Here's where I'll be placing game updates so they don't get lost in the discussion thread. Think of this as a specialized info thread for current games.
Please do not post questions or talk about strategies here. That's what the discussion thread is for.
Gift Relay - Game 1 (Made by Nomad Rath!) emotion_bigheart ----Turn 15 ----Turn 22
Posted: Wed Jan 15, 2014 11:57 am
Quote:
Update was made at the start of Tiki's turn.
Game 3~
-------------------------- {[--- The Mission ---]} --------------------------
Apprehend the necromancer! Use deadly force if necessary. The mission will be over when you capture or kill him OR when all allies are defeated.
------------------------- {[--- About the map ---]} -------------------------
This is an indoor map. Units with the Tantivy skill need to roll a 6-sided die for movement.
There are 2 unopened chests on this map. ---1 on tile 31 ---1 on tile 35
There are 2 unopened doors with 2 cracked walls next to them. ---1 on tile 42 ---1 on tile 33
There are pillars (+1 def) and a throne (+2 def, +5 res, heals 5HP, restores condition).
Beware of the traps on tile 3, 5, 11, 14, 16, 21, 23, 24, 25, & 27 and the possible traps on tile 29! Proceed with caution. --- Tile 3 & 5 are poison traps. (-5 HP and poison status) --- Tile 11, 14, 16, 21, 23, 24, 25, & 27 are lava traps. (-5 HP and burn status)
There are 10 enemies currently on the map. They are: ---1 x Boss on tile 67 ---3 x Priests on tiles 68 & 66 ---2 x Mages on tiles 65 ---5 x Dark Mages on tiles 55, 45, 48, 41, & 39 ---1 x Armorknight on tiles 42
Armorknight will drop a Vulnerary upon death. The necromancer will drop 500 gold upon death.
---------------------- {[--- How you doing, pal? ---]} ----------------------
Annis has 11/16 HP and is burned for 5 more turns. Ganon has 4/14 HP and is burned for 5 more turns.
------------------------- {[--- Oh by the way... ---]} -------------------------
Sunil has a weakness to fire magic and laguz slaying weapons. ---exclaim Watch out for the fire mage on tile 65.
Rath has a weakness to fire magic and horse slaying weapons. ---exclaim Watch out for the mage on tile 65 and the halberd the armorknight on tile 42 has.
Annis has a weakness to wind magic, bows, and laguz slaying weapons.
Aruna, Ganon, and Tiki have a weakness to thunder magic, laguz slaying weapons, and dragon slaying weapons
Clara's lance is at a disadvantage (-1) against the armorknight's axe on tile 42. However, Annis' and Ganon's swords are super effective (+1) against the armorknight's axe.
Annis can steal a 100 gold from each of the dark mages totaling up to 500 gold. She can also steal the Hand Axe from the armorknight.
The team's skills
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)
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
Rath Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Canto: Continue moving with leftover range after performing an action; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Rally Rainbow Spectrum: Roll a 10-sided die to add to all of an ally's stats.
Annis Locktouch: Open doors and chests Steal: Steal offhand item or weapon from enemy Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); Passive Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive
Clara Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); 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 attacking, ignore terrain bonuses; Passive
Tiki Boon: Adjacent allies recover their condition at the beginning of each turn; 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 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
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) 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
Note about Mire: Written by Mel - New Info
Queen Melethia Dagon
Anyway those in game 3 are really close to Mire range and most of us can't take it. 9 base magic + 3 from Mire = 12 base damage before the dice roll so the min-max from mire is 13-22 with out defenses/skills coming into play.
Here's the results from Mire stuff at max health with no bonuses to defenses (Dragonskin is accounted for):
Sunil can take a Max Mire Aruna can take 2 Max Mires Rath can take a Max Mire Tiki can take 2 or 3 Max Mires (Depends on if Dragonskin rounds up or down on damage)
After reclassing Clara can take a max Mire
Alex dies if a 7 or higher is rolled Annis dies if a 6 or higher is rolled Ganon dies if a 6 or higher is rolled. (Dragonskin is accounted for)
Of course we have rallies and males have Demosielle to help out.
With that noted here is the Mire range map provided by Lethe:
Please take caution.
Ninja_Maiden Crew
Skilled Cleric
Offline
Ninja_Maiden Crew
Skilled Cleric
Offline
Posted: Wed Jan 15, 2014 12:44 pm
Quote:
Update was made at the start of Shinon's turn.
Game 4~
-------------------------- {[--- The Mission ---]} --------------------------
Escort Leena's caravan to the designated spot. Mission will end when she reaches tile 55 OR Leena is defeated or she reclasses.
------------------------- {[--- About the map ---]} -------------------------
This is an outdoor map. Units with the Tantivy skill will roll an 8-sided die for movement.
There is 1 unvisited house on this map. ---1 on tile 31
There are forests (+1 def), forts (+2 def and heals 10HP), houses (+1 res), arena (+1 def), shop (+1 res), and church (+2 res).
There could be traps anywhere on this map. Be cautious. Those boulders on the cliffs do not look friendly. Beware of the trap on tile 19. --- Tile 19 is a poison trap. (-5 HP and poison status)
Places of special interest: The armory --- Trade gold for various weapons.
"Hm? Ah, welcome. What can I do ya for, today?" [X]
Iron Sword (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Lance (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Axe (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Bow (D rank | +1 damage | range 2 | 40 uses) Price: 300 Soothing Sword (D rank | +2 damage | range 1 | 10 uses | Heals by the amount of inflicted damage) Price: 920 Javelin (D rank | +0 damage | range 1-2 | 25 uses) Price: 700 Hand Axe (D rank | +0 damage | range 1-2 | 25 uses) Price: 700 Bowgun (D rank | +0 damage | range 1-2 | 25 uses) Price: 700
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
The church --- Trade gold for direct healing. 5 gold per HP
The arena --- Gamble for exp and higher amounts of gold. Visiting once uses up your action phase. You're only allowed 5 visits per game.
Note: By deciding to participate in the arena, you accept the risk of losing health or possibly dying.
After you visit the arena, FS will randomly generate an opponent. You have the option of fighting or fleeing. If you stay to fight, you and the RNG foe need to roll one 10-sided die add your strength or magic then subtract the enemy's defense or resistance stat. Both combatants will be using their most basic weapon so there's no extra damage modifier. Whoever does the most damage wins the match. Simple as that.
So the formula looks like this: # rolled + your Str/Mag - enemy's Def/Res = total damage
Also even if you lose, the price doubles the next time you visit.
------------------------- {[--- Enemy spotted ---]} ------------------------- Enemy Info
There are 15 enemies currently on the map. They are: ---1 x Boss (Ali) on tile 53 ---1 x Mini boss (Jaren) on tile 33 ---1 x Myrmidon on tiles 21 ---2 x Archers on tiles 48 & 50 ---3 x Mages on tiles 16 & 49 ---1 x Fighter on tile 21 ---3 x Barbarians on tiles 31, 34, 40, 41, 54, & 56
All of the barbarians will drop 50 gold each upon death. Jaren will drop 500 gold upon defeat. Ali will drop an Herb and 1,000 gold upon defeat.
---------------------- {[--- How you doing, pal? ---]} ---------------------- Ally Info
Isadora has been defeated and must sit out for the rest of the game. Ziaram has 12 / 16 HP. Vika has 15 /19 HP.
------------------------- {[--- Oh by the way... ---]} -------------------------
Seth and Leena have a weakness to fire magic and horse slaying weapons. ---exclaim Watch out for the fire mage on tile 16 and 49.
Vika has a weakness to wind magic, bows, and laguz slaying weapons. ---exclaim Watch out for the wind mage on tile 16 and the archers on tiles 48 & 50.
Mihira has a weakness to thunder magic, bows, and dragon slaying weapons. ---exclaim Watch out for the archers on tiles 48 & 50
The team's skills
Rin 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 Healtouch: Restores an extra 5HP when healing allies; Passive Underdog: Def & Res +2 when user's level is lower than the enemy's; Passive
Isadora Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Canto: Continue moving with leftover range after performing an action; passive Guard: Take all damage for friendly unit of choice on the same space. (if unit of choice moves from space, the skill is ineffective) Rally Resistance: Roll a 10-sided die to add to an ally's resistance.
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 terrain bonuses; 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
Mihira Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Defender: Defense and Resistance +1 to allies on the same space
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
Seth Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-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
Leena Convoy: All items that units must remove from their inventory when getting an item when their inventory is maxed out to go straight to the Transporter's inventory; Passive Stockpile: Inventory space of number of allied units x5; Passive (Ex: With 4 allies, the Transport would have the inventory of 4x5=20) Prayer: When HP is 10 or less, Defense and Resistance +5; passive
The enemies' skills
Ali 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 Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
Jaren 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 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
Archer 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)
Mage Focus: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; magical attack) Tomefaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away
Fighter Zeal: Damage +2 for turn if attacked during last enemy phase; passive Counter: Deals back half of damage received from adjacent enemies; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)
Myrmidon 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
Barbarian Gamble: For attack, roll an 8-sided die. If result is even, do +4 damage, if result is odd, take +4 damage from targeted enemy's next attack Despoil: Obtain Bullion (S) from the enemy if enemy is defeated; passive
Posted: Sat Jan 25, 2014 2:19 pm
Quote:
Update was made at the start of Clara's turn.
Game 3~
-------------------------- {[--- The Mission ---]} --------------------------
Apprehend the necromancer! Use deadly force if necessary. The mission will be over when you capture or kill him OR when all allies are defeated.
------------------------- {[--- About the map ---]} -------------------------
This is an indoor map. Units with the Tantivy skill need to roll a 6-sided die for movement.
There are 2 unopened chests on this map. ---1 on tile 31 ---1 on tile 35
There are 2 unopened doors with 2 cracked walls next to them. ---1 on tile 42 ---1 on tile 33
There are pillars (+1 def) and a throne (+2 def, +5 res, heals 5HP, restores condition).
Beware of the traps on tile 3, 5, 11, 14, 16, 21, 23, 24, 25, & 27! Proceed with caution. --- Tile 3 & 5 are poison traps. (-5 HP and poison status) --- Tile 11, 14, 16, 21, 23, 24, 25, & 27 are lava traps. (-5 HP and burn status)
There are 10 enemies currently on the map. They are: ---1 x Boss on tile 67 ---2 x Priests on tiles 68 & 66 ---1 x Mage on tiles 65 ---5 x Dark Mages on tiles 55, 45, 48, 41, & 39 ---1 x Armorknight on tiles 42
Armorknight will drop a Vulnerary upon death. The necromancer will drop 500 gold upon death.
The dark mage on tile 45 has 5 / 19 HP.
---------------------- {[--- How you doing, pal? ---]} ----------------------
Annis has 7 / 16 HP and is burned for 3 more turns. Ganon has 8 / 14 HP and is burned for 2 more turns.
------------------------- {[--- Oh by the way... ---]} -------------------------
Sunil has a weakness to fire magic and laguz slaying weapons. ---exclaim Watch out for the fire mage on tile 65.
Rath has a weakness to fire magic and horse slaying weapons. ---exclaim Watch out for the mage on tile 65 and the halberd the armorknight on tile 42 has.
Annis has a weakness to wind magic, bows, and laguz slaying weapons.
Aruna, Ganon, and Tiki have a weakness to thunder magic, laguz slaying weapons, and dragon slaying weapons
Clara's lance is at a disadvantage (-1) against the armorknight's axe on tile 42. However, Annis' and Ganon's swords are super effective (+1) against the armorknight's axe.
Annis can steal a 100 gold from each of the dark mages totaling up to 500 gold. She can also steal the Hand Axe from the armorknight.
The team's skills
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)
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
Rath Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Canto: Continue moving with leftover range after performing an action; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Rally Rainbow Spectrum: Roll a 10-sided die to add to all of an ally's stats.
Annis Locktouch: Open doors and chests Steal: Steal offhand item or weapon from enemy Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); Passive Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive
Clara Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); 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 attacking, ignore terrain bonuses; Passive
Tiki Boon: Adjacent allies recover their condition at the beginning of each turn; 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 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
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) 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
The enemies' skills
Necromancer Hex: Defense and Resistance -2 to all adjacent enemies; passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; passive Corrosion: Corrode an enemy's equipped weapon if you do minimal damage, destroying it completely. Does not work on certain enemies; Passive
Priest 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
Dark Mage Hex: Defense and Resistance -2 to all adjacent enemies; passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; passive
Mage Focus: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; magical attack) Tomefaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away
Armorknight 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)
Note about Mire: Written by Mel
Queen Melethia Dagon
Anyway those in game 3 are really close to Mire range and most of us can't take it. 9 base magic + 3 from Mire = 12 base damage before the dice roll so the min-max from mire is 13-22 with out defenses/skills coming into play.
Here's the results from Mire stuff at max health with no bonuses to defenses (Dragonskin is accounted for):
Sunil can take a Max Mire Aruna can take 2 Max Mires Rath can take a Max Mire Tiki can take 2 or 3 Max Mires (Depends on if Dragonskin rounds up or down on damage)
After reclassing Clara can take a max Mire
Alex dies if a 7 or higher is rolled Annis dies if a 6 or higher is rolled Ganon dies if a 6 or higher is rolled. (Dragonskin is accounted for)
Of course we have rallies and males have Demosielle to help out.
With that noted here is the Mire range map provided by Lethe:
Please take caution.
Ninja_Maiden Crew
Skilled Cleric
Offline
Ninja_Maiden Crew
Skilled Cleric
Offline
Posted: Sat Jan 25, 2014 3:22 pm
Quote:
Update was made at the start of Shinon's turn.
Game 4~
-------------------------- {[--- The Mission ---]} --------------------------
Escort Leena's caravan to the designated spot. Mission will end when she reaches tile 55 OR Leena is defeated or she reclasses.
------------------------- {[--- About the map ---]} -------------------------
This is an outdoor map. Units with the Tantivy skill will roll an 8-sided die for movement.
There is 1 unvisited house on this map. ---1 on tile 31
There are forests (+1 def), forts (+2 def and heals 10HP), houses (+1 res), arena (+1 def), shop (+1 res), and church (+2 res).
There could be traps anywhere on this map. Be cautious. Those boulders on the cliffs do not look friendly. Beware of the traps on tile 19, 29, and 36. --- Tile 19 & 36 are poison traps. (-5 HP and poison status) --- Tile 29 is a bear trap. (-5 HP)
Places of special interest: The armory --- Trade gold for various weapons.
"Hm? Ah, welcome. What can I do ya for, today?" [X]
Iron Sword (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Lance (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Axe (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Bow (D rank | +1 damage | range 2 | 40 uses) Price: 300 Soothing Sword (D rank | +2 damage | range 1 | 10 uses | Heals by the amount of inflicted damage) Price: 920 Javelin (D rank | +0 damage | range 1-2 | 25 uses) Price: 700 Hand Axe (D rank | +0 damage | range 1-2 | 25 uses) Price: 700 Bowgun (D rank | +0 damage | range 1-2 | 25 uses) Price: 700
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
The church --- Trade gold for direct healing. 5 gold per HP
The arena --- Gamble for exp and higher amounts of gold. Visiting once uses up your action phase. You're only allowed 5 visits per game.
Note: By deciding to participate in the arena, you accept the risk of losing health or possibly dying.
After you visit the arena, FS will randomly generate an opponent. You have the option of fighting or fleeing. If you stay to fight, you and the RNG foe need to roll one 10-sided die add your strength or magic then subtract the enemy's defense or resistance stat. Both combatants will be using their most basic weapon so there's no extra damage modifier. Whoever does the most damage wins the match. Simple as that.
So the formula looks like this: # rolled + your Str/Mag - enemy's Def/Res = total damage
Also even if you lose, the price doubles the next time you visit.
------------------------- {[--- Enemy spotted ---]} ------------------------- Enemy Info
There are 15 enemies currently on the map. They are: ---1 x Boss (Ali) on tile 53 ---1 x Mini boss (Jaren) on tile 28 ---1 x Myrmidon on tiles 17 ---2 x Archers on tiles 48 & 50 ---3 x Mages on tiles 16, 21, & 49 ---1 x Fighter on tile 17 ---6 x Barbarians on tiles 29, 36, 40, 41, 44, & 47
All of the barbarians will drop 50 gold each upon death. Jaren will drop 500 gold upon defeat. Ali will drop an Herb and 1,000 gold upon defeat.
The barbarian on tile 29 has 17 / 22 HP. The barbarian on tile 36 has 17 / 22 HP and is poisoned for 5 more turns.
---------------------- {[--- How you doing, pal? ---]} ---------------------- Ally Info
Isadora has been defeated and must sit out for the rest of the game. Vika has 16 / 20 HP.
------------------------- {[--- Oh by the way... ---]} -------------------------
Seth and Leena have a weakness to fire magic and horse slaying weapons. ---exclaim Watch out for the fire mage on tile 16 and 49.
Vika has a weakness to wind magic, bows, and laguz slaying weapons. ---exclaim Watch out for the archers on tiles 48 & 50.
Mihira has a weakness to thunder magic, bows, and dragon slaying weapons. ---exclaim Watch out for the thunder mage on tile 21 and the archers on tiles 48 & 50
The team's skills
Rin 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 Healtouch: Restores an extra 5HP when healing allies; Passive Underdog: Def & Res +2 when user's level is lower than the enemy's; Passive
Isadora Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Canto: Continue moving with leftover range after performing an action; passive Guard: Take all damage for friendly unit of choice on the same space. (if unit of choice moves from space, the skill is ineffective) Rally Resistance: Roll a 10-sided die to add to an ally's resistance.
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 terrain bonuses; 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
Mihira Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Defender: Defense and Resistance +1 to allies on the same space
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
Seth Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-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
Leena Convoy: All items that units must remove from their inventory when getting an item when their inventory is maxed out to go straight to the Transporter's inventory; Passive Stockpile: Inventory space of number of allied units x5; Passive (Ex: With 4 allies, the Transport would have the inventory of 4x5=20) Prayer: When HP is 10 or less, Defense and Resistance +5; passive
The enemies' skills
Ali 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 Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
Jaren 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 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
Archer 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)
Mage Focus: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; magical attack) Tomefaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away
Fighter Zeal: Damage +2 for turn if attacked during last enemy phase; passive Counter: Deals back half of damage received from adjacent enemies; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)
Myrmidon 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
Barbarian Gamble: For attack, roll a 10-sided die. If result is even, do +4 damage, if result is odd, take +4 damage from targeted enemy's next attack Despoil: Obtain Bullion (S) from the enemy if enemy is defeated; passive
Posted: Thu Feb 13, 2014 12:06 am
Roll Call
gabriel sama
Nomad Rath
Marshmallow Kitty
Queen Melethia Dagon
Kashigan
ThePersonInFrontOfYou
Ganon Firenight
You can opt-out of these notices. Just let me know on AIM or in a PM that you'd like to be excluded when I make these updates.
There are 8 enemies currently on the map. They are: ---1 x Boss on tile 67 ---2 x Priests on tiles 68 & 66 ---1 x Mage on tiles 54 ---3 x Dark Mages on tiles 39, 41, & 48 ---1 x Armorknight on tiles 42
Armorknight will drop a Vulnerary upon death. The necromancer will drop 500 gold upon death.
The armorknight on tile 42 has 16 / 20 HP. A priest on tile 68 has 4 / 16 HP.
---------------------- {[---How you doing, pal?---]} ----------------------
Sunil has 19 / 26 HP and is burned for 4 more turns. Aruna has 11 / 19 HP. Rath is trapped by a light rune and can not move for 1 turn. Annis has 3 / 16 HP. Clara has 3 / 23 HP. Ganon has 7 / 15 HP.
------------------------- {[---Oh by the way...---]} -------------------------
Sunil has a weakness to fire magic and laguz slaying weapons. ---exclaim Watch out for the fire mage on tile 54.
Rath has a weakness to fire magic and horse slaying weapons. ---exclaim Watch out for the mage on tile 54 and the halberd the armorknight on tile 42 has.
Annis has a weakness to wind magic, bows, and laguz slaying weapons.
Aruna, Ganon, and Tiki have a weakness to thunder magic, laguz slaying weapons, and dragon slaying weapons
Clara's lance is at a disadvantage (-1) against the armorknight's axe on tile 42. However, Annis' and Ganon's swords are super effective (+1) against the armorknight's axe.
Annis can steal a 100 gold from each of the dark mages totaling up to 300 gold. She can also steal the Hand Axe from the armorknight.
The team's skills
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)
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
Rath Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Canto: Continue moving with leftover range after performing an action; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Rally Rainbow Spectrum: Roll a 10-sided die to add to all of an ally's stats.
Annis Locktouch: Open doors and chests Steal: Steal offhand item or weapon from enemy Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); Passive Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive
Clara Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); 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 attacking, ignore terrain bonuses; Passive
Tiki Boon: Adjacent allies recover their condition at the beginning of each turn; 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 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
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) 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
The enemies' skills
Necromancer Hex: Defense and Resistance -2 to all adjacent enemies; passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; passive Corrosion: Corrode an enemy's equipped weapon if you do minimal damage, destroying it completely. Does not work on certain enemies; Passive
Priest 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
Dark Mage Hex: Defense and Resistance -2 to all adjacent enemies; passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; passive
Mage Focus: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; magical attack) Tomefaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away
Armorknight 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)
Ninja_Maiden Crew
Skilled Cleric
Offline
Ninja_Maiden Crew
Skilled Cleric
Offline
Posted: Thu Feb 13, 2014 1:15 am
Roll Call
Cleric Evelyn
Belzayne
Sasuke no Katon
Wyvern Lord Vaida
WhirlwindTerror
Ssbmfreak36
Misuki Marishima
You can opt-out of these notices. Just let me know on AIM or in a PM that you'd like to be excluded when I make these updates.
Escort Leena's caravan to the designated spot aka tile 55. Mission will end when she reaches tile 55 OR Leena is defeated or she reclasses.
------------------------- {[---About the map---]} -------------------------
This is an outdoor map. Units with the Tantivy skill will roll an 8-sided die for movement.
There is 1 unvisited house on this map. ---1 on tile 31
There are forests (+1 def), forts (+2 def and heals 10HP), houses (+1 res), arena (+1 def), shop (+1 res), and church (+2 res).
There could be traps anywhere on this map. Be cautious. Those boulders on the cliffs do not look friendly. Beware of the traps on tile 19, 29, and 36. --- Tile 19 & 36 are poison traps. (-5 HP and poison status) --- Tile 29 is a bear trap. (-5 HP)
Places of special interest: The armory --- Trade gold for various weapons.
"Hm? Ah, welcome. What can I do ya for, today?" [X]
Iron Sword (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Lance (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Axe (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Bow (D rank | +1 damage | range 2 | 40 uses) Price: 300 Soothing Sword (D rank | +2 damage | range 1 | 10 uses | Heals by the amount of inflicted damage) Price: 920 Javelin (D rank | +0 damage | range 1-2 | 25 uses) Price: 700 Hand Axe (D rank | +0 damage | range 1-2 | 25 uses) Price: 700 Bowgun (D rank | +0 damage | range 1-2 | 25 uses) Price: 700
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
The church --- Trade gold for direct healing. 5 gold per HP
The arena --- Gamble for exp and higher amounts of gold. Visiting once uses up your action phase. You're only allowed 5 visits per game.
Note: By deciding to participate in the arena, you accept the risk of losing health or possibly dying.
After you visit the arena, FS(Faceless Soldiers) will randomly generate an opponent. You have the option of fighting or fleeing. If you stay to fight, you and the RNG foe need to roll one 10-sided die add your strength or magic then subtract the enemy's defense or resistance stat. Both combatants will be using their most basic weapon so there's no extra damage modifier. Whoever does the most damage wins the match. Simple as that.
So the formula looks like this: # rolled + your Str/Mag - enemy's Def/Res = total damage
Also even if you lose, the price doubles the next time you visit.
--- Hall of Combatants --------- Mihira - 5 wins 0 losses (5/5 visits) Won an Arms Scroll --------- Vika - 5 wins 0 losses (5/5 visits) Won an Arms Scroll Second Seal --------- Ziaram - 3 wins 1 losses (4/5 visits) --------- Shinon - 1 win 1 loss (2/5 visits) --------- Seth - 4 win 0 loss (4/5 visits)
------------------------- {[---Enemy spotted---]} ------------------------- Enemy Info
There are 14 enemies currently on the map. They are: ---1 x Boss (Ali) on tile 53 ---1 x Mini boss (Jaren) on tile 16 ---2 x Archers on tiles 48 & 50 ---1 x Mages on tiles 49 ---1 x Fighter on tile 18 ---8 x Barbarians on tiles 16, 28, 30, 34, 40, 41, 54 & 56
All of the barbarians will drop 50 gold each upon death. Jaren will drop 500 gold upon defeat. Ali will drop an Herb and 1,000 gold upon defeat.
The fighter on tile 18 has 8 / 21 HP. The barbarian on tile 16 has 17 / 22 HP. The barbarian on tile 28 has 11 / 22 HP and is poisoned for 2 more turns.
---------------------- {[---How you doing, pal?---]} ---------------------- Ally Info
Isadora has been defeated and must sit out for the rest of the game. Shinion has 13 / 16 HP. Mihira has 2 / 22 HP. Vika has 18 / 20 HP. Seth has 12 / 21 HP and is poisoned for 5 more turns.
------------------------- {[---Oh by the way...---]} -------------------------
Seth and Leena have a weakness to fire magic and horse slaying weapons. ---exclaim Watch out for the fire mage on tile 49.
Vika has a weakness to wind magic, bows, and laguz slaying weapons. ---exclaim Watch out for the archers on tiles 48 & 50.
Mihira has a weakness to thunder magic, bows, and dragon slaying weapons. ---exclaim Watch out for the archers on tiles 48 & 50
Mihira's and Seth's lances are at a disadvantage (-1) against the barbarians and fighter. However, Ziaram's sword is super effective (+1) against the barbarians' and fighter's axes.
Leena's axe is at a disadvantage (-1) against Ali's and Jaren's swords. However, Mihira's and Seth's lances are super effective (+1) against Ali's and Jaren's swords.
The team's skills
Rin 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 Healtouch: Restores an extra 5HP when healing allies; Passive Underdog: Def & Res +2 when user's level is lower than the enemy's; Passive
Isadora Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Canto: Continue moving with leftover range after performing an action; passive Guard: Take all damage for friendly unit of choice on the same space. (if unit of choice moves from space, the skill is ineffective) Rally Resistance: Roll a 10-sided die to add to an ally's resistance.
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 terrain bonuses; 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
Mihira Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Defender: Defense and Resistance +1 to allies on the same space
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
Seth Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-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
Leena Convoy: All items that units must remove from their inventory when getting an item when their inventory is maxed out to go straight to the Transporter's inventory; Passive Stockpile: Inventory space of number of allied units x5; Passive (Ex: With 4 allies, the Transport would have the inventory of 4x5=20) Prayer: When HP is 10 or less, Defense and Resistance +5; passive
The enemies' skills
Ali 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 Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
Jaren 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 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
Archer 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)
Mage Focus: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; magical attack) Tomefaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away
Fighter Zeal: Damage +2 for turn if attacked during last enemy phase; passive Counter: Deals back half of damage received from adjacent enemies; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)
Myrmidon 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
Barbarian Gamble: For attack, roll a 10-sided die. If result is even, do +4 damage, if result is odd, take +4 damage from targeted enemy's next attack Despoil: Obtain Bullion (S) from the enemy if enemy is defeated; passive
Posted: Wed Feb 26, 2014 10:16 am
Roll Call
gabriel sama
Nomad Rath
Marshmallow Kitty
Queen Melethia Dagon
Kashigan
ThePersonInFrontOfYou
Ganon Firenight
You can opt-out of these notices. Just let me know on AIM or in a PM that you'd like to be excluded when I make these updates.
Apprehend the necromancer! Use deadly force if necessary. The mission will be over when you capture or kill him OR when all allies are defeated.
------------------------- {[---About the map---]} -------------------------
This is an indoor map. Units with the Tantivy skill need to roll a 6-sided die for movement.
The white numbers on the map are the decreases to defense and resistance thanks to the dark mages' and the necromancer's hex and anathema skills. (Use CTRL + to zoom in and CTRL - to zoom out if you can't see.)
There are 2 unopened doors with 2 cracked walls next to them. ---1 on tile 42 ---1 on tile 33
There are pillars (+1 def) and a throne (+2 def, +5 res, heals 5HP, restores condition).
Beware of the traps on tile 3, 5, 11, 14, 16, 21, 23, 24, 25, 27, & 47! Proceed with caution. --- Tile 3 & 5 are poison traps. (-5 HP and poison status) --- Tile 11, 14, 16, 21, 23, 24, 25, & 27 are lava traps. (-5 HP and burn status) --- Tile 47 is a falling trap. (You must skip your next turn.)
------------------------- {[---Enemy spotted---]} ------------------------- Enemy Info wahmbulanceDifferent from the game's!
There are 7 enemies currently on the map. They are: ---1 x Boss on tile 67 ---2 x Priests on tiles 68 & 66 ---3 x Dark Mages on tiles 39, 41, & 48 ---1 x Armorknight on tiles 42
Armorknight will drop a Vulnerary upon death. The necromancer will drop 500 gold upon death.
The armorknight on tile 42 has 16 / 20 HP.
---------------------- {[---How you doing, pal?---]} ---------------------- Ally Info wahmbulanceDifferent from the game's!
Sunil is trapped by a light rune and can not move for 1 turn. Aruna has 11 / 19 HP. Clara has 17 / 23 HP. Ganon has 7 / 15 HP.
------------------------- {[---Oh by the way...---]} -------------------------
Sunil has a weakness to fire magic and laguz slaying weapons.
Rath has a weakness to fire magic and horse slaying weapons. ---exclaim Watch out for the halberd the armorknight on tile 42 has.
Annis has a weakness to wind magic, bows, and laguz slaying weapons.
Aruna, Ganon, and Tiki have a weakness to thunder magic, laguz slaying weapons, and dragon slaying weapons
Clara's lance is at a disadvantage (-1) against the armorknight's axe on tile 42. However, Annis' and Ganon's swords are super effective (+1) against the armorknight's axe.
Annis can steal a 100 gold from each of the dark mages totaling up to 300 gold. She can also steal the Hand Axe from the armorknight.
The team's skills
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)
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
Rath Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Canto: Continue moving with leftover range after performing an action; Passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; Passive Rally Rainbow Spectrum: Roll a 10-sided die to add to all of an ally's stats.
Annis Locktouch: Open doors and chests Steal: Steal offhand item or weapon from enemy Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); Passive Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive
Clara Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; Passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); Passive Discipline: Unit gains double weapon exp; 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 attacking, ignore terrain bonuses; Passive
Tiki Boon: Adjacent allies recover their condition at the beginning of each turn; 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 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
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) 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
The enemies' skills
Necromancer Hex: Defense and Resistance -2 to all adjacent enemies; passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; passive Corrosion: Corrode an enemy's equipped weapon if you do minimal damage, destroying it completely. Does not work on certain enemies; Passive
Priest 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
Dark Mage Hex: Defense and Resistance -2 to all adjacent enemies; passive Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; passive
Armorknight 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)
Examine: Looking around gives you more details/hints about adjacent tiles and enemies. Perhaps this is a good way to find traps without stepping on them.
Ninja_Maiden Crew
Skilled Cleric
Offline
Ninja_Maiden Crew
Skilled Cleric
Offline
Posted: Thu Feb 27, 2014 4:03 pm
Roll Call
Cleric Evelyn
Belzayne
Sasuke no Katon
Wyvern Lord Vaida
WhirlwindTerror
Ssbmfreak36
Misuki Marishima
You can opt-out of these notices. Just let me know on AIM or in a PM that you'd like to be excluded when I make these updates.
Escort Leena's caravan to the designated spot aka tile 55. Mission will end when she reaches tile 55 OR Leena is defeated or she reclasses.
------------------------- {[---About the map---]} -------------------------
This is an outdoor map. Units with the Tantivy skill will roll an 8-sided die for movement.
There is 1 unvisited house on this map. ---1 on tile 31
There are forests (+1 def), forts (+2 def and heals 10HP), houses (+1 res), arena (+1 def), shop (+1 res), and church (+2 res).
There could be traps anywhere on this map. Be cautious. Those boulders on the cliffs do not look friendly. Beware of the traps on tile 19, 29, and 36. --- Tile 19 & 36 are poison traps. (-5 HP and poison status) --- Tile 29 is a bear trap. (-5 HP)
Places of special interest: The armory --- Trade gold for various weapons.
"Hm? Ah, welcome. What can I do ya for, today?" [X]
Iron Sword (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Lance (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Axe (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Bow (D rank | +1 damage | range 2 | 40 uses) Price: 300 Soothing Sword (D rank | +2 damage | range 1 | 10 uses | Heals by the amount of inflicted damage) Price: 920 Javelin (D rank | +0 damage | range 1-2 | 25 uses) Price: 700 Hand Axe (D rank | +0 damage | range 1-2 | 25 uses) Price: 700 Bowgun (D rank | +0 damage | range 1-2 | 25 uses) Price: 700
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
The church --- Trade gold for direct healing. 5 gold per HP
The arena --- Gamble for exp and higher amounts of gold. Visiting once uses up your action phase. You're only allowed 5 visits per game.
Note: By deciding to participate in the arena, you accept the risk of losing health or possibly dying.
After you visit the arena, FS(Faceless Soldiers) will randomly generate an opponent. You have the option of fighting or fleeing. If you stay to fight, you and the RNG foe need to roll one 10-sided die add your strength or magic then subtract the enemy's defense or resistance stat. Both combatants will be using their most basic weapon so there's no extra damage modifier. Whoever does the most damage wins the match. Simple as that.
So the formula looks like this: # rolled + your Str/Mag - enemy's Def/Res = total damage
Also even if you lose, the price doubles the next time you visit.
--- Hall of Combatants --------- Mihira - 5 wins 0 losses (5/5 visits) Won an Arms Scroll --------- Vika - 5 wins 0 losses (5/5 visits) Won an Arms Scroll Second Seal --------- Ziaram - 3 wins 1 losses (4/5 visits) --------- Shinon - 1 win 1 loss (2/5 visits) --------- Seth - 4 win 0 loss (4/5 visits)
------------------------- {[---Enemy spotted---]} ------------------------- Enemy Info
There are 12 enemies currently on the map. They are: ---1 x Boss (Ali) on tile 53 ---1 x Mini boss (Jaren) on tile 22 ---2 x Archers on tiles 48 & 50 ---1 x Mages on tiles 49 ---7 x Barbarians on tiles 25, 26, 39, 40, 41, & 44
All of the barbarians will drop 50 gold each upon death. Jaren will drop 500 gold upon defeat. Ali will drop an Herb and 1,000 gold upon defeat.
The barbarian on tile 25 has 9 / 22 HP.
---------------------- {[---How you doing, pal?---]} ---------------------- Ally Info
Isadora has been defeated and must sit out for the rest of the game. Shinion has 13 / 16 HP. Seth has 19 / 21 HP and is poisoned for 4 more turns.
------------------------- {[---Oh by the way...---]} -------------------------
Seth and Leena have a weakness to fire magic and horse slaying weapons. ---exclaim Watch out for the fire mage on tile 49.
Vika has a weakness to wind magic, bows, and laguz slaying weapons. ---exclaim Watch out for the archers on tiles 48 & 50.
Mihira has a weakness to thunder magic, bows, and dragon slaying weapons. ---exclaim Watch out for the archers on tiles 48 & 50
Mihira's and Seth's lances are at a disadvantage (-1) against the barbarians. However, Ziaram's sword is super effective (+1) against the barbarians' axes.
Leena's axe is at a disadvantage (-1) against Ali's and Jaren's swords. However, Mihira's and Seth's lances are super effective (+1) against Ali's and Jaren's swords.
The team's skills
Rin 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 Healtouch: Restores an extra 5HP when healing allies; Passive Underdog: Def & Res +2 when user's level is lower than the enemy's; Passive
Isadora Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Canto: Continue moving with leftover range after performing an action; passive Guard: Take all damage for friendly unit of choice on the same space. (if unit of choice moves from space, the skill is ineffective) Rally Resistance: Roll a 10-sided die to add to an ally's resistance.
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 terrain bonuses; 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
Mihira Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted Defender: Defense and Resistance +1 to allies on the same space
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
Seth Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-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
Leena Convoy: All items that units must remove from their inventory when getting an item when their inventory is maxed out to go straight to the Transporter's inventory; Passive Stockpile: Inventory space of number of allied units x5; Passive (Ex: With 4 allies, the Transport would have the inventory of 4x5=20) Prayer: When HP is 10 or less, Defense and Resistance +5; passive
The enemies' skills
Ali 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 Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
Jaren 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 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
Archer 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)
Mage Focus: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; magical attack) Tomefaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away
Barbarian Gamble: For attack, roll a 10-sided die. If result is even, do +4 damage, if result is odd, take +4 damage from targeted enemy's next attack Despoil: Obtain Bullion (S) from the enemy if enemy is defeated; passive
Posted: Tue Mar 18, 2014 1:00 pm
Roll Call
Cleric Evelyn
Belzayne
Sasuke no Katon
Wyvern Lord Vaida
WhirlwindTerror
Ssbmfreak36
Misuki Marishima
You can opt-out of these notices. Just let me know on AIM or in a PM that you'd like to be excluded when I make these updates.
Escort Leena's caravan to the designated spot aka tile 55. Mission will end when she reaches tile 55 OR Leena is defeated or she reclasses.
------------------------- {[---About the map---]} -------------------------
This is an outdoor map. Units with the Tantivy skill will roll an 8-sided die for movement.
There is 1 unvisited house on this map. ---1 on tile 31
There are forests (+1 def), forts (+2 def and heals 10HP), houses (+1 res), arena (+1 def), shop (+1 res), and church (+2 res).
There could be traps anywhere on this map. Be cautious.
Beware of the traps on tile 19, 24, 29, and 36. --- Tile 19 & 36 are poison traps. (-5 HP and poison status) --- Tile 24 & 29 are bear traps. (-5 HP)
Boulders travel the number of spaces generated by 1d12 and do fixed damage to everyone along that path. The red lines on the map indicate the known range of the boulders.
Places of special interest: The armory --- Trade gold for various weapons.
"Hm? Ah, welcome. What can I do ya for, today?" [X]
Iron Sword (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Lance (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Axe (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Bow (D rank | +1 damage | range 2 | 40 uses) Price: 300 Soothing Sword (D rank | +2 damage | range 1 | 10 uses | Heals by the amount of inflicted damage) Price: 920 Javelin (D rank | +0 damage | range 1-2 | 25 uses) Price: 700 Hand Axe (D rank | +0 damage | range 1-2 | 25 uses) Price: 700 Bowgun (D rank | +0 damage | range 1-2 | 25 uses) Price: 700
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
The church --- Trade gold for direct healing. 5 gold per HP
The arena --- Gamble for exp and higher amounts of gold. Visiting once uses up your action phase. You're only allowed 5 visits per game.
Note: By deciding to participate in the arena, you accept the risk of losing health or possibly dying.
After you visit the arena, FS(Faceless Soldiers) will randomly generate an opponent. You have the option of fighting or fleeing. If you stay to fight, you and the RNG foe need to roll one 10-sided die add your strength or magic then subtract the enemy's defense or resistance stat. Both combatants will be using their most basic weapon so there's no extra damage modifier. Whoever does the most damage wins the match. Simple as that.
So the formula looks like this: # rolled + your Str/Mag - enemy's Def/Res = total damage
Also even if you lose, the price doubles the next time you visit.
--- Hall of Combatants --------- Mihira - 5 wins 0 losses (5/5 visits) Won an Arms Scroll --------- Vika - 5 wins 0 losses (5/5 visits) Won an Arms Scroll Second Seal --------- Ziaram - 3 wins 1 losses (4/5 visits) --------- Shinon - 1 win 1 loss (2/5 visits) --------- Seth - 4 win 0 loss (4/5 visits)
------------------------- {[---Enemy spotted---]} ------------------------- Enemy Info
There are 10 enemies currently on the map. They are: ---1 x Boss (Ali) on tile 53 ---2 x Archers on tiles 48 & 50 ---1 x Mages on tiles 49 ---6 x Barbarians on tiles 38, 40, 41, 54, & 56
All of the barbarians will drop 50 gold each upon death. Ali will drop an Herb and 1,000 gold upon defeat.
---------------------- {[---How you doing, pal?---]} ---------------------- Ally Info
Isadora has been defeated and must sit out for the rest of the game. Vika has 15 / 20 HP. Seth has 14 / 21 HP and is poisoned for 1 more turns.
------------------------- {[---Oh by the way...---]} -------------------------
Seth and Leena have a weakness to fire magic and horse slaying weapons. ---exclaim Watch out for the fire mage on tile 49.
Vika has a weakness to wind magic, bows, and laguz slaying weapons. ---exclaim Watch out for the archers on tiles 48 & 50.
Mihira has a weakness to thunder magic, bows, and dragon slaying weapons. ---exclaim Watch out for the archers on tiles 48 & 50
Mihira's and Seth's lances are at a disadvantage (-1) against the barbarians. However, Ziaram's sword is super effective (+1) against the barbarians' axes.
Leena's axe is at a disadvantage (-1) against Ali's sword. However, Mihira's and Seth's lances are super effective (+1) against Ali's sword.
The team's skills (Note: equation for Critical added)
Rin 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 Healtouch: Restores an extra 5HP when healing allies; Passive Underdog: Def & Res +2 when user's level is lower than the enemy's; Passive
Isadora Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Canto: Continue moving with leftover range after performing an action; passive Guard: Take all damage for friendly unit of choice on the same space. (if unit of choice moves from space, the skill is ineffective) Rally Resistance: Roll a 10-sided die to add to an ally's resistance.
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 terrain bonuses; 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
Mihira Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted (2d4 + str + all other buffs)*2 - enemy defenses = damage inflicted Defender: Defense and Resistance +1 to allies on the same space
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
Seth Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-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
Leena Convoy: All items that units must remove from their inventory when getting an item when their inventory is maxed out to go straight to the Transporter's inventory; Passive Stockpile: Inventory space of number of allied units x5; Passive (Ex: With 4 allies, the Transport would have the inventory of 4x5=20) Prayer: When HP is 10 or less, Defense and Resistance +5; passive
The enemies' skills (Note: Gamble has changed)
Ali 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 Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
Jaren 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 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
Archer 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)
Mage Focus: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; magical attack) Tomefaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away
Barbarian Gamble: For attack, roll a 10-sided die. If result is even, do +4 damage, if result is odd, do -4 damage Despoil: Obtain Bullion (S) from the enemy if enemy is defeated; passive
Ninja_Maiden Crew
Skilled Cleric
Offline
Ninja_Maiden Crew
Skilled Cleric
Offline
Posted: Thu Jul 24, 2014 6:52 pm
Roll Call
Cleric Evelyn
Belzayne
Sasuke no Katon
Wyvern Lord Vaida
WhirlwindTerror
Misuki Marishima
You can opt-out of these notices. Just let me know on AIM or in a PM that you'd like to be excluded when I make these updates.
Escort Leena's caravan to the designated spot aka tile 55. Mission will end when she reaches tile 55 OR Leena is defeated or she reclasses.
------------------------- {[---About the map---]} -------------------------
This is an outdoor map. Units with the Tantivy skill will roll an 8-sided die for movement.
There are forests (+1 def), forts (+2 def and heals 10HP), houses (+1 res), arena (+1 def), shop (+1 res), and church (+2 res).
There could be traps anywhere on this map. Be cautious.
Beware of the traps on tile 19, 24, 29, and 36. --- Tile 19 & 36 are poison traps. (-5 HP and poison status) --- Tile 24 & 29 are bear traps. (-5 HP)
Old Boulder Info
Boulders travel the number of spaces generated by 1d12 and do fixed damage to everyone along that path. The red lines on the map indicate the known range of the boulders.
Places of special interest: The armory --- Trade gold for various weapons.
"Hm? Ah, welcome. What can I do ya for, today?" [X]
Iron Sword (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Lance (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Axe (D rank | +1 damage | range 1 | 40 uses) Price: 300 Iron Bow (D rank | +1 damage | range 2 | 40 uses) Price: 300 Soothing Sword (D rank | +2 damage | range 1 | 10 uses | Heals by the amount of inflicted damage) Price: 920 Javelin (D rank | +0 damage | range 1-2 | 25 uses) Price: 700 Hand Axe (D rank | +0 damage | range 1-2 | 25 uses) Price: 700 Bowgun (D rank | +0 damage | range 1-2 | 25 uses) Price: 700
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
The church --- Trade gold for direct healing. 5 gold per HP
The arena --- Gamble for exp and higher amounts of gold. Visiting once uses up your action phase. You're only allowed 5 visits per game.
Note: By deciding to participate in the arena, you accept the risk of losing health or possibly dying.
After you visit the arena, FS(Faceless Soldiers) will randomly generate an opponent. You have the option of fighting or fleeing. If you stay to fight, you and the RNG foe need to roll one 10-sided die add your strength or magic then subtract the enemy's defense or resistance stat. Both combatants will be using their most basic weapon so there's no extra damage modifier. Whoever does the most damage wins the match. Simple as that.
So the formula looks like this: # rolled + your Str/Mag - enemy's Def/Res = total damage
Also even if you lose, the price doubles the next time you visit.
--- Hall of Combatants --------- Mihira - 5 wins 0 losses (5/5 visits) Won an Arms Scroll --------- Vika - 5 wins 0 losses (5/5 visits) Won an Arms Scroll Second Seal --------- Ziaram - 3 wins 1 losses (4/5 visits) --------- Shinon - 1 win 1 loss (2/5 visits) --------- Seth - 4 win 0 loss (4/5 visits)
------------------------- {[---Enemy spotted---]} ------------------------- Enemy Info
There is 1 enemy currently on the map. He is: ---1 x Boss (Ali) on tile 53
Ali will drop an Herb and 1,000 gold upon defeat.
------------------------- {[---The Neutral Party---]} ------------------------- NPC Info
Estarcian scouts have appeared. They are: ---1 x Leader (Freya) on tile 40 ---2 x Pegasus Knights on tile 40
---------------------- {[---How you doing, pal?---]} ---------------------- Ally Info
Isadora has been defeated and must sit out for the rest of the game. Seth has been defeated and must sit out for the rest of the game. Rin has 12 / 17 HP.
------------------------- {[---Oh by the way...---]} -------------------------
Leena has a weakness to fire magic and horse slaying weapons. ---
Vika has a weakness to wind magic, bows, and laguz slaying weapons. ---
Mihira has a weakness to thunder magic, bows, and dragon slaying weapons. ---
Leena's axe is at a disadvantage (-1) against Ali's sword. However, Mihira's lance is super effective (+1) against Ali's sword.
The team's skills (Note: equation for Critical added)
Rin 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 Healtouch: Restores an extra 5HP when healing allies; Passive Underdog: Def & Res +2 when user's level is lower than the enemy's; Passive
Isadora Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Canto: Continue moving with leftover range after performing an action; passive Guard: Take all damage for friendly unit of choice on the same space. (if unit of choice moves from space, the skill is ineffective) Rally Resistance: Roll a 10-sided die to add to an ally's resistance.
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 terrain bonuses; 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
Mihira Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Critical: For attack, roll two 4-sided dice. If you roll doubles, then double total damage inflicted (2d4 + str + all other buffs)*2 - enemy defenses = damage inflicted Defender: Defense and Resistance +1 to allies on the same space
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
Seth Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-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.
Leena Convoy: All items that units must remove from their inventory when getting an item when their inventory is maxed out to go straight to the Transporter's inventory; Passive Stockpile: Inventory space of number of allied units x5; Passive (Ex: With 4 allies, the Transport would have the inventory of 4x5=20) Prayer: When HP is 10 or less, Defense and Resistance +5; passive
The enemies' skills
Ali 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 Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage)
The NPCs' skills
Freya Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Pursuit: For attack, roll two 8-sided dice Defender: Defense and Resistance +1 to allies on the same space
Pegasus Knight Tantivy: Roll an 8-sided die for movement when outdoors, and a 6-sided die when indoors; passive Pursuit: For attack, roll two 8-sided dice
Posted: Tue Aug 11, 2015 6:56 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.
Quote:
Update was made before the official start of the game. There still might be some changes before it begins. Please be patient.
Capture the other team's flag and bring it to your team's flag starting point.
------------------------- {[---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.
Current Field Event: --
Persons of special interest: The Transporter --- Deposit or trade items to them.
Blue Team's Stash (3/25)
1. Chest Key 2. Light Rune 3. Second Seal
Red Team's Horde (3/25)
1. Chest Key 2. Light Rune 3. 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 attacking, ignore terrain bonuses; 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 attacking, ignore terrain bonuses; 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: Sat Aug 15, 2015 1:13 am
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.
Persons of special interest: The Transporter --- Deposit or trade items to them.
Blue Team's Stash (3/25)
1. Chest Key 2. Light Rune 3. Second Seal
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.