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Cardinal

[F06] The Gemini

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Floor 6
<<The Gemini>>
Recommended Level: Any
Non-Repeatable | Solo

Rewards:

  • 3 Additional SP
  • 600 Col
  • Extra Skill: <<Concentration>> if The Gemini is spared.
  • Extra Skill: <<Disguise>> if The Gemini is killed.

Concentration
Active: Free action
Cooldown: 3 Turns
Effect: Gain +1 ACC until the start of your next turn (must delcare use in roll purpose).
Description: After having fought yourself, and spared the summoned incarnation, you have learnt to focus in times of need, improving accuracy for a brief moment.
Possible to obtain after completing the quest <<The Gemini>>

Disguise
Active: Free action
Cooldown: 3 Turns
Effect: Gain +1 EVA until the start of your next turn
Description: After having fought and killed your duplicate, you have learnt how to use its trick of becoming another, visually becoming another target.
Possible to obtain after completing the quest <<The Gemini>>

Objectives:

  • Defeat <<The Gemini>>

Summary:

Hooded_Man_Standard.png

"You look pretty strong." A hooded figure approaches you and offers a simple challenge.

"I'm looking to test my skills. If you beat me, I'll teach you a hidden skill. What do you say?"

You travel to a suitable location outside of the city's safe zone in silence. When the hooded figure turns to face you, they reveal themselves. They have copied your appearance--everything from your facial features to equipment is completely identical. This challenge suddenly became a lot more sinister...

Outline:
Players must meet <<The Gemini>> and accept their challenge. <<The Gemini>>'s stats are determined at the start of combat.

<<The Gemini>>'s Stats:

  • HP: (Player's Level) x 10
  • DMG: (Player's Level) x 5
  • MIT: (Player's Level) x 1.75 (Rounded down)
  • ACC: (Player's ACC)
  • EVA: (Player's EVA)
  • Critical Hits: DMG + (Player's Level) on a natural MD 9, DMG + (Player's Level x 2) on a natural MD 10.
  • <<Disguise>>: +1 ACC to <<The Gemini>>'s first attack.
  • For each consumable/temporary buff a player has when facing <<The Gemini>>, it will gain additional effects. For example, if a player has 3 temporary buffs, <<The Gemini>> will have Paralyze, Bleed, and bonus DMG.
    • 1: Gain Paralyze: Removes player action for one turn on natural MD rolls of 9-10.
    • 2: Gain Bleed: Deals (12 * Player's Tier) unmitigatable damage every turn for two rounds on natural MD rolls of 9-10.
    • 3: Increases DMG by (Player's Level)
    • 4: Increases MIT by (Player's Level)
    • 5+: Increases HP by (Player's Level x 5) for each additional temporary buff on the player.

Once combat begins, there is no running away from the battle. <<The Gemini>> will attack first, before the player, meaning the Charge skill cannot be used against it. <<The Gemini>> does not have any items, skills, or equipment besides the appearance of the gear the player is wearing when combat begins.

Players can choose to end the fight in one of two ways, which alters the skill they receive from completing the quest:

  • On the killing blow, <<The Gemini>> is destroyed. Player gains the <<Disguise>> skill.
  • On the killing blow, <<The Gemini>> is instead reduced to one health and is spared. Player gains the <<Concentration>> skill.

If <<The Gemini>> would deal the killing blow to a player, they are instead reduced to one health. <<The Gemini>> will end the combat and the player will have failed the quest (no quest rewards are earned). If they wish to try <<The Gemini>>'s challenge again, they must attempt the quest again in a new thread.

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