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[PP-PT-F7] Never Had a Friend Like Me <<Arabian Nights 2: Unfinished Business>>


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Never Had A Friend Like Me
<<Arabian Nights 2: Unfinished Business>>

Following the business from the previous day, the hunter got a message from the young quest giver himself, Ali.  This was rather strange as quest givers never directly contact the player, unless they themselves talk to the NPC quest giver.  This time was different, though.  Ali was having some trouble and would like to enlist their help once more.  By their help, the hunter figured that Freyd was going to be contacted too about this venture.  He figured that there shouldn't be too much issue, since the last was quite easy, and the dungeon and Ugzeke were much tougher, though not by much.  The hunter would give a friendly message to let the busy man know.

Quote

To: @Freyd

From: Hirru

Hey, Freyd!  Hope that last fight didn't wear you out too hard.

Ali is starting the second part of the quest, if you're still in it for the long haul, could use another round of bashing brains.  You in?

"Nimbus, huh.  Thought we would be in the desert again.."

While walking towards the destination, the hunter noticed something strange.  The one that was there wasn't Ali, nor Cassim.  It looked to be a woman of unknown origin.  If it wasn't for the quest marker over her, Hirru would have called it a missed goal somewhere, but no.. This was the one.

Consumed

Spoiler
  • Field Rations = +86 Max HP
  • Immolation Potion T3 = 30 Thorns
  • Yaki Hatahata [189844-1]= +60 Mitigation 
  • Berry Crumb Bar [189094] = +3 Luck Die

Hirru Stats

Spoiler

Hirru Lvl 31 (PL 26)
[H:0]<<Hirru>>  HP:806/806 | EN:110/110 | DMG: 23 | Mit: 167 | TRN: 30 | ACC: 5 | EVA: 1 | LD: 8 | PAR: 1 | ENVENOM: 32/4

806 HP (+100 PL)
110 Energy (+10 PL)
5 Accuracy
1 Evasion
8 Luck (11 w/ Favor | 14 w/ Favor Dungeon roll)
23 Base Damage [28 w/ Charge]
167 Mitigation
30 Thorns
1 Paralysis
32 Envenom 

Equipment

Shelob's Fang ...................... // +1 Accuracy, +1 Paralysis, +32 Envenom
Spirit of the Jade Dragon .......... // +2 Accuracy, +1 Evasion
Bulwark ............................ // +72 Mitigation
Blades Cloak ....................... // Vanity
Lun'Rael's Insignia ................ // Unique Vanity | 
Dimensional Backpack ............... // +1 B.R.I Slot

Battle Ready Inventory

<Teleportation Crystal> x1 ......... // Teleport to a town / out of a dungeon [Uses 2 posts: 1 for use, next to teleport]
<Favor of the Golden Dragon> ....... // +3 Luck Die
<Rush Bar> ......................... // +12 EN
<Potion of Moderate Healing> ....... // +10% Health Recovery
<Empty> ............................ // ????
<Empty> ............................ // ????

Skills

Two Handed Straight Sword .......... // Rank 5: +7 DMG (Event Unlocked: New Combat System)
Heavy Armor ........................ // Rank 5: +35 MIT
Search and Detect .................. // Rank 5: +5 LD | +5 Stealth Detect
Charge ............................. // Rank ?: +5 DMG on successful first strike / -1 ACC / -5 EN / 5 turn CD
Energist ........................... // Rank ?: +20 EN
Combat Mastery: Damage ............. // Rank 3: +12 DMG
Lockpicking ........................ // Rank 3: +3 LD on chests

Extra Skills (Max 4)
Martial Arts ....................... // Rank 0: Unlocked Teck-F SA
Restorative Strike ................. // 
Concentration ...................... // +1 to your BD / 5 turn cooldown / -5 EN / 5 turn CD
Survival ........................... // Heal 44 HP when out of battle each post / Negate environmental damage
Shatter ............................ // On hit, negate 15 Mit before dmg calc / -5 EN / 2 turn CD  Unlocked Tech-D SA

Skill Mods (Max 5)

Reveal (Add on)..................... // +2 to Labyrinth searches|Post 15 searchs
Dismantling (Add on) ............... // +2 LD on chests
Detect ............................. // +1 to Labyrinth searches| +2 Stealth Detect
Impetus ............................ // +1 Dmg
THSS Ferocity ...................... // +2 Dmg to all THSS Sword Arts (Event Addon)
THSS Stamina ....................... // -2 EN to all THSS Sword Arts (Event Addon)

Precision .......................... // +2 ACC to all Straight Sword Arts (Event Addon)
Focus .............................. // -1 crit threshold / -1 DoT threshold (Event Addon)

Event Notes:
Weapon = Straight Sword (2H) 5 ranks
Shift = AOE Specialist (+4 Multiplier & +2 EN for AOE I & AOE II
Addons = Ferocity, Focus, Precision, & Stamina
Collected SA = Tech-D, Tech-E, & Tech-F

Quest Info

Spoiler

Floor 7
<<Arabian Nights: Unfinished Business>>
Party Limit: 4 | 20+ Posts
Must have completed <<Arabian Nights: The First of Many>>
Repeatable for standard thread rewards

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Quest Rewards:

  • 1,000 Experience Points
  • 30,000 col
  • Each player receives one of the following:
    • Sorcerer’s Armor
      • T3 Perfect Heavy/Light Armor | Envenom | Mitigation II
    • Sorcerer’s Cloak
      • T3 Perfect Light/Cloth Armor | Envenom | Evasion II
  • POTENTIAL REWARD | Granted only to the Party Leader
    • At least one part member must be wearing <<Cassim's Ring>>
    • Mask of the Inferno
      • T3 Perfect Heavy Armor / Shield | Flame Aura | Mitigation | Taunt
  • Unlocks <<Arabian Nights: Libel>> quest

Requirements:

  • Roleplay talking to Morgiana about the sigil.
  • Disenchanting the sigil by choosing to Hire a Specialist or Scrounging for Goods
  • Roleplay install wards around Ali’s neighbourhood.
  • Roleplay investigating the Bandit Sorcerer’s hideout.
  • Sneak or fight your way to the hideout.
  • Slaying the following enemies: <<Bandit Sorcerer>> and <<Summoned Ifrit>>, which must be fought together.
  • Note whether or not Morgiana survived the quest.

Summary:

The address provided leads the players down one of the busy main streets of Nimbus. Where players might have expected to meet the man extraordinaire, instead a dainty young woman stands with arms folded. Her attention is caught the moment eyes are laid upon her.  She gestures for the party to follow with a beckoning of fingers, taking them down an alley right behind Ali's home.

There she reveals a strange symbol half etched in the stone and dirt. Morgiana introduces herself, then explains that the sigil was placed by a spellcaster before she cautiously attempts to approach the potentially deadly ward. A small flame flickers out; enough to tell the players that it is a trap of some kind, made to spark fire from proximity alone.

"It must be premeditated. After the errand he's sent you on, Ali is now a man with a target on his back, and magic like this doesn't usually just manifest by happenstance," Morgiana concludes. "It's my responsibility to see this threat cleared out, as his housekeeper. I would appreciate your help in my investigations, if you are willing. We'll get rid of this trap first, then set out to find the person who set it."

Outline:

PART I | DISENCHANTING THE SIGIL

There are two options to remove the sigil from Ali's home. The party as a whole must decide on one:

Hire a Specialist

  Hide contents

For a minor sum of 15,000 col, players may hire an alchemist to disenchant the sigil. This will take a player's Post Action. Please link the post with the designated payment when sending col to the @Banker as part of your transaction.

Scrounging for Goods

  Hide contents

"I'll need some ingredients to make this potion. Do you think you can get some for me?"

Players can spend their post actions attempting to search for materials to give to Morgiana. Players will need to roll an LD15+ to locate a material. LD bonuses from skills, mods, enhancements, and consumables apply. Players will need to find a total of 3 materials.

Morgiana will then need to craft the potion and use it in the same post before players may move onto the next phase of the quest. This sequence of events will take a player's post action.

 

The liquid inside the alchemical flask is poured upon the sigil, and the acid seems to eat at the engravings in the stone. Morgiana dusts off her hands once the work has been complete. "We'll have to make sure that this doesn't happen again while we're away," she explains. "Let us install our own wards next. I'm sure Ali would be more than happy to float the bill."

- - - - -

PART II | THE PROPER PRECAUTIONS

There are two options to install the wards by Ali's home. The party as a whole must decide on one:

Standard

  Hide contents

Players will need to take a Post Action for Morgiana to obtain the kit necessary to install the wards. Players will then need to take subsequent post actions to install the wards at different corners of Ali's neighbourhood. ("We cannot be too safe about these rascals' killing intent.")

Post Action economy is distributed as follows:

Number of Players in party Number of Posts required per player
1
3
2
3
2
4

For parties with one/two players: Should the party leader have returned Cassim to Ali alive or Ali is in possession of Cassim's ring, Morgiana will be able to rope Ali into aiding with the ward installation, hence reducing the post actions required per player to complete this route by 1. Please link the party leader's clearance of <<Arabian Nights: The First of Many>> to this thread's summary for verification purposes.

After installing the wards, players will need to look into the identity of the offending magic user. Players may select one of the locations in the chart below as the setting for their skirmish with their wanted sorcerer.

Cassim?

  Hide contents

"—Then again, I think his brother might know more about this field of magic than most..."

This route is only available to a complete party of Players that have spared and returned Cassim to Ali in the first quest. Please link each individual player's clearance of the <<Arabian Nights: The First of Many>> to this thread's summary for verification purposes.

Players will need to take a post action for Morgiana to retrieve Cassim from the neighborhood. Cassim will agree to install the wards for the party, and will attempt to cooperate with the players in figuring out who they seek. The party may then determine their target's location by taking a post action to roll for natural CD. Consult the chart below to determine where the location of the sorcerer.

 

CD Location
[1-2] An abandoned distillery right within Ali's neighborhood, only a few blocks away from his home.
[3-4] A dusty cellar within the vicinity of Ali's neighborhood, repurposed into a barren mage's workshop.
[5-6] The second floor of an abandoned home, somewhere near the borders of Nimbus.
[7-8] A secluded hovel on the outskirts of the main settlement, fashioned out of rock and wood.
[9-10] The back of a tavern stowed away in Deepedge; entry is only allowed should someone utter a passcode to the bouncer to gain private access.
[11-12] A moderately-sized cavern, bearing into the side of a large rock formation in the middle of the Rocky Plains.

After a locale has been decided upon, players may progress to the next phase of the quest.

Players will be tasked with investigating their selected locale for clues about the sorcerer. However, during their approach, it becomes obvious by the number of mercenaries around the hideout that the mastermind behind this is well guarded.

It looks like, perhaps, the end of this route might once more require a return to violence.

- - - - -

PART III | REVENGE AND A LITTLE BIT MORE

During this segment of the quest, Morgiana will join the player's party as a follower under the following condition:

  • No members of the party has Cassim's ring equipped.

There are two options for players to tackle the suspicious mercenaries. The party as a whole must decide on one:

Stealth

  Hide contents

Be advised that during this segment, rolls for enhancement CD procs (e.g. Recovery, etc.) must be made separately from one's stealth roll.

As with most opponents in Aincrad, the mercenaries have a passive stealth detection rating of 9. Each player must first take a post action to enter stealth. On subsequent successful stealth rolls (LD10+), use the CD value to determine if the party is capable of progressing through the hideout. Each player will need to roll a CD3+ twice without falling out of stealth to complete this section of the quest.

  • Players will not need to roll for Morgiana if they have her in their party.
  • Players who have [Cassim's Ring] equipped will gain +1 Stealth Rating on top of the ring's existing bonus.
  • Should any player fall out of stealth, the party immediately switches to the start of the Combat route.

Players who find themselves capable of sneaking past the mercenaries will be able to confront the <<Bandit Sorcerer>> and <<Summoned Ifrit>> directly. Players must fight the <<Bandit Sorcerer>> and the <<Summoned Ifrit>> at the same time.

Combat

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Talk about a hunt in the middle of the streets. Despite the region being a safe zone, a unique status condition is issued to players, temporarily exempting them from the benefits of Nimbus' sanctuary. In addition, the thugs watching them don't seem to look too happy with the party’s appearance within their territory...

Be advised that during this segment, rolls for enhancement CD procs (e.g. Recovery, etc.) must be made separately from any of one's attack rolls. Rolls for opponents and Morgiana must also be made separately.

For each player present, 2 mercenaries are added to the combat queue. Players must deplete the entire queue of enemies to be able to progress from this section, to the maximum listed below.  Resting will not be possible until all enemies are defeated.

During combat, for any attack rolls made against the mercenaries, a CD9+ will indicate that one mercenary reinforcement is to be added to the fight. Should combat already be filled with 4 opposing mercenaries, these reinforcements will be queued, due to be spawned in at the next available vacancy.

The maximum amount of mercenaries that can be fought, including reinforcements, is 10. Should the enemies' stats fall in range of the party’s loot minimum, players may roll for loot (with DMG calculated as the maximum raw damage the mob can inflict with their most powerful Sword Art).

After that skirmish, the core confrontation lies within the heart of the hideaway. Players should make their way through the confines and face the <<Bandit Sorcerer>> and <<Summoned Ifrit>>. Players must fight the <<Bandit Sorcerer>> and the <<Summoned Ifrit>> at the same time.  The party is permitted to rest after defeating all of the mercenaries.

 


 

Allies:

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<<Morgiana>>

Ali's housekeeper. Brokers scrounge up very little information about her, for one reason or another, but her performance in combat is something to wonder about. A sword dancer by trade, perhaps? Take care not to stare too much.

HP: 620/620 | DMG: 13 | MIT: 75 | ACC: 2 | EVA: 3 | BLEED: 36 (9-10) | PARALYZE (9-10)

Abilities:

  • Direct Orders | Morgiana's actions are determined by the Party Leader.
  • Dual Wielding | The user of two blades, Morgiana is capable of attacking the same target twice per turn.
  • Discreet | Despite attacking twice per turn, she will only generate hate on her initial/first attack.
  • Emergency Recovery | When non-fatal damage would leave Morgiana with less than 155 HP, she will recover 62 HP immediately after the attack resolves. This effect cannot occur more than once per round. 
     
  • Sword Arts | This ally uses sword arts. Look to the table below to determine the art they use in battle. 
    • The sword arts used by this enemy are affected by cooldowns. These cooldowns will hence be affected by [Delay]. Refer to the resources list [here] to view each art’s respective cooldowns. Should an art be on cooldown, the list cycles upwards until a sword art is found to be available for use.

      Examples: 
      • [Legion Destroyer] is on cooldown, but [Butterfly Illusion] is not. The ally uses [Butterfly Illusion].
      • [Lasting Chopper] is on cooldown, and so is [Meteor Fall], but [Bear Knock] is not. The ally uses [Bear Knock].
         
Conditions Weapon Type
BD CD Curved Sword
- - - [x5] Bear Knock
[1 - 8] [1 - 4] [x9] Meteor Fall
[1 - 8] [5 - 8] [x9 Focus] Lasting Chopper
[1 - 8] [9 - 12] [x11] Dancing Hellraiser
[9 - 10] [1 - 6] [x11 AoE] Butterfly Illusion
[9 - 10] [7 - 12] [x13 AoE] Legion Destroyer

 


NPCs:

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<<Ali>>

Soft spoken and gracious with his words and actions. Extremely wealthy, and hence an unfortunate target of banditry wiles like these, too. Though he is rarely seen throughout the quest, he may make an appearance at its conclusion. A man of general tragedy.

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<<Cassim>>

Ali’s older brother. He’s still a little on edge with regards to talks about his kidnapping, but he is friendly and courteous, very much matching his younger brother in demeanor.


Enemies:

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<<Arabian Mercenary>>

Built upon the way of the sword and culled by the endless cycle of being pitched against one another, these mercenaries are nothing short of blood thirsty and battle ready. Each of them carry a dog tag -- the only remnant left of their identity once their equipment has been passed on to another worthier living being.

HP: 400/400 | DMG: 12 | MIT: 25 | ACC: 2 | EVA: 2
This mob uses its own BD roll when attacking.

Abilities:

Sword Arts | This enemy uses sword arts. Look to the table below to determine the art they use in battle. 

  • The sword arts used by this enemy are affected by cooldowns. These cooldowns will hence be affected by [Delay]. Refer to the resources list [here] to view each art’s respective cooldowns. Should an art be on cooldown, the list cycles upwards until a sword art is found to be available for use.

    Examples: 
    • [Dimension Stampede] is on cooldown, but [Vent Forth] is not. The enemy uses [Vent Forth].
    • [Dancing Spear] is on cooldown, and so is [Divide], but [Heft] is not. The enemy uses [Heft].
       
  • Please state the bandit’s weapon type alongside their names in the die roller.

 

Conditions Weapon Type
BD CD 2H Assault Spear 2H Straight Sword Warhammer
- - - [x5] Heft [x5] Straight [x5] Crash
[1 - 8] [1 - 4] [x12 Focus] Divide [x11 Stun] Fight Blade [x11] Lift Asunder
[1 - 8] [5 - 8] [x13] Dancing Spear [x12] Astral Hell [x14] Ripple
[1 - 8] [9 - 12] [x15] Imperial Southern Cross [x15] Calamitous Disaster [x16] Fling
[9 - 10] [1 - 6] [x14 Delay] Vent Forth [x14 Stun] Tempest [x15 AoE] Wallbreaker
[9 - 10] [7 - 12] [x16] Dimension Stampede [x17 AoE] Galaxy Destroyer [x18 AoE] Odin's Wrath

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<<Bandit Sorcerer>>

The Bandit Sorcerer may be quiet in their steps, but they are by no means stealthy, nor quick, especially when having to keep up a glowing ward surrounding them in a shimmering blue light. They attack via alchemy vials -- not the best choice of arms, but perhaps this niche may unsettle some players enough to play into the sorcerer’s favor.

HP: 600/600 | DMG: 115 | MIT: 25 | SAFEGUARD | ACC: 3 | EVA: 1 |
This boss uses its own BD roll when attacking.

Abilities

  • Active Ward | The Bandit Sorcerer always keeps a ward of Safeguard* up. If the ward goes down, on the sorcerer’s next available turn, they will take a post action to bring this ward back up.
    • * [Safeguard] completely negates the next attack’s damage, however any additional effects the attack may inflict upon the opponent may still apply (eg. Bleed, Paralyze, etc).
  • Ranged | The Bandit Sorcerer attacks from range. This enemy is immune to the retributive effects of Immolation Potions, Thorns-type and Aura-type enhancements.  Enhancements with the (Defensive) subtype also cannot trigger against this target.
  • Envenom Vial | The Bandit Sorcerer uses thrown vials for their attacks. All successful attacks will apply Envenom to the target, dealing 24 unmitigatable damage over the next four turns. This status effect does not refresh, but can stack.
  • Living Battery | Tethered to its summon by a hellish flaming chain, the Ifrit is capable of taking away health from the Bandit Sorcerer to restore its own with Drain.

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<<Summoned Ifrit>>

A beast spawned into the world by means of magic, alchemical reagents and human sin. An Ifrit only knows of two things: to bring horror and hellfire to the descendants of the iron prison.

HP: 1000/1000 | DMG: 175 | MIT: 100 | ACC: 4 | EVA: 2
This boss uses its own BD roll when attacking.

Abilities

  • Soulbound | As long as the Bandit Sorcerer remains alive, the Ifrit cannot die, clinging to life with 1 HP.
  • Drain | As a free action every turn, the Ifrit absorbs enough health from its summoner to restore its own HP gauge to full. This can kill its summoner if the health taken away is enough to drop the Sorcerer to 0 HP.
  • Phase | The Ifrit ignores 50% of the target's mitigation on a critical attack.
  • Blazing Claws | The Ifrit applies Burn to the target upon a successful attack, dealing 42 unmitigatable damage over the next two turns. This status effect does not stack, but can refresh
  • Burning Chains | If the Ifrit attacks the same target as the Bandit Sorcerer, the chains that bind the duo will lash out in retaliation, dealing 100 additional mitigatable damage as well as applying/refreshing Burn against the target. Mitigation against Burning Chains is calculated separately from the other attacks.  This effect hits automatically, even if one or both triggering attacks missed.

Environmental Effect:

Comes into effect only during the fight against the <<Bandit Sorcerer>> and the <<Summoned Ifrit>>.

  • Rally | If the maximum number of mercenary reinforcements (10) has not been defeated prior to fighting the <<Bandit Sorcerer>> and <<Summoned Ifrit>>, the remaining mercenaries will spawn into the fight one by one, on every other turn. This effect ends when the <<Bandit Sorcerer>> is dead.
  • Personal Score | If the entire party is equipped with [Cassim's Ring], Rally will be nullified. The skirmish between the players and the Bandit Sorcerer/Summoned Ifrit pair will be kept a secret affair.

 

Edited by Hirru
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Red eyes reading a message from behind laced fingers clad in black skin that once belonged to something else.  They narrowed with interest while scanning the words sent with consideration.

"Oh, this one was good, and could be an excellent test of Hirru's abilities.  Worth a see, Persi.  Don't you think?"

A little black puddle of inky black something purred on the tiny throw-rug in his sparsely furnished lair.  Bare walls of stone and light gave it all a modern and unfamiliar look, compared to the rest of Aincrad, but its crisp lines and precise patterns felt like home to a Whisper who had long ago become accustomed to a more techie aesthetic.  

To: Hirru
From: Freyd

This one was fascinating in its subterfuge and puzzle solving.  Worth repeating.  I'll be there shortly with nummies.

Nearly certain that he hadn't been to Nimbus since the last time he did this quest, Freyd had to take a moment to consult his notes and refresh his memory.  

"No, wait!  There was that crazy gauntlet run where I first met Celeste.  Strange that I could even forget that, given how recent..." His voice trailed off.  That madhouse encounter had been before the floor boss raid.  Time felt all screwy in his head for a moment, until he shunted the distractions aside for later pondering.  There was a task at hand, and a commitment to fulfill.  Anything else was secondary until those were fulfilled.  It took no time at all to reach the portal plaza in Angel Point.  A hand placed and a word spoken brought him to his destination.  The alley, beyond that, wasn't particularly hard to find.

"Mgrmanana, wasn't it?"  The NPC seemed unphased, save a slight narrowing of her gaze upon the new arrival.  "Heya, Hunter.  Thanks for the invite.  Have a nibble if you need, and then we'll get things started, yeah?"

Vanity Tag: @Celeste

***

Freyd | HP: 900/900 | EN: 124/124 | DMG: 27 | MIT: 123 | ACC: 8 | EVA: 3 | BH: 45 | LD: 8 | FLN: 16 | HLY: 16 | PARA IMMUNE | REC: 8

Consumed:

Spoiler

Gugnir Shard: ACC 2 Feast (6/6) - 1 portion
Smores (Snack) | Evasion 2 [173981-1] + Filled
Liquor of Light (Potion) | Damage 3 [178023]
Berry Crumb Bars (Snack) | LOOT DIE 3 [175900]
Divinity's Wait (Meal)| T3 Mitigation 3 [177116-1]

Full Stats (Playtest Event):
(adjusted to include AoE Specialist Shift with Stamina, Ferocity, Precision and Focus weapon skill add-ons)

Spoiler

Freyd,
Level: 31
Paragon Level: 62
HP: 900/900 
EN: 124/124

Stats:
Damage: 24 (+3)
Mitigation: 78 (+45)
Accuracy: 6 (+2)
Evasion: 0 (+3)
Battle Healing: 45 
Loot Dice: 5 (+3)
FLN: 16
HLY: 16
PARA IMMUNE
REC: 8

Equipped Gear:
Weapon: Samael's Pride (T4-WH, HOLY 2, FLN 2)
Armor: Fallen Angel Garb (T4 LA, MIT 2, REC 2)
Misc: The Shadowed Rose (T3-Trinket, ACC 3, Para Imm)

Skills:
War Hammer R5 (+Ferocity +Stamina +Precision +Focus)
Light Armor R5
Searching R5
Battle Healing R5
Charge
Energist
Extended Weight Limit
Charge
Extended Mod Limit

Active Mods:
Large Pockets
Meticulous
Resolve

Inactive Mods:

Active Extra Skills:
Disguise (+Shades of the Gemini)
Survival
Meditation
Shatter

Inactive Extra Skills:
Forgotten King’s Authority
Brawler

Battle Ready Inventory:
Teleport Crystals: 15
Mass HP Rec [Instant] (+30*Tier HP): 5
Antidote 3: 5
Golden Key (+2 LD to open chests): 15
Perfect HP Rec (+15% of max hp): 15
The Thing Behind All Lies (T4 WH)
Crystal of Divine Light (Free, Instant [after roll], +1 slot of holy/fallen, double dmg next turn): 1
Rhino's Horn (Free, Instant [after roll], +3 DMG to one hit, -1 EVA for battle): 1

Housing Buffs:
Rested: -1 energy cost for the first two expenditures of each combat
Clean: The first time you would suffer DoT damage in a thread, reduce damage taken from DoT each turn by 20% (rounded down)
Hard Working: +2 EXP per crafting attempt and +1 crafting attempt per day
Filling: Increase the effectiveness of a single food item consumed in a thread by +1 T1 slot.
Item Stash: +1 Battle Ready Inventory Slot
Delicious: Turn 3 identical food items (same quality, tier, & enhancements) into a Feast. A Feast contains 6 portions of the food items sacrificed.
Relaxed: Increases out of combat HP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts.
Skylight (Searching): +1 Rank to the Searching skill.
Master Angler: +1 CD/LD for fishing.  +2 Fishing EXP per attempt
Multipurpose: Gain +1 to LD, Stealth Rating, Stealth Detection, or Prosperity to one post in a thread. Can be applied after a roll
Decor [Potted Tanabata Bamboo Tree]: This buff affects the player and their choice of up to two party members.

Guild Hall Buffs:
Lucrative: Reduce LD needed for Salvage by 5 (10+ for Alchemist crystals, 6+ for everything else). +2 EXP per craft. Rank 9 crafters receive +1 crafting attempt per day. Rank 10 crafters receive +2 crafting attempts per day.
Col Deposit: +5% bonus col from last-hit monster kills and +10% bonus col from treasure chests.

Scents of the Wild:
Kamutetsu: +1 DMG for a thread

Wedding Ring: n/a
 

 

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When Freyd finally joined them, the hunter would greet his new friend while taking a bit from the odd looking dish placed before him.  It certainly wasn't the creme brulee as before, but it kind of was.  Hirru didn't know what to think of it, but would take it all the same.  As he chewed, the individual would step forward, seemingly triggered by the approach of both parties in the last venture.  Seemingly looking to both of them, the figure only known as 'Mgrmanana' by Freyd, though he could have been eating still, beckoned them to follow and nothing more was said.  The hunter looked from her to Freyd and shrugged his shoulders.

"Not much of the talkative type, is she?"

Walking with her into the alleyways and some distance after, she stops them at a spot within the alley.  The most distinguishing thing in this area was a weird little symbol, or was it a rune, upon the wall.  Whatever it was, it didn't like when anyone got closer, as the one before them seemingly demonstrated.  As soon as they stopped, she waved a hand quickly towards the sigil and back to her side.  The runic sigil seemed to react violently as a flame flickered to life, but just as quickly sputtered out again.

"Just to let you know beforehand that any funny business may cause us all severe harm.  Ali may trust you, but your actions have placed him in some hot water.  My name is Morgiana, and it's gonna take a bit more to prove your worth that saving a street rat like Cassim."

She pointed towards the sigil without moving her arm closer to it.

"If you can find a way to get rid of this sigil before it destroys Ali's home; we can talk further."

"How would we do that?  Do you have anything in mind?"

The hunter thought about it and he didn't know what to do about the sigil itself.

"It's etched into the stone, if you get an acidic potion or get me the materials, I'll make something."

"Why didn't you do this yourself?"

"Who else is going to safeguard Ali.  I don't exactly trust that you or someone else won't set this off when I'm gone."

Hirru looked to Freyd, with an eyebrow cocked up.

"I'm sure we could find the materials, but what do you think?  Maybe an alchemist has something that would work all the same."

Consume: Gungnir Shard (ACC II Feast)

[H:0]<<Hirru>>  HP:806/806 | EN:110/110 | DMG: 23 | Mit: 167 | TRN: 30 | ACC: 7 | EVA: 1 | LD: 8 | PAR: 1 | ENVENOM: 32/4

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"The local rates are outrageous, probably because of this very quest,"  Freyd grumbled.  It really wasn't that he couldn't afford it.  The man had more col in his account than he could possible ever hope to spend.  But the principle of being extorted irked his sensibilities.  He was too damned peculiar on the subject and refused to pay a ransom of any kind.

"Where was... ah!"  Walking over to a set of small barrels stored in a nearby alley, Freyd flipped off the top from the nearer one and retrieved a small sack of white powder that might have been salt or fine flour.  The location hadn't changed from his last run-through, which proved a convenience too good to ignore. 

"Try searching down that way," he urged Hirru.  "Obsidian shards or basalt chips would do the trick.  I can't remember precisely what it was, but some sort of black stone did the trick.  If we can lay them over the sigil, trigger it and use the materials to fuse the markings, the trap will erase itself."  At least, that was the working theory.

Spoiler

Gathering ID #197235 | LD: 8+8=16 (Success)

1/3 found.

 

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"Hmm.. If you have a better idea, I'll follow it."

The hunter said before watching the Whisper do his work at using prior knowledge to fuel current expeditions.  If it was a black stone, it could really be anything from coal to obsidian, as the man suggested.  Trying to find something like that without tracking would be an issue, and the hunter didn't want to waste time with putting on Favor.  Instead, Hirru followed the direction that Freyd had pointed out.  A little alleyway that cut out from between two buildings.  There was a fence wall blocking the path, but around it stood several barrels, rugs, and vases.  Walking over to a few of them, the hunter used his searching abilities to see if anything stood out from the rest.  Among the vases stood a small urn that could be mistaken for a bottle.  Inside, there seemed to be several large chunks of, what seemed to be, black stones.  Trying to get them out, only a few small chunks would fit back through the small opening.  How the rest got in there, the hunter would never know.

"I found some more of these stones.  How about you?!"

He would call back down the alleyway.

Spoiler

Gathering ID #197262 | LD: 14+8=22 (Success)

2/3 found.

 

Edited by Hirru
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"Ah!  Good.  Those... uh... yeah.  They look roughly like I remember."  Peering from beneath his cowl towards Morgiana for confirmation, he received a slow, suspicious nod.  The NPC had been watching them work since her original instruction were given, without mouthing a word.  

"There was something else... a catalyst of some kind.  Did you happen to see any oil, or maybe tar?  Any combustible liquid would help."  Freyd took his turn at searching their surroundings, but without success.  Too much was hazy from the days before the floor boss raid.  Too much had changed. 

"This place even smells different.  So many variables at work.  It's tough to remember all of the details, and I usually have a pretty good memory.  Heck, I have a great memory, and it's still all a little wibbly-wobbly."  Unstacking nearby crates and searching their contents prove pointless.  "Try down that way, perhaps?  Or maybe on a rooftop.  Tar might have been used as part of a roof repair."

Spoiler

Gathering ID #197263 | LD: 2+8=10 (Failure)

2/3 found.

 

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Sadly, while the hunter was looking through the pile of rugs, vase, and barrels; he could not find anything of value here.  Checking the next area over, this one was just a dead end.  Scratching his head, he was starting to think that he should have equipped Favor to begin with.  If he had known there was going to be a fetching goal inside this quest.  He sighed before looking over to Freyd, whom still seemed to be head first into another barrel.  Sometimes, oh.. what was it called again.. Ar En Geezus, the hunter thought that was the phrase that players say quite a bit.  Ar En Geezus was quite the fickle being apparently, as one could have some of the strongest luck around, and they could still find nothing.

Starting to climb some crates up, Hirru's armor would get in the way a bit, causing him to nearly fall sometimes before he could get on top of any roofs.

"I'll try up here, then."

Spoiler

Gathering ID #197267 | LD: 1+8=9 (Failure)

2/3 found.

 

Edited by Hirru
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"Ahah!  This will do."  Freyd extricated himself from a large crate, into which he'd fully had to climb in order to search the lower portions.  "Who owns this stuff, anyway?  Actually, it's probably all quest fodder placed here on purpose, or we'd all have orange icons by now."  The Whisper chuckled softly as he leapt lightly back out of the crate, cradling a small jar of pitch in the crook of his right arm, along with a crude horse-hair brush that could be used to spread it over the sigil.  "Never look a gift horse in the mouth, I guess."  He paused, glancing upward at nothing, as if pondering the origins of the phrase. 

"Wouldn't put it past Cassim and Ali to sell someone a rotten camel, actually."  Shaking his head and refocusing on the moment, he returned all of their gathered goods to Morgiana.

"Alright, lady.  Time for you to do your thing."  Freyd stepped back, summoning his weapon back to hand.  Everything, so far, seemed as it had before, but there was no way to predict what might have been changed since the update.  Prudence seemed warranted.

Spoiler

Gathering ID #197272 | LD: 10+8=18 (Success)

3/3 found.

 

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Morgiana looked at the odd bits and pieces that the two of them brought over and back to them.  He couldn't tell from the way the mask obscured her face, but he could tell that the woman was judging them quite harshly.  Hirru had a hard time with it too.  How was basalt and oil going to do anything against a sigil that creates fire?  Was the rune going to set fire to the place, or was it explosive?  Though, what if..

"Morgiana, do you have some some sort of alchemy background?"

"No, I was going to go to one of Ali's customers that owes him a small favor, and cash it in."

"How about we just do what Freyd said.  I don't know about chemical reactions, but I'm sure oil burns so this basalt must burn pretty bad too."

"Well, you can experiment with that while I get a potion made.  Just don't fully set it off.  If it starts to burn the entire sigil, then it's too late."

Morgiana said before disappearing around a corner.

"Welp, let's try your method then."

The hunter walked over to the sigil, which immediately sputtered to life and started tracing the sigil in flames.  Hirru would act quickly to place some of the basalt in place while working to pour oil along some of the engravings so that the fire could reach the basalt lines.

Soon the fire reached the oil and ignited high into the basalt chips that were placed along the way.  The line made would intersect follow and cover the lines themselves.  As they burned something seemed to make the flame sputter and wane again as the fire seemed to not be connecting where the basalt and oil was placed.  It seemed like the sigil was defeated, but the fire wasn't putting itself out.  Instead, it was starting to get slightly worse.

Before long, Morgiana had come around the corner and threw, what looked to be a bottle, towards the burning sigil.  Upon impact, the entire thing seemed to be encased in a thick white smoke.  The central flame was immediately reduced to nothing when it came into contact with the stuff.

"What was that?"

"I don't know, but the alchemist did say that it was some kind of fire deterrent.  Could be used to extinguish fires if it is released over a fire, which it seems like it works."

"All from basalt and oil?"

"Under enough pressure, apparently."

"Huh.."

They would watch as the rest of the fire was snuffed out by the clouds of white smoke that seemed to roll over the wall, heavier than the fire's own black smoke.  Morgiana was the first to pipe up.

"Now that that is over, I need you to set up some security measures around the area.  A few wards would do fine to keep this troublemaker at bay."

"Wha..?"

Trap Dismantled- Step 1 Complete

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[Party agrees to get Cassim to put up his own damned wards]

"—Then again, I think his brother might know more about this field of magic than most..."

Freyd's face told Hirru everything he needed to know about where this was likely going.  Morgiana was gone before either of them had a chance to voice any concerns, not that they had any reason. 

"If Cassim is so damned handy with magic, why the hell did he need rescuing from the bandits, last time around?  Ever get the feeling like there are details missing in the stories surrounding these two guys?  Something just doesn't add up."  Suspicions voiced, Freyd didn't so much as nod when the frumpier brother arrived to arrange for his own protection.  Arms crossed over his chest, Freyd kept his gaze on the rooftop and surrounding alleyways, keeping to the shadows as much as he could.  

"Someone got close enough to setup that other trap.  They could still be about."  Taking a queue from his own warning, the Whisper was soon on the nearest rooftop, scouring all approaches.

"There.  That should suffice."  Cassim dabbed at his sweat-laden brow with a handkerchief.  He'd hardly lifted a finger in his work, suggesting that nerves were the cause.  "I... uh..."  His head wheeled over to the original trap, nose up in the air, sniffing like some sort of weird out-of-place hound.  "Spirits?"

"What?  Ghosts now?"  Morgiana replied, flustered by the suggestion.

"No, no," Cassim interjected, defensively.  "The drinking kind!  There's a scent of booze upon the ground."  He pointed to a few dark stains that the others had overlooked in their rush to deal with the sigil.  "There's an abandoned distillery, just around the corner.  Please, check inside and see if anyone is hiding out there."

Freyd pointed in the proper direction, waiting a moment for Morgiana and Hirru to confirm their agreement.  Once given, he set off towards their destination, moving silently across the rooftops.

Spoiler

Hideout Location | ID #197386 | CD: 1 (An abandoned distillery right within Ali's neighborhood, only a few blocks away from his home.)

 

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The hunter was not pleased to see the older brother of Ali there, and Freyd was just as concerned.  However, instead of focusing on what Freyd was doing, he was keeping an eye on Cassim at all times.  Making sure that the infamous thief didn't try anything stupid, again.  It seemed like the man was hurrying along quite well, maybe it was Morgiana, or that Hirru and Freyd had treated him rather badly beforehand.  Either way, it worked out in the end, and they got a clue to where they needed to go to.

"Let's go!"

"I'll join you.  I may not look it, but I'm well suited to cut a rat or two."

"Let's hope you can do more than just that."

The hunter snickered before Morgiana unsheathed both of the blades she was carrying.  She was wielding both.. Hirru had only seen this once before.  A dual wielder that had caused massive damage to a floor boss.  The hunter didn't remember his name, but he could remember the power two blades wielded.  He nodded in approval as they walked over to the distillery.  It didn't take them long before looking inside to notice that it was heavily guarded by bandits.  For some reason or other, the runes seemed to surround some areas around the building.

"I'll go in first.  If you're helping fight, then hit any stragglers as I plow through."

Spoiler

AOE-I Charge (-21 EN)
[ID: 197387] [BD: 5+7-2-1=9] [CD: 6] (23+5)*15= 420-25=395 dmg
[ID: 197388] [BD: 4+7-2-1=8] [CD: 11] (23+5)*15= 420-25=395 dmg
[ID: 197389] [BD: 10] [CD: 9] 23+3+5=31*15= 465-25= 440 dmg + Paralysis + Envenom 32/4 turns
[ID: 197390] [BD: 7+7-2-1=11] [CD: 2] 
(23+5)*15= 420-25=395 dmg

Morgiana Dual Wield
[ID: 197391] [BD: 9] [CD: 12] AOE Legion Destroyer 13*13=169 dmg
[ID: 197392] [BD: 7+2-2] [CD: 5] AOE 13*13=169 dmg
[ID: 197394] [BD: 6+2-2] AOE 13*13=169 dmg

Hirru |  HP:806/806 | EN:89/110 | DMG: 23 | Mit: 167 | TRN: 30 | ACC: 7 | EVA: 1 | LD: 8 | PAR: 1 | ENVENOM: 32/4
Freyd | HP: 900/900 | EN: 124/124 | DMG: 27 | MIT: 123 | ACC: 8 | EVA: 3 | BH: 45 | LD: 8 | FLN: 16 | HLY: 16 | PARA IMMUNE | REC: 8
Morgiana | 
HP: 620/620 | DMG: 13 | MIT: 75 | ACC: 2 | EVA: 3 | BLEED: 36 (9-10) | PARALYZE (9-10
Abilities

Spoiler

Abilities:

  • Direct Orders | Morgiana's actions are determined by the Party Leader.
  • Dual Wielding | The user of two blades, Morgiana is capable of attacking the same target twice per turn.
  • Discreet | Despite attacking twice per turn, she will only generate hate on her initial/first attack.
  • Emergency Recovery | When non-fatal damage would leave Morgiana with less than 155 HP, she will recover 62 HP immediately after the attack resolves. This effect cannot occur more than once per round. 
     
  • Sword Arts | This ally uses sword arts. Look to the table below to determine the art they use in battle. 
    • The sword arts used by this enemy are affected by cooldowns. These cooldowns will hence be affected by [Delay]. Refer to the resources list [here] to view each art’s respective cooldowns. Should an art be on cooldown, the list cycles upwards until a sword art is found to be available for use.

      Examples: 
      • [Legion Destroyer] is on cooldown, but [Butterfly Illusion] is not. The ally uses [Butterfly Illusion].
      • [Lasting Chopper] is on cooldown, and so is [Meteor Fall], but [Bear Knock] is not. The ally uses [Bear Knock].
         
Conditions Weapon Type
BD CD Curved Sword
- - - [x5] Bear Knock
[1 - 8] [1 - 4] [x9] Meteor Fall
[1 - 8] [5 - 8] [x9 Focus] Lasting Chopper
[1 - 8] [9 - 12] [x11] Dancing Hellraiser
[9 - 10] [1 - 6] [x11 AoE] Butterfly Illusion
[9 - 10] [7 - 12] [x13 AoE] Legion Destroyer

(2HAS) Arabian Mercenary 1 | HP: 0/400 | DMG: 12 | MIT: 25 | ACC: 2 | EVA: 2
(2HAS) Arabian Mercenary 2 | HP: 0/400 | DMG: 12 | MIT: 25 | ACC: 2 | EVA: 2 [Reinforcement called x2]
(2HSS) Arabian Mercenary 3 | HP: 0/400 | DMG: 12 | MIT: 25 | ACC: 2 | EVA: 2 [Reinforcement called]
(2HSS) Arabian Mercenary 4 | HP: 0/400 | DMG: 12 | MIT: 25 | ACC: 2 | EVA: 2
 

Spoiler

Abilities:

Sword Arts | This enemy uses sword arts. Look to the table below to determine the art they use in battle. 

  • The sword arts used by this enemy are affected by cooldowns. These cooldowns will hence be affected by [Delay]. Refer to the resources list [here] to view each art’s respective cooldowns. Should an art be on cooldown, the list cycles upwards until a sword art is found to be available for use.

    Examples: 
    • [Dimension Stampede] is on cooldown, but [Vent Forth] is not. The enemy uses [Vent Forth].
    • [Dancing Spear] is on cooldown, and so is [Divide], but [Heft] is not. The enemy uses [Heft].
       
  • Please state the bandit’s weapon type alongside their names in the die roller.

 

Conditions Weapon Type
BD CD 2H Assault Spear 2H Straight Sword Warhammer
- - - [x5] Heft [x5] Straight [x5] Crash
[1 - 8] [1 - 4] [x12 Focus] Divide [x11 Stun] Fight Blade [x11] Lift Asunder
[1 - 8] [5 - 8] [x13] Dancing Spear [x12] Astral Hell [x14] Ripple
[1 - 8] [9 - 12] [x15] Imperial Southern Cross [x15] Calamitous Disaster [x16] Fling
[9 - 10] [1 - 6] [x14 Delay] Vent Forth [x14 Stun] Tempest [x15 AoE] Wallbreaker
[9 - 10] [7 - 12] [x16] Dimension Stampede [x17 AoE] Galaxy Destroyer [x18 AoE] Odin's Wrath

 

Looting Arabian Merc 1 [ID: 197401] [LD: 12] [CD: 1]

  • Even: 400*5= 2000 Col
  • T1 Rare Trinket [197401]

Looting Arabian Merc 2 [ID: 197402] [LD: 13] [CD: 12]

  • Even: 400*7= 2800 Col
  • T1 Rare Armor/Shield [197402]

Looting Arabian Merc 3 [ID: 197395] [LD: 7+8=15] [CD: 12]

  • Even: 400*7= 2800 Col
  • T1 Rare Armor/Shield [197395]

Looting Arabian Merc 4 [ID: 197403] [LD: 14] [CD: 11]

  • Even: 400*7= 2800 Col
  • T1 Rare Armor/Shield [197403]
Edited by Hirru
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Hirru and Morgiana had things in hand at street level.  Freyd concerned himself with the trio on the roof, racing towards them before they could assault his allies with what looked like an assortment of Molotov cocktails. 

"So, the distillery was a good bet after all?"  

All three assassins turned to face him, swords on guard and ready to parry.  But Freyd wasn't aiming for them.  A suddenly low swat caught their ammunition instead, snaring and smashing it against all three.  Samael's Pride flare white with phosphorescent brilliance sufficient to ignite the contents as they shattered upon his foes, exploding in their own faces.  Then the real pain began.  Scattered and disorganized, their guards defeated by subterfuge, all three fell in an instant.  Not subtle, perhaps, but the alarm had already been raised.  Speed was of the essence now.  Grabbing one of the last remaining unscathed bottles, Freyd flung it down into the alley, into a side passage next to Hirru and Morgiana.  Two more guards had been approaching and were now revealed.

"Take care of those two!  I'll move on ahead."

Spoiler

Post Action | AOE-I (x15 AoE, 11 EN +2/hit, +2 Shift): 19 EN - (Rested 1/2; Stamina) = 16 EN. 
Free Action | None

ID #197405 | BD: 4+8-1-2=9 (hit, Charge +5).  DMG (15*32=480-25=455)
ID #197406 | BD: 10 (Crit +3, Charge +5, Holy +16).  DMG (15*51=765-25=740)
ID #197407 | BD: 2+8-1-2=7 (hit, Charge +5).  DMG (15*32=480-25=455)

Hirru |  HP:806/806 | EN:89/110 | DMG: 23 | Mit: 167 | TRN: 30 | ACC: 7 | EVA: 1 | LD: 8 | PAR: 1 | ENVENOM: 32/4
Freyd | HP: 900/900 | EN: 108/124 (124-16) | DMG: 27 | MIT: 123 | ACC: 8 | EVA: 3 | BH: 45 | LD: 8 | FLN: 16 | HLY: 16 | PARA IMMUNE | REC: 8
Morgiana | 
HP: 620/620 | DMG: 13 | MIT: 75 | ACC: 2 | EVA: 3 | BLEED: 36 (9-10) | PARALYZE (9-10

Abilities:

Spoiler
  • Direct Orders | Morgiana's actions are determined by the Party Leader.
  • Dual Wielding | The user of two blades, Morgiana is capable of attacking the same target twice per turn.
  • Discreet | Despite attacking twice per turn, she will only generate hate on her initial/first attack.
  • Emergency Recovery | When non-fatal damage would leave Morgiana with less than 155 HP, she will recover 62 HP immediately after the attack resolves. This effect cannot occur more than once per round. 
     
  • Sword Arts | This ally uses sword arts. Look to the table below to determine the art they use in battle. 
    • The sword arts used by this enemy are affected by cooldowns. These cooldowns will hence be affected by [Delay]. Refer to the resources list [here] to view each art’s respective cooldowns. Should an art be on cooldown, the list cycles upwards until a sword art is found to be available for use.

      Examples: 
      • [Legion Destroyer] is on cooldown, but [Butterfly Illusion] is not. The ally uses [Butterfly Illusion].
      • [Lasting Chopper] is on cooldown, and so is [Meteor Fall], but [Bear Knock] is not. The ally uses [Bear Knock].
         
Conditions Weapon Type
BD CD Curved Sword
- - - [x5] Bear Knock
[1 - 8] [1 - 4] [x9] Meteor Fall
[1 - 8] [5 - 8] [x9 Focus] Lasting Chopper
[1 - 8] [9 - 12] [x11] Dancing Hellraiser
[9 - 10] [1 - 6] [x11 AoE] Butterfly Illusion
[9 - 10] [7 - 12] [x13 AoE] Legion Destroyer

[0,1,0] (2HSS) Arabian Mercenary 5 | HP: 0/400 | DMG: 12 | MIT: 25 | ACC: 2 | EVA: 2 (400-455) (CD: 4)
[0,2,0] (2HSS) Arabian Mercenary 6 | HP: 0/400 | DMG: 12 | MIT: 25 | ACC: 2 | EVA: 2 (400-740) (CD: 12 - reinforcement called)
[0,1,0] (2HSS) Arabian Mercenary 7 | HP: 0/400 | DMG: 12 | MIT: 25 | ACC: 2 | EVA: 2 (400-455) (CD: 9 - reinforcement called)

Abilities:

Spoiler

Sword Arts | This enemy uses sword arts. Look to the table below to determine the art they use in battle. 

  • The sword arts used by this enemy are affected by cooldowns. These cooldowns will hence be affected by [Delay]. Refer to the resources list [here] to view each art’s respective cooldowns. Should an art be on cooldown, the list cycles upwards until a sword art is found to be available for use.

    Examples: 
    • [Dimension Stampede] is on cooldown, but [Vent Forth] is not. The enemy uses [Vent Forth].
    • [Dancing Spear] is on cooldown, and so is [Divide], but [Heft] is not. The enemy uses [Heft].
       
  • Please state the bandit’s weapon type alongside their names in the die roller.

 

Conditions Weapon Type
BD CD 2H Assault Spear 2H Straight Sword Warhammer
- - - [x5] Heft [x5] Straight [x5] Crash
[1 - 8] [1 - 4] [x12 Focus] Divide [x11 Stun] Fight Blade [x11] Lift Asunder
[1 - 8] [5 - 8] [x13] Dancing Spear [x12] Astral Hell [x14] Ripple
[1 - 8] [9 - 12] [x15] Imperial Southern Cross [x15] Calamitous Disaster [x16] Fling
[9 - 10] [1 - 6] [x14 Delay] Vent Forth [x14 Stun] Tempest [x15 AoE] Wallbreaker
[9 - 10] [7 - 12] [x16] Dimension Stampede [x17 AoE] Galaxy Destroyer [x18 AoE] Odin's Wrath

 

Loot (2HSS) Arabian Mercenary #5: ID #197408 | LD: 19+8=27 | CD: 1

T1 Perfect Consumables [197408a]
T1 Perfect Consumables [197408b]

T1 Perfect Armor/Shield [197408c]
T1 Perfect Armor/Shield [197408c]

4 materials (+4 CD/LD odd)
1260 col (HP[400]*3 - incl. +5% Col Deposit)

Loot (2HSS) Arabian Mercenary #6: ID #197409 | LD: 7+8=15 | CD: 10

T1 Rare Armor/Shield [197409]
2 materials (+2 LD odd)
2940 col (HP[400]*7 - incl. +2 CD even, +5% Col Deposit)

Loot (2HSS) Arabian Mercenary #7: ID #197410 | LD: 8+8=16 | CD: 1

T1 Rare Consumable [197410a]
T1 Rare Weapon [197410b]
2 materials (+2 CD odd)
2100 col (HP[400]*5 - incl. +2 LD even, +5% Col Deposit)

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More and more bandits were coming out of the wood works, or more the alcoholic distillery.  It was as if their entire force was here to defend someone, or something that seemed to be very important to them.  As they fought, the hunter could see that the sigils around them were starting to ignite.  Something was happening, and it wasn't good that they were in a place like this.  Wasn't spirits a type of flammable material?  Wouldn't this whole place go up in flames if they all get set off at once?, the hunter would think before looking over to Morgiana.

"Did that alchemist give you any more of those fire extinguishing potions?  We could probably use it."

The hunter said before rolling into another two bandits, and slashing through them.  They didn't even have time to call for reinforcements as they followed behind Freyd.  

"I've got one more left!"

"Use it when we get to the main chamber, I'm beginning to think that this whole situation will probably blow this entire neighborhood to pieces if you don't."

As they all enter the next area, it seems that a large sigil was placed in the middle and it was nearly finished.  Another bandit seemed to be doing some kind of gestures nearby, as if they were the ones that were causing all of this.  Hirru sent the signal to Morgiana, whom threw her last fire extinguishing potion towards the large sigil.  It seemed down to the wire, but the potion broke upon the ground and exploded into the thick white fog that extinguished the other fire.  This one, however, was much stronger than the other.

"AHAHAHA!!  You think you can stop an efreet's summoning with a dingy little smoke bomb?  You have another thing... wha?"

The summoner seemed to cackle before noticing that the large flame that centered the whole sigil was slightly smaller than normal.  Soon, the sigil was finished and the flame erupted before conforming together into an odd form.  It looked gangly and malnourished, as if the summoning was incomplete.

"What have you done?!  The efreet is incomplete, but it will still kill you all!"

Spoiler

AOE-II Shatter (-23 EN)

[ID: 197411][BD: 8+7-2=13][CD: 1] 23*18= 414-(25-15)= 404 (Merc Not Found)
[ID: 197412][BD: 7+7-2=12][CD: 6] 23*18= 414-(25-15)= 404 (Merc Not Found)

Morgiana -> Action: Throw Grenade

Hirru |  HP:806/806 | EN:70/110 (+4-23| DMG: 23 | Mit: 167 | TRN: 30 | ACC: 7 | EVA: 1 | LD: 8 | PAR: 1 | ENVENOM: 32/4
Freyd | HP: 900/900 | EN: 108/124 (124-16) | DMG: 27 | MIT: 123 | ACC: 8 | EVA: 3 | BH: 45 | LD: 8 | FLN: 16 | HLY: 16 | PARA IMMUNE | REC: 8
Morgiana | 
HP: 620/620 | DMG: 13 | MIT: 75 | ACC: 2 | EVA: 3 | BLEED: 36 (9-10) | PARALYZE (9-10

[0,0,0] (2HWH) Arabian Mercenary 5 | HP: 0/400 | DMG: 12 | MIT: 10 | ACC: 2 | EVA: 2 
[0,0,0] (2HWH) Arabian Mercenary 6 | HP: 0/400 | DMG: 12 | MIT: 10 | ACC: 2 | EVA: 2 

Looting Arabian Merc 8 [ID: 197413] [LD: 9+8=17] [CD: 11]

  • Odd x2: 4 Mats
  • 400*6= 2400 Col
  • T1 Rare Trinket [197413]

Looting Arabian Merc 9 [ID: 197414] [LD: 8+8=16] [CD: 2]

  • Even x2: 400*7= 2800 Col
  • T1 Rare Weapon [197414a]
  • T1 Rare Consumable [197414b]
Edited by Hirru
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A form burst through the far wall, its spear shattering into fractal dust even as it clattered to the ground.  Hurtling across the room, the guard's body collided with the far wall, casting an audible and sickening crunch just before it popped into another cloud of floating blue motes.  By the time the mage and ifrit turned from the point of back to the original breach, Freyd was already upon them. 

Screeching void met magical wards, the two negating each other in a brilliant burst of light.  The bandit sorcerer was flung backwards into a stack of glass-filled crates, crumpling into them despite having been spared the  worst of the Whisper's wrath.  A spin and snap smacked the flaming demon hard on the back of its head even as a spray of shadow jumped from Freyd's back to engage the beast directly.  Persi would have her fun and maul the fiendish creature, keeping it distracted while the rest of them played their parts.

"Focus on the mage!"  Freyd bellowed, to be sure that his companions heard him.  "The flaming summoned thingy won't die until he's down."

Spoiler

Freyd regains +4 EN
CD 5 (No REC proc) - ID #197419

Post Action | AOE-II (x18 AoE, 14 EN +2/hit, +2 Shift): 22 EN - (Rested 1/2; Stamina) = 19 EN. Charge (CD 0/3) (8 EN)
Free Action | Grappling Familiar (CD 0/5)

ID #197416 | BD: 6+8-1-1=12 (hit).  DMG to Bandit Sorcerer negated by safeguard.
ID #197417 | BD: 4+8-1-2=9 (hit, Charge +5).  DMG (18*32=576-100=476)
ID #197418 | BD: 9 (Crit +2, Charge +5, Holy +16).  DMG (18*50=900-25=875)

Hirru |  HP:806/806 | EN:70/110 | DMG: 23 | Mit: 167 | TRN: 30 | ACC: 7 | EVA: 1 | LD: 8 | PAR: 1 | ENVENOM: 32/4
Freyd | HP: 900/900 | EN: 85/124 (108+4-19-8) | DMG: 27 | MIT: 123 | ACC: 8 | EVA: 3 | BH: 45 | LD: 8 | FLN: 16 | HLY: 16 | PARA IMMUNE | REC: 8
Morgiana | 
HP: 620/620 | DMG: 13 | MIT: 75 | ACC: 2 | EVA: 3 | BLEED: 36 (9-10) | PARALYZE (9-10

[0,1,0] Bandit Sorcerer | HP: 600/600 | DMG: 115 | MIT: 25 | SAFEGUARD | ACC: 3 | EVA: 1 

Abilities (This boss uses its own BD roll when attacking.)

Spoiler
  • Active Ward | The Bandit Sorcerer always keeps a ward of Safeguard* up. If the ward goes down, on the sorcerer’s next available turn, they will take a post action to bring this ward back up.
    • * [Safeguard] completely negates the next attack’s damage, however any additional effects the attack may inflict upon the opponent may still apply (eg. Bleed, Paralyze, etc).
  • Ranged | The Bandit Sorcerer attacks from range. This enemy is immune to the retributive effects of Immolation Potions, Thorns-type and Aura-type enhancements.  Enhancements with the (Defensive) subtype also cannot trigger against this target.
  • Envenom Vial | The Bandit Sorcerer uses thrown vials for their attacks. All successful attacks will apply Envenom to the target, dealing 24 unmitigatable damage over the next four turns. This status effect does not refresh, but can stack.
  • Living Battery | Tethered to its summon by a hellish flaming chain, the Ifrit is capable of taking away health from the Bandit Sorcerer to restore its own with Drain.

[0,1,0] Summoned Ifrit | HP: 524/1000 | DMG: 175 | MIT: 100 | ACC: 4 | EVA: 2 | STUNNED | STUN IMM (0/3) (1000-476)
This boss uses its own BD roll when attacking.

Abilities (This boss uses its own BD roll when attacking.)

Spoiler
  • Soulbound | As long as the Bandit Sorcerer remains alive, the Ifrit cannot die, clinging to life with 1 HP.
  • Drain | As a free action every turn, the Ifrit absorbs enough health from its summoner to restore its own HP gauge to full. This can kill its summoner if the health taken away is enough to drop the Sorcerer to 0 HP.
  • Phase | The Ifrit ignores 50% of the target's mitigation on a critical attack.
  • Blazing Claws | The Ifrit applies Burn to the target upon a successful attack, dealing 42 unmitigatable damage over the next two turns. This status effect does not stack, but can refresh
  • Burning Chains | If the Ifrit attacks the same target as the Bandit Sorcerer, the chains that bind the duo will lash out in retaliation, dealing 100 additional mitigatable damage as well as applying/refreshing Burn against the target. Mitigation against Burning Chains is calculated separately from the other attacks.  This effect hits automatically, even if one or both triggering attacks missed.

[0,2,0] (2HAS) Arabian Mercenary 10 | HP: 0/400 | DMG: 12 | MIT: 25 | ACC: 2 | EVA: 2 (400-875)

(Note: Originally incorrectly labeled this mob as #7.  Should have been #10.)

Abilities (This mob uses its own BD roll when attacking.)

Spoiler

Sword Arts | This enemy uses sword arts. Look to the table below to determine the art they use in battle. 

  • The sword arts used by this enemy are affected by cooldowns. These cooldowns will hence be affected by [Delay]. Refer to the resources list [here] to view each art’s respective cooldowns. Should an art be on cooldown, the list cycles upwards until a sword art is found to be available for use.

    Examples: 
    • [Dimension Stampede] is on cooldown, but [Vent Forth] is not. The enemy uses [Vent Forth].
    • [Dancing Spear] is on cooldown, and so is [Divide], but [Heft] is not. The enemy uses [Heft].
       
  • Please state the bandit’s weapon type alongside their names in the die roller.

 

Conditions Weapon Type
BD CD 2H Assault Spear 2H Straight Sword Warhammer
- - - [x5] Heft [x5] Straight [x5] Crash
[1 - 8] [1 - 4] [x12 Focus] Divide [x11 Stun] Fight Blade [x11] Lift Asunder
[1 - 8] [5 - 8] [x13] Dancing Spear [x12] Astral Hell [x14] Ripple
[1 - 8] [9 - 12] [x15] Imperial Southern Cross [x15] Calamitous Disaster [x16] Fling
[9 - 10] [1 - 6] [x14 Delay] Vent Forth [x14 Stun] Tempest [x15 AoE] Wallbreaker
[9 - 10] [7 - 12] [x16] Dimension Stampede [x17 AoE] Galaxy Destroyer [x18 AoE] Odin's Wrath

Environmental Effect:

Comes into effect only during the fight against the <<Bandit Sorcerer>> and the <<Summoned Ifrit>>.

  • Rally | If the maximum number of mercenary reinforcements (10) has not been defeated prior to fighting the <<Bandit Sorcerer>> and <<Summoned Ifrit>>, the remaining mercenaries will spawn into the fight one by one, on every other turn. This effect ends when the <<Bandit Sorcerer>> is dead.
  • Personal Score | If the entire party is equipped with [Cassim's Ring], Rally will be nullified. The skirmish between the players and the Bandit Sorcerer/Summoned Ifrit pair will be kept a secret affair.

Loot Arabian Mercenary #10: ID #197420 | LD: 12+8=20 | CD: 5

T1 Perfect Armor/Shield [197420a]
T1 Perfect Trinket [197420b]
2 materials (+2 CD odd)
2100 col (HP[400]*5 - incl. +2 LD even, +5% Col Deposit)

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The hunter would nod in response as he readied his blade towards the sorcerer.  Morgiana would follow with Hirru, as the damage that Freyd seemed to be doing was much too destructive for the both of them to get in the middle of.  At least they got rid of the last bandit mercenary before getting to their boss.  Spreading his feet once more, the hunter burst out towards the enemy sorcerer.  Rushing in, the two hit combo would rip through the sorcerer, while also seeming to hit a small flaming tether that linked the two together, harming the flaming creature.  The flames turned slightly green as if the tether had been hit by Shelob's venom.

"Morgiana!  Kill her before she can do anything!"

"Just get out of the way!"

She shouted before ripping through the sorcerer with her two blades, one art activating after another from both swords, effectively defeating any cooldown procedure that would hinder her.  It was impressive, but would cost too much energy if he even tried something like that.  Soon after the final slash, the sorcerer seemed to be rooted to the ground, as if they too were paralyzed.  She tried to remove a stopper on bottle, but her blood leaked into it which caused a small explosion.  The scorcherer was no more, and all that was left was a summoned fire creature that was trying to drain the last bit of life out of its summoner, but to no avail.

Spoiler

AOE-I (-15 EN)

[ID: 197488][BD: 2+7-1=8] Hit 23*15= 345-25= 320 Dmg to Sorcerer
[ID: 197489][BD: 8+7-2=13] Focus Crit +1 =24*15= 360-100= 260 Dmg to Ifrit + 32 Envenom

Morgiana -> Dual Wield

[ID: 197490][BD: 9][CD: 3] Crit +1 Butterfly Illusion AOE 14*11= 154-25=129 Dmg + Bleed 36 + Paralysis
[ID: 197492][BD: 5+2-2=5] AOE miss Ifrit
[ID: 197491][BD: 5+2-1=6][CD: 9] Dancing Hellraiser 13*11= 143-25= 118 Dmg

Sorcerer -> Safeguard  Paralyze (Bleed Dmg kills)

Ifrit -> Post Action: Stunned / Free Action: Drain  Sorcerer Dead

Hirru |  HP:806/806 | EN:59/110 (+4-15)| DMG: 23 | Mit: 167 | TRN: 30 | ACC: 7 | EVA: 1 | LD: 8 | PAR: 1 | ENVENOM: 32/4
Freyd | HP: 900/900 | EN: 85/124 (108+4-19-8) | DMG: 27 | MIT: 123 | ACC: 8 | EVA: 3 | BH: 45 | LD: 8 | FLN: 16 | HLY: 16 | PARA IMMUNE | REC: 8
Morgiana | 
HP: 620/620 | DMG: 13 | MIT: 75 | ACC: 2 | EVA: 3 | BLEED: 36 (9-10) | PARALYZE (9-10

[0,1,0] Bandit Sorcerer | HP: -3/600 | DMG: 115 | MIT: 25 | SAFEGUARD | ACC: 3 | EVA: 1 | Bleeding 36 / Paralyzed (600-320-129-118-36)

Abilities (This boss uses its own BD roll when attacking.)

Spoiler
  • Active Ward | The Bandit Sorcerer always keeps a ward of Safeguard* up. If the ward goes down, on the sorcerer’s next available turn, they will take a post action to bring this ward back up.
    • * [Safeguard] completely negates the next attack’s damage, however any additional effects the attack may inflict upon the opponent may still apply (eg. Bleed, Paralyze, etc).
  • Ranged | The Bandit Sorcerer attacks from range. This enemy is immune to the retributive effects of Immolation Potions, Thorns-type and Aura-type enhancements.  Enhancements with the (Defensive) subtype also cannot trigger against this target.
  • Envenom Vial | The Bandit Sorcerer uses thrown vials for their attacks. All successful attacks will apply Envenom to the target, dealing 24 unmitigatable damage over the next four turns. This status effect does not refresh, but can stack.
  • Living Battery | Tethered to its summon by a hellish flaming chain, the Ifrit is capable of taking away health from the Bandit Sorcerer to restore its own with Drain.

[2,1,0] Summoned Ifrit | HP: 232/1000 | DMG: 175 | MIT: 100 | ACC: 4 | EVA: 2 | STUN IMM (0/3) | EVM 32 (3/4) (524-264-32)
This boss uses its own BD roll when attacking.

Abilities (This boss uses its own BD roll when attacking.)

Spoiler
  • Soulbound | As long as the Bandit Sorcerer remains alive, the Ifrit cannot die, clinging to life with 1 HP.
  • Drain | As a free action every turn, the Ifrit absorbs enough health from its summoner to restore its own HP gauge to full. This can kill its summoner if the health taken away is enough to drop the Sorcerer to 0 HP.
  • Phase | The Ifrit ignores 50% of the target's mitigation on a critical attack.
  • Blazing Claws | The Ifrit applies Burn to the target upon a successful attack, dealing 42 unmitigatable damage over the next two turns. This status effect does not stack, but can refresh
  • Burning Chains | If the Ifrit attacks the same target as the Bandit Sorcerer, the chains that bind the duo will lash out in retaliation, dealing 100 additional mitigatable damage as well as applying/refreshing Burn against the target. Mitigation against Burning Chains is calculated separately from the other attacks.  This effect hits automatically, even if one or both triggering attacks missed.

 

 

 

 

Edited by Hirru
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Racing around the perimeter of the room as if winding and releasing a tightly coiled spring, Freyd lunged and loosed himself against the ifrit from the shadows.  Lancing into the light, the Rhino's horn in his pocket flared spread a pulse of power through him.  It was just the edge that had been needed as the tip of his thrusting staff sharpened and pierced the fiendish creature, its eyes widening at the sudden realization of its actual defeat.  A crackle followed, mixed with the scent of brimstone to foul the already heavy odours of the distillery.  A final wave of flaming spite spread outward, washing over too many combustibles setting them alight.

"We have to get out of here!  NOW!"  Freyd shout rang out too loudly as the battle ended.  The fire vanished as suddenly as it had spread.  Without the ifrit to sustain them they somehow lost their appetite, and silence dwelled over the scene once more.

“Highly efficient,” Morgiana murmurs, stashing away her blades as her gaze falls upon the ashen remains of the Ifrit. From the pile, something catches her eye; fingers sift through the muck to pick up something charred from its corpse. 

“Well, this is unusual. Never thought an Ifrit would hold loot, much less from one summoned from the depths directly.” Morgiana holds up a mask, offering it to one of the players once she’s dusted it clean of debris. “Perhaps you might find use of this?”

She then continues her examination of the Bandit Sorcerer’s hideaway. A few pieces of equipment lay upon a desk -- upon further inspection, they seem to hold unique enhancements each. “No one’s going to miss them,” Morgiana comments, before taking a cloak for her own purposes, wrapping it around her garb for good measure. “You should always scavenge what you can. When your team is ready, we’ll head back to Ali to report the news.”

The Sword Dancer takes the lead towards Ali’s abode when the party is ready, but Morgiana tells them to wait by the door. After a quick slip in and out of the man’s home, she returns to the front door with several pouches of col. “Payment for services rendered. I’m sure you can understand that Ali’s feeling under the weather these days. On his behalf, I thank you all for your help.” 

“May we never meet again.” 

A curt nod and a wave, the woman shuts the door, leaving the two men to their own devices.

"So, she's about as friendly as I remember."  A flick of the wrist closed the quest completion acknowledgement.  "Looks like armor well-suited to your shtick.   What would you do now?"

Spoiler

Freyd regains +4 EN
CD 4 (No REC proc) - ID #197494
Grappling Familiar (CD 1/5)
Charge (CD 1/3)

Post Action | ST-I (x12, 12 EN): 12 EN - (Rested 2/2; Stamina) = 9 EN. 
Free Action | Rhino's Horn (+3 base damage, Instant, can be used after attack, -1 until end of battle)

ID #197493 | BD: 2+8-2=8 (hit, Rhino's Horn).  DMG (12*30=360-100=260)

Hirru |  HP:806/806 | EN:59/110 | DMG: 23 | Mit: 167 | TRN: 30 | ACC: 7 | EVA: 1 | LD: 8 | PAR: 1 | ENVENOM: 32/4
Freyd | HP: 900/900 | EN: 80/124 (85+4-9) | DMG: 27 | MIT: 123 | ACC: 8 | EVA: 3 (-1 until end of battle) | BH: 45 | LD: 8 | FLN: 16 | HLY: 16 | PARA IMMUNE | REC: 8
Morgiana | 
HP: 620/620 | DMG: 13 | MIT: 75 | ACC: 2 | EVA: 3 | BLEED: 36 (9-10) | PARALYZE (9-10)

[2,2,0] Summoned Ifrit | HP: 0/1000 | DMG: 175 | MIT: 100 | ACC: 4 | EVA: 2 | STUN IMM (1/3) | EVM 32 (3/4) (232-260)

Abilities (This boss uses its own BD roll when attacking.)

  • Soulbound | As long as the Bandit Sorcerer remains alive, the Ifrit cannot die, clinging to life with 1 HP.
  • Drain | As a free action every turn, the Ifrit absorbs enough health from its summoner to restore its own HP gauge to full. This can kill its summoner if the health taken away is enough to drop the Sorcerer to 0 HP.
  • Phase | The Ifrit ignores 50% of the target's mitigation on a critical attack.
  • Blazing Claws | The Ifrit applies Burn to the target upon a successful attack, dealing 42 unmitigatable damage over the next two turns. This status effect does not stack, but can refresh
  • Burning Chains | If the Ifrit attacks the same target as the Bandit Sorcerer, the chains that bind the duo will lash out in retaliation, dealing 100 additional mitigatable damage as well as applying/refreshing Burn against the target. Mitigation against Burning Chains is calculated separately from the other attacks.  This effect hits automatically, even if one or both triggering attacks missed.

Loot Summoned Ifrit: ID #197495 | LD: 2+8=10 | CD: 3

T1 Rare Trinket [197495]
2 materials (+2 CD odd)
5250 col (HP[1000]*5 - incl. +2 LD even, +5% Col Deposit)

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After seeing to it that the quest was fully closed, the hunter sighed heavily.  Looking upon the effort of this quest compared to the reward, it felt only slightly good.  The defensive version of his envenom enhancement would do well to keep a good amount of damage on the enemy, but the loss of mitigation would make the constant need to be hit much worse.  Between the activation of the both of them, Hirru felt quite a bit better with Shelob's venom than this armor's version.  Setting that aside for now, the hunter looked on to his cohort in crime.

"Well, we still got quite a bit of daylight left.  Up for another dungeon and maybe hunt down Ugzeke, or another field boss entirely.  I'm sure you're sick and tired of dealing with him, although his loot drop is quite effective."

The hunter would say before pulling his armor off once more, and putting Favor on for a near instant sighting boost.  It felt good to be guaranteed a dungeon found through high luck percentage, and it was worth it for the hunter.

Changing Bulwark -107 mit -> Favor of the Golden Dragon +3 LD (11 LD / 14 LD on Dungeon)

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A chuckle rumbles softly, beneath the cowl. 

"You have no idea how many times I've run both.  I have no objection to either, though a slight upgrade to our current buffs might be in order, so that we can wrap them up more efficiently."  Snacking as he walked, Freyd led them beyond the outskirts of Nimbus.  They would never find a dungeon in the safe zone itself.  

"What happened to the rest of the Knights of the Blood Oath?  Did the guild fall just apart over time, or was there some specific incident that caused it?  I only ask because, just recently, another group of players resurfaced from another fallen guild from the early days - the Madrigal, they called themselves.  Some of them have become friends of mine."

Once beyond the main cavern, the Whisper opened up his digital larder and started pulling things out with intent.

"Here.  Take these.  They will help, and I prefer everyone I run with to be as prepared as I can make them."

***

Freyd offers the following to Hirru:

Liquor of Light (Potion) | Damage 3 [178029]
Red Velvet Meringue (Snack) | Evasion 2 [179644]
Gugnir’s Shard (Untradeable/Unique/Reusable Consumable): Crème Brûlée Tray | ACC 2 | Feast (5/6)

***

Freyd regains +4 EN
CD 7 (+8 from REC proc) - ID #197496

Grappling Familiar (CD 2/5)
Charge (CD 2/3)

Freyd consumes:

Mousse (Snack) | PROSPERITY 3 [176309]
Troll's Blood | 
1/2 - https://www.sao-rpg.com/topic/20922-sp-23-boomstick-trials/?do=findComment&comment=640900
Viperion (Salve) | T3 Toxic Venom [178486]
Max Level Courage (Meal)| Over-Health 3 [179653]

New Stats:

Freyd | HP: 1035/1035 | EN: 92/124 (80+4+8) | DMG: 27 | MIT: 123 | ACC: 8 | EVA: 3 | BH: 51 | LD: 8 | PROSP 3 | FLN: 16 | HLY: 16 | TXV 24/3 | TROLLBLD | PARA IMMUNE | REC: 8

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"The Knights of the Blood Oath, huh?"

The hunter took the two potions and stared drinking them one at a time.

"Well, we were one of the top three guilds to rush through the Frontline.  Before I started to help around the eighteenth floor raid, I believe we've officially been around since the 13th floor boss raid.  At that point in time, we were actually a merger between the KoB, and the Crimson Blades, a little guild of boisterous idiots that couldn't do no wrong.  That is where I joined in."

A huge smile ran across the jade hunter's face.  The memories of Mack, Xion, and Beoreson going through the first labyrinth, even though it was already cleared.  A landmark for the four of them, and a story he would love to recall some time, but it was not this day.  It was the ground work for Mack to create the Crimson Blades with the three and four others.  However, Hirru did not see it well enough to join them, and parted ways, only to be seen as their 'solo ambassador' of sorts.  Hirru regretted not joining them then.

"If you count Crimson's attendance, they were there for the eleventh and twelfth.  All through a heavy duty leader named Mack.  He was the start of our rise to fame, you could say.  Charismatic and boisterous as all hell.  He could talk your ear off and fling you at a boss fully buffed before you knew it."

"We were doing well with the largest guild numbers, at the time."

Hirru sighed before his face grew stern yet his eyes bore a sadness to them.

"Until the 15th floor raid.."

The hunter looked up, realizing that they had not teleported to a new floor.  

"Wait, where are we going?  This is still the seventh floor?"

 

Spoiler

Consume

Liquor of Light (Potion) | Damage 3 [178029]
Red Velvet Meringue (Snack) | Evasion 2 [179644]

Hirru |  HP:806/806 | EN:67/110 (2/3 turns)| DMG: 26 | Mit: 60 | TRN: 30 | ACC: 7 | EVA: 3 | LD: 11 | PAR: 1 | ENVENOM: 32/4

 

 

Edited by Hirru
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Freyd chuckled.  It was always interesting to see people get lost in their pasts, especially in this place.  So history had been forged here, in so little time.  Montjoy must have gotten to him.  Somehow he was aware enough not to ask whether they had all died.  Being the direct sort, he would normally have just asked.  Perhaps recent events with Quaestor, Miri and the rest had taught him something of the pain that could accompany such loss.

"Oh, right, we're still on the seventh.  Come on, we'll head up to the twenty-third.  The best loot can be found there, especially if we're hunting field bosses and dungeons.  The Rhino on twenty-four is kinda nuts, and twenty-five is a suicide run at the best of times."

Leading them back into Nimbus, it took no time to reach the portal plaza.  Kalanaes' name was called aloud and the world whirled around them.  In an instant, it un-spun again and they were where they wanted to be.

"There are plenty of dungeons down here, and I have a few maps at my disposal if we find none."

***
EN Refreshed.
Grappling Familiar (CD 3/5)
Charge (CD 3/3)

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