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Leviathan

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Posts posted by Leviathan

  1. This thread will be closed soon, please do not post after this post.

    Once Floor 25 is released, the 5 people still here at the end of the fight will have a 48 hour head start on doing any content on that floor (including searching for the labyrinth guardian). Players will be announced when that floor is released.

    The Leviathan screeched in agony. First the pinkette came at them with a cloud of darkness. It hurt like nothing before as it tried to free its head from the sand. The second rapier came at her with all the force in the world. And then finally, it was the hooded player's turn at agonizing the creature. Blow after blow landed against it, slowly pushing it towards the brink of extinction. And as the player slid down the throat of the creature, the health bar was turned to nothing. The creature glowed a bright, pale red and then shattered, freeing the players from their coiled prison.

    The Sahagin that were on the field screeched, seeing their queen go down in front of their eyes. All six of them scrambled back towards their holes, sealing them off behind them so as to not be chased any further. The tide retreated further, this time revealing a set of sand stairs that rose from the ocean bed. They led towards a door, to where could not yet be seen. Clouds parted and sunlight beamed into the arena, freeing the player that had been stuck frozen outside of the arena. A glint could be seen in the distance, a player nearly done falling through the air. The sea had failed its defense, and yielded ground to the constant push of the front lines.

    Last Round's Results

    Spoiler

    The Leviathan dies (Itzal's DoTs killed it) - Itzal granted the last hit reward

    Rewards:

    Spoiler
    • 5 bonus SP
    • 35,000 col (split)
    • Last-Hit Drop: <<Barb of the Whorleater>> - T3 Rapier - Accuracy / Freeze / Burn/ Holy
    • Party Drop (Each player in the party that got the last hit on Leviathan receives one): <<Diamond Dusting>> Unique Consumable - A special pouch that is filled with powdered scales of the Leviathan. Spreading the dust on yourself takes a post action and increases Mitigation by 50 for 3 turns. Usable only in combat.
    • Raid Drop (All players receive one): <<Scale of the Leviathan>> Unique Material - A special material item that still holds some of Leviathan’s power. Can be used at a blacksmith/tailor/artisan to replace 1 current enhancement on an item with one the crafter using it knows (use their enhancement table to determine possible enhancements). This process must follow normal crafting rules.

    Thread Summary:

    Spoiler

    21 complete pages: 21 possible SP, 8400 col to be split among all participants (26 col per post)
    If completing the boss: 5 SP, 7000 col (to each of the 5 remaining), <<Diamond Dusting>>, <<Scale of the Leviathan>>
    Last hit reward goes to Itzal

    @Neopolitan: 43 posts; 14 + 5 = 19 SP, 1118 + 7k = 8118 col, <<Diamond Dusting>>, <<Scale of the Leviathan>>
    @Hikoru: 16 posts; 5 SP, 416 col
    @Mars: 30 posts; 10 SP, 780 col
    @Hestia: 44 posts; 14 + 5 = 19 SP, 1144 col + 7k = 8144 col, <<Diamond Dusting>>, <<Scale of the Leviathan>>
    @Jomei: 44 posts; 14 + 5 = 19 SP, 1144 col + 7k = 8144 col, <<Diamond Dusting>>, <<Scale of the Leviathan>>
    @Itzal: 42 posts; 14 + 5 = 19 SP; 1092 + 7k = 8092 col, <<Diamond Dusting>>, <<Scale of the Leviathan>>, <<Barb of the Whorleater>>
    @Kairi: 9 posts; 3 SP, 234 col
    @Ruby: 8 posts; 2 SP, 208 col
    @Calrex: 43 posts; 14 + 5 = 19 SP, 1118 + 7k = 8118 col, <<Diamond Dusting>>, <<Scale of the Leviathan>>
    @Sey: 28 posts; 9 SP, 728 col
    @Ariel - The Crowned Lion: 24 posts; 8 SP, 624 col
    @Stryder: 7 posts; 2 SP, 182 col
    @Zandra: 28 posts; 9 SP, 728 col
    @Domarus: 18 posts; 6 SP, 468 col
    @Pinball: 8 posts; 2 SP, 208 col

     

  2. Players have 48 hours to post

    [Deadline is Wedesday, September 11th at 3:30 PM PDT]

    The leviathan was tiring of these drawn out tactics, and as the players finished off the most recent segment, it seemed to send a ripple effect across the leviathan's body. Scales began to fall off at an immeasurable pace. Some were still there, but the skin was becoming more and more bare now. Spewing boiling hot water everywhere, the leviathan attempted to bit down on one the one player that wasn't frozen by its last frigid blast. They missed by a sizable margin and planted their head into the sand. They were vulnerable.

    The sea noted this, and began to back off from its relenting waves. It knew that its champion was in a losing position, and didn't wish to watch them go down in such a shameful manner. Perhaps it could select a new champion another decade. Then it would finally claim the land all to itself. But that was for another time.

    Last Round's Results:

    Spoiler

    Jomei kills the segment

    Neo missed post, Strike 2, rolling frostbite for them:

    • ID:123612
    • 15 + 3 + 1 - 5 = 14 - frozen (take the minus damage for next turn)

    Boss Actions:

    Spoiler

    Hydro Jet against Calrex: (link is now broken, sorry)

    • ID: #123613
    • MD: 4 - 3 = 1
    • miss

    Scald:

    • Calrex takes 100, no roll
    • Jomei takes 50, rolls
    • Hestia takes 25, no roll
    • Neopolitan takes 25, no roll
    • Itzal takes 25, no roll

    Sahagin Respawn

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 1 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (1/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (3/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>> [Diamond Dust]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - Power Attack: Red Sahagin deal 350 damage on a critical hit
    Ability 2 - Enraged: 
    Red Sahagin ignore hate and attack in the following pattern:

    1. The player who attacked it last.
    2. The player who healed a target last.
    3. The player who reduced a target to 0 HP last
    4. The player with the highest hate among all targets.

    Two Red Sahagins cannot attack the same target.

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:18] @Calrex: 1621/1850 HP | 157/176 EN | 16 DMG | 126 MIT |  3 ACC |  3 EVA | 0.6 ACH [1 Strike]
    [H:17] @Jomei: 1403/1525 HP | 87/151 EN | 20 DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV[1 strike]
    [H:11] @Hestia: 2040/2065 HP | 105/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] [1 strike]
    [H: 10] @Neopolitan: 776/1025 HP | 60/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [2 Strikes]
    [H:7] @Itzal: 1860/1885 HP | 149/160 EN| 21 DMG | 94 MIT |  5 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94 [2 Strikes]

     

  3. Players have 48 hours to post

    [Deadline is Monday, September 9th at 3:00 PM PDT]

    OOC Announcements:

    Spoiler

    pay attention to the deadline. That's literally the entire reason this spoiler exists. No one should be caught off guard by the two day deadline.

    The players were about to shatter the segment, and the leviathan was not wanting that to happen. As a knee-jerk reaction, they quickly sprayed a wave of frost over the battlefield. It was a little too early, they would still be able to get their attacks off against him at full force. Perhaps if she had been more cautious, this wouldn't have happened. Roaring at their own mistake, the leviathan waited to see what would happen.

    The sea was also waiting and watching. It was flowing back in once more, seeming to release a breath it had been holding for some time now. Perhaps it felt the players would win and a scourge was rid of from this land. Or maybe it knew that the leviathan had sealed their fate and was cheering her on with the lapping of its waves. One could never truly tell, as the sea was more fickle than luck herself.

    Last Round's Results:

    Spoiler

    Nothing significant

    Boss Actions:

    Spoiler

    Hydro Jet against Calrex: (link is now broken, sorry)

    • ID: #123465
    • MD: 2 - 3 = -1
    • miss

    Frostbite: Everyone rolls

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 0 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (2/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (1/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>> 
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - Power Attack: Red Sahagin deal 350 damage on a critical hit
    Ability 2 - Enraged: 
    Red Sahagin ignore hate and attack in the following pattern:

    1. The player who attacked it last.
    2. The player who healed a target last.
    3. The player who reduced a target to 0 HP last
    4. The player with the highest hate among all targets.

    Two Red Sahagins cannot attack the same target.

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:18] @Calrex: 1721/1850 HP | 157/176 EN | 16 DMG | 126 MIT |  3 ACC |  3 EVA | 0.6 ACH [1 Strike] [Burned 2/2]
    [H:16] @Jomei: 1417/1525 HP | 92/151 EN | 20 DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV[1 strike] [Queen's Ire] [Burned2/2]
    [H:11] @Hestia: 2037/2065 HP | 104/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] [1 strike]
    [H: 10] @Neopolitan: 801/1025 HP | 60/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [1 Strike] [Queen's ire]
    [H:7] @Itzal: 1885/1885 HP | 149/160 EN| 21 DMG | 94 MIT |  5 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94 [2 Strikes] [Queen's ire]

     

  4. Players have 72 hours to post

    [Deadline is Friday, September 6th at 7:00 PM]

    OOC Announcements:

    Spoiler

    Itzal is being temporarily excused from posting and the strike system due to hurricane Dorian. They have been given two weeks or until their next post before being held once again to the strike system. If anyone else has strenuous circumstances, please talk with me ahead of time and I hope to be able to sort something out with you.

    The sahagin were taken out once more, and the leviathan was left to its own devices. It sprayed water about the field experimentally, more in preparation for another water crystal than to deal damage to the players. It was clear at this point that it needed to have a sudden onslaught against one of their weaker members if it had a hope at taking them out. Perhaps once the next wave of supporters flocked to her aid would she be able to do that properly. Not that coordinating them would be easy. They very much had minds of their own.

    As for the sea, the tide began to come in once more. This battle had been going on long enough that the sea seemed to be growing anxious, the tides changing faster and faster as if it were hyperventilating. Whatever controlled it was certainly watching this fight. And it seemed to fear for the worst.

    Last Round's Results:

    Spoiler

    Itzal kills Sahagin 4

    Boss Actions:

    Spoiler

    Hydro Jet against Calrex:

    • ID: #123336
    • MD: 6 - 3 = 3
    • miss

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 0 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (1/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (2/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>> 
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - Power Attack: Red Sahagin deal 350 damage on a critical hit
    Ability 2 - Enraged: 
    Red Sahagin ignore hate and attack in the following pattern:

    1. The player who attacked it last.
    2. The player who healed a target last.
    3. The player who reduced a target to 0 HP last
    4. The player with the highest hate among all targets.

    Two Red Sahagins cannot attack the same target.

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:17] @Calrex: 1708/1850 HP | 168/176 EN | 16 DMG | 126 MIT |  3 ACC |  3 EVA | 0.6 ACH [1 Strike] [Burned 1/2]
    [H:14] @Jomei: 1421/1525 HP | 102/151 EN | 20 DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV[1 strike] [Queen's Ire] [Burned 1/2]
    [H:11] @Hestia: 1934/2065 HP | 109/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] [1 strike]
    [H: 9] @Neopolitan: 565/1025 HP | 71/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [1 Strike] [Queen's ire]
    [H:7] @Itzal: 1885/1885 HP | 149/160 EN| 21 DMG | 94 MIT |  5 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94 [2 Strikes] [Queen's ire]

     

  5. OOC announcements:

    Spoiler

    The next post may have a 48 hour time limit, so please keep an eye out for that

    Players have 72 hours to post

    [Deadline is Monday, September 2nd at 2:00 PM]

    The water crystal was shattered, but that was of little importance. It was simply another tool to make this battle last a bit longer. All the leviathan needed was that one lucky set of blows and the players would be struggling to get back up on their feet once more. Already they were slowing down, the number of enemies facing them preventing them from moving forward. It was quite possible they had reached an equilibrium. They were barely able to do more damage than the amount of healing that the crystals of the sea could do. It was enough that they were going to have to struggle to even finish this fight off. Perhaps another person would have tipped the scales, but for now the monster could wait and barrage players with fire and ice until it got that stroke of luck that would close out the battle. That was all it needed.

    Last Round's Results:

    Spoiler

    Jomei kills Red Sahagin 2

    Calrex kills Sahagin 2 and 3

    Neo kills Water crystal

    Boss Actions:

    Spoiler

    Hydro Jet against Jomei:

    • ID: #123127
    • MD: 7 - 6 = a miss

    Scald:

    • Calrex: 50 damage and rolls
    • Jomei: 100 damage and rolls
    • Everyone else: 25 damage and rolls

    Frostbite: Dependent on Scald roll

    Sahagin 4 (targeting randomly)

     

    • 123128
    • 1 - targeting Calrex
    • 10 = critical hit
    • 300 - 126 = 174 * 0.6 = 105 damage

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 0 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (2/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (3/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>> [Diamond Dust]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - Power Attack: Red Sahagin deal 350 damage on a critical hit
    Ability 2 - Enraged: 
    Red Sahagin ignore hate and attack in the following pattern:

    1. The player who attacked it last.
    2. The player who healed a target last.
    3. The player who reduced a target to 0 HP last
    4. The player with the highest hate among all targets.

    Two Red Sahagins cannot attack the same target.

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:13] [0] @Calrex: 1695/1850 HP | 171/176 EN | 16 DMG | 126 MIT |  3 ACC |  3 EVA | 0.6 ACH [1 Strike] [Hydrated]
    [H:14] [0] @Jomei: 1425/1525 HP | 122/151 EN | 20 DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV[1 strike] [Queen's Ire] [Hydrated]
    [H:11] [0] @Hestia: 1831/2065 HP | 114/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] [1 strike] [Hydrated]
    [H: 9] @Neopolitan: 565/1025 HP | 70/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [1 Strike] [Queen's ire] [Hydrated]
    [H:7] @Itzal: 1860/1885 HP | 160/160 EN| 21 DMG | 94 MIT |  5 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94 [2 Strikes] [Queen's ire] [Hydrated]

     

  6. Players have 72 hours to post

    [Deadline is Thursday, August 29th at 2:00 PM]

    Just like the ebb and flow of the tide, so too was the leviathan's attacks. Though the Sahagin continued their merciless assault, the leviathan herself took this time to observe the battlefield and asses its options. The players were slow moving, and that would be taken into account. That meant that anything that could stay around for some time would be able to do some significant damage. Speaking of which, the leviathan noted the healing crystal coming towards them to remove several scratches from their body. It was a pleasant feeling, knowing that they were bringing the players even further from their goal. One of the more frail-looking players was hit with a Sahagin, it seemed that their lines were beginning to crumble. If only it could get one more player to leave the battlefield, that should be enough to cause a cascade failure to get the rest to be forced to retreat.

    Last Round's Results:

    Spoiler

    Calrex kills Sahagin 1

    Jomei kills Red Sahagin 1

    Boss Actions:

    Spoiler

    Hydro Jet against Jomei:

    • ID: #122760
    • MD: 8 - 6 = 2

    Sahagin: (3 and 4 targeting randomly)

    • Sahagin 2:
      • 122761
      • 6 + 3 - (-1) = 10
      • 300 - 196 = 104 damage to Hestia
    • Sahagin 3:
      • 122762
      • 7 - targeting Neopolitan
      • 8 + 3 - 2 = 9
      • 300 - 59 = 241 damage
    • Sahagin 4
      • 122763
      • 5 - targeting Hestia
      • 10 = critical hit
      • 300 - 126 = 174 * 0.6 = 105 damage

    Red Sahagin:

    • Red Sahagin 2:
      • Hestia has highest Net hate
      • 122764
      • 1 = critical miss

    Water Crystal heals leviathan

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 0 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (1/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (1/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>> [Diamond Dust]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - Power Attack: Red Sahagin deal 350 damage on a critical hit
    Ability 2 - Enraged: 
    Red Sahagin ignore hate and attack in the following pattern:

    1. The player who attacked it last.
    2. The player who healed a target last.
    3. The player who reduced a target to 0 HP last
    4. The player with the highest hate among all targets.

    Two Red Sahagins cannot attack the same target.

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:13] [0/0/0/0] @Calrex: 1850/1850 HP | 144/176 EN | (13) 16 DMG | 126 MIT |  3 ACC |  3 EVA | 0.6 ACH [1 Strike]
    [H:14/0/0/0/0)] @Jomei: 1491/1525 HP | 95/151 EN | 20 DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV[1 strike] [Queen's Ire]
    [H:11] [3/0/0/3] @Hestia: 1856/2065 HP | 77/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] [1 strike]
    [H: 9] @Neopolitan: 467/1025 HP | 51/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [1 Strike] [Queen's ire]
    [H:7] @Itzal: 1885/1885 HP | 148/160 EN| 21 DMG | 94 MIT |  5 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94 [2 Strikes] [Queen's ire]

     

  7. Players have 72 hours to post

    [Deadline is Saturday, August 24th, at 2:00 PM PDT]

    The Sahagin all screeched as they charged at the players. For the most part, they all connected. One was deflected by a parasol of all things, but the rest started to whittle at their opponents life force. As soon as they had finished their charge, the boss sent another wave of frost over the battle field. There was little space in between these attacks for the players to get their own counterattack in, but they would have to find one if they wanted to make it further in this battle.

    The clouds that were covering started to drizzle down more rain. It wasn't the soggy downpour that it was before, but enough to start reducing visibility. The players wouldn't be able to see much outside of the small arena they were trapped in. It was enough to hide the newest crystal that had entered the field, attempting once more to gather water to give to the leviathan.

    Last Round's Results:

    Spoiler

    Jomei, Itzla, and Neo gain Queen's Ire

    Boss Actions:

    Spoiler

    Hydro Jet against Jomei:

    • ID: #122262
    • MD: 4 - something = a miss

    Frostbite: everyone but Neo rolls

    Sahagin: (3 and 4 targeting randomly)

    • Sahagin 1:
      • 122263
      • 3 + 3 - (-1) = 7
      • 300 - 196 = 104 damage
    • Sahagin 2:
      • 122264
      • 4 + 3 - (-1) = 8
      • 300 - 196 = 104 damage
    • Sahagin 3:
      • 122265
      • 7 - targeting Neopolitan
      • 2 + 3 - something = miss
    • Sahagin 4
      • 122266
      • 2 - targeting Calrex
      • 10 = critical hit
      • 300 - 126 = 174 * 0.6 = 105 damage

    Red Sahagin:

    • Red Sahagin 1:
      • No one has attacked, skipping to 2
      • Hestia healed someone last, targeting Hestia
      • 122267
      • 9 = critical hit
      • 350 - 196 = 154 damage
    • Red Sahagin 2:
      • Jomei killed a target last, targeting Jomei
      • 122268
      • 9 = critical hit
      • 350 - 97 = 253 damage

    Water Crystal respawns

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 0 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (2/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (2/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>> [Diamond Dust]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - Power Attack: Red Sahagin deal 350 damage on a critical hit
    Ability 2 - Enraged: 
    Red Sahagin ignore hate and attack in the following pattern:

    1. The player who attacked it last.
    2. The player who healed a target last.
    3. The player who reduced a target to 0 HP last
    4. ---

    Two Red Sahagins cannot attack the same target.

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:13] @Calrex: 1669/1850 HP | 159/176 EN | 16 DMG | 126 MIT |  4 ACC |  3 EVA | 0.6 ACH [FRZ 1/2] [1 Strike]
    [H:14] @Jomei: 1272/1525 HP | 105/151 EN | 20 DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV [Concentration 3/5] [1 strike] [Queen's Ire]
    [H:11] [3/3/0/0/3/3] @Hestia: 1599/2065 HP | 100/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] [1 strike]
    [H: 9] @Neopolitan: 601/1025 HP | 62/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [16 BRN 1/2] [1 Strike] [Queen's Ire]
    [H:7] @Itzal: 1835/1885 HP | 149/160 EN | 21 DMG | 94 MIT | 4 ACC | 6 EVA | 1 KEN | 30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94 [2 Strikes] [Queen's Ire]

     

  8. Players have 72 hours to post

    [Deadline is Wednesday, august 21st, at 11:00 PM]

    As the players rushed against the segment of the boss, the leviathan was preparing her attack for them. As soon as the part of them shattered, a roar escaped from the boss as it came crashing down with a small wave of scalding hot water. As the waves crashed against the players, the head of the leviathan swooped through the arena it had created. The smallest window of opportunity to strike at it. As soon as it was crossed over to the other side, its neck acted as a slide to let 6 more sahagin into the arena. They had found their opportunity in the ones being frozen and quickly went to work in picking up an offensive formation. It wasn't going to be long before they were attacking the players, who were now left with a choice of targets. Attack the boss and try to come closer to finishing this, or defend their own skins.

    Last Round's Results:

    Spoiler

    Jomei kills the segment

    Calrex missed their post: Strike 1, rolling frostbite

    • ID: #121986
    • LD: 10 + 3 - 5 + 3 = 11 - frozen

    Boss Actions:

    Spoiler

    Hydro Jet against Jomei:

    • ID: #121987
    • MD: 5 - something = a miss

    Scald:

    • Calrex: 75 damage, doesn't roll
    • Jomei: 75 damage, rolls
    • Hestia: 25 damage, rolls
    • Neopolitan: 25 damage, rolls
    • Itzal: 25 damage, doesn't roll

    Sahagin Respawn

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 1 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (1/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (3/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>> [Diamond Dust]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:13] @Calrex: 1774/1850 HP | 159/176 EN | 16 DMG | 126 MIT |  4 ACC |  3 EVA | 0.6 ACH [FRZ 1/2] [1 Strike]
    [H:13] @Jomei: 1450/1525 HP | 114/151 EN | 20 DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV [Concentration 3/5] [1 strike]
    [H:11] @Hestia: 1829/2065 HP | 97/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] [1 strike]
    [H:8] @Neopolitan: 617/1025 HP | 73/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [1 Strike]
    [H:6] @Itzal: 1835/1885 HP | 160/160 EN| 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94 [2 Strikes]

     

  9. Players have 72 hours to post

    [Deadline is Sunday, August 18th @ 10:30 AM]

    The circling continued, and the leviathan waited for something to happen. As the players went for part of its body, they quickly breathed a wave of cold over the battlefield. Just a little preventative measure to make sure they didn't think she was gone from the fight. It would only be a matter of time before the ocean would give its reinforcements. Perhaps even stronger than before. At this rate though, the players didn't seem to have even the slightest twinges of hope at defeating them. This fight was going on too long. They would eventually tire, their energy gone. And when that time came, they would have to run away or be run over.

    The clouds started to come back, and though the ray of hopeful sunlight was closed off, the rain did not start again. The light was overcast with ominous tides, but it was not gone forever.

    Last Round's Results:

    Spoiler

    nothing of note

    Boss Actions:

    Spoiler

    Hydro Jet against Calrex:

    • ID: #121779
    • MD: 3 - something = a miss

    Frostbite: Everyone rolls

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 0 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (2/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (1/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>>
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:13] @Calrex: 1849/1850 HP | 159/176 EN | 16 DMG | 126 MIT |  4 ACC |  3 EVA | 0.6 ACH [BURN: 2/2]
    [H:12] @Jomei: 1525/1525 HP | 123/151 EN | 17(20) DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV [Concentration 2/5]
    [H:11] @Hestia: 1751/2065 HP | 94/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] [20 2/2]
    [H:8] @Neopolitan: 642/1025 HP | 70/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost]
    [H:6] @Itzal: 1860/1885 HP | 160/160 EN| 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  10. Players have 72 hours to post

    [Deadline is 4:45 PM PDT on Thursday, August 15th]

    These players were being resilient, the monster gave them that much. But they were slowly going to lose. There was no doubt about it. If one more left, it would likely be their entire undoing. It would cause the rest of them to crumble. Well, if the right one was taken out of the fight. For the moment, the leviathan circled the party, the arena they were trapped in constantly coiling, pulsating with the pounding of the waves. There was no telling when it would strike next, but it was clear it was waiting its chance to strike. Knowing full well that the number of players was dwindling, the leviathan needed to try and shrink the space available to them. But that would leave it open to more attacks on its sides that were already scratched to pieces. A risk with a great reward. If the players couldn't move, it wold allow it to attack with impunity. Perhaps they would even get in each others way. For now though, it circled in patience.

    Last Round's Results:

    Spoiler

    Neo kills water crystal

    Boss Actions:

    Spoiler

    Hydro Jet against Jomei (non-zero hate tie to the latest attacker):

    • ID: #121479
    • MD: 8 - 6 = 2
    • miss

     

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 0 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (1/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (2/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>>
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:11] @Calrex: 1836/1850 HP | 176/176 EN | 16 DMG | 126 MIT |  4 ACC |  3 EVA | 0.6 ACH [BURN: 1/2] [Hydrated]
    [H:11] @Jomei: 1525/1525 HP | 132/151 EN | 19(20) DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV [Concentration 1/5] [Hydrated]
    [H:11] @Hestia: 1751/2065 HP | 94/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] [20 2/2] [Hydrated]
    [H:8] @Neopolitan: 658/1025 HP | 67/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [16 BRN 1/2] [Hydrated]
    [H:6] @Itzal: 1860/1885 HP | 160/160 EN| 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94 [Hydrated]

     

  11. Players have 72 hours to post

    [Deadline is Monday, August 12th at Noon PDT]

    Those that remained were struggling to take out the more slippery of their opponents, and the leviathan used that to its advantage. With the water that had gathered around the crystal, it healed up many of its scratches once more. And once the healing properties of that water were gone, it spurted it at high pressure towards the one with the pink and brown hair. They seemed to be the weakest link, so it would be good for them to be knocked down a peg.

    More eyes glinted from the holes outside the arena. They wanted to charge back in and help their queen, but they knew they shouldn't do so until called. Too many of them were dying, they needed to make sure that their entrance would be useful. Even if they could all jump out and overrun the few that remained, they didn't want to sustain much worse in losses than they already had.

    Last Round's Results:

    Spoiler

    nothing of note

    Boss Actions:

    Spoiler

    Hydro Jet against Neo:

    • ID: #121191
    • MD: 8 - 2 = 6
    • 500 - 59 = 441 damage

    Scald:

    • Everyone but Itzal: 37 damage and rolls
    • Itzal: 25 damage

    Frostbite: Dependent on Scald result

    Water crystal heals

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 0 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (2/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (3/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>>
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:11] @Calrex: 1823/1850 HP | 174/176 EN | 16 DMG | 126 MIT |  4 ACC |  3 EVA | 0.6 ACH
    [H:11] @Jomei: 1488/1525 HP | 94/151 EN | 17(20) DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV [Concentration 0/5]
    [H:11] @Hestia: 1648/2065 HP | 64/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost]
    [H:8] @Neopolitan: 428/1025 HP | 56/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [Disguise 1/5]
    [H:6] @Itzal: 1860/1885 HP | 160/160 EN| 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  12. Players have 72 hours to post

    [Deadline is Thursday, August 8th at 6:00 PM]

    The players were struggling to keep up, and were making this fight go longer. This worked in the leviathan's favor. As another crystal detached from the scales of the boss, it knew that if the players were unable to deal with what it could continuously throw at it, they would eventually succumb. There was only so much power they could muster over time, and the sea had no such finite restrictions. As the players would soon run out, the leviathan could just continue its onslaught. There was no telling when they would be able to find another chance to strike at its head. If the monster had the ability to chuckle, it would. But for now, it was content with knowing its victory was coming closer and closer than ever before.

    But the beach was not quiet. More eyes began to peer through the holes in the wall. Though there wasn't more Sahagin coming from them, it was clear that there was a tension from them as well. They were waiting to see their goddess be triumphant over these paltry humans.

    Last Round's Results:

    Spoiler

    nothing of note

    Boss Actions:

    Spoiler

    Hydro Jet against Neo:

    • ID: #120952
    • MD: 7 - 2 = 5
    • miss (phew)

    Water crystal respawns

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 0 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (1/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (1/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>>
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:11/0/0] @Calrex: 1850/1850 HP | 176/176 EN | 16 DMG | 126 MIT |  4 ACC |  (0) 3 EVA | 0.6 ACH [FROZEN: 1/2]
    [H:11] @Jomei: 1524/1525 HP | 103/151 EN | 20 DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV 
    [H:11] @Hestia: 1582/2065 HP | 63/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost]
    [H:11] @Neopolitan: 906/1025 HP | 65/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [Disguise 2/5]
    [H:6] @Itzal: 1825/1885 HP | 160/160 EN| 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  13. Players have 72 hours to post

    [Deadline is Thursday, August 8th at 3:00 PM PDT]

    The war of attrition was continuing. The leviathan watched as its forces crumbled before its eyes, but more would come soon. It tried to blast one of the players and managed to knock their health down a little ways while also managing to take off the ice that was encasing them. But while they were still sopping wet, another wave of frost began to creep over the battlefield. There was no rest for the weary, and the Leviathan was ready to settle into a routine until these players were dealt with. They seemed stubborn enough to not run away, but that didn't mean this wasn't going to take some time to actually defeat.

    Meanwhile, the sea was watching in silence. The waves were calm, the clouds had parted. It seemed both sides had onlookers holding their breath in anticipation of what was to come. Who would come out victorious at the end of the day.

    Last Round's Results:

    Spoiler

    Jomei kills Sahagin 4

    Neo kills Sahagin 3

    Boss Actions:

    Spoiler

    Hydro Jet against Calrex:

    • ID: #120920
    • MD: 10
    • 500 - 126 = 374 * 0.6 = 224 damage
    • Hate is reduced by 3 (cannot reverse)

    Frostbite: All roll

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 0 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (1/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (3/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>>
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:11/0/0] @Calrex: 1567/1850 HP | 173/176 EN | 16 DMG | 126 MIT |  4 ACC |  (0) 3 EVA | 0.6 ACH [FROZEN: 2/2]
    [H:11/0/1] @Jomei: 1453/1525 HP | 102/151 EN | 19(20) DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV 
    [H:11] @Hestia: 984/2065 HP | 82/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost]
    [H:10] @Neopolitan: 906/1025 HP | 74/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [Disguise 3/5]
    [H:6] @Itzal: 1381/1885 HP | 160/160 EN| 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  14. Players have 72 hours to post

    [Deadline is Thursday, August 8th at Noon PDT]

    The leviathan watched as many of the remaining players froze in place. It was unfortunate that not many of them were taking damage from the attacks of the Sahagin that were surrounding them, but it was enough to be whittling them down bit by bit. Perhaps they would finally succumb to the power of the sea and become one with it. But for the moment, there were some that refused to be frozen by its power. So the leviathan launched a steaming ball of hot water into the field and attempted to burn who he could with it. One of the Sahagin managed to dodge it, but the one that had attacked the Bluenette ended up getting burned by it as well. A steep price when this was a war of attrition, but there were always more Sahagin to call upon should the Leviathan need them. The power of the sea was endless, all that mattered was if it could output it quickly enough.

    Last Round's Results:

    Spoiler

    Jomei kills Sahagin 2

    Boss Actions:

    Spoiler

    Hydro Jet against Calrex:

    • ID: #120879
    • MD: 3 - 0 = 3
    • miss

    Scald:

    • Calrex: 100 damage, auto-succeed
    • Jomei: 35 damage, must roll
    • Hestia: 35 damage, must roll
    • Neopolitan: 25 damage, auto-succeed
    • Itzal: 25 damage, auto-succeed

    Sahagin attacking randomly (using the BD distributed evenly for determination):

    • Sahagin 3
      • ID: #120880
      • BD: 2 - Calrex
      • MD: 3 + 3 - 0 = 6
      • 300 - 126 = 174 * 0.6 = 104 * 0.5 = 52 damage
      • 150 damage returned
    • Sahagin 4
      • ID: #120881
      • BD: 7 - Neopolitan
      • MD: 9
      • 300 - 59 = 241 damage

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 0 turn(s))
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (1/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (3/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>> [Diamond Dust]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:14/0/0] @Calrex: 1698/1850 HP | 170/176 EN | 16 DMG | 126 MIT |  4 ACC |  (0) 3 EVA | 0.6 ACH [FROZEN: 1/2]
    [H:11/0/0] @Jomei: 1382/1525 HP | 111/151 EN | 20 DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV 
    [H:11] @Hestia: 984/2065 HP | 91/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost]
    [H:10] @Neopolitan: 660/1025 HP | 79/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [Disguise 4/5]
    [H:6] @Itzal: 1381/1885 HP | 160/160 EN| 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94 

     

  15. OOC Announcements:

    Spoiler
    • There's few enough people now, I would like to remind people that we may end up going faster than once every three days. So keep an eye on things because I will post (likely as both Neo and Levi) once everyone else has to keep things moving quickly.
    • I removed the numbers on things that will only have one of now that we are down to the party. No mechanical difference, just wanted to let people know why the change.
    • Please refrain from leaving placeholders for more than 12 hours if you can help it or at least put in your stats/rolls and a short description of what you're doing so others can post without needing to wait.

    Players have 72 hours to post

    [Deadline is Monday, August 5th at 4:00 PM PDT]

    The Leviathan reared its head and roared at the players. They hadn't done much damage to itself, but they were managing to maintain a small stream of damage while outdoing everything its minions were able to do to them. Some of them were able to connect their blows, while others were left to wallow in the dust. There was still time to wipe them out, but it needed to be done sooner than later. If they were able to drag this into a war of attrition, the Leviathan knew that it would lose. It had been so used to taking its prey out with a blitz strategy, it wasn't ready to go into a long, strung-out fight like this. Though its resources were vast, they were still quite finite. But they should falter before she did, perhaps they would even bow down to her when they realized they were no match for her.

    Last Round's Results:

    Spoiler

    Calrex kills Sahagin 1 and both Red Sahagin

    Neo kills Water Crystal, hydration time

    Boss Actions:

    Spoiler

    Hydro Jet against Calrex:

    • ID: #120584
    • MD: 1
    • miss

    Frostbite: All roll

    Sahagin attacking randomly (using the BD distributed evenly for determination):

    • Sahagin 2
      • ID: #120585
      • BD: 9 - Itzal
      • MD: 3 + 3 - 6 = 0
      • miss
    • Sahagin 3
      • ID: #120586
      • BD: 4 -  Jomei
      • MD: 10
      • 300 - 97 = 203 damage
    • Sahagin 4
      • ID: #120587
      • BD: 5 - Hestia
      • MD: 7 + 3 - (-1) = 11
      • 200 - 196 = 104 damage

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 1 turn)
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (2/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (1/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment>> [Diamond Dust]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    [H:14/0/0/0] @Calrex: 1838/1850 HP | 167/176 EN | 16 DMG | 126 MIT |  4 ACC |  3 EVA | 0.6 ACH [PARRY + VR] [Hydration]
    [H:11] @Jomei: 1051/1525 HP | 118/151 EN | 17(20) DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV  [Hydration]
    [H:11] @Hestia: 1019/2065 HP | 105/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] [Hydration]
    [H:10] @Neopolitan: 926/1025 HP | 70/86 EN | 18 DMG | 59 MIT | 5 ACC | 2(3) EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [Disguise 5/5] [Hydration]
    [H:6] @Itzal: 1406/1885 HP | 160/160 EN| 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94 [Hydration]

     

  16. Players have 72 hours to post

    [Deadline is August 2nd, 2019 at 7:00 PM]

    As the Leviathan turned around to give its attack, it noticed that fewer players were there than before. Rearing its head to pressurize its newest blast further, it decreased that number even more by blasting another player completely out of the little alcove. Though it was unclear where they had landed, they wouldn't be returning to the fight any time soon. The water seemed to skim towards the bluenette, but it didn't leave any marks on him. There was only 5 players left now, a third of what they started with. It wouldn't be long before they were all gone now. They never stood a chance to take them out. Perhaps if they were ready for what was coming towards them, they would've all been here to see their own demise. But for now, the Leviathan was content with taking out the few players that remained in this boss fight.

    Last Round's Results:

    Spoiler

    Neo kills Segment 1

    Zandra didn't post (Strike 3, you're out)

    Boss Actions:

    Spoiler

    Hydro Jet against Calrex:

    • ID: #120387
    • MD: 7 + 2 - 2 - 3= 4
    • miss

    New Sahagin Spawn

    Water Crystal 1 Spawns

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>>  (Targetable for 1 turn)
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (1/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (2/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    <<Segment 1>>
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 1>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Player Stats:

    Spoiler

    Party 1:
    H:14] @Calrex: 1825/1850 HP | 147/176 EN | 16 DMG | 126 MIT |  4 ACC |  3 EVA | 0.6 ACH [PARRY + VR] [80 BRN 1/2]
    [H:10] @Jomei: 634/1525 HP | 90/151 EN | 19(20) DMG | 6 ACC | 0(6) EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV 
    [H:11] @Hestia: 628/2065 HP | 82/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] [20 BRN 1/2]
    [H:10] @Neopolitan: 696/1025 HP | 60/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [16 BRN 1/2]
    [H:6] @Itzal: 860/1885 HP | 138/160 EN| 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  17. Players have 70 hours to post

    [Deadline is Tuesday, July 30th, at 7:00 PM PDT]

    The players may have been caught off guard by the tidal wave, but the Leviathan would give them no respite from the power of the sea. A smaller wave of boiling hot water cashed into the newly coiled arena. And quickly following that was the frigid breath of the leviathan breathing down on top of the players. With all of this was accompanied its now signature high pressure jets of water that blasted one of the players into the sand. This comeback was strong, but the creature was beginning to fear it may not be enough. These players were being more tenacious then any other group it had fought off before. Normally they would succumb long before this form of attack was necessary. It wouldn't be long before all gambits would be over and the fight to the finish line of endurance would be growing nearer. A finish line that would be painted with the losers blood.

    Last Round's Results:

    Spoiler

    Nothing dies

    Boss Actions:

    Spoiler

    Against Party 1:

    Spoiler

    Hydro Jet against Hestia:

    • ID: #120173
    • MD: 10 - crit
    • 500 - 196 = 304 damage
    • Hate reduced by 3 (cannot reverse with EN)

    Scald:

    • 25 damage to Calrex
    • 25 damage to Jomei
    • 50 damage to Mars
    • 100 damage to Hestia
    • 25 damage to Neopolitan

    Frostbite: conditional on Scald roll

    Against Party 3:

    Spoiler

    Hydro Jet against Zandra:

    • Roll ID: #120174
    • MD: 7 + 2 - 2 - 5 = 2
    • miss

    Scald:

    • 100 damage to Zandra
    • 50 damage to Itzal

    Frostbite: dependent on Scald roll

     

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>> 
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (2/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (3/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    Assigned to party 1:

    Spoiler

    <<Segment 1>>
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 1>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Assigned to party 3:

    Spoiler

    <<Segment 3>>  [36 Brn 1/2] [24 TV 2/3]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 9>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 10>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 11>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 12>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 3>>
    [                    ]
    See notes below

    <<Red Sahagin 4>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 3>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

     

    Player Stats:

    Spoiler

    Party 1:
    [H:10] @Calrex: 1825/1850 HP | 147/176 EN | 16 DMG | 126 MIT |  4 ACC |  3 EVA | 0.6 ACH [PARRY + VR]
    [H:10] @Jomei: 563/1525 HP | 89/151 EN | 20 DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV 
    [H:12] @Mars: 276/970 HP | 3/88 EN | 21 DMG | 73 MIT | 6 ACC | 5 EVA | 2 HM | 9-10 PLZ | 9 PRB [Snowfrost] [Queen's Ire]
    [H:14] @Hestia: 628/2065 HP | 89/170 EN | 1 DMG | 196 MIT | 84 THN | -1 EVA | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] 
    [H:9] @Neopolitan: 696/1025 HP | 60/86 EN | 18 DMG | 59 MIT | 5 ACC | 2 EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost]

    Party 3:
    [H:12] @Zandra: 741/1920 HP | 27/162 EN | 22 DMG | 155 MIT | 3 ACC | 5 EVA | 36 THN | 30 BRN-THN | 6-8/12 FLN | 8-10/36 BRN | 96 BH |  9-10/24 TV | 27 PRB  [Quick change 2/3]  [Queen's Ire]
    [H:6] @Itzal: 860/1885 HP | 138/160 EN| 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  18. Players have 72 hours to post

    [Deadline is 2:30 PM PDT on Saturday, July 27th]

    The leviathan retreated, and then so did the sea. But with that retreat came a calm surrender. Their fear no gone, they wished a return. A blight was spotting their beach they treasured. So another group they shall claim as their own. Summoning from the depths of their being, a height was achieved greater than all. A body of water now lay the wrong way. And sent towards the players, it crashed against them all. Some fared better than others, but all could feel its power. Its force was strong, and there was no room for even the slightest of breaths. As the ocean returned to its regular state, the monster returned with greater hunger. And with the players at their weakest, it did gaze upon them. It was time for the strong to be separated, and the weak to be killed. No more would they see the aloof beast. For now it was a fight to the very bitter end.

    Last Round's Results:

    Spoiler

    More of nothing from the players

    Boss Actions:

    Spoiler

    Against Party 1:

    Spoiler

    Tsunami! Everyone (except Calrex) has their health halved

    Against Party 3:

    Spoiler

    Tsunami! Everyone has their health halved

     

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>> 
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (0/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (0/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: Tsunami
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled, and remains inactive for the remainder of the fight. Leviathan takes no action for two turns. On the third rotation, the Tsunami strikes, dealing each player 50% of their current HP in unmitigatable damage (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt stealth; this attack does not proc thorns).

    Assigned to party 1:

    Spoiler

    <<Segment 1>>
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 1>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Assigned to party 3:

    Spoiler

    <<Segment 3>>  
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 9>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 10>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 11>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 12>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 3>>
    [                    ]
    See notes below

    <<Red Sahagin 4>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 3>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

     

    Player Stats:

    Spoiler

    Party 1:
    [H:9] @Calrex: 1850/1850 HP | 163/176 EN | 16 DMG | 126 MIT | (3) 4 ACC |  (2) 3 EVA | 0.6 ACH [PARRY + VR]
    [H:9] @Jomei: 517/1525 HP | 98/151 EN | 20 DMG | 6 ACC | 6 EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV 
    [H:11] @Mars: 326/970 HP | 14/88 EN | 21 DMG | 73 MIT | 6-1TR=5 ACC | 5-1TR= 4 EVA | 2 HM | 9-10 PLZ | 9 PRB [Snowfrost] [Queen's Ire]
    [H:14] @Hestia: 1032/2065 HP | 100/170 EN | 1 DMG | 196 MIT | 84 THN | -2 EVA(-1 EVA due to TR) | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] 
    [H:8] @Neopolitan: 475/1025 HP | 69/86 EN | 18 DMG | 59 MIT | 5(4) ACC | 2(1) EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost]

    Party 3:
    [H:12] @Zandra: 603/1920 HP | 28/162 EN | 22(-1) DMG | 155 MIT | 3 ACC | 5 EVA | 36 THN | 30 BRN-THN | 6-8/12 FLN | 8-10/36 BRN | 96 BH |  9-10/24 TV | 27 PRB  [Quick change 2/3]  [Queen's Ire]
    [H:6] @Itzal: 692/1885 HP | 138/160 EN| 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  19. OOC Announcements:

    Spoiler

    Anyone who picks up one of the broken weapons gets a vanity item with no stats called "Broken Weapon" and the following description: A weapon broken from a time long ago. Rust spots its edges and no longer functions. It may have once been the work of a long forgotten master, but the sea has claimed even this as its own.

    Players have 72 hours to post

    [Deadline is Wednesday, June 24th at 6:00 PM]

    The leviathan was nowhere to be seen still, and the clouds continued to part. And as the rain retreated, so did the shoreline. The water began to crawl out to sea like a baby turtle taking its first steps. As more and more of the beach was revealed, a small history of what had happened could be seen. There was buried remnants of gear, weapons and shields all scattered in the wet sand. There was no telling how many people had died at this very shore. Further out, there seemed to even be hints at a small colony of these enemies. Scale covered stone peeked through the still blood red sand. fragments of what could've been.

    Health bars may have been rising, preparations may have been made, but some power unseen power loomed overhead. Something was ready to ensure that someone didn't have such a good time. To some this was a game, but it was no longer something the players were playing. No, someone else was playing them.

    Last Round's Results:

    Spoiler

    Absolutely nothing

    Boss Actions:

    Spoiler

    Against Party 1:

    Spoiler

    The tide retreats

    Against Party 3:

    Spoiler

    The tide retreats

     

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>> 
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (0/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (1/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: --
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled. ---

    Assigned to party 1:

    Spoiler

    <<Segment 1>> [Diamond Dust]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 1>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Assigned to party 3:

    Spoiler

    <<Segment 3>>  
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 9>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 10>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 11>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 12>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 3>>
    [                    ]
    See notes below

    <<Red Sahagin 4>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 3>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

     

    Player Stats:

    Spoiler

    Party 1:
    [H:9|2|2|2|2] @Calrex: 1850/1850 HP | 167/176 EN | 16 DMG | 126 MIT | (3) 4 ACC |  (2) 3 EVA | 0.6 ACH [SAFEGUARD]
    [H:9] @Jomei: 964/1525 HP | 97/151 EN | 20 DMG | 5(6) ACC | 5(6) EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV  [-1 EVA -1 ACC TR]
    [H:11] @Mars: 556/970 HP | 14/88 EN | 21 DMG | 73 MIT | 6-1TR=5 ACC | 5-1TR= 4 EVA | 2 HM | 9-10 PLZ | 9 PRB [Snowfrost] (20 burn 1/2) [Queen's Ire]
    [H:14] @Hestia: 2065/2065 HP | 105/170 EN | 1 DMG | 196 MIT | 84 THN | -2 EVA(-1 EVA due to TR) | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] 
    [H:8] @Neopolitan: 950/1025 HP | 65/86 EN | 18 DMG | 59 MIT | 5(4) ACC | 2(1) EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost]

    Party 3:
    [H:12] @Zandra: 1,159/1920 HP | 28/162 EN | 22(-1) DMG | 128 MIT | 6 ACC | 3 EVA | 36 THN | 30 BRN-THN | 6-8/12 FLN | 8-10/36 BRN | 96 BH |  9-10/24 TV | 27 PRB  [Quick change 2/3]  [Queen's Ire]
    [H:6] @Itzal: 1194/1885 HP | 138/160 EN | 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30 THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  20. OOC Announcements:

    Spoiler
    • Players are not considered out of combat
    • Players may retreat with no roll and no crystal if they would like

    Players have 96 hours to post

    [Deadline is Sunday, July 21st at 6:00 PM]

    The Leviathan shook its head, and the waters grew still. The Sahagin who had not been shattered clambered back over the leviathan's scales and towards their holes. The snake itself slithered back into the sea, and the clouds parted. A ray of light beamed down onto the party, seeming as though the fight was over and the monster defeated. Yet there was no stairway that appeared. No rewards screen popped up, and no one was regenerating health now that the fight was supposedly over. A calm went over the water, and it returned to being a regular beach from the stormy mess that it was prior. There was no sound there, only the crunch of players feet on the sand. But beyond all that, a sense of dread hung in the air. As if something was coming. Something big was on its way, but it was not yet ready to strike.

    Last Round's Results:

    Spoiler

    Jomei Kills Sahagin 1

    Neo kills Sahagin 2

    Boss Actions:

    Spoiler

    Against Party 1:

    Spoiler

    The waters are still

    Against Party 3:

    Spoiler

    The waters are still

     

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>> 
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (0/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (1/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: --
    [Acitvates once when Leviathan reaches 20% or lower Health]
    Leviathan, all Segments, Water Crystals, and any remaining Sahagin retreat. Torrential Rain is disabled. ---

    Assigned to party 1:

    Spoiler

    <<Segment 1>> [Diamond Dust]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 1>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Assigned to party 3:

    Spoiler

    <<Segment 3>>  
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 9>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 10>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 11>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 12>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 3>>
    [                    ]
    See notes below

    <<Red Sahagin 4>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 3>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

     

    Player Stats:

    Spoiler

    Party 1:
    [H:9|2|2|2|2] @Calrex: 1850/1850 HP | 167/176 EN | 16 DMG | 126 MIT | (3) 4 ACC |  (2) 3 EVA | 0.6 ACH
    [H:9] @Jomei: 527/1525 HP | 81/151 EN | 20 DMG | 5(6) ACC | 5(6) EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV  [-1 EVA -1 ACC TR] [Queen's Ire]
    [H:11] @Mars: 438/970 HP | 13/88 EN | 21 DMG | 73 MIT | 6-1TR=5 ACC | 5-1TR= 4 EVA | 2 HM | 9-10 PLZ | 9 PRB [Snowfrost] (20 burn 1/2) [Queen's Ire]
    [H:14] @Hestia: 2065/2065 HP | 122/170 EN | 1 DMG | 196 MIT | 84 THN | -2 EVA(-1 EVA due to TR) | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost] 
    [H:8] @Neopolitan: 684/1025 HP | 65/86 EN | 18 DMG | 59 MIT | 5(4) ACC | 2(1) EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost]

    Party 3:
    [H:12] @Zandra: 784/1920 HP | 28/162 EN | 22(-1) DMG | 128 MIT | 6(-1) ACC | 3(-1) EVA | 36 THN | 30 BRN-THN | 6-8/12 FLN | 8-10/36 BRN | 96 BH |  9-10/24 TV | 27 PRB  [Quick change 3/3] [Field medic 0/2] [Queen's Ire]
    [H:6] @Itzal: 961/1885 HP | 138/160 EN | 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30 THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  21. Players have 72 hours to post

    [Deadline is Friday, July 12th at 7:30 PM]

    The rain was pouring down further as the players attempted to do what little damage they could to the leviathan. The leviathan took a break from its assault on the players and instead decided to help the Sahagin crawling out of the walls. It's head lowered into the arena, depositing six Sahagin near the larger group. There was four of the green scaled ones, and then two of the ones with red scales. The red scaled Sahagin seemed more terrifying than the others, though not by much. Their eyes were strafing across the field, seemingly disregarding the players taking point. They were ready to exercise the power and will of the sea, flowing into the battlefield just like the tide. Meanwhile, the head of leviathan lurked around the sand of the beach, its steely eyes glaring at each player in turn. It didn't attack them, but it seemed ready for another round against the players.

    Last Round's Results:

    Spoiler

    Neo kills segment 1

    Boss Actions:

    Spoiler

    Room Effect:

    Spoiler

    Calrex: 175 - 126 = 49 * 0.6 = 30 damage; evasion and accuracy reduced by 1
    Jomei: 175 - 97 = 78 damage; evasion and accuracy reduced by 1
    Mars: 175 - 73 = 102 damage; evasion and accuracy reduced by 1
    Hestia: 175 - 196 = 1 damage; evasion and accuracy reduced by 1
    Neopolitan: 175 - 59 = 116 damage; evasion and accuracy reduced by 1
    Zandra: 175 - 30 = 145 damage; evasion and accuracy reduced by 1
    Itzal: 175 - 94 = 81 damage; evasion and accuracy reduced by 1

    Against Party 1:

    Spoiler

    Hydro Jet against Hestia (tie goes to latest attacker): 

    • ID: #118497
    • MD: 2 + 2 - 2 - (-2) = 4
    • miss

    Against Party 3:

    Spoiler

    Hydro jet against Zandra:

    • ID: #118498
    • MD: 3 + 2 - 2 - 2 = 1
    • miss

     

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>> (Targetable)
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (1/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (2/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: --

    Assigned to party 1:

    Spoiler

    <<Segment 1>> [Diamond Dust]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 1>>
    [                    ]
    See notes below

    <<Red Sahagin 2>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 1>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Assigned to party 3:

    Spoiler

    <<Segment 3>>  
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 9>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 10>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 11>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 12>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 3>>
    [                    ]
    See notes below

    <<Red Sahagin 4>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 3>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

     

    Player Stats:

    Spoiler

    Party 1:
    [H:9] @Calrex: 1786/1850 HP | 174/176 EN | (13) 16 DMG | 126 MIT | (3) 4 ACC |  (2) 3 EVA | 0.6 ACH
    [H:9] @Jomei: 696/1525 HP | 90/151 EN | 20 DMG | 5(6) ACC | 5(6) EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV  [-1 EVA -1 ACC TR] [Burn 1/2]
    [H:9] @Mars: 438/970 HP | 24/88 EN | 21 DMG | 73 MIT | 6-1TR=5 ACC | 5-1TR= 4 EVA | 2 HM | 9-10 PLZ | 9 PRB [Snowfrost] (20 burn 0/2)
    [H:14] @Hestia: 2064/2065 HP | 133/170 EN | 1 DMG | 196 MIT | 84 THN | -2 EVA(-1 EVA due to TR) | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost]
    [H:8] @Neopolitan: 334/1025 HP | 76/86 EN | 18 DMG | 59 MIT | 5(4) ACC | 2(1) EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [16 BRN 1/2]

    Party 3:
    [H:11] 
    @Zandra: 688/1875 HP | 39/162 EN | 21(-1) DMG | 30 MIT | 6(-1) ACC | 3(-1) EVA | 36 THN | 6-8/12 FLN | 8-10/36 BRN | 96 BH |  9-10/24 TV | 27 PRB | 20% Faid | AntiFreeze | ParaImmun [Quick change 0/3] [Field medic 0/2]
    [H:6] @Itzal: 961/1885 HP | 149/160 EN | 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30 THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  22. Players have 76 hours to post

    [Deadline is Tuesday, June 9th at 3:15 PM]

    Another player left, and just as the light of the teleport crystal was enveloping it, it sparked over and grabbed the blonde nearby that player as well. A small glitch in the system for sure, but the leviathan couldn't help but feel it was appreciated by the player. Those that remained wouldn't be able to stand for much longer. They would only be able to watch as their health slowly drained away. The leviathan lobbed a scorching hot sphere of water into the arena, piercing a hole in the clouds in the process. A beam of light shone into the coiled arena, attempting to melt away what ice there was on players as a freezing wave of breath came at them once more. There was little for them to do now, and it seemed the leviathan was going to be victorious. It was as if the players didn't stand a chance in the first place. They had done so little to come against it, this was feeling like a paltry victory.

    Last Round's Results:

    Spoiler

    Ariel failed to post (Strike 3, you're out)

    Boss Actions:

    Spoiler

    Room Effect:

    Spoiler

    Calrex: 175 - 126 = 49 * 0.6 = 30 damage; evasion and accuracy reduced by 1
    Jomei: 175 - 97 = 78 damage; evasion and accuracy reduced by 1
    Mars: 175 - 73 = 102 damage; evasion and accuracy reduced by 1
    Hestia: 175 - 196 = 1 damage; evasion and accuracy reduced by 1
    Neopolitan: 175 - 59 = 116 damage; evasion and accuracy reduced by 1
    Zandra: 175 - 30 = 145 damage; evasion and accuracy reduced by 1
    Itzal: 175 - 94 = 81 damage; evasion and accuracy reduced by 1

    Against Party 1:

    Spoiler

    Hydro Jet against Jomei (tie goes to latest attacker): 

    • ID: #118937
    • MD: 1
    • miss

    Scald: (three way tie for most hate, 50 to each)

    • Calrex: 50 damage and auto-suceeds roll
    • Jomei: 50 damage and must roll
    • Mars: 25 damage and must roll
    • Hestia: 50 damage and must roll
    • Neopolitan: 25 damage and must roll

    Frostbite: conditional upon Scald roll

    Against Party 3:

    Spoiler

    Hydro jet against Zandra:

    • ID: #118938
    • MD: 1
    • miss

    Scald:

    • Zandra: 100 * 0.85 = 85 damage and must roll
    • Itzal: 50 * 0.85 = 43 damage and must roll

     

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>> 
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (2/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (3/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: --

    Assigned to party 1:

    Spoiler

    <<Segment 1>>
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Water Crystal 1>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Assigned to party 3:

    Spoiler

    <<Segment 3>>  
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 9>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 10>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 11>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 12>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 3>>
    [                    ]
    See notes below

    <<Red Sahagin 4>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 3>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

     

    Player Stats:

    Spoiler

    Party 1:
    [H:9] @Calrex: 1770/1850 HP | 176/176 EN | 16 DMG | 126 MIT | (2) 3 ACC |  (2) 3 EVA | 0.6 ACH [Queen'sIre] | Frozen: 1/2
    [H:9] @Jomei: 579/1525 HP | 100/151 EN | 20 DMG | 5(6) ACC | 5(6) EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV  [-1 EVA -1 ACC TR] [Queen's Ire]
    [H:8] @Mars: 540/970 HP | 37/88 EN | 21 DMG | 73 MIT | 6-1TR=5 ACC | 5-1TR= 4 EVA | 2 HM | 9-10 PLZ | 9 PRB [Snowfrost]
    [H:9] @Hestia: 2014/2065 HP | 142/170 EN | 1 DMG | 196 MIT | 84 THN | -2 EVA(-1 EVA due to TR) | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost]
    [H:8] @Neopolitan: 466/1025 HP | 86/86 EN | 18 DMG | 59 MIT | 5(4) ACC | 2(1) EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost]

    Party 3:
    [H:15] Sey: 491/1465 HP | 96/124 EN | 19  DMG  | 171 MIT | 4 ACC (Temporarily: 3) | 4 EVA (Temporarily: 3) | 73 BH | 25% STNW | 27 PRB
    [H:5] Ariel - The Crowned Lion: 488/1330 HP | 48/130 EN | 25 DMG | 88 MIT | 5 ACC | 2 EVA | 1 KEN | 24 HB | 27 PRB | 8 FLN [Snowfrost]
    [H:11] @Zandra: 737/1875 HP | 38/162 EN | 21(-1) DMG | 30 MIT | 6(-1) ACC | 3(-1) EVA | 36 THN | 6-8/12 FLN | 8-10/36 BRN | 96 BH |  9-10/24 TV | 27 PRB | 20% Faid | AntiFreeze | ParaImmun [Quick change 0/3] [Field medic 0/2]
    [H:6] @Itzal: 988/1885 HP | 148/160 EN | 21 DMG | 94 MIT |  4 ACC |  6 EVA |  1 KEN |  30 THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  23. Players have 72 hours to post

    [Deadline is Sunday, June 30th at 9:30 PM PDT (UTC - 7)]

    Nothing of the leviathan's interest had happened recently, and this irked it. Though the players were slowly losing their footing in this fight, it knew that it had to do something to move things in one direction or another. Switching up targets, it managed to his someone to another lower threshold of health. It likely wouldn't be much considering that they had healers of some sort, but at least it felt like progress. Meanwhile, the rain was pouring down harder than ever and was making sure to put a drain on the players life totals. There was going to have to be a tipping point soon. Either the leviathan would pull its final gambit, or the players would. The leviathan refused for it to be any other way. Though boring, they had shown they could meddle with some measure of success. Now was the time to bury them in the wet sand of fear.

    Last Round's Results:

    Spoiler

    Zandra kills Sahagin 11

    Itzal kills Water crystal 2

    Boss Actions:

    Spoiler

    Room Effect:

    Spoiler

    Calrex: 175 - 126 = 49 * 0.6 = 30 damage; evasion and accuracy reduced by 1
    Jomei: 175 - 97 = 78 damage; evasion and accuracy reduced by 1
    Mars: 175 - 73 = 102 damage; evasion and accuracy reduced by 1
    Hestia: 175 - 196 = 1 damage; evasion and accuracy reduced by 1
    Neopolitan: 175 - 59 = 116 damage; evasion and accuracy reduced by 1
    Sey: 175 - 171 = 4 damage; evasion and accuracy reduced by 1
    Ariel: 175 - 88 = 87 damage; evasion and accuracy reduced by 1
    Zandra: 175 - 30 = 145 damage; evasion and accuracy reduced by 1
    Itzal: 175 - 94 = 81 damage; evasion and accuracy reduced by 1

    Against Party 1:

    Spoiler

    Hydro Jet against Calrex (tie goes to latest attacker [which is like 5 rotations back it seems]): 

    • ID: #118280
    • MD: 2 + 2 - 2 - 2 = 0
    • miss

    Against Party 3:

    Spoiler

    Hydro jet against Sey:

    • ID: 118279
    • MD: 10
    • 500 - 171 = 329 damage; hate reduced by 3 (cannot spend EN to regain)

     

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>> 
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (1/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (1/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: --

    Assigned to party 1:

    Spoiler

    <<Segment 1>>
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Water Crystal 1>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Assigned to party 3:

    Spoiler

    <<Segment 3>>  
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 9>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 10>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 11>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 12>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 3>>
    [                    ]
    See notes below

    <<Red Sahagin 4>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 3>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

     

    Player Stats:

    Spoiler

    Party 1:
    [H:9] @Calrex: 1466/1850 HP | 176/176 EN | 16 DMG | 126 MIT | (2) 3 ACC |  (2) 3 EVA | 0.6 ACH [Queen'sIre] | Frozen: 1/2 [Hydrated]
    [H:8] @Jomei: 489/1525 HP | 120/151 EN | 20 DMG | 5(6) ACC | 5(6) EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV  [-1 EVA -1 ACC TR] [Queen's Ire][Hydrated]
    [H:7] @Mars: 435/970 HP | 48/88 EN | 21 DMG | 73 MIT | 6-1TR=5 ACC | 5-1TR= 4 EVA | 2 HM | 9-10 PLZ | 9 PRB [Snowfrost] [Hydrated]
    [H:9] @Hestia: 2064/2065 HP | 162/170 EN | 1 DMG | 196 MIT | 84 THN | -2 EVA(-1 EVA due to TR) | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost][Hydrated]
    [H:8] @Neopolitan: 351/1025 HP | 86/86 EN | 18 DMG | 59 MIT | 5(4) ACC | 2(1) EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost][Hydrated]

    Party 3:
    [H:15/0/0/0/0] @Sey: 418/1465 HP | 96/124 EN | 19  DMG  | 171 MIT | 4 ACC (Temporarily: 3) | 4 EVA (Temporarily: 3) | 73 BH | 25% STNW | 27 PRB
    [H:5/0/0/0/0] @Ariel - The Crowned Lion: 488/1330 HP | 48/130 EN | 25 DMG | 88 MIT | 5 ACC | 2 EVA | 1 KEN | 24 HB | 27 PRB | 8 FLN [Snowfrost]
    [H:11/0/0/0/0] @Zandra: 871/1875 HP | 12/162 EN | 21(-1) DMG | 30 MIT | 6(-1) ACC | 3(-1) EVA | 36 THN | 6-8/12 FLN | 8-10/36 BRN | 96 BH |  9-10/24 TV | 27 PRB | 20% Faid | AntiFreeze | ParaImmun [Quick change 0/3] [Field medic 1/2]
    [H:6/0/0/0/0] @Itzal: 922/1885 HP | 149/160 EN | 21 DMG | 94 MIT |  4 ACC |  5 EVA |  1 KEN |  30 THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  24. Players have 72 hours to post

    [Deadline is Monday, June 24th at 3:00 PM PDT (UTC - 7)]

    Leviathan could feel the players resentment and anger growing within them as the water crystal floated towards its head once more. There was little that they could do as it healed it for even more health. The other group of players seemed to have their own crystal under control, but they could sense a fragility among them that would make them fall apart even faster than the others. Seeing the opportunity to strike, the leviathan quickly sprayed a huge jet of water at one of the players, a ginger that struck the crystal inside of the water. blowing him far off of the fight, they turned to survey what else was going on.

    The rain was still pouring down and soaking into the clothes of every person there as the remaining Sahagin struck another of the players. The leviathan spewed forth another jet of water towards this group as well, hoping to catch someone off guard with the attack. It seemed to work for the moment, and they were glad to see that their fortitude was dwindling. 

    Last Round's Results:

    Spoiler

    Mars kills water crystal 1

    Zandra kills sahagin 9, 10, and 12

    Boss Actions:

    Spoiler

    Room Effect:

    Spoiler

    Calrex: 175 - 126 = 49 * 0.6 = 30 damage; evasion and accuracy reduced by 1
    Jomei: 175 - 97 = 78 damage; evasion and accuracy reduced by 1
    Mars: 175 - 73 = 102 damage; evasion and accuracy reduced by 1
    Hestia: 175 - 196 = 1 damage; evasion and accuracy reduced by 1
    Neopolitan: 175 - 59 = 116 damage; evasion and accuracy reduced by 1
    Sey: 175 - 171 = 4 damage; evasion and accuracy reduced by 1
    Ariel: 175 - 88 = 87 damage; evasion and accuracy reduced by 1
    Zandra: 175 - 30 = 145 damage; evasion and accuracy reduced by 1
    Itzal: 175 - 94 = 81 damage; evasion and accuracy reduced by 1

    Against Party 1:

    Spoiler

    Hydro Jet against Jomei: 

    • ID: #118165
    • MD: 10
    • 500 - 97 = 403 damage
    • Hate reduced by 3 (may not spend EN to retrieve it)

    Frostbite: everyone rolls

    Water Crystal respawns

    Against Party 3:

    Spoiler

    Hydro jet against Sey:

    • ID: 118164
    • MD: 9
    • 500 - 171 = 329 damage; hate reduced by 3 (cannot spend EN to regain)

    Frostbite: everyone but Zandra rolls

    Sahagin target randomly (using CD):

    • Sahagin 11:
      • ID: #118166
      • CD: 8 - Zandra
      • MD: 5 + 3 - 2 = 6
      • 300 - 30 = 270 damage

    Water crystal heals leviathan

     

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>> 
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (2/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (2/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: --

    Assigned to party 1:

    Spoiler

    <<Segment 1>>
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Water Crystal 1>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Assigned to party 3:

    Spoiler

    <<Segment 3>>  [Diamond Dust]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 9>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 10>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 11>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 12>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 3>>
    [                    ]
    See notes below

    <<Red Sahagin 4>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 3>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

     

    Player Stats:

    Spoiler

    Party 1:
    [H:9] @Calrex: 1450/1850 HP | 176/176 EN | 16 DMG | 126 MIT | (2) 3 ACC |  (2) 3 EVA | 0.6 ACH [Queen'sIre] | Frozen: 2/2 [Hydrated]
    [H:8] @Jomei: 496/1525 HP | 130/151 EN | 19(20) DMG | 5(6) ACC | 5(6) EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV  [-1 EVA -1 ACC TR] [Queen's Ire][Hydrated]
    [H:6] @Mars: 305/970 HP | 59/88 EN | 21 DMG | 73 MIT | 6-1TR=5 ACC | 5-1TR= 4 EVA | 2 HM | 9-10 PLZ | 9 PRB [Snowfrost] [Hydrated]
    [H:9] @Hestia: 2022/2065 HP | 170/170 EN | 1 DMG | 196 MIT | 84 THN | -2 EVA(-1 EVA due to TR) | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost][Hydrated]
    [H:8] @Neopolitan: 347/1025 HP | 82/86 EN | 18 DMG | 59 MIT | 5(4) ACC | 2(1) EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost][Hydrated]

    [H:18/0/0/0/0] @Sey: 678/1465 HP | 112/124 EN | 19  DMG  | 171 MIT | 4 ACC (Temporarily: 3) | 4 EVA (Temporarily: 3) | 73 BH | 25% STNW | 27 PRB
    [H:5/0/0/0/0] @Ariel - The Crowned Lion: 531/1330 HP | 64/130 EN | 24 DMG | 88 MIT | 5 ACC | 2 EVA | 1 KEN | 24 HB | 27 PRB | 8 FLN [Snowfrost]
    [H:11/0/0/0/0] @Zandra: 920/1875 HP | 27/162 EN | 21(-1) DMG | 30 MIT | 6(-1) ACC | 3(-1) EVA | 36 THN | 6-8/12 FLN | 8-10/36 BRN | 96 BH |  9-10/24 TV | 27 PRB | 20% Faid | AntiFreeze | ParaImmun [Quick change 0/3] [Field medic 1/2]
    [H:6/0/0/0/0] @Itzal: 1003/1885 HP | 149/160 EN | 21 DMG | 94 MIT |  4 ACC |  5 EVA |  1 KEN |  30 THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

  25. Players have 72 hours to post

    [Deadline is Friday, June 21st at 2:00 PM]

    The players were struggling now, hardly able to keep up with everything coming their way. It wouldn't be much longer before they were going to have to retreat entirely. They were coming close, but the leviathan didn't want to let them realize that. And perhaps if they retreated, the final blow could wait until another attack. That would be best, wait and show them their true power when they thought they were at their highest. That would be most beneficial.

    As the water from the nearby crystal came towards the head of the leviathan, it sucked in the healing waters and was rejuvenated. The crystal itself seemed to split into two, both now floating about and going around to gather their water. With its healing done, the beast spewed out the now non-magical water towards one of the players encased in its ice.

    This should not be much longer to go against them. They can only resist for so long.

    Last Round's Results:

    Spoiler

    Hestia didn't edit in time (strike 1, freeze remains there)

    Mars didn't edit in time (Strike 1, freeze remains)

    Zandra kills Red Sahagin 3 and 4

    Boss Actions:

    Spoiler

    Room Effect:

    Spoiler

    Calrex: 175 - 126 = 49 * 0.6 = 30 damage; evasion and accuracy reduced by 1
    Jomei: 175 - 97 = 78 damage; evasion and accuracy reduced by 1
    Mars: 175 - 73 = 102 damage; evasion and accuracy reduced by 1
    Hestia: 175 - 196 = 1 damage; evasion and accuracy reduced by 1
    Neopolitan: 175 - 59 = 116 damage; evasion and accuracy reduced by 1
    Sey: 175 - 171 = 4 damage; evasion and accuracy reduced by 1
    Ariel: 175 - 88 = 87 damage; evasion and accuracy reduced by 1
    Zandra: 175 - 30 = 145 damage; evasion and accuracy reduced by 1
    Itzal: 175 - 94 = 81 damage; evasion and accuracy reduced by 1

    Against Party 1:

    Spoiler

    Hydro Jet against Jomei: 

    • ID: #118101
    • MD: 6 + 2 - 2 - 5 = 1
    • miss

    Scald:

    • Calrex takes 40; auto-succeeds
    • Jomei takes 100, must roll
    • Mars takes 25, auto-succeeds
    • Hestia takes 40, auto-succeeds
    • Neopolitan takes 25, auto-succeeds

    Water Crystal respawns

    Against Party 3:

    Spoiler

    Hydro jet against Sey:

    • ID: 118100
    • MD: 9
    • 500 - 171 = 329 damage; hate reduced by 3 (cannot spend EN to regain)

    Scald:

    • Sey takes 100, auto-succeeds
    • Ariel takes 25, must roll
    • Zandra takes 50, must roll
    • Itzal takes 25,  must roll

    Sahagin target randomly (using CD):

    • Sahagin 9:
      • ID: #118102
      • CD: 1
      • MD: 1
      • miss
    • Sahagin 10:
      • ID: #118103
      • CD: 2
      • MD: 1
      • miss
    • Sahagin 11:
      • ID: #118104
      • CD: 11
      • MD: 1
      • miss
    • Sahagin 12:
      • ID: #118105
      • CD: 8
      • MD: 1
      • miss

    Water crystal heals leviathan

     

    Boss Stats:

    Spoiler

    Room Effect: Torrential Rain
    A terrible storm rages on the seas, growing worse by the minute. At the start of each of Leviathan's turns, players are progressively hindered. Those with the <<Survival>> skill active take reduced penalties (noted in brackets). ACC and EVA reductions only last for the rotation they were applied:

    Rotation 1: 50 mitigatable DMG [25 mitigatable DMG]
    Rotation 2: 100 mitigatable DMG [50 mitigatable DMG]
    Rotation 3: 150 mitigatable DMG and reduces EVA by 1 for a turn [75 mitigatable DMG]
    Rotation 4: 200 mitigatable DMG and reduces ACC and EVA by 1 for a turn [125 mitigatable DMG and reduces EVA by 1 for a turn]
    Rotation 5+: 250 mitigatable DMG and reduces ACC and EVA by 2 for a turn [175 mitigatable DMG and reduces ACC and EVA by 1 for a turn]

    <<Leviathan>> [48 TV 1/2]
    [
                        ]
    [                    ]
    [                    ]
    0 MIT | 0 ACC | -2 EVA | 14 PD
    Takes double damage from all sources excluding Burn damage.
    Leviathan is out of reach and unable to be targeted except for howl, focused howl, and other abilities that only generate hate until one of her Segments are downed.

    Passive:  Queen's Ire
    Applies to a player when they deal damage to Leviathan. Reduces all sources of health and energy restoration by half (rounded down, to a minimum of 0). Destroying a Segment immediately removes Queen's Ire from its assigned party.

    Ability 1: Hydro Jet
    [Uses every turn]
    An attack that pierces through the toughest of hides, the sturdiest of ships, and densest of armor. Leviathan rears back and launches a jet of concentrated water at the player with the highest hate. Deals 500 DMG and reduces the hate of that player against Leviathan by 3. On a non-critical hit, a player may choose to expend 5 energy at the start of their turn to ignore this hate reduction.

    Ability 2: Frostbite (1/2 CD)
    [2 Turn CD]
    Leviathan breathes deeply, unleashing a wave of extreme frost over the area that coats players and solidifies into ice (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Frostbite" (This is not a post action and should be rolled after scald if applicable). On a LD 1-14, they suffer from the Freeze condition until the start of their next turn (Removes their action on the current turn and removes all EVA properties. If they are hit by a successful attack before the effect ends they take an additional 40 unmitigatable Frost DMG.). A frozen player's base DMG is reduced by 3 for one turn after the freeze effect ends (this is negated if the effect was purified). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Flame Aura, Flame Thorns, or Burn enhancements equipped. (Can only apply once per roll, burn effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Antifreeze makes the player automatically succeed the check.
    • Suffering from the Burn effect from Scald makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 3: Scald (3/3 CD)
    [3 Turn CD] (starts on cooldown)
    A sphere of heated volcanic ocean water is lobbed and splashes against all players in the party. Deals 100 unmitigatable DMG to the player with the highest hate, 50 unmitigatable DMG to the player with the second highest hate, and 25 unmitigatable DMG to all others (Note that this does not take an attack roll to hit; this attack will ignore, but not interrupt, stealth; this attack does not proc thorns). At the start of the players' next turn, they must roll with the purpose "Scald" (This is not a post action, and should be rolled before frostbite if applicable). On a LD 15+, their base DMG is reduced by 1 for one round. On a LD 1-14, they suffer from Burn, taking 40 unmitigatable Fire DMG at the beginning of their turn for two turns (This is affected by the snowfrost effect). The following allow bonuses to this LD roll or ignore the effect:

    • +3 for having the <<Survival>> skill active.
    • +2 for having the Frost Aura, Frost Thorns, or Freeze enhancements equipped. (Can only apply once per roll, freeze effects granted from consumables do not apply)
    • +1 for every 2 EVA the player has.
    • Having the Fireproof enhancement makes the player automatically succeed the check.
    • Suffering from the Freeze effect from Frostbite makes the player automatically succeed the check.

    Additional notes: This will proc anti-oxidants and antidotes before the roll. If a player neglects to roll for this effect, the boss will make the roll at a -5 penalty (and will apply retroactively). And though it is stated earlier, once again, this does not cost a post action. I will know you aren't reading these abilities if you ask me if it takes a post action. You cannot quick change to gain immunity either, as it takes place at the start of your turn.

    Ability 4: --

    Assigned to party 1:

    Spoiler

    <<Segment 1>>
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 1>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 2>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 3>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 4>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Water Crystal 1>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

    Assigned to party 3:

    Spoiler

    <<Segment 3>>  [Diamond Dust]
    [                    ]
    50 MIT | 2 EVA

    AoE attacks cannot include more than one segment. Though they die and respawn, Segments cannot be affected by Charge more than once, and effects like debuffs will continue to affect a downed/respawned Segment.
    One segment is assigned to each party. When a Segment is destroyed, Leviathan lurches forward and becomes targetable for 1 turn for all parties (stacks with other segments being destroyed). The destroyed Segment immediately respawns with a set of Sahagin adds. These Sahagin only target players in the party that they are assigned to and can only be targeted by players that they are assigned to. A respawned Segment has the <<Diamond Dust>> buff until all paired adds are killed.
    Ability 1: Diamond Dust - Leviathan’s scales shimmer like diamonds. A Segment with the <<Diamond Dust>> buff is immune to damage.

    <<Sahagin 9>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 10>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 11>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Sahagin 12>>
    [                    ]
    300 DMG | 50 MIT | 3 ACC | 1 EVA | 8 PD

    <<Red Sahagin 3>>
    [                    ]
    See notes below

    <<Red Sahagin 4>>
    [                    ]
    See notes below

    Start spawning upon segment destruction when Leviathan reaches 30% HP.
    Stats: 200 DMG | 75 MIT | 4 ACC | 2 EVA | 10 PD
    Ability 1 - ___: ___
    Ability 2 - ___: ___

    ___

    <<Water Crystal 3>>
    [                    ]
    Spawn when Leviathan reaches 50% HP. Respawn every 3 Turns after they are killed at the end of leviathan's turn.
    0 MIT | 4 EVA
    One crystal is assigned to each party. Only the assigned party may target the water crystal. Hate is not gained against water crystals. At the start of Leviathan's turn, each living Water Crystal heals Leviathan for 3% of its max HP. When a Water Crystal is destroyed, its corresponding party gains the <<Hydrated>> buff.
    Ability 1: Hydrated: Instantly restores 25% of total energy (ignores queen's ire). Passive energy restoration is tripled and the effect of the Recovery enhancement is doubled for 1 turn.

     

    Player Stats:

    Spoiler

    Party 1:
    [H:9] @Calrex: 1434/1850 HP | 139/176 EN | 16 DMG | 126 MIT | (2) 3 ACC |  (2) 3 EVA | 0.6 ACH [Queen'sIre] | Frozen: 1/2
    [H:11] @Jomei: 940/1525 HP | 103/151 EN | 20 DMG | 5(6) ACC | 5(6) EVA | 97 MIT | 2 SVY | 71 BH | 9-10/24 TV  [-1 EVA -1 ACC TR] [Queen's Ire]
    [H:6] @Mars: 175/970 HP | 48/88 EN | 21 DMG | 73 MIT | 6-1TR=5 ACC | 5-1TR= 4 EVA | 2 HM | 9-10 PLZ | 9 PRB [Snowfrost] 
    [H:9] @Hestia: 2023/2065 HP | 146/170 EN | 1 DMG | 196 MIT | 84 THN | -2 EVA(-1 EVA due to TR) | 103 BH | 2 HM | 6 REC | 25% STNW [Snowfrost]
    [H:7] @Neopolitan: 343/1025 HP | 70/86 EN | 18 DMG | 59 MIT | 5(4) ACC | 2(1) EVA | 8-10 PLZ | 2 REC | 9 PRB | 4 FLN [Snowfrost] [FRZ]

    Party 3:
    [H:22/0/0/0/0] @Sey: 936/1465 HP | 113/124 EN | 19  DMG  | 171 MIT | 4 ACC (Temporarily: 3) | 4 EVA (Temporarily: 0) | 73 BH | 25% STNW | 27 PRB
    [H:5/0/0/0/0] @Ariel - The Crowned Lion: 614/1330 HP | 65/130 EN | 25 DMG | 88 MIT | 5 ACC | 2 EVA | 1 KEN | 24 HB | 27 PRB | 8 FLN [Snowfrost]
    [H:11/0/0/0/0] @Zandra: 1239/1875 HP | 46/162 EN | 21(-1) DMG | 30 MIT | 6(-1) ACC | 3(-1) EVA | 36 THN | 6-8/12 FLN | 8-10/36 BRN | 96 BH |  9-10/24 TV | 27 PRB | 20% Faid | AntiFreeze | ParaImmun [Quick change 0/3] [Field medic 2/2]
    [H:6/0/0/0/0] @Itzal: 1084/1885 HP | 149/160 EN | 21 DMG | 94 MIT |  4 ACC |  5 EVA |  1 KEN |  30 THN | 9-10/24 TV | 9-10 PLZ | 8-10/36 BLD | BH 94

     

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