exclaim Current Field Event: Minefield: Traps appear on 10 random spaces and stay until triggered.
A42 Barrels 27 / 40 HP B82 Barrels 17 / 40 HP
Persons of special interest: The Transporter --- Deposit or trade items to them.
Blue Team's Stash (0/25)
Red Team's Horde (1/25)
1. Second Seal
------------------------- {[---Bruising Blues---]} ------------------------- Team Info
Team Skills
Rhys Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Prayer: When HP is 10 or less, Defense and Resistance +5; Passive
Vika Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Shade: Go unnoticed by enemies, causing them to attack another friendly unit if there is another one in their range. If not, you will be attacked; Passive
Ziaram Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; Passive Pursuit: For attack, roll two 8-sided dice Parity: When in battle, ignore enemy terrain and bonus stats; Passive
Shinon Prescience: Damage +2 when attacking an enemy that is at full health Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Provoke: Provoke all surrounding enemies to attack you instead of others, if they are in range of you; Passive
Kira Hex: Defense and Resistance -2 to all adjacent enemies; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Lifetaker: For attack, roll 8-sided die and heal self for amount of damage dealt (Heals for total damage inflicted)
---------------------- {[---Rampaging Reds---]} ---------------------- Team Info
Team Skills
Aruna Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Demoiselle: Defense and Resistance +2 to all male allies within a 3 tile radius; Passive Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Alex Prescience: Damage +2 when attacking an enemy that is at full health; Passive Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Parity: When in battle, ignore enemy terrain and bonus stats; Passive
Sunil Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Quickclaw: Deals back half of damage received from non-adjacent enemies; Passive Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage; If active, Gamble cannot be used)
Tibarn Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passiveĀ Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Savior: Unit receives no penalties for rescuing anther unit; Passive Rally Strength: Roll a 10-sided die to add to an ally's str stat.
Abel Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack) Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
------------------------- {[---Oh by the way...---]} -------------------------
The Time-out Corner --- When a unit is defeated (reaches 0 HP), they must sit out for 3 turns.
Posted: Sat Aug 22, 2015 8:27 pm
Roll Call
Night Gopher
Belzayne
Ganon Firenight
Ninja Ryu11
WhirlwindTerror
gabriel sama
RosesxScythes
Kowsauni
Nomad Rath
You can opt-out of these notices. Just let me know on Skype or in a PM that you'd like to be excluded when I make these updates.
exclaim Current Field Event: Minefield: Traps appear on 10 random spaces and stay until triggered. (9 of 10 remain.)
A42 Barrels have 16 / 40 HP.
Persons of special interest: The Transporter --- Deposit or trade items to them.
Blue Team's Stash (0/25)
Red Team's Horde (1/25)
1. Second Seal
The Soldier --- Kicking butt and chewing bubblegum are his specialties. Guess he must be out of gum.
------------------------- {[---Bruising Blues---]} ------------------------- Team Info
Shinon has 15 / 17 HP.
Team Skills
Rhys Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Prayer: When HP is 10 or less, Defense and Resistance +5; Passive
Vika Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Shade: Go unnoticed by enemies, causing them to attack another friendly unit if there is another one in their range. If not, you will be attacked; Passive
Ziaram Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; Passive Pursuit: For attack, roll two 8-sided dice Parity: When in battle, ignore enemy terrain and bonus stats; Passive
Shinon Prescience: Damage +2 when attacking an enemy that is at full health Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Provoke: Provoke all surrounding enemies to attack you instead of others, if they are in range of you; Passive
Kira Hex: Defense and Resistance -2 to all adjacent enemies; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Lifetaker: For attack, roll 8-sided die and heal self for amount of damage dealt (Heals for total damage inflicted)
---------------------- {[---Rampaging Reds---]} ---------------------- Team Info
Team Skills
Aruna Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Demoiselle: Defense and Resistance +2 to all male allies within a 3 tile radius; Passive Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Alex Prescience: Damage +2 when attacking an enemy that is at full health; Passive Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Parity: When in battle, ignore enemy terrain and bonus stats; Passive
Sunil Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Quickclaw: Deals back half of damage received from non-adjacent enemies; Passive Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage; If active, Gamble cannot be used)
Tibarn Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passiveĀ Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Savior: Unit receives no penalties for rescuing anther unit; Passive Rally Strength: Roll a 10-sided die to add to an ally's str stat.
Abel Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack) Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
------------------------- {[---Oh by the way...---]} -------------------------
The Time-out Corner --- When a unit is defeated (reaches 0 HP), they must sit out for 3 turns.
Ninja_Maiden Crew
Skilled Cleric
Offline
Ninja_Maiden Crew
Skilled Cleric
Offline
Posted: Fri Sep 11, 2015 2:07 pm
Roll Call
Night Gopher
Belzayne
Ganon Firenight
Ninja Ryu11
WhirlwindTerror
gabriel sama
RosesxScythes
Kowsauni
Nomad Rath
You can opt-out of these notices. Just let me know on Skype or in a PM that you'd like to be excluded when I make these updates.
exclaim Current Field Event: Minefield: Traps appear on 10 random spaces and stay until triggered. (9 of 10 remain.)
Persons of special interest: The Transporter --- Deposit or trade items to them.
Blue Team's Stash (0/25)
Red Team's Horde (1/25)
1. Second Seal
The Soldier--- ((Hi Bill!)) --- Kicking butt and chewing bubblegum are his specialties. Guess he must be out of gum.
------------------------- {[---Bruising Blues---]} ------------------------- Team Info wahmbulance Different from the game's wahmbulance
Team Skills
Rhys Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Prayer: When HP is 10 or less, Defense and Resistance +5; Passive
Shinon Prescience: Damage +2 when attacking an enemy that is at full health Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Provoke: Provoke all surrounding enemies to attack you instead of others, if they are in range of you; Passive
Kira Hex: Defense and Resistance -2 to all adjacent enemies; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Lifetaker: For attack, roll 8-sided die and heal self for amount of damage dealt (Heals for total damage inflicted)
Vika Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Shade: Go unnoticed by enemies, causing them to attack another friendly unit if there is another one in their range. If not, you will be attacked; Passive
Ziaram Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; Passive Pursuit: For attack, roll two 8-sided dice Parity: When attacking, ignore enemy terrain and bonus stats; Passive
---------------------- {[---Rampaging Reds---]} ---------------------- Team Info
Team Skills
Alex Prescience: Damage +2 when attacking an enemy that is at full health; Passive Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Parity: When attacking, ignore enemy terrain and bonus stats; Passive
Tibarn Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; PassiveĀ Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Savior: Unit receives no penalties for rescuing anther unit; Passive Rally Strength: Roll a 10-sided die to add to an ally's str stat.
Abel Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack) Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
Aruna Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Demoiselle: Defense and Resistance +2 to all male allies within a 3 tile radius; Passive Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Sunil Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Quickclaw: Deals back half of damage received from non-adjacent enemies; Passive Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage; If active, Gamble cannot be used)
------------------------- {[---Oh by the way...---]} -------------------------
The Time-out Corner --- When a unit is defeated (reaches 0 HP), they must sit out for 3 turns.
------------------------- {[---So I got this shiny...---]} -------------------------
Since there's been a little confusion about how some items are used, I'm going to put a little tutorial-like thing here. This will be under a spoiler tag for anyone who wants to read it. Just a heads up: it's a bit long.
To use an item, please declare you are using it by bolding the text saying you are using the item.
Healing Items Used to instantly give yourself X amount of HP back. Though not necessary, it would really help if you put your total HP after using the healing item in your post somewhere.
Boosting Items Used to increase certain stats sometimes temporarily, sometimes permanently depending on the item. Please read the description of the item you are using carefully to determine how long the boost is effective for.
These items are: ---Temporary Effects --------- Pure Water [3 uses | Temporarily increases Resistance by 5 (effect decreases by 1 each turn so 1st turn= +5, 2nd turn= +4, 3rd turn= +3, etc.)] ------- -- Olivi Grass [3 uses | Temporarily gives +1 to all stats of transformed laguz for 5 turns] --------- HP Tonic [1 use | Gives max HP +5 until the end of the current game] --------- Strength Tonic [1 use | Gives STR +2 until the end of the current game] --------- Magic Tonic [1 use | Gives MAG +2 until the end of the current game] --------- Defense Tonic [1 use | Gives DEF +2 until the end of the current game] --------- Resistance Tonic [1 use | Gives RES +2 until the end of the current game]
--- Permanent Effects ----- It's probably a good idea to make a note of when you use one of these items in your guild office post. --------- Angelic Robe [1 use | Permanently raises max HP by 5] --------- Energy Ring [1 use | Permanently raises strength by 2] --------- Dracoshield [ 1 use | Permanently raises defense by 2] --------- Talisman [1 use | Permanently raises resistance by 2] --------- Arms Scroll [1 use | Permanently raises the weapon level of the current equipped weapon's type by 1 rank (E > D, D > C, C > B, etc.)
Class Changing Item Used to change your current class to one of the two options specified in your guild post. Levels, weapon levels, growths, and custom stat additions will remain the same. Bronze level weapons will be swapped out to the correct one for the new class. Changing class is permanent until you use a second seal again!
This item is: --- Second Seal [1 use | Change classes into one of the two options you submitted]
Attacking Items Used to damage enemies unlike normal attacks. Defense or Resistance are not factored into the damage. Only non-magic units can use these so mages, dark mages, light mages, clerics/priests, and troubadours are short out of luck.
These items are: --- Spectre Card [10 uses | Deal 5 + MAG stat to an enemy 1-2 spaces away] --- Reaper Card [5 uses | Deal 8 + MAG stat to an enemy 1-2 spaces away] --- Daemon Card [3 uses | Deal 12 + MAG stat to an enemy 1-2 spaces away]
Trapping Items Used to impede a unit's movement or damage them when stepped on depending on the item.
These items are: --- Light Rune [1 use | Places a rune in an adjacent space. The rune will last for one turn. If enemies currently occupy said space, all of them are trapped in a barrier and unable to move; this means they can not attack too, reversely they are shielded from attacks as well] --- Mine [1 use | Places a mine in a non-occupied adjacent space. The mine will remain until stepped on. The next unit to land on that space takes 10 damage]
Accessory Items Used for various effects. These items aren't used up when equipped; however, they must be equipped to have an effect.
These items are: --- Iote's Shield [Negates enemy's effective bonus towards flying units] --- Iron Rune [Negates double damage from killer weapons and skills] --- Laguzguard [Beorc only; Halves damage taken from Laguz attacks] --- Beorcguard [Laguz only; Negates effective bonus of Laguz-killing weapons] --- Boots [Raises movement by 2; Units without Tantivy roll 6-sided die, units with Tantivy roll 10 sided die outdoors and 6-sided die indoors]
Posted: Tue Sep 15, 2015 1:36 pm
Roll Call
Night Gopher
Belzayne
Ganon Firenight
Ninja Ryu11
WhirlwindTerror
gabriel sama
RosesxScythes
Kowsauni
Nomad Rath
You can opt-out of these notices. Just let me know on Skype or in a PM that you'd like to be excluded when I make these updates.
Capture the other team's flag and bring it to your team's flag starting point aka A26 or B26.
------------------------- {[---About the map---]} -------------------------
This is an outdoor map. Units with the Tantivy skill will roll an 8-sided die for movement.
There could be traps anywhere on this map. Be cautious.
Every 10 turns the random encounters(item pick-ups, traps, and field events) will change. 9 turn until the next scramble!
There's nothing on spaces:
Current Field Events: exclaim Minefield: Traps appear on 10 random spaces and stay until triggered. (8 of 10 remain.) exclaim Powerful Foes: Team 2 gets +1 STR for 4 more turns
Persons of special interest: The Transporter --- Deposit or trade items to them.
Blue Team's Stash (0/25)
Red Team's Horde (1/25)
1. Second Seal
The Soldier--- --- Kicking butt and chewing bubblegum are his specialties. Guess he must be out of gum.
------------------------- {[---Bruising Blues---]} ------------------------- Team Info
Team Skills
Rhys Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Prayer: When HP is 10 or less, Defense and Resistance +5; Passive
Shinon Prescience: Damage +2 when attacking an enemy that is at full health Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Provoke: Provoke all surrounding enemies to attack you instead of others, if they are in range of you; Passive
Kira Hex: Defense and Resistance -2 to all adjacent enemies; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Lifetaker: For attack, roll 8-sided die and heal self for amount of damage dealt (Heals for total damage inflicted)
Vika Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Shade: Go unnoticed by enemies, causing them to attack another friendly unit if there is another one in their range. If not, you will be attacked; Passive
Ziaram Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; Passive Pursuit: For attack, roll two 8-sided dice Parity: When attacking, ignore enemy terrain and bonus stats; Passive
---------------------- {[---Rampaging Reds---]} ---------------------- Team Info
Team Skills
Alex Prescience: Damage +2 when attacking an enemy that is at full health; Passive Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Parity: When attacking, ignore enemy terrain and bonus stats; Passive
Tibarn Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; PassiveĀ Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Savior: Unit receives no penalties for rescuing anther unit; Passive Rally Strength: Roll a 10-sided die to add to an ally's str stat.
Abel Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack) Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
Aruna Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Demoiselle: Defense and Resistance +2 to all male allies within a 3 tile radius; Passive Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Sunil Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Quickclaw: Deals back half of damage received from non-adjacent enemies; Passive Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage; If active, Gamble cannot be used)
------------------------- {[---Oh by the way...---]} -------------------------
The Time-out Corner --- When a unit is defeated (reaches 0 HP), they must sit out for 3 turns.
------------------------- {[---So I got this shiny...---]} -------------------------
Since there's been a little confusion about how some items are used, I'm going to put a little tutorial-like thing here. This will be under a spoiler tag for anyone who wants to read it. Just a heads up: it's a bit long.
To use an item, please declare you are using it by bolding the text saying you are using the item.
Healing Items Used to instantly give yourself X amount of HP back. Though not necessary, it would really help if you put your total HP after using the healing item in your post somewhere.
Boosting Items Used to increase certain stats sometimes temporarily, sometimes permanently depending on the item. Please read the description of the item you are using carefully to determine how long the boost is effective for.
These items are: ---Temporary Effects --------- Pure Water [3 uses | Temporarily increases Resistance by 5 (effect decreases by 1 each turn so 1st turn= +5, 2nd turn= +4, 3rd turn= +3, etc.)] ------- -- Olivi Grass [3 uses | Temporarily gives +1 to all stats of transformed laguz for 5 turns] --------- HP Tonic [1 use | Gives max HP +5 until the end of the current game] --------- Strength Tonic [1 use | Gives STR +2 until the end of the current game] --------- Magic Tonic [1 use | Gives MAG +2 until the end of the current game] --------- Defense Tonic [1 use | Gives DEF +2 until the end of the current game] --------- Resistance Tonic [1 use | Gives RES +2 until the end of the current game]
--- Permanent Effects ----- It's probably a good idea to make a note of when you use one of these items in your guild office post. --------- Angelic Robe [1 use | Permanently raises max HP by 5] --------- Energy Ring [1 use | Permanently raises strength by 2] --------- Dracoshield [ 1 use | Permanently raises defense by 2] --------- Talisman [1 use | Permanently raises resistance by 2] --------- Arms Scroll [1 use | Permanently raises the weapon level of the current equipped weapon's type by 1 rank (E > D, D > C, C > B, etc.)
Class Changing Item Used to change your current class to one of the two options specified in your guild post. Levels, weapon levels, growths, and custom stat additions will remain the same. Bronze level weapons will be swapped out to the correct one for the new class. Changing class is permanent until you use a second seal again!
This item is: --- Second Seal [1 use | Change classes into one of the two options you submitted]
Attacking Items Used to damage enemies unlike normal attacks. Defense or Resistance are not factored into the damage. Only non-magic units can use these so mages, dark mages, light mages, clerics/priests, and troubadours are short out of luck.
These items are: --- Spectre Card [10 uses | Deal 5 + MAG stat to an enemy 1-2 spaces away] --- Reaper Card [5 uses | Deal 8 + MAG stat to an enemy 1-2 spaces away] --- Daemon Card [3 uses | Deal 12 + MAG stat to an enemy 1-2 spaces away]
Trapping Items Used to impede a unit's movement or damage them when stepped on depending on the item.
These items are: --- Light Rune [1 use | Places a rune in an adjacent space. The rune will last for one turn. If enemies currently occupy said space, all of them are trapped in a barrier and unable to move; this means they can not attack too, reversely they are shielded from attacks as well] --- Mine [1 use | Places a mine in a non-occupied adjacent space. The mine will remain until stepped on. The next unit to land on that space takes 10 damage]
Accessory Items Used for various effects. These items aren't used up when equipped; however, they must be equipped to have an effect.
These items are: --- Iote's Shield [Negates enemy's effective bonus towards flying units] --- Iron Rune [Negates double damage from killer weapons and skills] --- Laguzguard [Beorc only; Halves damage taken from Laguz attacks] --- Beorcguard [Laguz only; Negates effective bonus of Laguz-killing weapons] --- Boots [Raises movement by 2; Units without Tantivy roll 6-sided die, units with Tantivy roll 10 sided die outdoors and 6-sided die indoors]
Ninja_Maiden Crew
Skilled Cleric
Offline
Ninja_Maiden Crew
Skilled Cleric
Offline
Posted: Thu Sep 24, 2015 10:52 pm
Roll Call
Night Gopher
Belzayne
Ganon Firenight
Ninja Ryu11
WhirlwindTerror
gabriel sama
RosesxScythes
Kowsauni
Nomad Rath
You can opt-out of these notices. Just let me know on Skype or in a PM that you'd like to be excluded when I make these updates.
Current Field Events: exclaim Minefield: Traps appear on 10 random spaces and stay until triggered. (8 of 10 remain.) exclaim Powerful Foes: Team 2 gets +1 STR for 2 more turns
Persons of special interest: The Transporter --- Deposit or trade items to them.
Blue Team's Stash (0/25)
Red Team's Horde (0/25)
The Soldier(s)--- --- Kicking butt and chewing bubblegum are their specialties. Guess they must be out of gum. Sadly, they can't be our friends. emotion_8c
Not Bill has 19 / 24 HP.
------------------------- {[---Bruising Blues---]} ------------------------- Team Info
Vika has 13 / 20 HP.
Team Skills
Rhys Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Prayer: When HP is 10 or less, Defense and Resistance +5; Passive
Shinon Prescience: Damage +2 when attacking an enemy that is at full health Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Provoke: Provoke all surrounding enemies to attack you instead of others, if they are in range of you; Passive
Kira Hex: Defense and Resistance -2 to all adjacent enemies; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Lifetaker: For attack, roll 8-sided die and heal self for amount of damage dealt (Heals for total damage inflicted)
Vika Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Shade: Go unnoticed by enemies, causing them to attack another friendly unit if there is another one in their range. If not, you will be attacked; Passive
Ziaram Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; Passive Pursuit: For attack, roll two 8-sided dice Parity: When attacking, ignore enemy terrain and bonus stats; Passive
---------------------- {[---Rampaging Reds---]} ---------------------- Team Info
Sunil has 13 / 22 HP and is trapped for one turn.
Team Skills
Alex Prescience: Damage +2 when attacking an enemy that is at full health; Passive Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Parity: When attacking, ignore enemy terrain and bonus stats; Passive
Tibarn Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; PassiveĀ Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Savior: Unit receives no penalties for rescuing anther unit; Passive Rally Strength: Roll a 10-sided die to add to an ally's str stat.
Abel Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack) Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
Aruna Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Demoiselle: Defense and Resistance +2 to all male allies within a 3 tile radius; Passive Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Sunil Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Quickclaw: Deals back half of damage received from non-adjacent enemies; Passive Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage; If active, Gamble cannot be used)
------------------------- {[---Oh by the way...---]} -------------------------
The Time-out Corner --- When a unit is defeated (reaches 0 HP), they must sit out for 3 turns.
------------------------- {[---So I got this shiny...---]} -------------------------
Since there's been a little confusion about how some items are used, I'm going to put a little tutorial-like thing here. This will be under a spoiler tag for anyone who wants to read it. Just a heads up: it's a bit long.
To use an item, please declare you are using it by bolding the text saying you are using the item.
Healing Items Used to instantly give yourself X amount of HP back. Though not necessary, it would really help if you put your total HP after using the healing item in your post somewhere.
Boosting Items Used to increase certain stats sometimes temporarily, sometimes permanently depending on the item. Please read the description of the item you are using carefully to determine how long the boost is effective for.
These items are: ---Temporary Effects --------- Pure Water [3 uses | Temporarily increases Resistance by 5 (effect decreases by 1 each turn so 1st turn= +5, 2nd turn= +4, 3rd turn= +3, etc.)] ------- -- Olivi Grass [3 uses | Temporarily gives +1 to all stats of transformed laguz for 5 turns] --------- HP Tonic [1 use | Gives max HP +5 until the end of the current game] --------- Strength Tonic [1 use | Gives STR +2 until the end of the current game] --------- Magic Tonic [1 use | Gives MAG +2 until the end of the current game] --------- Defense Tonic [1 use | Gives DEF +2 until the end of the current game] --------- Resistance Tonic [1 use | Gives RES +2 until the end of the current game]
--- Permanent Effects ----- It's probably a good idea to make a note of when you use one of these items in your guild office post. --------- Angelic Robe [1 use | Permanently raises max HP by 5] --------- Energy Ring [1 use | Permanently raises strength by 2] --------- Dracoshield [ 1 use | Permanently raises defense by 2] --------- Talisman [1 use | Permanently raises resistance by 2] --------- Arms Scroll [1 use | Permanently raises the weapon level of the current equipped weapon's type by 1 rank (E > D, D > C, C > B, etc.)
Class Changing Item Used to change your current class to one of the two options specified in your guild post. Levels, weapon levels, growths, and custom stat additions will remain the same. Bronze level weapons will be swapped out to the correct one for the new class. Changing class is permanent until you use a second seal again!
This item is: --- Second Seal [1 use | Change classes into one of the two options you submitted]
Attacking Items Used to damage enemies unlike normal attacks. Defense or Resistance are not factored into the damage. Only non-magic units can use these so mages, dark mages, light mages, clerics/priests, and troubadours are short out of luck.
These items are: --- Spectre Card [10 uses | Deal 5 + MAG stat to an enemy 1-2 spaces away] --- Reaper Card [5 uses | Deal 8 + MAG stat to an enemy 1-2 spaces away] --- Daemon Card [3 uses | Deal 12 + MAG stat to an enemy 1-2 spaces away]
Trapping Items Used to impede a unit's movement or damage them when stepped on depending on the item.
These items are: --- Light Rune [1 use | Places a rune in an adjacent space. The rune will last for one turn. If enemies currently occupy said space, all of them are trapped in a barrier and unable to move; this means they can not attack too, reversely they are shielded from attacks as well] --- Mine [1 use | Places a mine in a non-occupied adjacent space. The mine will remain until stepped on. The next unit to land on that space takes 10 damage]
Accessory Items Used for various effects. These items aren't used up when equipped; however, they must be equipped to have an effect.
These items are: --- Iote's Shield [Negates enemy's effective bonus towards flying units] --- Iron Rune [Negates double damage from killer weapons and skills] --- Laguzguard [Beorc only; Halves damage taken from Laguz attacks] --- Beorcguard [Laguz only; Negates effective bonus of Laguz-killing weapons] --- Boots [Raises movement by 2; Units without Tantivy roll 6-sided die, units with Tantivy roll 10 sided die outdoors and 6-sided die indoors]
Posted: Fri Oct 09, 2015 11:24 pm
Roll Call
Night Gopher
Belzayne
Ganon Firenight
Ninja Ryu11
WhirlwindTerror
gabriel sama
RosesxScythes
Kowsauni
Nomad Rath
You can opt-out of these notices. Just let me know on Skype or in a PM that you'd like to be excluded when I make these updates.
Current Field Events: exclaim Minefield: Traps appear on 10 random spaces and stay until triggered. (8 of 10 remain.)
Persons of special interest: The Transporter --- Deposit or trade items to them.
Blue Team's Stash (0/25)
Red Team's Horde (0/25)
The Soldier(s)--- --- Kicking butt and chewing bubblegum are their specialties. Guess they must be out of gum. Sadly, they can't be our friends. emotion_8c
Not Bill has 19 / 24 HP.
------------------------- {[---Bruising Blues---]} ------------------------- Team Info
Vika has 17 / 20 HP.
Team Skills
Rhys Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Prayer: When HP is 10 or less, Defense and Resistance +5; Passive
Shinon Prescience: Damage +2 when attacking an enemy that is at full health Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Provoke: Provoke all surrounding enemies to attack you instead of others, if they are in range of you; Passive
Kira Hex: Defense and Resistance -2 to all adjacent enemies; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Lifetaker: For attack, roll 8-sided die and heal self for amount of damage dealt (Heals for total damage inflicted)
Vika Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Shade: Go unnoticed by enemies, causing them to attack another friendly unit if there is another one in their range. If not, you will be attacked; Passive
Ziaram Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; Passive Pursuit: For attack, roll two 8-sided dice Parity: When attacking, ignore enemy terrain and bonus stats; Passive
---------------------- {[---Rampaging Reds---]} ---------------------- Team Info
Sunil has 13 / 19 HP.
Team Skills
Alex Prescience: Damage +2 when attacking an enemy that is at full health; Passive Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Parity: When attacking, ignore enemy terrain and bonus stats; Passive
Tibarn Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; PassiveĀ Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Savior: Unit receives no penalties for rescuing anther unit; Passive Rally Strength: Roll a 10-sided die to add to an ally's str stat.
Abel Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack) Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
Aruna Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Demoiselle: Defense and Resistance +2 to all male allies within a 3 tile radius; Passive Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Sunil Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Locktouch: Open doors and chests Steal: Steal offhand item or weapon from enemy Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage; If active, Gamble cannot be used) Quickclaw: Deals back half of damage received from non-adjacent enemies; Passive
------------------------- {[---Oh by the way...---]} -------------------------
The Time-out Corner --- When a unit is defeated (reaches 0 HP), they must sit out for 3 turns.
------------------------- {[---So I got this shiny...---]} -------------------------
Since there's been a little confusion about how some items are used, I'm going to put a little tutorial-like thing here. This will be under a spoiler tag for anyone who wants to read it. Just a heads up: it's a bit long.
To use an item, please declare you are using it by bolding the text saying you are using the item.
Healing Items Used to instantly give yourself X amount of HP back. Though not necessary, it would really help if you put your total HP after using the healing item in your post somewhere.
Boosting Items Used to increase certain stats sometimes temporarily, sometimes permanently depending on the item. Please read the description of the item you are using carefully to determine how long the boost is effective for.
These items are: ---Temporary Effects --------- Pure Water [3 uses | Temporarily increases Resistance by 5 (effect decreases by 1 each turn so 1st turn= +5, 2nd turn= +4, 3rd turn= +3, etc.)] ------- -- Olivi Grass [3 uses | Temporarily gives +1 to all stats of transformed laguz for 5 turns] --------- HP Tonic [1 use | Gives max HP +5 until the end of the current game] --------- Strength Tonic [1 use | Gives STR +2 until the end of the current game] --------- Magic Tonic [1 use | Gives MAG +2 until the end of the current game] --------- Defense Tonic [1 use | Gives DEF +2 until the end of the current game] --------- Resistance Tonic [1 use | Gives RES +2 until the end of the current game]
--- Permanent Effects ----- It's probably a good idea to make a note of when you use one of these items in your guild office post. --------- Angelic Robe [1 use | Permanently raises max HP by 5] --------- Energy Ring [1 use | Permanently raises strength by 2] --------- Dracoshield [ 1 use | Permanently raises defense by 2] --------- Talisman [1 use | Permanently raises resistance by 2] --------- Arms Scroll [1 use | Permanently raises the weapon level of the current equipped weapon's type by 1 rank (E > D, D > C, C > B, etc.)
Class Changing Item Used to change your current class to one of the two options specified in your guild post. Levels, weapon levels, growths, and custom stat additions will remain the same. Bronze level weapons will be swapped out to the correct one for the new class. Changing class is permanent until you use a second seal again!
This item is: --- Second Seal [1 use | Change classes into one of the two options you submitted]
Attacking Items Used to damage enemies unlike normal attacks. Defense or Resistance are not factored into the damage. Only non-magic units can use these so mages, dark mages, light mages, clerics/priests, and troubadours are short out of luck.
These items are: --- Spectre Card [10 uses | Deal 5 + MAG stat to an enemy 1-2 spaces away] --- Reaper Card [5 uses | Deal 8 + MAG stat to an enemy 1-2 spaces away] --- Daemon Card [3 uses | Deal 12 + MAG stat to an enemy 1-2 spaces away]
Trapping Items Used to impede a unit's movement or damage them when stepped on depending on the item.
These items are: --- Light Rune [1 use | Places a rune in an adjacent space. The rune will last for one turn. If enemies currently occupy said space, all of them are trapped in a barrier and unable to move; this means they can not attack too, reversely they are shielded from attacks as well] --- Mine [1 use | Places a mine in a non-occupied adjacent space. The mine will remain until stepped on. The next unit to land on that space takes 10 damage]
Accessory Items Used for various effects. These items aren't used up when equipped; however, they must be equipped to have an effect.
These items are: --- Iote's Shield [Negates enemy's effective bonus towards flying units] --- Iron Rune [Negates double damage from killer weapons and skills] --- Laguzguard [Beorc only; Halves damage taken from Laguz attacks] --- Beorcguard [Laguz only; Negates effective bonus of Laguz-killing weapons] --- Boots [Raises movement by 2; Units without Tantivy roll 6-sided die, units with Tantivy roll 10 sided die outdoors and 6-sided die indoors]
Ninja_Maiden Crew
Skilled Cleric
Offline
Ninja_Maiden Crew
Skilled Cleric
Offline
Posted: Sat Nov 14, 2015 4:57 pm
Roll Call
Night Gopher
Belzayne
Ganon Firenight
Ninja Ryu11
WhirlwindTerror
gabriel sama
RosesxScythes
Kowsauni
Nomad Rath
You can opt-out of these notices. Just let me know on Skype or in a PM that you'd like to be excluded when I make these updates.
Current Field Events: exclaim Minefield: Traps appear on 10 random spaces and stay until triggered. (7 of 10 remain.) exclaim Great Experience: All units receive double exp for 3 turns (3 more turns)
Persons of special interest: The Transporter --- Deposit or trade items to them.
Blue Team's Stash (0/25)
Red Team's Horde (0/25)
The Soldier(s)--- --- Kicking butt and chewing bubblegum are their specialties. Guess they must be out of gum. Sadly, they can't be our friends. emotion_8c
Not Bill has 19 / 24 HP.
------------------------- {[---Bruising Blues---]} ------------------------- Team Info
Shinon has 11 / 17 HP. Vika has 17 / 20 HP.
Team Skills
Rhys Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Prayer: When HP is 10 or less, Defense and Resistance +5; Passive
Shinon Prescience: Damage +2 when attacking an enemy that is at full health Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Provoke: Provoke all surrounding enemies to attack you instead of others, if they are in range of you; Passive
Kira Hex: Defense and Resistance -2 to all adjacent enemies; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Lifetaker: For attack, roll 8-sided die and heal self for amount of damage dealt (Heals for total damage inflicted)
Vika Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Shade: Go unnoticed by enemies, causing them to attack another friendly unit if there is another one in their range. If not, you will be attacked; Passive
Ziaram Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; Passive Pursuit: For attack, roll two 8-sided dice Parity: When attacking, ignore enemy terrain and bonus stats; Passive
---------------------- {[---Rampaging Reds---]} ---------------------- Team Info
Team Skills
Alex Prescience: Damage +2 when attacking an enemy that is at full health; Passive Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Parity: When attacking, ignore enemy terrain and bonus stats; Passive
Tibarn Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; PassiveĀ Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Savior: Unit receives no penalties for rescuing anther unit; Passive Rally Strength: Roll a 10-sided die to add to an ally's str stat.
Abel Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack) Critical: For attack, roll two 4-sided dice. If you roll doubles, then triple total damage inflicted Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
Aruna Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Demoiselle: Defense and Resistance +2 to all male allies within a 3 tile radius; Passive Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Sunil Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Quickclaw: Deals back half of damage received from non-adjacent enemies; Passive Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage; If active, Gamble cannot be used)
------------------------- {[---Oh by the way...---]} -------------------------
The Time-out Corner --- When a unit is defeated (reaches 0 HP), they must sit out for 3 turns.
------------------------- {[---So I got this shiny...---]} -------------------------
Since there's been a little confusion about how some items are used, I'm going to put a little tutorial-like thing here. This will be under a spoiler tag for anyone who wants to read it. Just a heads up: it's a bit long.
To use an item, please declare you are using it by bolding the text saying you are using the item.
Healing Items Used to instantly give yourself X amount of HP back. Though not necessary, it would really help if you put your total HP after using the healing item in your post somewhere.
Boosting Items Used to increase certain stats sometimes temporarily, sometimes permanently depending on the item. Please read the description of the item you are using carefully to determine how long the boost is effective for.
These items are: ---Temporary Effects --------- Pure Water [3 uses | Temporarily increases Resistance by 5 (effect decreases by 1 each turn so 1st turn= +5, 2nd turn= +4, 3rd turn= +3, etc.)] ------- -- Olivi Grass [3 uses | Temporarily gives +1 to all stats of transformed laguz for 5 turns] --------- HP Tonic [1 use | Gives max HP +5 until the end of the current game] --------- Strength Tonic [1 use | Gives STR +2 until the end of the current game] --------- Magic Tonic [1 use | Gives MAG +2 until the end of the current game] --------- Defense Tonic [1 use | Gives DEF +2 until the end of the current game] --------- Resistance Tonic [1 use | Gives RES +2 until the end of the current game]
--- Permanent Effects ----- It's probably a good idea to make a note of when you use one of these items in your guild office post. --------- Angelic Robe [1 use | Permanently raises max HP by 5] --------- Energy Ring [1 use | Permanently raises strength by 2] --------- Dracoshield [ 1 use | Permanently raises defense by 2] --------- Talisman [1 use | Permanently raises resistance by 2] --------- Arms Scroll [1 use | Permanently raises the weapon level of the current equipped weapon's type by 1 rank (E > D, D > C, C > B, etc.)
Class Changing Item Used to change your current class to one of the two options specified in your guild post. Levels, weapon levels, growths, and custom stat additions will remain the same. Bronze level weapons will be swapped out to the correct one for the new class. Changing class is permanent until you use a second seal again!
This item is: --- Second Seal [1 use | Change classes into one of the two options you submitted]
Attacking Items Used to damage enemies unlike normal attacks. Defense or Resistance are not factored into the damage. Only non-magic units can use these so mages, dark mages, light mages, clerics/priests, and troubadours are short out of luck.
These items are: --- Spectre Card [10 uses | Deal 5 + MAG stat to an enemy 1-2 spaces away] --- Reaper Card [5 uses | Deal 8 + MAG stat to an enemy 1-2 spaces away] --- Daemon Card [3 uses | Deal 12 + MAG stat to an enemy 1-2 spaces away]
Trapping Items Used to impede a unit's movement or damage them when stepped on depending on the item.
These items are: --- Light Rune [1 use | Places a rune in an adjacent space. The rune will last for one turn. If enemies currently occupy said space, all of them are trapped in a barrier and unable to move; this means they can not attack too, reversely they are shielded from attacks as well] --- Mine [1 use | Places a mine in a non-occupied adjacent space. The mine will remain until stepped on. The next unit to land on that space takes 10 damage]
Accessory Items Used for various effects. These items aren't used up when equipped; however, they must be equipped to have an effect.
These items are: --- Iote's Shield [Negates enemy's effective bonus towards flying units] --- Iron Rune [Negates double damage from killer weapons and skills] --- Laguzguard [Beorc only; Halves damage taken from Laguz attacks] --- Beorcguard [Laguz only; Negates effective bonus of Laguz-killing weapons] --- Boots [Raises movement by 2; Units without Tantivy roll 6-sided die, units with Tantivy roll 10 sided die outdoors and 6-sided die indoors]
Posted: Sun Dec 13, 2015 10:13 pm
Roll Call
Night Gopher
Belzayne
Ganon Firenight
Ninja Ryu11
WhirlwindTerror
gabriel sama
RosesxScythes
Kowsauni
Nomad Rath
You can opt-out of these notices. Just let me know on Skype or in a PM that you'd like to be excluded when I make these updates.
Current Field Events: exclaim Minefield: Traps appear on 10 random spaces and stay until triggered. (7 of 10 remain.) exclaim Great Experience: All units receive double exp for 3 turns (1 more turn)
Persons of special interest: The Transporter --- Deposit or trade items to them.
Blue Team's Stash (0/25)
Red Team's Horde (0/25)
The Soldier(s)--- --- Kicking butt and chewing bubblegum are their specialties. Guess they must be out of gum. Sadly, they can't be our friends. emotion_8c
Niles has 19 / 24 HP.
------------------------- {[---Bruising Blues---]} ------------------------- Team Info
Ziaram has 8 / 20 HP. Vika has 8 / 20 HP.
Team Skills
Rhys Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Prayer: When HP is 10 or less, Defense and Resistance +5; Passive
Shinon Prescience: Damage +2 when attacking an enemy that is at full health Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow)Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then triple total damage inflicted Provoke: Provoke all surrounding enemies to attack you instead of others, if they are in range of you; Passive
Kira Hex: Defense and Resistance -2 to all adjacent enemies; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Lifetaker: For attack, roll 8-sided die and heal self for amount of damage dealt (Heals for total damage inflicted)
Vika Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Shade: Go unnoticed by enemies, causing them to attack another friendly unit if there is another one in their range. If not, you will be attacked; Passive
Ziaram Vantage: If an attacking enemy rolls the same number (total combined die roll, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; Passive Pursuit: For attack, roll two 8-sided diceTantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then triple total damage inflicted Parity: When attacking, ignore enemy terrain and bonus stats; Passive
---------------------- {[---Rampaging Reds---]} ---------------------- Team Info
Team Skills
Alex Prescience: Damage +2 when attacking an enemy that is at full health; Passive Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Parity: When attacking, ignore enemy terrain and bonus stats; Passive
Tibarn Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; PassiveĀ Maelstrom: Deals back half of damage received from non-adjacent enemies; Passive Savior: Unit receives no penalties for rescuing anther unit; Passive Rally Strength: Roll a 10-sided die to add to an ally's str stat for one turn.
Abel Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack) Critical: For attack, roll two 4-sided dice. If you roll doubles, then triple total damage inflicted Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
Aruna Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Demoiselle: Defense and Resistance +2 to all male allies within a 3 tile radius; Passive Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Sunil Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Quickclaw: Deals back half of damage received from non-adjacent enemies; Passive Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage; If active, Gamble cannot be used)
------------------------- {[---Oh by the way...---]} -------------------------
The Time-out Corner --- When a unit is defeated (reaches 0 HP), they must sit out for 3 turns.
Alex - 2 turns Kira - 2 turns
------------------------- {[---So I got this shiny...---]} -------------------------
Since there's been a little confusion about how some items are used, I'm going to put a little tutorial-like thing here. This will be under a spoiler tag for anyone who wants to read it. Just a heads up: it's a bit long.
To use an item, please declare you are using it by bolding the text saying you are using the item.
Healing Items Used to instantly give yourself X amount of HP back. Though not necessary, it would really help if you put your total HP after using the healing item in your post somewhere.
Boosting Items Used to increase certain stats sometimes temporarily, sometimes permanently depending on the item. Please read the description of the item you are using carefully to determine how long the boost is effective for.
These items are: ---Temporary Effects --------- Pure Water [3 uses | Temporarily increases Resistance by 5 (effect decreases by 1 each turn so 1st turn= +5, 2nd turn= +4, 3rd turn= +3, etc.)] ------- -- Olivi Grass [3 uses | Temporarily gives +1 to all stats of transformed laguz for 5 turns] --------- HP Tonic [1 use | Gives max HP +5 until the end of the current game] --------- Strength Tonic [1 use | Gives STR +2 until the end of the current game] --------- Magic Tonic [1 use | Gives MAG +2 until the end of the current game] --------- Defense Tonic [1 use | Gives DEF +2 until the end of the current game] --------- Resistance Tonic [1 use | Gives RES +2 until the end of the current game]
--- Permanent Effects ----- It's probably a good idea to make a note of when you use one of these items in your guild office post. --------- Angelic Robe [1 use | Permanently raises max HP by 5] --------- Energy Ring [1 use | Permanently raises strength by 2] --------- Dracoshield [ 1 use | Permanently raises defense by 2] --------- Talisman [1 use | Permanently raises resistance by 2] --------- Arms Scroll [1 use | Permanently raises the weapon level of the current equipped weapon's type by 1 rank (E > D, D > C, C > B, etc.)
Class Changing Item Used to change your current class to one of the two options specified in your guild post. Levels, weapon levels, growths, and custom stat additions will remain the same. Bronze level weapons will be swapped out to the correct one for the new class. Changing class is permanent until you use a second seal again!
This item is: --- Second Seal [1 use | Change classes into one of the two options you submitted]
Attacking Items Used to damage enemies unlike normal attacks. Defense or Resistance are not factored into the damage. Only non-magic units can use these so mages, dark mages, light mages, clerics/priests, and troubadours are short out of luck.
These items are: --- Spectre Card [10 uses | Deal 5 + MAG stat to an enemy 1-2 spaces away] --- Reaper Card [5 uses | Deal 8 + MAG stat to an enemy 1-2 spaces away] --- Daemon Card [3 uses | Deal 12 + MAG stat to an enemy 1-2 spaces away]
Trapping Items Used to impede a unit's movement or damage them when stepped on depending on the item.
These items are: --- Light Rune [ 1 use | Places a rune in an occupied adjacent space. The rune will last for one full turn and end on the placer's next turn. If more than 1 enemy currently occupies said space, all of them are trapped in a barrier and unable to move; this means they can not attack too, reversely they are shielded from attacks as well. Items can be used while inside the barrier ] --- Mine [ 1 use | Places a mine in a non-occupied adjacent space. The mine will remain until stepped on. The next unit to land on that space takes 10 damage ]
Accessory Items Used for various effects. These items are not used up; however, they must be equipped to have an effect. Only one item can be equipped at a time.
These items are: --- Iote's Shield [Negates enemy's effective bonus towards flying units] --- Iron Rune [Negates double damage from killer weapons and skills] --- Laguzguard [Beorc only; Halves damage taken from Laguz attacks] --- Beorcguard [Laguz only; Negates effective bonus of Laguz-killing weapons] --- Boots [Raises movement by 2; Units without Tantivy roll 6-sided die, units with Tantivy roll 10 sided die outdoors and 6-sided die indoors]
Ninja_Maiden Crew
Skilled Cleric
Offline
Nomad Rath Vice Captain
Dedicated Guildsman
Offline
Posted: Tue Mar 01, 2016 12:14 am
Roll Call
gabriel sama
Belzayne
askem2
Kowsauni
Ganon Firenight
Ssbmfreak36
Marshmallow Kitty
Nomad Rath
Night Gopher
WhirlwindTerror
Quote:
Update was made at the start of Team Jolly's turn.
Deliver more presents than the other team, while defending Rathy Claus.
------------------------- {[---About the map---]} -------------------------
Green spaces = nothing | Red spaces = traps | Yellow = visitable spots | Grey = impassable
Spaces that can only fit 2 people: 49, 63, 78, 86, 107, 117, 158, 156, 162, 174, 177, 189 Spaces that can only fit 1 person: 50, 51, 61, 62, 79, 85, 105, 106, 108, 116, 118, 119, 136, 144, 151, 155, 161, 175, 178, 188
This is an outdoor map. Units with the Tantivy skill will roll an 8-sided die for movement.
There are forests (+1 DEF), houses / inns (+1 RES), and shops (+1 RES) on this map.
There could be traps anywhere on this map. Be cautious. --- The Wrathy warp trap moves to a random position every time it's activated. Beware of the traps on tile 26, 67, 71, 126, and 128 --- Tiles 26, 67, 71, 126, and 128 are ice slick traps. (-5 HP)
There's nothing on spaces: 24, 28, 35, 36, 38, 40, 41, 44, 45, 46, 47, 50, 51, 54, 55, 56, 58, 60, 61, 62, 68, 72, 73, 74, 79, 80, 81, 82, 83, 84, 85, 86, 91, 92, 95, 96, 97, 98, 99, 100, 102, 103, 105, 106, 109, 111, 113, 114, 117, 118, 119, 124, 127, 129, 130, 131, 132, 138, 139, 140, 142, 151, 153, 154, 155, 156, 160, 163, 164, 166, 169, 170, 172, 174, 178, 184, 188, & 280 *Note* These are the spaces listed in the game. I have greened out spaces that enemies have also landed on safely as well.
exclaim Current Field Event: FEFGA's Failed Blessing - (3) Team Jolly turns
Places of special interest: The armory --- Trade gold for various weapons.
"Hm? Ah, welcome. What can I do ya for, today?" [X]
Visit to find out what's for sale!
The shop --- Trade gold for various healing items.
"Welcome, welcome... see anything that suits your fancy?" [X]
Herb (Heals 5 HP | 5 uses) Price: 150 Vulnerary (Heals 10 HP | 3 uses) Prince: 300 Concoction (Heals 15 HP | 3 uses) Price: 1000 Pure Water (Temporarily increases Resistance by 5; effect decreases by 1 each turn) Price: 600 Fire (E rank | +0 damage | range 1-2 | infinite uses) Price: 150 Thunder (E rank | +0 damage | range 1-2 | infinite uses) Price: 150 Wind (E rank | +0 damage | range 1-2 | infinite uses) Price: 150 Heal (E rank | +5 heal | range 0-1 | 30 uses) Price: 600
Persons of special interest: The Transporter --- Deposit or trade items to them.
11/25 Present White Gem Herb (5/5) Adele's Gift (1/1) Wyrmslayer (25/25) Outdoor Fighter Scroll (1/1) Red Gem Indoor Fighter Scroll (1/1) Talisman (1/1) Outdoor Fighter Scroll (1/1) Heavy Spear (25/25) Iron Lance (40/40)
Rathy Claus --- Defend from enemies. Can be talked to for a personal gift.
Rathy has 49 / 60 HP.
------------------------- {[---Enemy Spotted---]} ------------------------- Enemy Info
exclaim The myrmidon in the file has already been defeated.
There are 6 enemies currently on the map. They are: --- 1 x Archers on tiles 167 --- 1 x Mages on tiles 263 --- 1 x Barbarians on tiles 230 --- 1 x Thieves on tiles 127 --- 2 x Revenants on tiles 168, and 183
The thief will drop 300 gold and a "Gift". The archer will drop 250 gold. The Barbarian and both Revenents will drop 100 gold each. The mage will drop 200 gold.
The thief has 14 / 17 HP.
Enemy Skills
Archer Prescience: Damage +2 when attacking an enemy that is at full health Longshot: For attack, roll 4-sided die to deal damage to unit 3 spaces away (4 spaces away if using Longbow)
Barbarian Gamble: For attack, roll an 10-sided die.[d8 until patch 3.0] If result is even, do +4 damage, if result is odd, do -4 damage (1 turn cooldown) Despoil: Obtain Bullion (S) from the enemy if enemy is defeated; passive
Thief Locktouch: Open doors and chests Steal: Steal offhand item or weapon from enemy
Mage Focus: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; magical attack) Longshot: For attack, roll 4-sided die to deal damage to unit 3 spaces away
Revenant Empty Mind: Immune to mental status afflictions (Berserk and Fear) Cultivate: All attacks inflicted upon this unit give double exp
------------------------- {[---Team Holly---]} ------------------------- Team Info
exclaim File not updated to include the turn they just made
Bertrand has 7 / 18 HP. Naina has 11 / 16 HP. Ganon has 8 / 18 HP.
Team Skills
Bertrand Pavise: Take less damage from next round of enemies' attacks by 10-sided die amount Guard: Take all damage for friendly unit of choice on the same space. (if unit of choice moves from space, the skill is ineffective) Corrosion: Corrode an enemy's equipped weapon if you do minimal damage, destroying it completely. Does not work on certain enemies; Passive
Naina Locktouch: Open doors and chests Steal: Steal offhand item or weapon from enemy Pass: Pass through spaces occupied by the enemy. Cannot land on enemy-occupied spaces; Passive
Lilith Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive Canto: Continue moving with leftover range after performing an action; passive Luna: Luna: For attack, ignore the enemy's DEF. Does not ignore buffs from skills, items or terrain. (3 turn cooldown)
Ganon Perform: Allows friendly unit of choice to move out of turn. Move order goes back to normal after invigorated unit finishes their move. Special Performance: Roll 4-sided die. Friendly unit of choice takes less damage and deals more damage in next round for die result. Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack; 1 turn cooldown) Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Jaren Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); passive Empty Mind: Immune to mental status afflictions (Berserk and Fear) Provoke: Provoke all surrounding enemies to attack you instead of others, if they are in range of you; Passive
---------------------- {[---Team Jolly---]} ---------------------- Team Info
Seth has 16 / 20 HP.
Team Skills
Seth Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive Canto: Continue moving with leftover range after performing an action; passive Pavise: Take less damage from next round of enemies' attacks by 10-sided die amount
Blossom Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack; i turn cooldown) Critical: For attack, roll two 4-sided dice. If you roll doubles, then triple total damage inflicted Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); passive
Deborah Dual Strike: Str +1 from every ally unit on the same space; passive Dual Guard: Def +1 from every ally unit on the same space; passive Counter: Deals back half of damage received from adjacent enemies; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)
Iris Hex: Defense and Resistance -2 to all adjacent enemies; passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; passive Summon: Summon a custom Phantom unit to the same or adjacent space and do a 0-10 RNG to determine the weapon they spawn with.
---Adele ---Levitate: Does not activate event spaces, does not get terrain bonuses, and can pass over unlandable spaces; passive ---Durable Arms: Weapon does not degrade; passive ---Vengeance: For attack, roll normal 10-sided die, but add half accrued damage, rounding down. (unit's Max HP - Current HP)/2 extra damage (EX: 10/20HP=10/2=5 extra damage > Roll a 6 > 6+5=11)
Brady Healtouch: Restores an extra 5HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); passive Resolve: When under half health, Def and Res +3; Passive
------------------------- {[---Oh by the way...---]} -------------------------
Seth, Lilith and Rathy Claus have a weakness to fire magic and horse slaying weapons.
Ganon has a weakness to thunder magic, laguz slaying weapons, and dragon slaying weapons
Bertrand, Seth, and Deborah are at a disadvantage (-1) against the barbarian. However, Naina, Ganon and Blossom have the advantage (+1) against the barbarian.
Lilith and Adele are at a disadvantage (-1) against the thief. However, Bertrand, Seth and Deborah have the advantage (+1) against the thief.
Iris has the advantage (+1) against the mage.
The Time-out Corner --- When a unit is defeated (reaches 0 HP), they must sit out for 3 turns.
Adele- 3 turns
House Cooldowns --- Once a house or inn is visited, 3 turns must pass before they can be visited again. If an enemy attacks, you must wait 5 turns before visiting. Space 106: (1) Seth turns Space 151: (1) Deborah turns Space 51: (1) Brady turns Space 188: (3) Enemy turns Space 155: (2) Bertrand turns Space 178: (2) Deborah turns
------------------------- {[---So I got this shiny...---]} -------------------------
In the spoiler is an explanation of items and how they are used, in case you are uncertain.
To use an item, please declare you are using it by bolding the text saying you are using the item.
Healing Items Used to instantly give yourself X amount of HP back. Though not necessary, it would really help if you put your total HP after using the healing item in your post somewhere.
Boosting Items Used to increase certain stats sometimes temporarily, sometimes permanently depending on the item. Please read the description of the item you are using carefully to determine how long the boost is effective for.
These items are: ---Temporary Effects --------- Pure Water [3 uses | Temporarily increases Resistance by 5 (effect decreases by 1 each turn so 1st turn= +5, 2nd turn= +4, 3rd turn= +3, etc.)] ------- -- Olivi Grass [3 uses | Temporarily gives +1 to all stats of transformed laguz for 5 turns] --------- HP Tonic [1 use | Gives max HP +5 until the end of the current game] --------- Strength Tonic [1 use | Gives STR +2 until the end of the current game] --------- Magic Tonic [1 use | Gives MAG +2 until the end of the current game] --------- Defense Tonic [1 use | Gives DEF +2 until the end of the current game] --------- Resistance Tonic [1 use | Gives RES +2 until the end of the current game]
--- Permanent Effects ----- It's probably a good idea to make a note of when you use one of these items in your guild office post. --------- Angelic Robe [1 use | Permanently raises max HP by 5] --------- Energy Ring [1 use | Permanently raises strength by 2] --------- Dracoshield [ 1 use | Permanently raises defense by 2] --------- Talisman [1 use | Permanently raises resistance by 2] --------- Arms Scroll [1 use | Permanently raises the weapon level of the current equipped weapon's type by 1 rank (E > D, D > C, C > B, etc.)
Class Changing Item Used to change your current class to one of the two options specified in your guild post. Levels, weapon levels, growths, and custom stat additions will remain the same. Bronze level weapons will be swapped out to the correct one for the new class. Changing class is permanent until you use a second seal again!
This item is: --- Second Seal [1 use | Change classes into one of the two options you submitted]
Attacking Items Used to damage enemies unlike normal attacks. Defense or Resistance are not factored into the damage. Only non-magic units can use these so mages, dark mages, light mages, clerics/priests, and troubadours are short out of luck.
These items are: --- Spectre Card [10 uses | Deal 5 + MAG stat to an enemy 1-2 spaces away] --- Reaper Card [5 uses | Deal 8 + MAG stat to an enemy 1-2 spaces away] --- Daemon Card [3 uses | Deal 12 + MAG stat to an enemy 1-2 spaces away]
Trapping Items Used to impede a unit's movement or damage them when stepped on depending on the item.
These items are: --- Light Rune [ 1 use | Places a rune in an occupied adjacent space. The rune will last for one full turn and end on the placer's next turn. If more than 1 enemy currently occupies said space, all of them are trapped in a barrier and unable to move; this means they can not attack too, reversely they are shielded from attacks as well. Items can be used while inside the barrier ] --- Mine [ 1 use | Places a mine in a non-occupied adjacent space. The mine will remain until stepped on. The next unit to land on that space takes 10 damage ]
Accessory Items Used for various effects. These items are not used up; however, they must be equipped to have an effect. Only one item can be equipped at a time.
These items are: --- Iote's Shield [Negates enemy's effective bonus towards flying units] --- Iron Rune [Negates double damage from killer weapons and skills] --- Laguzguard [Beorc only; Halves damage taken from Laguz attacks] --- Beorcguard [Laguz only; Negates effective bonus of Laguz-killing weapons] --- Boots [Raises movement by 2; Units without Tantivy roll 6-sided die, units with Tantivy roll 10 sided die outdoors and 6-sided die indoors]
Posted: Thu May 05, 2016 7:02 pm
Roll Call
gabriel sama
Belzayne
Cleric Evelyn
Kowsauni
Ganon Firenight
Ssbmfreak36
Marshmallow Kitty
Nomad Rath
Night Gopher
WhirlwindTerror
Quote:
Update was made at the start of Team Jolly's turn.
Deliver more presents than the other team, while defending Rathy Claus.
------------------------- {[---About the map---]} -------------------------
Green spaces = nothing | Red spaces = traps | Yellow = visitable spots | Grey = impassable
Spaces that can only fit 2 people: 49, 63, 78, 86, 107, 117, 158, 156, 162, 174, 177, 189 Spaces that can only fit 1 person: 50, 51, 61, 62, 79, 85, 105, 106, 108, 116, 118, 119, 136, 144, 151, 155, 161, 175, 178, 188
This is an outdoor map. Units with the Tantivy skill will roll an 8-sided die for movement.
There are forests (+1 DEF), houses / inns (+1 RES), and shops (+1 RES) on this map.
There could be traps anywhere on this map. Be cautious. --- The Wrathy warp trap moves to a random position every time it's activated. Beware of the traps on tile 26, 67, 71, 126, 128, and 192 --- Tiles 26, 67, 71, 126, 128, and 192 are ice slick traps. (-5 HP)
11/25 Present White Gem Herb (5/5) Adele's Gift (1/1) Wyrmslayer (25/25) Outdoor Fighter Scroll (1/1) Red Gem Indoor Fighter Scroll (1/1) Talisman (1/1) Outdoor Fighter Scroll (1/1) Heavy Spear (25/25) Iron Lance (40/40)
Rathy Claus --- Defend from enemies. Can be talked to for a personal gift.
------------------------- {[---Team Holly---]} ------------------------- Team Info
exclaim File not updated to include the turn they just made
Ganon has 16 / 18 HP. Evelyn has 12/17 HP.
Team Skills
Bertrand Pavise: Take less damage from next round of enemies' attacks by 10-sided die amount Guard: Take all damage for friendly unit of choice on the same space. (if unit of choice moves from space, the skill is ineffective) Corrosion: Corrode an enemy's equipped weapon if you do minimal damage, destroying it completely. Does not work on certain enemies; Passive
Naina Locktouch: Open doors and chests Steal: Steal offhand item or weapon from enemy Pass: Pass through spaces occupied by the enemy. Cannot land on enemy-occupied spaces; Passive
Lilith Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive Canto: Continue moving with leftover range after performing an action; passive Luna: Luna: For attack, ignore the enemy's DEF. Does not ignore buffs from skills, items or terrain. (3 turn cooldown)
Ganon Perform: Allows friendly unit of choice to move out of turn. Move order goes back to normal after invigorated unit finishes their move. Special Performance: Roll 4-sided die. Friendly unit of choice takes less damage and deals more damage in next round for die result. Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack; 1 turn cooldown) Dragonskin: When attacked, the enemy's die roll is cut in half unless the attack is made with thunder magic or a weapon effective on dragons; Passive
Evelyn Healtouch: Restores an extra 3HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); passive Underdog: Def & Res +2 when user's level is lower than the enemy's; Passive
---------------------- {[---Team Jolly---]} ---------------------- Team Info
Team Skills
Seth Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive Canto: Continue moving with leftover range after performing an action; passive Pavise: Take less damage from next round of enemies' attacks by 10-sided die amount
Blossom Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack; i turn cooldown) Critical: For attack, roll two 4-sided dice. If you roll doubles, then triple total damage inflicted Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); passive
Deborah Dual Strike: Str +1 from every ally unit on the same space; passive Dual Guard: Def +1 from every ally unit on the same space; passive Counter: Deals back half of damage received from adjacent enemies; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)
Iris Hex: Defense and Resistance -2 to all adjacent enemies; passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; passive Summon: Summon a custom Phantom unit to the same or adjacent space and do a 0-10 RNG to determine the weapon they spawn with.
---Adele ---Levitate: Does not activate event spaces, does not get terrain bonuses, and can pass over unlandable spaces; passive ---Durable Arms: Weapon does not degrade; passive ---Vengeance: For attack, roll normal 10-sided die, but add half accrued damage, rounding down. (unit's Max HP - Current HP)/2 extra damage (EX: 10/20HP=10/2=5 extra damage > Roll a 6 > 6+5=11)
Brady Healtouch: Restores an extra 3HP when healing allies; Passive Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); passive Resolve: When under half health, Def and Res +3; Passive
------------------------- {[---Oh by the way...---]} -------------------------
Seth, Lilith and Rathy Claus have a weakness to fire magic and horse slaying weapons.
Ganon has a weakness to thunder magic, laguz slaying weapons, and dragon slaying weapons
The Time-out Corner --- When a unit is defeated (reaches 0 HP), they must sit out for 3 turns. N/A
House Cooldowns --- Once a house or inn is visited, 3 turns must pass before they can be visited again. If an enemy attacks, you must wait 5 turns before visiting. Space 151: (1) Evelyn turns Space 106: (1) Blossom turns Space 79: (1) Iris turns Space 178: (2) Deborah turns Space 85: (2) Brady turns
------------------------- {[---So I got this shiny...---]} -------------------------
In the spoiler is an explanation of items and how they are used, in case you are uncertain.
To use an item, please declare you are using it by bolding the text saying you are using the item.
Healing Items Used to instantly give yourself X amount of HP back. Though not necessary, it would really help if you put your total HP after using the healing item in your post somewhere.
Boosting Items Used to increase certain stats sometimes temporarily, sometimes permanently depending on the item. Please read the description of the item you are using carefully to determine how long the boost is effective for.
These items are: ---Temporary Effects --------- Pure Water [3 uses | Temporarily increases Resistance by 5 (effect decreases by 1 each turn so 1st turn= +5, 2nd turn= +4, 3rd turn= +3, etc.)] ------- -- Olivi Grass [3 uses | Temporarily gives +1 to all stats of transformed laguz for 5 turns] --------- HP Tonic [1 use | Gives max HP +5 until the end of the current game] --------- Strength Tonic [1 use | Gives STR +2 until the end of the current game] --------- Magic Tonic [1 use | Gives MAG +2 until the end of the current game] --------- Defense Tonic [1 use | Gives DEF +2 until the end of the current game] --------- Resistance Tonic [1 use | Gives RES +2 until the end of the current game]
--- Permanent Effects ----- It's probably a good idea to make a note of when you use one of these items in your guild office post. --------- Angelic Robe [1 use | Permanently raises max HP by 5] --------- Energy Ring [1 use | Permanently raises strength by 2] --------- Dracoshield [ 1 use | Permanently raises defense by 2] --------- Talisman [1 use | Permanently raises resistance by 2] --------- Arms Scroll [1 use | Permanently raises the weapon level of the current equipped weapon's type by 1 rank (E > D, D > C, C > B, etc.)
Class Changing Item Used to change your current class to one of the two options specified in your guild post. Levels, weapon levels, growths, and custom stat additions will remain the same. Bronze level weapons will be swapped out to the correct one for the new class. Changing class is permanent until you use a second seal again!
This item is: --- Second Seal [1 use | Change classes into one of the two options you submitted]
Attacking Items Used to damage enemies unlike normal attacks. Defense or Resistance are not factored into the damage. Only non-magic units can use these so mages, dark mages, light mages, clerics/priests, and troubadours are short out of luck.
These items are: --- Spectre Card [10 uses | Deal 5 + MAG stat to an enemy 1-2 spaces away] --- Reaper Card [5 uses | Deal 8 + MAG stat to an enemy 1-2 spaces away] --- Daemon Card [3 uses | Deal 12 + MAG stat to an enemy 1-2 spaces away]
Trapping Items Used to impede a unit's movement or damage them when stepped on depending on the item.
These items are: --- Light Rune [ 1 use | Places a rune in an occupied adjacent space. The rune will last for one full turn and end on the placer's next turn. If more than 1 enemy currently occupies said space, all of them are trapped in a barrier and unable to move; this means they can not attack too, reversely they are shielded from attacks as well. Items can be used while inside the barrier ] --- Mine [ 1 use | Places a mine in a non-occupied adjacent space. The mine will remain until stepped on. The next unit to land on that space takes 10 damage ]
Accessory Items Used for various effects. These items are not used up; however, they must be equipped to have an effect. Only one item can be equipped at a time.
These items are: --- Iote's Shield [Negates enemy's effective bonus towards flying units] --- Iron Rune [Negates double damage from killer weapons and skills] --- Laguzguard [Beorc only; Halves damage taken from Laguz attacks] --- Beorcguard [Laguz only; Negates effective bonus of Laguz-killing weapons] --- Boots [Raises movement by 2; Units without Tantivy roll 6-sided die, units with Tantivy roll 10 sided die outdoors and 6-sided die indoors]
Be your inner Indiana Jones! Survive and investigate the area!
------------------------- {[---About the map---]} -------------------------
This is an indoor-open area map. Units with the Tantivy unit type perk will roll an 6-sided die for movement.
There could be traps anywhere on this map. Be cautious. ---
There's nothing on spaces: 11, 13, 44, & 53
------------------------- {[---How you doing, pal?---]} ------------------------- Ally Info
Ally Skills
Sunil Even Rhythm: +1 damage on even turns; Passive Quickclaw: Deals back half of damage received from adjacent enemies, rounding up; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted) Wrath: Die amount for attacks is doubled when under half health; Passive Savior: Unit receives no penalties for rescuing another unit; Passive
Alex Prescience: Damage +2 when attacking an enemy that is at full health; Passive Longshot:For attack, roll 1d4 to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Parity: When attacking, ignore all bonus stats; Passive
Tibarn Odd Rhythm +1 damage on odd turns; Passive Maelstrom: Deals back half of damage received from non-adjacent enemies, rounding up; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted) Savior: Unit receives no penalties for rescuing another unit; Passive Rally Strength: Roll a 10-sided die to add to an ally's STR stat for one turn.
Annis Locktouch: Open doors and chests Steal: If SPD is higher, steal offhand item or weapon from enemy Pass: Pass through spaces occupied by the enemy. Cannot land on enemy-occupied spaces; Passive Indoor Fighter: Damage +1 and -1 damage taken when fighting indoors; Passive
Rhys Healtouch: Restores an extra 3 HP when healing allies; Passive Miracle: If LCK is higher than opponent, character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Prayer: When HP is 10 or less, Defense and Resistance +5; Passive
---------------------- {[---Enemy Spotted---]} ---------------------- Enemy Info
Enemy Skills
Manakete Boon: Adjacent allies recover their condition at the beginning of each turn; Passive Dragon Ward: STR, MAG, DEF and RES +1 for all adjacent allies; passive
Priests Healtouch: Restores an extra 3 HP when healing allies; Passive Miracle: If LCK is higher than opponent, character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive
Revenants Empty Mind: Immune to mental status afflictions (Berserk and Fear); Passive Cultivate: All attacks inflicted upon this unit give double exp; Passive
Reflections See corresponding character.
---------------------- {[---The Other Guys---]} ---------------------- Renegade Info
Renegade Skills
Thief Locktouch: Open doors and chests Steal: If SPD is higher, steal offhand item or weapon from enemy
Mage Focus: Damage +2 when no allies are on the same space or adjacent; Passive Aegis: RES increases by 1d10 result until next turn
Fighter Zeal: Damage +2 for turn if attacked during last enemy phase; Passive Counter: Deals back full damage when hit by a physical attack; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)
------------------------- {[---Oh by the way...---]} -------------------------
Sunil have a weakness to fire magic and Hunter weapons.
Tibarn and Annis have a weakness to wind magic, bows, and Hunter weapons.
The Time-out Corner --- When a unit is defeated (reaches 0 HP), they must sit out for 5 turns. After the wait, they can pay 5,000 gold to rejoin the game.
------------------------- {[---So I got this shiny...---]} -------------------------
In the spoiler is an explanation of items and how they are used, in case you are uncertain.
To use an item, please declare you are using it by bolding the text saying you are using the item.
Healing Items Used to instantly give yourself X amount of HP back. Though not necessary, it would really help if you put your total HP after using the healing item in your post somewhere.
Boosting Items Used to increase certain stats sometimes temporarily, sometimes permanently depending on the item. Please read the description of the item you are using carefully to determine how long the boost is effective for.
These items are: ---Temporary Effects --------- Pure Water [3 uses | Temporarily increases Resistance by 5 (effect decreases by 1 each turn so 1st turn= +5, 2nd turn= +4, 3rd turn= +3, etc.)] ------- -- Olivi Grass [3 uses | Temporarily gives +1 to all stats of transformed laguz for 5 turns] --------- HP Tonic [1 use | Gives max HP +5 until the end of the current game] --------- Strength Tonic [1 use | Gives STR +2 until the end of the current game] --------- Magic Tonic [1 use | Gives MAG +2 until the end of the current game] --------- Defense Tonic [1 use | Gives DEF +2 until the end of the current game] --------- Resistance Tonic [1 use | Gives RES +2 until the end of the current game] --------- Speed Tonic [1 use | Gives SPD +2 until the end of the current game] --------- Luck Tonic [1 use | Gives LCK +2 until the end of the current game]
--- Permanent Effects ----- It's probably a good idea to make a note of when you use one of these items in your guild office post. --------- Angelic Robe [1 use | Permanently raises max HP by 5] --------- Energy Ring [1 use | Permanently raises strength by 2] --------- Dracoshield [ 1 use | Permanently raises defense by 2] --------- Talisman [1 use | Permanently raises resistance by 2] --------- Arms Scroll [1 use | Permanently raises the weapon experiences of the current equipped weapon's type by 30 wexp] --------- Seed of Trust [ Uses: 1 | Worth: 2500 | Permanently raises the support growth with characters on the same space by 10 points]
Class Changing Item Used to change your current class to one of the two options specified in your guild post. Levels, weapon levels, growths, and custom stat additions will remain the same. Bronze level weapons will be swapped out to the correct one for the new class. Changing class is permanent until you use a second seal again!
This item is: --- Second Seal [1 use | Change classes into one of the two options you submitted]
Attacking Items Used to damage enemies unlike normal attacks. Defense or Resistance are not factored into the damage. Only non-magic units can use these so mages, dark mages, light mages, clerics/priests, and troubadours are short out of luck.
These items are: --- Spectre Card [10 uses | Deal 5 + MAG stat to an enemy 1-2 spaces away] --- Reaper Card [5 uses | Deal 8 + MAG stat to an enemy 1-2 spaces away] --- Daemon Card [3 uses | Deal 12 + MAG stat to an enemy 1-2 spaces away]
Trapping Items Used to impede a unit's movement or damage them when stepped on depending on the item.
These items are: --- Light Rune [ 1 use | Places a rune in an occupied adjacent space. The rune will last for one full turn and end on the placer's next turn. If more than 1 enemy currently occupies said space, all of them are trapped in a barrier and unable to move; this means they can not attack too, reversely they are shielded from attacks as well. Items can be used while inside the barrier ] --- Mine [ 1 use | Places a mine in a non-occupied adjacent space. The mine will remain until stepped on. The next unit to land on that space takes 10 damage ]
Accessory Items Used for various effects. These items are not used up; however, they must be equipped to have an effect. Only one item can be equipped at a time.
These items are: --- Iote's Shield [Negates enemy's effective bonus towards flying units] --- Iron Rune [Negates double damage from killer weapons and skills] --- Laguzguard [Beorc only; Halves damage taken from Laguz attacks] --- Beorcguard [Laguz only; Negates effective bonus of Hunter weapons] --- Boots [Raises movement by 2; Foot units roll 6-sided die, mounted and laguz units roll 10 sided die outdoors and 6-sided die indoors]
------------------------- {[---About the map---]} -------------------------
Green spaces = nothing | Red spaces = known active traps | Orange spaces = potential traps | Yellow = visitable spots | Grey = impassable
Spaces that can only fit 3 people: 23, 28, 63, 87, 88, 98, 92, I2, J2, O2, O5, O6 Spaces that can only fit 2 people: 90, 91, 93, A1, B1, B2, C1, D1, D2, E1, E2, F1, G1, H1, H2, H5, H6, I1, J1, K1, L1, O3 Spaces that can only fit 1 person: 55, O4
This is an indoor-open area map. Units with the highly mobile unit type perk will roll an 6-sided die for movement. Flying units will be able to cross normally impassible terrain except for the spaces surrounded by grey.
Theere are pillars (+1 DEF) on this map.
The letter walkways will no longer change now that the water has been drained.
There could be traps anywhere on this map. Be cautious. ---Space 31 is suspected to be a trap ---Light Runes have been encountered and could be anywhere (traps in place for one turn) Beware of the traps on tile 15, 19, 26, 58, and 88 ---Tiles 15, 26, and 58 are rising spear traps (-5 HP) ---Tile 19 is a berserk mist trap (inflicts berserk) ---Tile 88 is a slippery floor trap (??)
------------------------- {[---How you doing, pal?---]} ------------------------- Ally Info
Ally Skills
Sunil Even Rhythm: +1 damage on even turns; Passive Quickclaw: Deals back half of damage received from adjacent enemies, rounding up; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted) Wrath: Die amount for attacks is doubled when under half health; Passive Savior: Unit receives no penalties for rescuing another unit; Passive
Alex Prescience: Damage +2 when attacking an enemy that is at full health; Passive Longshot:For attack, roll 1d4 to deal damage to unit 3 spaces away (4 spaces away if using Longbow) Parity: When attacking, ignore all bonus stats; Passive
Tibarn Odd Rhythm +1 damage on odd turns; Passive Maelstrom: Deals back half of damage received from non-adjacent enemies, rounding up; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted) Savior: Unit receives no penalties for rescuing another unit; Passive Rally Strength: Roll a 10-sided die to add to an ally's STR stat for one turn.
Annis Locktouch: Open doors and chests Steal: If SPD is higher, steal offhand item or weapon from enemy Pass: Pass through spaces occupied by the enemy. Cannot land on enemy-occupied spaces; Passive Indoor Fighter: Damage +1 and -1 damage taken when fighting indoors; Passive
Rhys Healtouch: Restores an extra 3 HP when healing allies; Passive Miracle: If LCK is higher than opponent, character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); Passive Prayer: When HP is 10 or less, Defense and Resistance +5; Passive
------------------------- {[---Oh by the way...---]} -------------------------
Sunil have a weakness to fire magic and Hunter weapons.
Tibarn and Annis have a weakness to wind magic, bows, and Hunter weapons.
The Time-out Corner --- When a unit is defeated (reaches 0 HP), they must sit out for 3 turns. After the wait, they can pay gold to rejoin the game depending on their level.
------------------------- {[---So I got this shiny...---]} -------------------------
In the spoiler is an explanation of items and how they are used, in case you are uncertain.
To use an item, please declare you are using it by bolding the text saying you are using the item.
Healing Items Used to instantly give yourself X amount of HP back. Though not necessary, it would really help if you put your total HP after using the healing item in your post somewhere.
Boosting Items Used to increase certain stats sometimes temporarily, sometimes permanently depending on the item. Please read the description of the item you are using carefully to determine how long the boost is effective for.
These items are: ---Temporary Effects --------- Pure Water [3 uses | Temporarily increases Resistance by 5 (effect decreases by 1 each turn so 1st turn= +5, 2nd turn= +4, 3rd turn= +3, etc.)] ------- -- Olivi Grass [3 uses | Temporarily gives +1 to all stats of transformed laguz for 5 turns] --------- HP Tonic [1 use | Gives max HP +5 until the end of the current game] --------- Strength Tonic [1 use | Gives STR +2 until the end of the current game] --------- Magic Tonic [1 use | Gives MAG +2 until the end of the current game] --------- Defense Tonic [1 use | Gives DEF +2 until the end of the current game] --------- Resistance Tonic [1 use | Gives RES +2 until the end of the current game] --------- Speed Tonic [1 use | Gives SPD +2 until the end of the current game] --------- Luck Tonic [1 use | Gives LCK +2 until the end of the current game]
--- Permanent Effects ----- It's probably a good idea to make a note of when you use one of these items in your guild office post. --------- Angelic Robe [1 use | Permanently raises max HP by 5] --------- Energy Ring [1 use | Permanently raises strength by 2] --------- Spirit Dust [ Uses: 1 | Permanently raises Magic by 2 ] --------- Dracoshield [ 1 use | Permanently raises defense by 2] --------- Talisman [1 use | Permanently raises resistance by 2] --------- Arms Scroll [1 use | Permanently raises the weapon experiences of the current equipped weapon's type by 30 wexp] --------- Seed of Trust [ Uses: 1 | Worth: 2500 | Permanently raises the support growth with characters on the same space by 10 points]
Class Changing Item Used to change your current class to one of the two options specified in your guild post. Levels, weapon levels, growths, and custom stat additions will remain the same. Bronze level weapons will be swapped out to the correct one for the new class. Changing class is permanent until you use a second seal again!
This item is: --- Second Seal [1 use | Change classes into one of the two options you submitted]
Attacking Items Used to damage enemies unlike normal attacks. Defense or Resistance are not factored into the damage. Only non-magic units can use these so mages, dark mages, light mages, clerics/priests, and troubadours are short out of luck.
These items are: --- Spectre Card [10 uses | Deal 5 + MAG stat to an enemy 1-2 spaces away] --- Reaper Card [5 uses | Deal 8 + MAG stat to an enemy 1-2 spaces away] --- Daemon Card [3 uses | Deal 12 + MAG stat to an enemy 1-2 spaces away]
Trapping Items Used to impede a unit's movement or damage them when stepped on depending on the item.
These items are: --- Light Rune [ 1 use | Places a rune in an occupied adjacent space. The rune will last for one full turn and end on the placer's next turn. If more than 1 enemy currently occupies said space, all of them are trapped in a barrier and unable to move; this means they can not attack too, reversely they are shielded from attacks as well. Items can be used while inside the barrier ] --- Mine [ 1 use | Places a mine in a non-occupied adjacent space. The mine will remain until stepped on. The next unit to land on that space takes 10 damage ]
Accessory Items Used for various effects. These items are not used up; however, they must be equipped to have an effect. Only one item can be equipped at a time.
These items are: --- Iote's Shield [Negates enemy's effective bonus towards flying units] --- Iron Rune [Negates double damage from killer weapons and skills] --- Beastguard [Humans only; Halves damage, roundng up, taken from ] --- Hunterguard [ Shapeshifters only, negates effective bonus of weapons effective against ] --- Boots [Raises movement potential by 2; units who normally roll 1d4 will roll 1d6, units who normally roll 1d6/1d8 will roll 1d8/1d10 ]