target possessor with an offensive action, Physical & Metal, 15,000 MP
Drops-
50,000 Gold
5,600 XP
50% Spiritual Dust- (Consumable, Powder, Magic, 1 Charge, 6,400 Gold) +20 SPI, stacks 5 times
30% Faceless Swordman's Sword- (Weapon, Sword, Physical, 205,000 Gold) +200 Melee Attack, 15% Critical, 15% Inflicts Wounded, Has a 5% chance on hit, to a max of once per round across all copies of this item, of activating the Sword Ability:
Rouse Sword-Spirit: Faceless Swordsman- Caster performs a 'Melee Attack' action on the target(s) of the hit that triggered this action's activation, which cannot include spells or techniques, cannot activate Sword Abilities, deals 1/2 damage, inflicts 2 hits against 1, has a 15% chance of inflicting Wounded, a 15% chance of inflicting Wounded: Bleeding, and is solely the element Physical
20% Spirit-Summoning Scroll: Unit of Faceless Swordsmen- (Consumable, Summoning Stone, Physical, 1 Charge, 3,200,000 Gold) Summons 1 Unit of Faceless Swordsmen, max 5 summoned by summoner at a time


Unit of One-Eyed Lantern-Bearers
Level 33
Spirit, Fire & Metal
HP- 500,000
MP- 550,000
STR- 6,500
AGI- 6,200
CON- 6,400
MIN- 6,000
SPI- 7,100
XP- 0
Defense- 5,000, +5,000 against Fire, +5,000 against Metal
Defense against Stat Damage- 450
Critical Chance- 37%
Resilience- 26%
To Hit- 135%
Dodge- 31%
Resistances and Immunities- Absorbs Fire, 50% Physical Resistance, 50% Fire Resistance, 50% Air Resistance, 50% Water Weakness, 80% Minor Status Effect Resistance, Diseased Immunity, 50% Burning Resistance, 50% Drowning Weakness, 50% Impaired: Blind Weakness, 30% Moderate Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit’s thresholds each contain (Max HP / 3 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 2) each time it would normally have an action, this unit’s maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, this Unit may not have more than 20 thresholds, Unit Effect
Burning Eyes- 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 the Abilities 'Ignite', 'Ignite Zone', 'Rallying Flame' and 'Seeking Flare Barrage', possessor suffers no negative effects from Burning, instead regenerating 5% Max HP a round (to a max of 30,000,000 HP) and gaining +55% To Hit, Possessor recovers from Impaired: Blind if afflicted with Burning, Constant Effect
Bolstering Flame- Possessor's Fire-element allies gain +2,000 to all stats as a non-stacking bonus, 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
Object Kami- Possessor may benefit from, and have applied to itself, Enhancements and effects that affect Weapons, possessor counts as its own wielder for Enhancement effects that benefit a wielder, Individuals below Level 40 may not steal items from possessor, Constant Effect
Abilities-
Ember Edge- 11,000 Damage, 50% inflicts Burning, Fire, 0 MP
Ignite- 15,000 Damage, Inflicts Burning, Fire, 6,000 MP
Ignite Zone- Adds an effect to target non-Water Zone that deals 30,000 Flat Fire damage to up to 19 targets at the start of each round, stacks 3 times per Zone and across Zones, Fire, 9,000 MP
Seeking Flare Barrage- 8,000 Damage, 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
Rallying Flame- Cures Confusion, Charm: Wanderlust and Impaired: Blind: Darkness, +1,500 to all stats, +10,000 Defense, does not stack, 1 hit against 3, Fire, 45,000 MP
Drops-
55,000 Gold
5,775 XP
50% Spiritual Dust- (Consumable, Powder, Magic, 1 Charge, 6,400 Gold) +20 SPI, stacks 5 times
30% One-Eyed Lantern-Bearer's Lantern- (Weapon, Staff: Lampstaff, Fire, 405,000 Gold) +400 Melee Attack, +400 Magical Attack, 115% To Hit, 15% Inflicts Burning, Has a 5% chance on hit, to a max of once per round across all copies of this item, of activating the Weapon-Spirit Ability:
Rouse Weapon-Spirit: One-Eyed Lantern-Bearer- Caster performs a 'Magical Attack' action on the target(s) of the hit that triggered this action's activation, which cannot include spells or techniques, that deals 1/2 damage, inflicts 2 hits against 1, has a 15% chance of inflicting Burning, a 15% chance of inflicting Burning: Vaporized Spirit, and is solely the element Fire
20% Spirit-Summoning Scroll: Unit of One-Eyed Lantern-Bearers- (Consumable, Summoning Stone, Fire, 1 Charge, 3,300,000 Gold) Summons 1 Unit of One-Eyed Lantern-Bearers, max 5 summoned by summoner at a time



Acorn Soldier
Level 3
Plant, Wood
HP- 3,500
MP- 3,000
STR- 200
AGI- 80
CON- 210
MIN- 80
SPI- 110
XP- 0
Defense- 220, +300 Defense against Wood
Defense against Stat Damage- 0
Critical Chance- 2%
Resilience- 3%
To Hit- 102%
Dodge- 5%
Resistances and Immunities- 50% Fire Weakness, 50% Wood Resistance, 50% Earth Resistance, Deafened Immunity, Blind Immunity
Prime Attribute- Strength
Constant Effects-
Acorn Kingdom Military- Possessor gets +12 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Acorn Kingdom Military", to a max of 200 such allies, Constant Effect
Tiny- Possessor gains +5% Dodge, Constant Effect
Abilities-
Acorn Pike- 500 Damage, Wood or Physical, 0 MP
Acorn Rifle- 500 Damage, 30% Inflicts Fatigued: Stunned, Wood, 500 MP
Acorn Shield- +500 Defense, this effect gains +50 Defense for each ally, including caster,who has used an ability named 'Acorn Shield' this round, to a maximum of 50 allies, may only target caster or allies with the Constant Effect 'Acorn Kingdom Military' or the ability 'Acorn Royalty', does not stack, Wood, 1,500 MP
Acorn Cannon Barrage- 700 Damage, 30% Inflicts Fatigued: Stunned, 1 hit against X, where X equals 1 + (the number of allies who have used an ability named 'Acorn Cannon Barrage' this round), Wood & Fire, 1,500 MP
Drops-
750 Gold
75 XP
80% Acorn- (Consumable, Food, Earth & Wood, 50 Gold) +5 HP, 5% Inflicts Pain: Discomfort: Stomachache
10% Tiny Acorn Pike- (Weaponx.5, Polearm: Spear, Wood, 500 Gold) +5 Melee Attack
10% Tiny Acorn Shield- (Weaponx.5, Shield: Buckler, Wood, 500 Gold) +5 Defense


Acorn Knight
Level 8
Plant, Wood
HP- 25,000
MP- 18,000
STR- 500
AGI- 280
CON- 520
MIN- 280
SPI- 300
XP- 0
Defense- 700, +1,000 against Wood, +1,000 against Earth
Defense against Stat Damage- 0
Critical Chance- 5%
Resilience- 10%
To Hit- 105%
Dodge- 10%
Resistances and Immunities- 50% Fire Weakness, 50% Wood Resistance, 50% Earth Resistance, 20% Electrical Resistance, 20% Fatigued Resistance, Deafened Immunity, Blind Immunity
Prime Attribute- Strength
Constant Effects-
Acorn Kingdom Military- Possessor gains +20 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Acorn Kingdom Military", to a max of 200 such allies, Constant Effect
Knight of the Acorn Kingdom- Possessor gains +500 Defense, +200 to all stats, +5% Resilience and +5% Critical if an ally possesses the ability 'Acorn Royalty', Constant Effect
Tiny and Nimble- Possessor gains +10% Dodge, Constant Effect
Abilities-
Acorn Blade- 1,600 Damage, Wood or Physical, 0 MP
Rapid-Root Rifle- 1,600 Damage, 80 AGI damage, 50% Inflicts Fatigued: Stunned, 40% Inflicts Stat Drain: AGI Drain, 20% inflicts Entombed: Overgrown, Wood, 1,000 MP
Acorn Shield- +1,000 Defense, this effect gains +100 Defense for each ally, including caster,who has used an ability named 'Acorn Shield' this round, to a maximum of 50 allies, may only target caster or allies with the Constant Effect 'Acorn Kingdom Military' or the ability 'Acorn Royalty', does not stack, Wood, 2,500 MP
Healing Acorn Oils- 2,000 Damage, Heals, Wood & Water, 500 MP
Issue Orders- +10% To-Hit, +5% Critical, +2,000 HP, +50 STR, +50 AGI, +50 SPI, 1 hit against 15, stacks 5 times, Air, 5,000 MP
Cover- Target gains +((Possessor's Defense)/2) Defense, Possessor takes an amount of damage equal to half that taken by target while this buff is in effect, lasts 1 round, does not stack, Physical, 5,000 MP
Drops-
4,000 Gold
400 XP
60% Acorn- (Consumable, Food, Earth & Wood, 50 Gold) +5 HP, 5% Inflicts Pain: Discomfort: Stomachache
20% Healing Nut Oils- (Consumable, Medicine, Wood & Water, 50,000 Gold) Heals 5,000 HP
15% Tiny Acorn Knight's Blade- (Weaponx.5, Sword: Straightsword, Wood, 5,000 Gold) +50 Melee Attack, 15% Critical
5% Emblem of the Acorn Kingdom- (Accessory, Seal, Wood, 200,000 Gold) +200 Defense, 15% Fire Weakness, 15% Wood Resistance, 15% Earth Resistance, 5% Electrical Resistance


Acorn Mage
Level 8
Plant, Wood
HP- 25,000
MP- 18,000
STR- 280
AGI- 280
CON- 300
MIN- 500
SPI- 520
XP- 0
Defense- 500, +1,000 against Wood, +1,000 against Earth
Defense against Stat Damage- 100
Critical Chance- 5%
Resilience- 10%
To Hit- 105%
Dodge- 10%
Resistances and Immunities- 50% Fire Weakness, 50% Wood Resistance, 50% Earth Resistance, 20% Electrical Resistance, 20% Fatigued Resistance, Deafened Immunity, Blind Immunity
Prime Attribute- Strength
Constant Effects-
Acorn Kingdom Military- Possessor gains +20 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Acorn Kingdom Military", to a max of 200 such allies, Constant Effect
Mage of the Acorn Kingdom- Possessor gains +500 Defense, +200 to all stats, +5% Resilience and +5% Critical if an ally possesses the ability 'Acorn Royalty', Constant Effect
Tiny and Nimble- Possessor gains +10% Dodge, Constant Effect
Abilities-
Acorn Wand- 1,600 Damage, Wood or Physical, 0 MP
Healing Acorn Oils- 2,000 Damage, Heals, Wood & Water, 500 MP
Forest Magic: Root Barrage- 1,000 Damage, 50% Inflicts Paralysis, 40% Inflicts Impaired: Slow, 20% inflicts Entombed: Overgrown, 1 hit against 5 or 5 hits against 1, Wood, 1,000 MP
Forest Magic: Shield of Oak- +1,000 Defense, this effect gains +100 Defense for each ally, including caster,who has used an ability named 'Forest Magic: Shield of Oak' this round, to a maximum of 50 allies, may only target caster or allies with the Constant Effect 'Acorn Kingdom Military' or the ability 'Acorn Royalty', does not stack, Wood, 2,500 MP
Forest Magic: Nux Flamen- 2,000 Damage, 20% inflicts Nutform, Wood, 5,000 MP
Establish Forest-Magic Channel- Target and caster combine MP totals and share MP, both target and caster reduce the MP cost of Wood-element actions by half (to a maximum of 200,000 MP reduction), does not stack, Wood & Magic, 5,000 MP
Drops-
4,000 Gold
400 XP
60% Acorn- (Consumable, Food, Earth & Wood, 50 Gold) +5 HP, 5% Inflicts Pain: Discomfort: Stomachache
20% Healing Nut Oils- (Consumable, Medicine, Wood & Water, 50,000 Gold) Heals 5,000 HP
15% Tiny Acorn Mage's Wand- (Weaponx.5, Wand: Branch, Wood, 5,000 Gold) +50 Magical Attack, 15% Critical
5% Emblem of the Acorn Kingdom- (Accessory, Seal, Wood, 200,000 Gold) +200 Defense, 15% Fire Weakness, 15% Wood Resistance, 15% Earth Resistance, 5% Electrical Resistance


Acorn Troop
Level 12
Plant, Wood
HP- 67,500
MP- 44,000
STR- 1,300
AGI- 750
CON- 1,000
MIN- 1,000
SPI- 1,000
XP- 0
Defense- 900, +1,500 against Wood, +1,500 against Earth
Defense against Stat Damage- 30
Critical Chance- 7%
Resilience- 15%
To Hit- 110%
Dodge- 15%
Resistances and Immunities- 50% Fire Weakness, 50% Wood Resistance, 50% Earth Resistance, 20% Electrical Resistance, 20% Fatigued Resistance, Deafened Immunity, Blind Immunity
Prime Attribute- Strength
Constant Effects-
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit’s thresholds each contain (Max HP / 3 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 2) each time it would normally have an action, this unit’s maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, this Unit may not have more than 20 thresholds, Unit Effect
Acorn Kingdom Military- Possessor gains +100 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Acorn Kingdom Military", to a max of 200 such allies, Constant Effect
Tiny and Nimble- Possessor gains +15% Dodge, Constant Effect
Abilities-
Array of Tiny Acorn Weapons- 3,500 Damage, 1-5 hits against 1-5, with the numbers chosen being selected by user, if either number is greater than 1, this ability’s damage dealt is multiplied by 1/2, and if both numbers together add to be more than six, this ability’s damage is instead multiplied by 1/4, Wood, 0 MP
Swarm Around Enemy- 4,000 Damage, target may not change rows until user uses an action that is not 'Swarm Around Enemy', Physical, 0 MP
Assume Scattered Position- User gains +5% Dodge and may not lose more than one threshold to a single action, stacks 5 times, Physical & Psychic, 0 MP
Entrench- Target willing individual gets +500 Defense but loses this buff upon switching rows for any reasons, this Defense bonus is doubled for Units, Physical & Earth, 2,000 MP
War March- +250 STR, +200 CON, +200 AGI, affects caster only, stacks 5 times, Physical & War, 1,000 MP
Sieze Tree- 12,000 Damage, Only affects Plants, Inflicts Charm on Plants, deals double damage to Plants, may optionally deal no damage, War, 5,000 MP
Drops-
9,000 Gold
900 XP
75% Tiny Acorn Soldier’s Sword- (Weaponx.5, Sword: Straightsword, Wood, 5,000 Gold) +50 Melee Attack, +650 HP, Wielder gains +50 to all stats for each ally wielder has with the Constant Effect 'Acorn Kingdom Military', to a max of 100 such allies
10% Tiny Acorn Soldier’s Mail- (Armorx.5, Heavy ArmorL Plate Armor, Wood, 6,000 Gold) +60 Defense, +60 CON
5% Big Pile of Acorns- (Item, Antiquity, Earth & Wood, 8,000 Gold)
5% Tiny Acorn Soldier’s Shield- (Weaponx.5, Shield: Tower, Wood, 6,000 Gold) +60 Defense, +60 CON
5% Troop Deployment Twig: Acorn Troop- (Consumable, Summoning Stone, Wood, 1 Charge, 100,000 Gold) Summons 1 Acorn Troop, max 5 summoned by summoner at a time


Acorn Champion
Level 16
Plant, Wood
HP- 120,000
MP- 90,000
STR- 1,700
AGI- 1,050
CON- 1,800
MIN- 1,250
SPI- 1,420
XP- 0
Defense- 1,600, +2,000 against Wood, +2,000 against Earth, +1,000 against Electrical
Defense against Stat Damage- 0
Critical Chance- 5%
Resilience- 10%
To Hit- 105%
Dodge- 10%
Resistances and Immunities- 50% Fire Weakness, 50% Wood Resistance, 50% Earth Resistance, 50% Electrical Resistance, 50% Minor Status Effect Resistance, Fatigued Immunity, Deafened Immunity, Blind Immunity
Prime Attribute- Strength
Constant Effects-
Acorn Kingdom Military- Possessor gains +200 to all stats for every ally possessor has that shares either possessor's name or the Constant Effect "Acorn Kingdom Military", to a max of 200 such allies, Constant Effect
Champion of the Acorn Kingdom- Possessor gains +1,000 Defense, +500 to all stats, +10% Resilience, +10% To Hit and +10% Critical if an ally possesses the ability 'Acorn Royalty', Constant Effect
Thunder-Warding Presence- Opponents of the element Electrical or targeting caster's side of battle with an Electrical element attack or ability gain -20% To Hit as an effect that does not stack, Constant Effect
Tiny and Swift- Possessor gains +20% Dodge and +200 to possessor's turn-order stat, Constant Effect
Abilities-
Acorn Champion's Blade- 5,000 Damage, Wood or Physical, 0 MP
Rapid-Root Repeater- 5,000 Damage, -200 AGI as an effect that stacks 10 times, Inflicts Fatigued: Stunned and Stat Drain: AGI Drain, 40% inflicts Entombed: Overgrown, Wood, 10,000 MP
Acorn Shield- +2,000 Defense, this effect gains +200 Defense for each ally, including caster,who has used an ability named 'Acorn Shield' this round, to a maximum of 50 allies, may only target caster or allies with the Constant Effect 'Acorn Kingdom Military' or the ability 'Acorn Royalty', does not stack, Wood, 10,000 MP
Secret Oak Oils- 8,000 Damage, Heals, +1,200 STR, +1,200 CON, +10% Resilience, stacks 2 times, Wood & Water, 8,000 MP
Charge In On Deadly Trained War-Squirrel- 8,000 Damage, 50% Inflicts Wounded, 50% Inflicts Wounded: Mauled, 50% Inflicts Confusion: Fear: Disconcerted, this attack may ignore row-based defense doubling, Wood or Beast or Wood & Beast, 8,000 MP
Cover- Target gains +((Possessor's Defense)/2) Defense, Possessor takes an amount of damage equal to half that taken by target while this buff is in effect, lasts 1 round, does not stack, Physical, 10,000 MP
Forest Magic: Nux Cohibeo- 100% inflicts Nutform, Wood, 20,000 MP
Drops-
4,000 Gold
400 XP
60% Acorn- (Consumable, Food, Earth & Wood, 50 Gold) +5 HP, 5% Inflicts Pain: Discomfort: Stomachache
20% Secret Oak Oils- (Consumable, Medicine, Wood & Water, 250,000 Gold) Heals 25,000 HP, +2,500 STR, +2,500 CON, does not stack
15% Ward Against Electrical- (Armor, Ward, Electrical, 600,000 Gold) +500 Defense against Electrical, 10% Electrocuted Resistance
5% Emblem of the Acorn Kingdom- (Accessory, Seal, Wood, 200,000 Gold) +200 Defense, 15% Fire Weakness, 15% Wood Resistance, 15% Earth Resistance, 5% Electrical Resistance



Status Effect

New Moderate, crossposted from my subforum, with notes:

Nutform (Possessor cannot act, with all things that would occur before and after possessor's actions still occurring. Possessor's HP increases by an amount equal to 5% of possessor's Max HP at the start of every round, with said HP increase being unable to bring possessor above possessor's Max HP.) (See notes for improvement/alteration suggestions below)

I thought we needed some new status effects up in here which didn't directly fall under the present lot. Not sure about the name at present, but here's the gist.
It's somewhat based upon my vague recollections of a status effect from one of the Breath of Fire games, Ovum- a rather rare (and somewhat comedic) status effect usable by only a couple of enemies. It basically turned the target into an egg (with an appropriate accessory/decoration to the character it was), preventing them from acting entirely for a few rounds, but slowly healing them while they were thus disabled.
I was thinking of having this be a Moderate- not trivial to avoid (seems like just about everyone has blanket Minor immunity nowadays), but not too hard to shake, either- perhaps it could have a higher recovery chance to prevent it from becoming too potent (there's precedent for messing with recovery chances, such as Slow-Acting Poison), and the HP-regen would likely help on that, too.
Then again, there are Moderates that pretty much entirely lock down characters already (Turned to Shadow, Cage of Light, etc) with extremely difficult-to-meet terms of being avoided and don't allow per-round recovery, and most characters are a high enough level and have enough tricks to make auto-recovery not such a difficult prospect.
I suppose it could possibly be stuck under Entombed, but I'd be interested in seeing status effects not bound so much to the elements.
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Modrageball
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Re: Exodus to Exga

Post by Modrageball »

The thread ended here.

The above 'remaining things to approve' post is all that needs looking over from this quest.
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