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    • Shark

      Donations and Recognition!   12/22/2016

      Hello everyone! We are becoming a huge community and that doesn't come cheap. All staff here are volunteers and do this because they love the site. Right now, everything is paid out of pocket, by Erroneous. We would love for you to donate in order to help out with the site costs (i.e. Forum License, Domain Name, Hosting) so that we can keep Security and Forum Software up to date and possibly add some new features. If you do decide to donate, we have some fun, snazzy gifts of appreciation for you ;) Please message me (Shark) so we can get you the gifts of appreciation! We thank you for your support! Please use this link for more info   _____________________________________________________________________________________________________________________________ How To Donate Scroll to the bottom of the screen and click the donate button.
      _______________________________________________________________________________________________________________________________________________


      NOTABLE DONORS LIST Here is where we honor the donors who go above and beyond the call of Aincrad! Top Tier Donors! Percival Row  Teayre Nezumi Zandra Alice Arc Atzo Baldur Claim Corvo Dominion Genji Ignavus_veneficus Jomei Kaya Lee Lessa Mack Macradon Nocturn Persephone Piera Ruus Sarial Hawke Shi Unyeilding Vale To express our gratitude, here is a picture of the iconic duo for all you wonderful supporters!
    • Shark

      The SAO Staff Team!   02/21/2017

      Hello members of SAO-RPG!

      I'm sure most of you (if not some) have noticed or heard changes were made to the staff team. If you are applying to staff, you may have noticed that the application process has recently changed. This has all happened because of a reformation of the staff team and the way it operates. The staff now has separate teams for development. These teams are: Floor Creation Team [Floors, Quests/Events, Bosses], Systems & Clarifications Team, and Player Support Team.

      "Who is on these teams?" Well the answer to that lies below! Floor Team Systems & Clarifications Team Player Support Team * - Denotes Team Lead

      We also have a team to work on and develop the current systems but that team will search for its members and is not allowed to be applied to.

      Now you may be asking, "Shark, how does one apply to the Staff Team?" And I have but 1 simple answer!
      Go read this thread and it may answer all your questions!

      If you have any more questions, send me a PM and I will answer your questions about staff. (Only the format of teams and/or the application process)
    • Cardinal

      [Live] 2.5.0 Patch Notes   10/02/2017

      <<2.5.0 Patch Notes>> Main Guide: The main rules/tutorial section has been rewritten. Resources: A Resources section has been added. This contains reference material such as the SP/Level chart, Skills list, Enhancement list, individual profession stats, and a new FAQ. General Rule Changes: Word count requirement in Merchants & Shops section has been reduced to 100 from 150. Col logs are no longer required to include in journals. The Banker system will be used to track currency/materials going forward. New characters and Rebirth characters may choose a Starter Package containing a variety of basic equipment, col, materials, and/or potions. NK/KE tags have been removed. The table for SP gain based on the number of players in a thread has been removed. SP gain is now issued at 1 SP per 3 posts, up to the number of completed pages. (e.g. 3 SP for three pages, requires at least 9 posts) A Skill Refunding System has been added. Players may now pay a col cost to remove known skills and receive a refund of the invested SP. Rules on vanity items have been clarified. Health regeneration outside of combat has been adjusted to (10 * Tier) per post. Stealth and Stealth Detection no longer have a base rating for players. Both now use a LD roll plus a Stealth Rating/Stealth Detection modifier. NPCs and monsters still utilize a base rating (10 as a baseline for player-created mobs). 'Using cover' no longer adds to Stealth Rating. Low light or darkness conditions grant a +1 to Stealth Rating, down from +2. Switch has been added as a game mechanic (no longer a skill). Players may call for a Switch when landing a successful attack. If the Switching player also lands an attack, a Switch is performed and the two players may immediately swap hate values. Players are required to post their level, stats, equipment, skills, etc., in their first post in a thread. This should be a snapshot of your character and should not be changed after the initial post. Players are still allowed to declare their characters at a lower level or with fewer items than what they currently have, but may not claim items that have not been approved or were obtained in an unlocked thread. Turn order rules have been modified slightly to reflect the leniency of Boss Raid combat. Players may post in any order so long as each player and the enemy has gotten one action in a single round. Outside of Boss Raids, parties may have a maximum of 4 players. Combat with more than 4 players should follow a Group order similar to boss raids. When fighting multiple enemies, players must now make individual rolls for each mob. This applies to both making attacks against multiple enemies and multiple enemies making attacks. One roll no longer applies to/for all targets. The Running Away mechanic has been updated. Running away from combat now uses a LD roll with a set of situational modifiers. The col/material values and frequency in the loot table have been adjusted. Labyrinth searching rules have been adjusted. The map fragment system has been removed. Bonus rewards for scouting and defeating the field boss have been adjusted. Housing and Guild Halls have been completely revamped. PvP rules have been adjusted. Players must make an initiative roll when engaging in combat with other players. The extended Player Killing rules/restrictions have been removed. Rules on player cursor colors have been expanded. There is now a strike system for criminal infractions that would cause a player's cursor to turn orange. Killing a green player outside of a duel now results in a permanent orange cursor. An NPC Guard mechanic has been added. Orange players may now enter safe zones, but must stealth/run from guards in certain safe zones. NPC guards have a Stealth Detection rating equal to (Floor / 3), rounded down. Added more detail to character death rules. The RGQ system has been removed. Crafting Changes: Fishing as a profession has been removed. It is now a skill. The CD result chart has been adjusted across all professions (except Merchant). Good and Bad quality items have been removed from the CD result chart. Salvage chances have been adjusted. Alchemists now have a chance to salvage one or both materials when attempting to craft crystals. Crafting Die tools no longer have an effect. Consumables, familiars, housing, and some items still provide EXP and Crafting Attempt bonuses. The process of crafting Feasts has changed slightly. Cooks may now take 3 identical food items and spend two materials to combine them into a Feast. A Feast can be used in a thread to provide that enhancement to up to six players. Artisan craftable item types have been modified (Trinkets, Jewelry, Sculptures). The buffs they can provide are largely unchanged. Alchemist craftable item types have been modified (Salves, Potions, Crystals). The buffs they can provide are largely unchanged. Skill Changes: Extended Weight Limit Removed Ranks - 15 SP cost Now adds +3 Battle Ready Inventory slots Adjusted Mod: Large Pockets Now has 3 Ranks Cost set to 5/3/2 SP (10 total for Rank 3) Now increases single Battle Ready Inventory slots to 7/10/15 Removed 'Larger Pockets' and 'Largest Pockets' mods New Skill: Fishing Cost: 10 SP Effect: Use a dice roll to fish something up based on a natural CD result: Gatherer Now has a chance to yield 1-3 bonus materials based on a natural CD result Sneak & Hide Renamed to 'Hiding' Now grants +1 Stealth Rating per rank New Rank 3 Mod: Untraceable Cost: 9 SP Effect: Negates the effect of the Tracking skill against the user. New Rank 3 Mod: Blindside Cost: 9 SP Effect: Gain +2 Stealth Rating. Natural BD rolls of 9-10 reduce the target's accuracy by 1 for one turn when attacking from stealth. New Rank 5 Mod: Vanish Cost: 12 SP Cooldown: 5 Turns Effect: Allows the use of a post action to re-enter stealth while in combat. Getting a killing blow on an enemy allows Vanish to activate without using a post action. Search & Detect Renamed to 'Searching' Now also grants +1 Stealth Detection per rank Mod: Night Vision Now requires Rank 1, down from Rank 3 Cost reduced to 5 SP, from 9 Mod: Reveal Now also grants +2 LD when searching for Labyrinths and allows Labyrinth searches at 15 posts. Mod: Tracking Now requires Rank 3, down from Rank 5 Cost reduced to 12 SP, from 15 Tracking requirements for monsters, players, and NPCs have been clarified. Mod: Detect Cost reduced to 9 SP, from 15 No longer uses or affects Tracking. Now Grants +2 Stealth Detection. Grants +1 LD when searching for sub-dungeons and labyrinths Battle Healing Now recovers 1% of max HP per rank, instead of (Rank * 5 * Tier) Mod: Emergency Recovery Cost reduced to 10 SP, from 15 Now recovers 10% of max HP, down from 25% Block MIT gained is now set per rank: 5/8/12/18/25, down from 1 MIT per SP invested. New Rank 3 Mod: Shield Bash Cost: 10 SP Cooldown: 2 Turns Energy Cost: 10 Energy Effect: Make an attack with an equipped shield. On a hit, deals (Base * 10) damage, stuns the enemy for one turn, and applies paralyze/thorns/flame thorns enhancements present on the shield. Note: When calculating Base Damage for Shield Bash, Weapon Skills do not apply. Mod: Safe Guard Reworked into 'Rampart' Added a 5 turn cooldown Added energy cost of 8 Now uses a post action to reduce final damage that would be dealt to you by 25% (rounded down). Effect lasts until the beginning of your next turn. Energist Removed Ranks - 12 SP cost Now adds (5 * Tier) to total energy, instead of (Rank * 2) Howl Added energy cost of 10 Mod: Focused Howl Added energy cost of 8 Parry Increased SP cost to 12, up from 10 Added a 1 turn cooldown Energy cost has been fixed at 5, instead of (2 * enemies parried) 50% damage reduction has been specified to apply to the final damage (after mitigation). Effect applies to the next attack against the user, and cannot reduce damage from multiple enemies at once. Mod: Vengeful Riposte Increased SP cost to 12, up from 10 Added a 3 turn cooldown Damage reflected is now 50% of raw damage, up from 25% of damage taken. This damage can still be mitigated. Switch Skill has been removed. Two-Handed Weapons The +2 DMG bonus for 2H weapons has been clarified in the first rank of 2H weapon skills. All Weapons The Ferocity and Finesse mods have been condensed into a single description. You must still specify the weapon type when acquiring the mod(s). Mod: Ferocity Rank requirement set to 3, instead of ranging from 1-5 Now increases base damage of all sword arts for the chosen weapon by 1. Mod: Finesse Rank requirement set to 3, instead of ranging from 1-5 Now has 3 Ranks Cost adjusted to 5/3/2 SP (10 total for Rank 3), down from 15 at Rank 5 Now reduces energy cost of all sword arts for the chosen weapon by an amount equal to its rank. Mod: Quick Change Cooldown reduced to 3 turns, down from 5 Now allows the user to swap, equip, or unequip a weapon in their Battle Ready Inventory. Mod: Stamina Now reduces the energy cost of all attacks by 1. Heavy Armor Increased the amount of MIT gained to 8>12>18>25>35, up from 3>7>12>20>30 Mod: Athletics Bonus health increased to (15 * Tier), up from 15 Mod: Stonewall Bonus health has been adjusted to (15 * Tier), instead of equal to mitigation from other skills. Now also grants 10 MIT when wearing heavy armor Now also reduces damage taken from damage over time effects by 25% (rounded down) when wearing heavy armor. Light Armor Adjusted the amount of MIT gained to 5>8>12>18>25, down from 3>7>12>20>30 Mod: Athletics Bonus health adjusted to (10 * Tier), from 15 Familiar Mastery 'Accurate' now has 3 ranks. 'Assistant' now provides bonus EXP (crafting attempts at max profession rank) instead of CD. Meditation Removed Ranks - 8 SP cost Added a 5 turn cooldown Now recovers (3 * Tier) energy. Getting hit by an attack before the beginning of your next turn reduces the energy recovered to (2 * Tier). Survival Added 3 SP cost Increases out of combat health regeneration to (15 * Tier), instead of 20. Enhancement Changes: Life Steal has been renamed to Vampiric. The Crafting Die enhancement has been removed. Alchemist and Artisan item types for enhancements have been modified. Sword Art Changes: Multipliers have been simplified to a single number (x6) from the two-part formula (2x3). Several descriptions have been updated. Quest Changes: The 'Redemption' quest has been revamped. The level and repeatable restrictions have been adjusted to affect only the bonus SP rewards: The First Few Lessons Are Free The Second Lesson is Also Free The Third Lesson is Just As Free The Fourth Lesson is Actually Free The Venemous Warg Repeating the 'Earning a Living' quest now allows a player to change their profession. Changing professions will reset experience to 0. Repeat completions of the Earning a Living quest will only award bonus materials if the quest-taker is changing their profession. The following quests have been removed: «Witch of the West and the Three Treasures: T.M.H & S.B.» «Witch of the West and the Three Treasures: T.L.C.» «Witch of the West and the Three Treasures «The Falling of Tagas» Housing Changes: The cost and size of Player Housing is now determined by a 'plot size'. The plot size dictates how many room slots, yard slots, and stories a house can have as well as the initial cost when purchasing. Purchasing a PK-accessible home (outside of a safe zone) has an additional cost. Buffs from Guild Halls/Player Housing now comes from the type of room, rather than furniture. Certain rooms for Player Housing have upgrades. Player Housing buffs must be assigned to a player. Home owners may use the Housing Evaluation topic to re-assign a room's player(s) once every 30 days. New/Rebirth Character Changes: Players who have submitted a new or rebirth character journal for approval in the past 30 days are eligible to add one of the starting bundles. <<2.5 Update Survival Guide>> Skills: If you spent more than 15 SP on the Extended Weight Limit skill, refund any SP over 15. If you have spent less than 15 SP, the skill is inactive until a total of 15 is invested. If you spent more than 12 SP on the Energist skill, refund any SP over 12. If you have spent less than 12 SP, the skill is inactive until a total of 12 is invested. If you spent more than 8 SP on the Meditation skill, refund any SP over 8. If you have spent less than 8 SP, the skill is inactive until a total of 8 is invested. If you have the Parry skill, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you have the Survival skill, you must spend 3 SP to continue using it. Otherwise, it is inactive until a total of 3 is invested. If you had the Switch skill, remove it and refund 10 SP. Mods: If you have the Detect mod, keep it and refund 6 SP. If you have the Tracking mod, keep it and refund 3 SP. If you have the Emergency Recovery mod, keep it and refund 5 SP. If you had Rank 1 or 2 of the Ferocity mod, lose it and receive a refund of the SP spent. If you had Rank 3 or 4 of the Ferocity mod, you must spend 6 or 3 SP to continue using it. Otherwise, it is inactive until a total of 15 is invested. If you spent more than 10 SP on the Finesse mod, refund any SP over 10. If you have the Large Pockets mod, you must spend 1 SP to continue using it. Otherwise, it is inactive until a total of 10 is invested. If you had the Larger Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 2 SP. If you had the Largest Pockets mod, it becomes the new Large Pockets mod and you receive a refund of 5 SP. If you have the Night Vision mod, keep it and refund 4 SP. If you have the Vengeful Riposte mod, you must spend 2 SP to continue using it. Otherwise, it is inactive until a total of 12 is invested. Professions: If you had the Fishing profession, all EXP may be transferred to any other profession. If you had a Tool with the 'Crafting Die' enhancement, you may post it for re-evaluation with the Ambition or Crafting Attempt enhancement (item name/description may not change). If you retake the Earning a Living quest in order to change professions, your EXP resets to 0 for the new profession. Edit your existing shop thread with your new profession information. Housing: Existing Guild Halls and Player Housing have been removed. They may be repurchased through the Housing Evaluation template. Players who previously bought a home or hall have been reimbursed for the total col cost in their original housing application. If a guild had shared col lost due to the removal of a guild hall, PM the details to @Teion for review/reimbursement.
    • Aereth

      2.5.2 New Mechanic: Thread Invasion/Protected Threads   11/08/2017

      Hello Players,
      Once again your feedback is needed, so head over to the thread and tell us what you think. LINK  

Mothra The Magnificent

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Mothra The Magnificent last won the day on May 3

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About Mothra The Magnificent

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  1. [BR-F20] Paving the Way to Floor 21 (Floor 20 Boss Battle - Mothra the Magnificent)

    Mothra, with a final roar, fell to the ground after the blonde-headed player finished off what little health she had left. As she started to pixelate, thoughts ran through her mind about her young, how much they still needed to be taken care of, how she would never see them grow and gain their beautiful wings. She let out one last and weak roar, then was soon nothing more than pixels. As the wind died down, a doorway was uncovered and opened, giving a glow on the battlefield as the doorway to floor 21 was opened. The players could now continue forward, but as they left they could hear the last and weak cries of Mothra's young, who knew their mother was gone. They were now left to fend for themselves, and they would more than likely be the next meal of one of the giant bugs that covered this floor. But now their fate was sealed, and the players were free to continue Players receive 15,000 Col and 6 SP (Macradon gains 9 SP due to the mistake) ID: 84766 LD: 6 Ariel receives Mothra's Antenna Mothra’s Antenna [T3 2HAS] +2 Life-Steal (Offensive), +2 Accuracy An Antenna that has been sharpened to a point and was taken from the corpse of Mothra. The pole is a orange and yellow-like color, and the spear tip itself is white with tiny specs of black near the pole of the blade. New Enchantments! Life-Steal (Offensive): On a nat. 9-10 BD heals X% of player's Max HP (10% for 1 slot, 15% for 2 slots). Applicable to: Weapons Life-Steal (Defensive): On a CD of 9+ heals X% of players Max HP (5% for 1 slot, 10% for 2 Slots). Applicable to: Armor/Shields
  2. [BR-F20] Paving the Way to Floor 21 (Floor 20 Boss Battle - Mothra the Magnificent)

    Mothra soared around the area, dodging attacks left and right rapidly as she did. A few attacks would land on her and her health was brought down dangerously low. She gave a growl and went to attack the bulky-looking player that was on the team. She went to try, but she was intimidated by his weapon, and knew that she could easily die if she ran into it. She backed away slowly and let out a roar of defiance. She knew she was beat, but she would do her best to stand for herself, and do her best to stand and protect her children. They would die without her, and she didn't want that to happen. She started to fly around again, preparing for the worst and hoping that she would be able to survive enough to give her time to escape these players and get out of here to take care of her young. ID: 84763 BD: 3+2=5
  3. [BR-F20] Paving the Way to Floor 21 (Floor 20 Boss Battle - Mothra the Magnificent)

    Mothra flew around the players, dodging and weaving from their attacks as they tried to attack. The one that struck had been one that held his attack back earlier, and she growled at him as she attacked. She was flown back a few feet from his punch, but her focus was on the tanky-looking one. She gave a roar of defiance and charged at him, only to be met with his weapon and her attack didn't do anything to the tank. In fury she attacked again, but to no avail. She roared at him in anger and flew back into the sky, the wind gusts picking up once more and causing the trees to shake and bushes to be slowly destroyed one by one, uprooted and sent flying into the sky. These players had dealt too much to her, and she knew that she was fighting a losing fight. She only wished that she could watch her young grow up, but she knew that she would never get that chance. ID: 84675 BD: 4+2=6 CD: 5 (Basic Attack: 350 Damage to Shield. 350/2 (Parry= 175- 188= 1 Damage done to Shield
  4. [BR-F20] Paving the Way to Floor 21 (Floor 20 Boss Battle - Mothra the Magnificent)

    Mothra flew above the players, soaring and causing large wind gusts throughout the battlefield, when a large trumpet-like noise could be heard. The sound waves hit Mothra, and with a dull roar, she fell to the ground. One by one a few player's attacked, and little by little her health dropped. She gave off a roar of defiance as the paralysis wore off, shaking off the dust that covered their weapons, coating them in the flaky substance. She took to the skies once more, her eyes turned blood red, even redder than before. She wanted to attack, but there was no opening, and she was slightly fearing the team that had just hit her. She retreated from them, and went to the next group, soaring above them and waiting to see if and when they would hit her. The flakes of her dust still covered their weapons, and she knew that they wouldn't be as strong as they previously had been. She gave another roar and awaited her next chance to attack. [Dust Cloud Activates] Abilities: Mothra, The Magnificent: ////// ////// ////// (Three Health Bars) MIT: 100 [Dust Shield: 100/100] 0/2 T2 Bleed 0/2 Blight 1/4 Envenom Team 1: [H: 3] Baldur: 1115/1115 73/100 MIT: 120 [Dust Clouded] [H: 1] Takao: 1219/1435 125/142 MIT: 84 [Dust Clouded] [H: 6] Calrex: 1635/1635 161/162 MIT: 164 [Dust Clouded] [H: 5] Teayre: 1021/1255 93/114 MIT: 66 [Dust Clouded] [H: 1] Zandra: 1475/1475 123/136 MIT: 138 [Dust Clouded] [H: 3] Ariel: 1255/1255 122/124 MIT: 129 [Dust Clouded] Team 2: [H: 1] @Hikoru: 1077/1275 110/126 MIT: 102 [Dust Clouded] [H: 2] @Itzal: 1160/1160 105/116 MIT: 93 [Dust Clouded] [H: 1] @Beatbox: 975/1155 114/114 MIT: 120 [Dust Clouded] [H: 7] @Shield: 1254/1254 102/102 MIT: 188 [Dust Clouded] [H: 0] @Beat: 835/835 72/72 MIT: 120 [Dust Clouded] [H: 2] @Sey: 811/1000 88/100 MIT: 111 [Dust Clouded] Team 3: [H: 3] Heathcliff: 1715/1715 127/150 MIT: 188 [H: 2] Macradon: 1235/1235 111/122 MIT: 128 [H: 6] Morgenstern: 914/1188 100/100 MIT: 188 [H: 0] Anemone: 700/700 70/70 MIT: 0 [H: 2] Hirru: 815/995 77/88 MIT: 120
  5. [BR-F20] Paving the Way to Floor 21 (Floor 20 Boss Battle - Mothra the Magnificent)

    Mothra flew around the area as a few players attacked her. She let out a roar of defiance to them and realized that her health was getting low. She let out a ear-piercing screech and flew up, flapping her wings wildly and dealing damage to every single player in the area. Most of them took damage while others did not. Her eyes locked onto a bulky-looking player with a white and gold pattern. She charged at him and rammed into the shield of the player, dealing a considerable amount of damage to him. She gave a roar of triumph and took to the skies once more, feeling the lust for blood come from her. She wanted one of these players dead for her child, and she would feed them the corpse. She was ready to kill, and it showed in her eyes, which turned from a blue to a red. ID: 84432 BD: 5+2=7 CD: 2 [Basic Attack] Abilities: Health:
  6. [BR-F20] Paving the Way to Floor 21 (Floor 20 Boss Battle - Mothra the Magnificent)

    Mothra flew about the room, causing gusts of wind to emit from beneath her wings, when a cloaked figure attacked her from below, and she felt that she was unable to flap her wings. She let out an ear-piercing roar as she fell, unable to move and soon down on the ground, helpless and unable to stop their attacks. One by one all of them attacked, dealing chunks of damage little by little, and one of them seeming to come from the shadows and causing her gashes to be hit with some sort of poison, making her scream and roar in pain, but still unable to move. Soon the attacks stopped and she stood, shaking off and soon dust appearing everywhere, coating the players and their weapons, and all of them becoming dull-looking, and Mothra knew she had a victory here. She looked at the third group and gave a roar, challenging them to a battle and flapped her wings, soaring back into the sky again. She would seek revenge on the second group, but for now she prepared for the next anslaught of attacks. [Dust Cloud Activates] Abilities: Health:
  7. [BR-F20] Paving the Way to Floor 21 (Floor 20 Boss Battle - Mothra the Magnificent)

    Mothra soared above the players, causing gales of wind to blow around them and lifting branches and bushes into the air. The flight was short lived however, as players did their best to hit her, most hitting their mark but a few missing because of her blinding speed. She was brought down however by the Axe-wielding female, which is what gave most of the players their first hit. She flapped her wings as the stun wore off, and she stood on her legs shakily. She was furious, and she wanted blood spilled for this. She screeched in front of the next group of players, challenging them to interrupt her flight as she took to the skies once more, soaring and causing the winds to pick up again. She used the gales to her advantage to pick up her speed, always keeping a close eye on the challenging players. She didn't like that they had dealt so much damage to her, and she would see to it that they do not strike her body again. ID: 84145 BD: 5+2=7 Hit! (Disregarded due to stun) CD: 10 [Ability not activated due to requirements not met] Abilities: Mothra, The Magnificent: ////// ////// ////// (Three Health Bars) MIT: 100 [Dust Shield: 100/100] (1,493 Damage From Team 1) (0/3 Stun recharge) Team 1: [H: 2] Baldur: 1115/1115 86/100 MIT: 120 [Safeguard] [H: 1] Takao: 1435/1435 125/142 MIT: 84 [H: 0] Calrex: 1635/1635 160/162 MIT: 164 [Safeguard] [H: 2] Teayre: 1255/1255 114/114 MIT: 66 [H: 1] Zandra: 1475/1475 123/136 MIT: 138 [Safeguard] [H: 0] Ariel: 1255/1255 122/124 MIT: 129 [Safeguard] Team 2: @Hikoru: 1275/1275 126/126 MIT: 102 @Itzal: 1160/1160 116/116 MIT: 93 [Safeguard] @Beatbox: 1155/1155 114/114 MIT: 120 @Shield: 1254/1254 102/102 MIT: 188 [Safeguard] @Beat: 835/835 72/72 MIT: 120 [Safeguard] @Sey: 1000/1000 100/100 MIT: 111 Team 3: Heathcliff: 1715/1715 150/150 MIT: 188 [Safeguard] Macradon: 1235/1235 122/122 MIT: 128 [Safeguard] Morgenstern: 1188/1188 100/100 MIT: 188 Anemone: 700/700 70/70 MIT: 0 [Safeguard] Hirru: 995/995 88/88 MIT: 120
  8. [BR-F20] Paving the Way to Floor 21 (Floor 20 Boss Battle - Mothra the Magnificent)

    The door swung open with a large gust of wind, hitting all the players with a gust of breeze, almost causing some of them to fall off their feet. In the room hung a large silk-spun cocoon, that seemed to be resting. Suddenly a hole appears through it, and wings appear through it. Soon a large creature emerges, crawling on top of the cocoon and looking at the oncoming players, and emits a loud roar, jumping off the cocoon and flapping it's wings, hastily flying around and causing gusts of wind to erupt everywhere, causing leaves to shake and rustle, blowing them everywhere to make it seem as if tornadoes surrounded the room. Mothra emerged and was prepared to protect her home and the things she had worked hard to achieve, and would kill these lowly humans for fun, getting a good meal for her soon-to-be child. She roared in defiance and flew another circle about the room, ready to strike and kill her first victim Mothra, the Magnificent Battle Music Health: 3 Bars ////// ////// ////// MIT: 100ACC: 2EVA: 4 Abilities: Mothra, The Magnificent: ////// ////// ////// (Three Health Bars) MIT: 100 [Dust Shield: 100/100] Team 1: Baldur: 1115/1115 100/100 MIT: 120 [Safeguard] Takao: 1435/1435 142/142 MIT: 84 Calrex: 1635/1635 162/162 MIT: 164 [Safeguard] Teayre: 1255/1255 114/114 MIT: 66 [Safeguard] Zandra: 1475/1475 136/136 MIT: 138 [Safeguard] Ariel: 1255/1255 124/124 MIT: 129 [Safeguard] Team 2: Hikoru: 1275/1275 126/126 MIT: 102 Itzal: 1160/1160 116/116 MIT: 93 [Safeguard] Beatbox: 1155/1155 114/114 MIT: 120 Shield: 1254/1254 102/102 MIT: 188 [Safeguard] Beat: 835/835 72/72 MIT: 120 [Safeguard] Sey: 1000/1000 100/100 MIT: 111 Team 3: Heathcliff: 1715/1715 150/150 MIT: 188 Macradon: 1235/1235 122/122 MIT: 128 [Safeguard] Morgenstern: 1188/1188 100/100 MIT: 188 Anemone: 700/700 70/70 MIT: 0 [Safeguard] Hirru: 995/995 88/88 MIT: 120
  9. The day was dawning as the planned time approached on the 20th floor. The sun arose in the background, giving an eerie glow to the trees that surrounded the entrance to the boss room. Nothing could be seen or heard behind the gates, as it was too dark to be seen, as well as the trees and shrubbery that surrounded the room was far too thick to see through. The gate was made of rough redwood and iron, holding them together and unable to see past it, as it towered above the players, seeming to reach the top of the trees, unable to see the exact point of where the doors stopped near the top. A small breeze blew through the area, the leaves of all the plants rustling, giving an ominous sound that set the tone for the boss fight. No music could be heard, and their probably wouldn't be any as the doors had not yet opened. Soon there was a large gust of wind coming from behind the door as the boss awoke from its slumber. the gates groaned against the large gusts, seeming to give way little by little. The gusts intensified and the doors gave more and more. There wouldn't be much time until the doors opened and the boss fight would begin. OOC All players have 72 hours to reply to this thread to be included in the boss fight. After 72 hours, the boss raid will begin. All participants must list their stats, equipment, battle-ready inventory, skills, buffs, and consumed items in their post. Remember to adhere to the current PK/PvP Rules.
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