Wulfrin 0 Posted August 23 #1 Share Posted August 23 (edited) The trek back to Snowfrost was a somber one. Apparently Levi had taken the death of Darian pretty hard. Not that Wulfrin could blame him. from what he could gather, Darian was probably a well respected hero of Snowfrost, or at the very least a very important scout for the town. Wulfrin made sure to keep his attention focused on the moment as there were too many things that didn't sit right with him. I am but a harbinger, The last words of the knight Wulfrin had slew run in his ears. The prophecy still remains unfulfilled. The Frost King. My King. YOUR King shall return It was an ominous threat made by a devout follower with their dying breath. It put Wulfrin on edge as something was clearly about to go down. Once they crossed into the borders of Snowfrost, Levi pushed up in front. After asking around, Levi uncovered the Elder's location, the one tavern in town. Upon approach, Wulfrin could already tell this conversation would probably be a short one, considering the elder seemed to be busy with a poker game and well past drunk on sake. "Excuse me Elder Mark," Levi attempted to grab his attention. "Can't you see I'm busy?" Elder Mark huffed as he continued to play a losing hand. "Go bother someone else with your problems." "But. Darian. He's dead sir. Killed by some frostbitten knight." "Oh?" Interest clearly peaked, Elder Mark threw his cards to the center of the table. "I fold." With a disgruntled huff, he rose shakily from his chair and ushered Wulfrin and Levi to another table. "Tell me more." "Not much more to tell," Wulfrin chimed in. "Your scout was slaughtered by the knight. We avenged Darian's death, but the knight left a cryptic warning behind. The Frost King will return." "That so eh?" Elder Mark flagged down a bar wench and ordered drinks and food for the three of them. "Reminds me of a story. One of those they tell kids to keep them tucked up in their beds and obeying their parents. Eat your fill and let Elder mark weave you a tale." Spoiler Around two hundred years ago there was indeed a tyrant king. He ruled with absolute authority and dominance, executing anyone who dared oppose him. Through the cruelty of forced labor, bordering on the people's slavery, he built a massive castle on a nearby mountainside. He planned on storming into the labyrinth and slaying the Snowmaw with an entire army of soldiers at his command, and an equally large force of sacrificial slaves to distract the beast. It was he who constructed those towers inside that cursed blizzard as outposts on the way there. Eventually one man rose up and rallied the people, starting a revolution. United behind his leadership, they fought against the king, using intellect over brawn to overcome the king's forces. In the end, Modgul was forced into hiding behind his castle walls for months. Day after day, week after week, a blizzard grew stronger over the fortress, until the king and his army were frozen forever in time. The people rejoiced and began a new life without a tyrant king, chief or ruler. Living a peaceful life ever since. It was said that the king and his forces never died, and in fact still live. Forever trapped in their castle, buried in ice and snow. As Elder Mark's tale came to a close, a frantic festival goer burst into the tavern screaming with panic. "An army is approaching town. The scouts said they'll be here in a day or two." A group of patrons helped calm the guest as Elder Mark turned his attention to Wulfrin. "What do ya say son? You feel up to helping us prep our defenses?" "Gladly." * * * Requirement met: RP with Levi and Elder Mark Wulfrin Consumes Accuracy 2 Consumed [Filled] - Wulfrin's Gungir Evasion 2 Consumed - Wulfrin's Gungir Damage 3 Consumed - Liquor of Light Protein 2 Consumed - Skewer Roll Mitigation 3 Consumed - Bingsu Field Rations 1 Consumed Immolation Potion 1 Consumed Toxic Venom 3 Consumed - Kinsugi Probiotics 3 Consumed - Miso Soup Antidote 3 Consumed - Tiger's Balm Loot Die 3 Consumed - Gelato Prosperity 3 Consumed - Mousse Witches Brew Consumed Deliberate Consumed Wulfrin | HP: 1030/1030 | EN: 124/124 | DMG: 28 | MIT:63 | ACC:7 | AA | PHASE | EVA:2 | PARA-IM | BH:57 | REC: 8 | HLY: 16 | TXC-V: 32 | LD:8 | CD:2 | PROSP:3 | DOTE: 3/3 | PROB:36 Spoiler "Name: Wulfrin True Tier: 9 Level: 34 Paragon Level: 47 HP: 1030/1030 EN: 124/124 Stats: Damage: 28 Mitigation: 63 Accuracy: 7 Evasion: 2 Battle Healing: 57 Loot Die: 8 Stealth Rating: -5 AA PHASEPARA-IM REC: 8 HLY: 16 TXC-V: 32 DOTE: 3/3 PROB:36 Equipped Gear: Weapon/Armor/Trinket: - Blade of Zariel | T4 Demonic Straight Sword | Holy 2 | Phase | AA Armor/Trinket: - Helldusk Armor | T4 Demonic HA | MIT 2 | REC 2 Shield/Armor/Trinket: - Echoes | T2 Perfect Trinket | ACC 3 | Para-Imm Combat Mastery: - Combat Mastery: Damage R3 Combat Shift: - TECH Shift Familiar Skill: - Rending Familiar Custom Skill: - Shades of the Gemini Skills: - Battle Healing R5 - Charge - Energist - Heavy Armor R5 - Searching R5 - Straight Sword R5 Extra Skills: - Forgotten King's Authority - Frozen Hide - Survival - Parry Inactive Extra Skills: - Disguise - Meditation - Brawler - Assault Mode Addons: - Ferocity - Iron Skin - Precision - Stamina Mods: - Impetus - Night Vision Inactive Mods: Battle Ready Inventory: - Bear Trap x1 - Crystal of Blood Dragon Hoard | Mass Healing x5 - Crystal of Divine Light x1 - Popcorn | T4 Vitality 2 x5 - Rhino's Horn x1 - TP Crystals x5 Housing Buffs: - Basic Kitchen: Increase the effectiveness of a single food item consumed in a thread by +1 T1 slot. This can exceed normal Cook enhancement caps. Ex: A perfect T2 MIT food gives 35 MIT instead of 30. - Storage Closet: +1 Battle Ready Inventory Slot - Living Room: Increases out of combat HP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts. - Attic (Storage): +5% bonus col from monster kills and treasure chests - Basement: Gain +1 to LD, Stealth Rating, Stealth Detection, or Prosperity to one post in a thread. Can be applied after a roll - Master Bedroom: -1 energy cost for the first three expenditures of each combat - Master Bathroom: The first time you would suffer DoT damage in a thread, reduce damage taken from DoT each turn by 25% (rounded down) - Extended Workshop: +2 Crafting EXP per crafting attempt and +1 crafting attempt per day - Ornate Fishing Pond: +2 Fishing EXP per Attempt and additional +1 LD & CD to fishing attempts. - Dining Hall: Turn 3 identical food items (same quality, tier, & enhancements) into a Feast. A Feast contains 6 portions of the food items sacrificed. Feasts created this way cannot be used outside of the thread they are created. Limit 1 item created per thread. - Mega Slime Farm: +10% EXP to a thread. Limit one use per month. Must be used on a player's first post in a thread. Cooldown begins counting down when used in a post. Guild Hall Buffs: - Trading Hall: Reduce LD needed for Salvage by 5 (10+ for Alchemist crystals, 6+ for everything else). +2 EXP per craft. Rank 9 crafters and Rank 4 merchants/performers receive +1 crafting/identification attempt per day. Rank 10 crafters and Rank 5 merchants/performers receive +2 crafting/identification attempts per day. - Treasury: +5% bonus col from last-hit monster kills and +10% bonus col from treasure chests. Scents of the Wild Totem: Wedding Ring: - - Crafting Profession: - Blacksmith[2250exp] R8 Gathering Profession: - Fishing[525exp] R5" Edited August 23 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #2 Share Posted August 23 (edited) The festival was brought to an abrupt end as most of the populace was transitioned to building various traps and defenses for Snowfrost. The first step was erecting a wall. It was crude, but given the short time span and man power, Wulfrin figured that it would be the best they could get away with. Wulfrin worked alongside the towns people, his experience as both a smith and building the barricades on floor 29 were lending themselves well for the occasion. Wulfrin had his hands full jumping between a forge and hands on work on the wall. "We'll need as much reinforcement as we can get on this," Wulfrin ordered as he tirelessly worked to prepare the wall. "This is going to be the last line of defense between your home and the approaching army, best we get it as tough as we can." Through a combined effort between Wulfrin and the villagers of Snowfrost, the wall was successfully constructed. There wasn't much to it, but it should hold back the armies at least for a little bit. * * * Post Action: Building Wooden Wall ID 251430 | CD 11+2=13 | Success Edited August 24 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #3 Share Posted August 23 (edited) The next major project was a trench. It was being carved into the permafrost some several yards out. It was meant to slow down the incoming forces more than to provide cover. Wulfrin had been informed that the only truly capable fighters were the lumberjacks, but even they were likely to just retreat to their homes once the battle would begin. The thought of facing an army caused his stomach to sink. His mind raced with countless battle plans. Wulfrin was trying his best to picture in his mind's eye what he'd be facing. At best he assumed the ranks would be filled with knights of a similar strength to the knight he had felled earlier. Though at the same time the army could consist of even stronger foes. The part that sucked was that he had absolutely zero information that he could use. If only he had some way to know. Perhaps he could better prepare for the incoming battle. * * * Post Action: Building Trench ID 251431 | CD 11+2=13 | Success Edited August 24 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #4 Share Posted August 23 (edited) As the day came to a close, Wulfrin had a clever idea. While the final touches were being placed on the wall, he pulled a group of younger villagers and instructed them on a little surprise for the invaders. Sharpened stakes slowly began to get fixed to the wall and became planted along most of the major throughfares of Snowfrost. The idea was to provide the town with a bit of an offense to make up for its lack of capable warriors. Wulfrin knew he was going to basically be solo up against an army. It wasn't a thought that he really wanted to come true, but it was the hand he was being dealt. The sharpened spikes provided Wulfrin with a bit of extra security. It was a numbers game. If the town could deal some damage to the attackers, it would be less HP to chew through on his own. There was no telling how large a force he'd have to deal with. * * * Post Action: Building Sharpened Stakes ID 241432 | CD 11+2=13 | Success Edited August 24 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #5 Share Posted August 23 (edited) Wulfrin continued his work outside the gates with a crew of workers shoveling dirt and permafrost in a desperate attempt to formulate one last defense for the village. It was going to be a large pit fall trap with the intent of further slowing any offensive push that the approaching armies would send. Before they could reach halfway, a chilling sound echoed across the village. A horn sounded once long, the signal that the enemy army had crested over the ridge. "Damn," Wulfrin huffed as he heaved himself out of the partially created pit fall. "Time to face an army." Wulfrin watched as the villagers all scurried to their homes. As his gaze fell upon the now approaching army. By his count there were 13 soldiers in total. Two were mounted on horseback and the rest were standard infantry. The general stood at the center, surveing the battlefield like a mater strategist. Suddenly Wulfrin found himself missing Riardon and his tactical mind. As the sole defensive soldier for Snowfrost, Wulfrin drew his Blade of Zariel and readied himself for the massive combat gauntlet he was going to have to power through. * * * Post Action: Building Pit Fall Trap ID 251433 | CD 3+2=5 | Failure Edited September 5 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #6 Share Posted August 23 (edited) The air was tense and seconds turned to minutes as Wulfrin lasered in on the army before him. The general raised his sword to the sky and in one swift motion let it fall until it was pointed at Wulfrin. Then the ground began to rumble. Twelve soldiers charge towards Wulfrin, one of the mounted captains focused on Wulfrin, his blade narrowly missing as Wulfrin skillfully dodged out of the way. Seeing the opening, the other captain and his squad burst past Wulfrin and charged the walls. Wulfrin's blade ignighted to life with his area of effect stunning sword art, Phoenix Whirlwind. The horse of the frost captain fell and burst into data particles, forcing its rider to a more appropriate unmounted combat. The captain and two of his soldier were forced to pause in their tracks as the attack reverberated through their bodies. The remaining three soldiers of Wulfrin's immediate targets slashed at him with their icy longswords. Wulfrin managed to duck out of the way of two of them, but the third made contact, a small burst of flames lipping up from Wulfrin's avatar causing feedback into the icy soldier. The other squad of soldiers bashed the barricades, causing the wall to become nothing more than a pile of splinters. * * * Frost Captain 1 Attacks Wulfrin (Mounted Combatant) ID 251434 | BD 2-2=0 | Miss Frost Captain 2 Attacks Snowfrost (Mounted Combatant) ID 251435 | BD 8-1=7 | 150 DMG to Snowfrost. Takes 30 Damage from thorns. Recovery? Not Needed Wulfrin is at Full HP and EN Cooldowns: Post Action: [x12] Tech-F (19 EN) -2 Stamina -1 Well rested Free Action: ID 251436 | BD 4+8=12 | CD 5+2=7 | 28*12=336-50=286 DMG to Frost Captain 1. Target Stunned ID 251437 | BD 4+8=12 | 28*12=336 DMG to Frost Captain Horse 1. Target Dies ID 251438 | BD 4+8=12 | 28*12=336 DMG to Snow Soldier A1. Target is stunned. ID 251439 | BD 8+8=16 | 28*12=336 DMG to Snow Soldier A2. Target is stunned. Snow Soldier A1 is Stunned. Stun Fades Snow Soldier A2 is Stunned. Stun Fades Snow Soldier A3 Attacks Wulfrin ID 251440 | BD 5-2=3 | Miss Snow Soldier A4 Attacks Wulfrin ID 251441 | BD 6-2=4 | Miss Snow Soldier A5 Attacks Wulfrin ID 251442 | BD 8-2=6 | 125-63=62 DMG to Wulfrin. Takes 40 Damage from Thorns. Snow Soldier B1 Attacks Snowfrost ID 251443 | BD 7 | 125 DMG to Snowfrost. Takes 30 Damage from Thorns. Snow Soldier B2 Attacks Snowfrost ID 251444 | BD 8 | 125 DMG to Snowfrost. Takes 30 Damage from Thorns. Snow Soldier B3 Attacks Snowfrost ID 251445 | BD 6 | 125 DMG to Snowfrost. Takes 30 Damage from Thorns. Snow Soldier B4 Attacks Snowfrost ID 251446 | BD 4 | Miss Snow Soldier B5 Attacks Snowfrost ID 251447 | BD 3 | Miss Stats: Wulfrin | HP: 968/1030 | EN: 108/124 | DMG: 28 | MIT:63 | ACC:7 | AA | PHASE | EVA:2 | PARA-IM | THORNS: 40 | BH:57 | REC: 8 | HLY: 16 | TXC-V: 32 | LD:8 | CD:2 | PROSP:3 | DOTE: 3/3 | PROB:36 Snowfrost | HP: 4975/5000 | Thorns 30 | Wooden Wall: 0/500 Squadron A Snow Soldier 1 | HP: 14/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 2 | HP: 14/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 3 | HP: 350/350 | DMG: 125 Snow Soldier 4 | HP: 350/350 | DMG: 125 Snow Soldier 5 | HP: 310/350 | DMG: 125 Frost Captain 1 | HP: 214/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Squadron B Snow Soldier 1 | HP: 320/350 | DMG: 125 Snow Soldier 2 | HP: 320/350 | DMG: 125 Snow Soldier 3 | HP: 320/350 | DMG: 125 Snow Soldier 4 | HP: 350/350 | DMG: 125 Snow Soldier 5 | HP: 350/350 | DMG: 125 Frost Captain 2 | HP: 470/500 | DMG: 150 | MIT: 50 Horse | HP: 250/250 Ice General | HP 1500/1500 | DMG: 200 | MIT: 100 | ACC: 2 Abilities: Snow Soldier Priorities | Even if Howl is used, if there are squadrons not engaged in combat with the players, they will attempt to attack the town itself whenever possible. Aiming to break building supports, throw torches into the structures to burn them down, etc. Players can use the block mod <<Mark>> to protect the town from a squadron's assault, but only 1 squad can be affected per use of <<Mark>>. Frost Captain Mounted Combat | While riding their steed, Frost Captains will have +1 ACC. Additionally, the Frost Captain's first attack is always rolled first before the players, before reverting to normal battle rotation rules. The Horse has 250 HP and if killed this ability is negated. Rallying Leader | Frost Captains will always give a +1 bonus to ACC to their squadron. Should the Frost Captain die this ability is negated for that Captain's specified squadron. (Bonus applies to attacks on the town.) Priorities | If their squadron drops below 3 soldiers, or if their squadron is not engaged in combat with any players, the Frost Captain will attack the town. Instead of throwing regular torches however, they will open a lantern on their belt and light it with the blue flame inside. This flame freezes everything it touches rather than burning it up. They will use these torches on the town when attacking. Ice General General's Might | Every other post, the Ice General will make an AoE attack, striking up to 4 players with the highest hate. Each target will receive its own roll, similar to usual AoEs. Armored Momentum | Every miss the Ice General makes, increase his next successful hit by 25 (damage stacks). Bonus damage is lost after a successful hit. Each miss during an AoE from <<General's Might>> contributes to these stacks. For instance, if this boss used an AoE at base damage and missed the first player targeted, the damage toward the second player would be increased by 25. If it were to then hit the second player, the damage toward the third player would revert to normal. If it were to miss also the second player, it the attack would gain an additional 25 damage toward the third Player. If the <<Ice General>> already has stacks of <<Armored Momentum>> prior to starting an AoE attack with <<General's Might>>, these stacks will act as the base damage for the entire AoE attack. Power of the Ice King | Once at 600 health or lower, the <<Ice General>> will switch from his two handed axe to a two handed sword which has a frosty aura/mist. On an MD of 9-10, the target will receive the Freeze status effect. Edited September 5 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #7 Share Posted August 23 (edited) Wulfrin could hear the screams of terror as the first line of defense fell. All he could afford was a glance towards Snowfrost. The second captain was charging through the streets on horse back, trying its best to cause more damage, but the tight streets made it difficult for it to maneuver. Wulfrin's attention snapped back to his current foes with another flourish of Phoenix Whirlwind, the captain and three soldiers from the first squad burst into spectral confetti. The remaining two made their best effort to bring down the lone swordsman. The first managed to land a solid strike into Wulfrin's shoulder, flames lipping up to meet the icy blade. The second one Wulfrin was ready for and deftly sidestepped the incoming strike. The remaining soldiers of the second squad continued to ravage Snowfrost behind Wulfrin. Flames began to roar throughout the village as torches were being lit and thrown by the soldiers. Screams form the villagers filled the air as panic began to ensue. * * * Frost Captain 2 Attacks Snowfrost (Mounted Combatant) ID 251448 | BD 5 | Miss Recovery?: ID 251449 | CD 6+2=8 | +8 EN Wulfrin regains 57 HP and 12 EN Cooldowns: Post Action: [x12] Tech-F (19 EN) -2 Stamina -1 Well rested (2/3) Free Action: ID 251450 | BD 10; +2 DMG, +16 HLY, Phase | CD 6+2=8 | 28+2+16*12=552-25=527 DMG to Frost Captain 1. Target dies. ID 251451 | BD 2+8=10 | 28*12=336 DMG to Snow Soldier A1. Target dies ID 251452 | BD 3+8=16 | 28*12=336 DMG to Snow Soldier A2. Target dies ID 251453 | BD 1=8=9 | 28*12=336 DMG to Snow Soldier A5. Target dies Snow Soldier A3 Attacks Wulfrin ID 251454 | BD 8-2=6 | 125-63=62 DMG to Wulfrin. Takes 40 DMG form Thorns. Snow Soldier A4 Attacks Wulfrin ID 251455 | BD 7-2=5 | Miss Snow Soldier B1 Attacks Snowfrost ID 251456 | BD 6 | 125 DMG to Snowfrost. Takes 30 Damage from Thorns. Snow Soldier B2 Attacks Snowfrost ID 251457 | BD 8 | 125 DMG to Snowfrost. Takes 30 Damage from Thorns. Snow Soldier B3 Attacks Snowfrost ID 251458 | BD 6 | 125 DMG to Snowfrost. Takes 30 Damage from Thorns. Snow Soldier B4 Attacks Snowfrost ID 251459 | BD 10 | 127 DMG to Snowfrost. Snow Soldier B5 Attacks Snowfrost ID 251460 | BD 9 | 126 DMG to Snowfrost. Stats: Wulfrin | HP: 963/1030 | EN: 104/124 | DMG: 28 | MIT:63 | ACC:7 | AA | PHASE | EVA:2 | PARA-IM | THORNS: 40 | BH:57 | REC: 8 | HLY: 16 | TXC-V: 32 | LD:8 | CD:2 | PROSP:3 | DOTE: 3/3 | PROB:36 Snowfrost | HP: 4347/5000 | Thorns 30 | Wooden Wall: 0/500 Squadron A Snow Soldier 1 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 2 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 3 | HP: 310/350 | DMG: 125 Snow Soldier 4 | HP: 350/350 | DMG: 125 Snow Soldier 5 | HP: 0/350 | DMG: 125 Frost Captain 1 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Squadron B Snow Soldier 1 | HP: 290/350 | DMG: 125 Snow Soldier 2 | HP: 290/350 | DMG: 125 Snow Soldier 3 | HP: 290/350 | DMG: 125 Snow Soldier 4 | HP: 350/350 | DMG: 125 Snow Soldier 5 | HP: 350/350 | DMG: 125 Frost Captain 2 | HP: 470/500 | DMG: 150 | MIT: 50 Horse | HP: 250/250 Ice General | HP 1500/1500 | DMG: 200 | MIT: 100 | ACC: 2 Abilities: Snow Soldier Priorities | Even if Howl is used, if there are squadrons not engaged in combat with the players, they will attempt to attack the town itself whenever possible. Aiming to break building supports, throw torches into the structures to burn them down, etc. Players can use the block mod <<Mark>> to protect the town from a squadron's assault, but only 1 squad can be affected per use of <<Mark>>. Frost Captain Mounted Combat | While riding their steed, Frost Captains will have +1 ACC. Additionally, the Frost Captain's first attack is always rolled first before the players, before reverting to normal battle rotation rules. The Horse has 250 HP and if killed this ability is negated. Rallying Leader | Frost Captains will always give a +1 bonus to ACC to their squadron. Should the Frost Captain die this ability is negated for that Captain's specified squadron. (Bonus applies to attacks on the town.) Priorities | If their squadron drops below 3 soldiers, or if their squadron is not engaged in combat with any players, the Frost Captain will attack the town. Instead of throwing regular torches however, they will open a lantern on their belt and light it with the blue flame inside. This flame freezes everything it touches rather than burning it up. They will use these torches on the town when attacking. Ice General General's Might | Every other post, the Ice General will make an AoE attack, striking up to 4 players with the highest hate. Each target will receive its own roll, similar to usual AoEs. Armored Momentum | Every miss the Ice General makes, increase his next successful hit by 25 (damage stacks). Bonus damage is lost after a successful hit. Each miss during an AoE from <<General's Might>> contributes to these stacks. For instance, if this boss used an AoE at base damage and missed the first player targeted, the damage toward the second player would be increased by 25. If it were to then hit the second player, the damage toward the third player would revert to normal. If it were to miss also the second player, it the attack would gain an additional 25 damage toward the third Player. If the <<Ice General>> already has stacks of <<Armored Momentum>> prior to starting an AoE attack with <<General's Might>>, these stacks will act as the base damage for the entire AoE attack. Power of the Ice King | Once at 600 health or lower, the <<Ice General>> will switch from his two handed axe to a two handed sword which has a frosty aura/mist. On an MD of 9-10, the target will receive the Freeze status effect. * * * Looting Frost Captain 1 ID 251482 | CD 7+2=9 | LD 18+8+1=27 4400 Col (500*8, incl LD EVEN+Prosp3 + 10% Col Stash/Deposit) 2 Mats: CD ODD 1 Demonic Shard Dungeon Map 2514812 Edited September 5 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #8 Share Posted August 23 (edited) Snowfrost was taking a heavy hit as the fires continued to spread through out its narrow streets. Villagers were screaming and crying in the streets as the frosty warband continued their rampage. The second Frost Captain lead the charge, tossing another flaming torch into the window of a nearby general store. Through gritted teeth Wulfrin lashed out towards the two soldiers that kept in in a deadlock. One burst into an array of shards, but the other held on with a sliver. From the skies above, a phoenix divebombed the soldier causing it to burst in a column of fire. "Great timing partner," Wulfrin grinned towards his familiar. "Let's go help the villagers." Wulfrin's plan was simple. Step one was getting the other captain off his horse. Step two was getting all the soldiers into one central location. The plaza made the most sense as it was open enough he could accommodate all the bodies and still provide space enough to attack with minimal damage to the surrounding buildings. He charged into action, taking out the final horse and successfully pulling the captains attention. Now that he was freed from the other squad, the snow soldiers seemed to reform their ranks and focus in on Wulfrin. Once he reached the center of the plaza, Wulfrin spun around on his heel and prepared to meet the onslaught headed straight for him. Wulfrin evaded the incoming strikes with grace and poise, time appearing to slow as he was predicting the movements of the mobs. Only one managed to land a strike on him, familiar flames lipping up to punish the snow soldier for striking him. What he didn't expect was a seventh member to join the combat. Whilst his attention was diverted, the general managed to enter the village and regroup with his remaining squadron. Wulfrin felt a sharp pain across his back as he turned to see a massive icy axe arced away from him. The general looked furious and Wulfrin was officially starting to feel out numbered. * * * Frost Captain 2 Attacks Snowfrost (Mounted Combatant) ID 251461 | BD 7 | 150 DMG to Snowfrost. Takes 30 DMG from Thorns Recovery?: ID 251462 | CD 4+2=6 | +0 EN Wulfrin regains 57 HP and 4 EN Cooldowns: Rending Familiar (1/5) Post Action: [x12] Tech-F (19 EN) -2 Stamina -1 Well rested (1/3) Free Action: Rending Familiar -> Snow Soldier A4 ID 251463 | BD 4+8=12 | CD 11+2=13 | 28*12=336 DMG to Snow Soldier A3. Target Dies. ID 251464 | BD 3+8=11 | 28*12=336 DMG to Snow Soldier A4. Target is Stunned. Rend 28 Applied. ID 251465 | BD 6+8=14 | 28*12=336-50=286 DMG to Frost Captain 2. Target is stunned. ID 251466 | BD 6+8=14 | 28*12=336 DMG to Frost Captain 2 Horse. Target dies. Snow Soldier A4 takes 28 Damage from Rend. Target Dies Snow Soldier B1 Attacks Wulfrin ID 251467 | BD 6+1-2=5 | Miss Snow Soldier B2 Attacks Wulfrin ID 251468 | BD 7+1-2=6 | 125-63=62 DMG to Wulfrin. Takes 40 Damage from Thorns. Snow Soldier B3 Attacks Wulfrin ID 251469 | BD 6+1-2=5 | Miss Snow Soldier B4 Attacks Wulfrin ID 251470 | BD 5+1-2=4 | Miss Snow Soldier B5 Attacks Wulfrin ID 251471 | BD 4+1-2=3 | Miss Ice General Attacks Wulfrin ID 251472 | BD 10 | 202-63=139 DMG to Wulfrin Stats: Wulfrin | HP: 818/1030 | EN: 92/124 | DMG: 28 | MIT:63 | ACC:7 | AA | PHASE | EVA:2 | PARA-IM | THORNS: 40 | BH:57 | REC: 8 | HLY: 16 | TXC-V: 32 | LD:8 | CD:2 | PROSP:3 | DOTE: 3/3 | PROB:36 Snowfrost | HP: 4197/5000 | Thorns 30 | Wooden Wall: 0/500 Squadron A Snow Soldier 1 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 2 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 0/350 | DMG: 125 | REND 28 (1/2) Snow Soldier 5 | HP: 0/350 | DMG: 125 Frost Captain 1 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Squadron B Snow Soldier 1 | HP: 290/350 | DMG: 125 Snow Soldier 2 | HP: 250/350 | DMG: 125 Snow Soldier 3 | HP: 290/350 | DMG: 125 Snow Soldier 4 | HP: 350/350 | DMG: 125 Snow Soldier 5 | HP: 350/350 | DMG: 125 Frost Captain 2 | HP: 154/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Ice General | HP 1500/1500 | DMG: 200 | MIT: 100 | ACC: 2 Abilities: Snow Soldier Priorities | Even if Howl is used, if there are squadrons not engaged in combat with the players, they will attempt to attack the town itself whenever possible. Aiming to break building supports, throw torches into the structures to burn them down, etc. Players can use the block mod <<Mark>> to protect the town from a squadron's assault, but only 1 squad can be affected per use of <<Mark>>. Frost Captain Mounted Combat | While riding their steed, Frost Captains will have +1 ACC. Additionally, the Frost Captain's first attack is always rolled first before the players, before reverting to normal battle rotation rules. The Horse has 250 HP and if killed this ability is negated. Rallying Leader | Frost Captains will always give a +1 bonus to ACC to their squadron. Should the Frost Captain die this ability is negated for that Captain's specified squadron. (Bonus applies to attacks on the town.) Priorities | If their squadron drops below 3 soldiers, or if their squadron is not engaged in combat with any players, the Frost Captain will attack the town. Instead of throwing regular torches however, they will open a lantern on their belt and light it with the blue flame inside. This flame freezes everything it touches rather than burning it up. They will use these torches on the town when attacking. Ice General General's Might | Every other post, the Ice General will make an AoE attack, striking up to 4 players with the highest hate. Each target will receive its own roll, similar to usual AoEs. Armored Momentum | Every miss the Ice General makes, increase his next successful hit by 25 (damage stacks). Bonus damage is lost after a successful hit. Each miss during an AoE from <<General's Might>> contributes to these stacks. For instance, if this boss used an AoE at base damage and missed the first player targeted, the damage toward the second player would be increased by 25. If it were to then hit the second player, the damage toward the third player would revert to normal. If it were to miss also the second player, it the attack would gain an additional 25 damage toward the third Player. If the <<Ice General>> already has stacks of <<Armored Momentum>> prior to starting an AoE attack with <<General's Might>>, these stacks will act as the base damage for the entire AoE attack. Power of the Ice King | Once at 600 health or lower, the <<Ice General>> will switch from his two handed axe to a two handed sword which has a frosty aura/mist. On an MD of 9-10, the target will receive the Freeze status effect. Edited September 5 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #9 Share Posted August 23 (edited) Wulfrin's blade arced through the air its celestial steel blade burning bright with the light of his Phoenix Whirlwind. As long as he had multiple enemies to strike down, he would continue his trend of using his area of effect stun art. In the best scenario, it would kill the soldiers. Worst case, it removed their ability to attack. Either option was favorable as the less attacks he had coming his way the better he could control the flow of battle. Maintaining his position as the controller of the ebb and flow of battle, was paramount in situations like this. Four more squad members, the captain and three lackies, burst into light effects as his combo finished. Not losing focus, Wulfrin did his best to avoid the retaliation attacks. The first soldier caught him off guard slighly and landed a heavy blow to his right flank. He quickly regained balance and evaded the strikes from the other snow soldier and the ice general. With only three foes still on the board, Snowfrost's safety was pretty much guaranteed. * * * Recovery?: ID 251473 | CD 3+2=5 | +0 EN Wulfrin regains 57 HP and 4 EN Cooldowns: Rending Familiar (2/5) Post Action: [x12] Tech-F (19 EN) -2 Stamina Free Action: ID 251474 | BD 5+8=13 | CD 12+2=13 | 28*12=336-50=286 DMG to Frost Captain 2. Target Dies. ID 251475 | BD 5+8=13 | 28*12=336 DMG to Snow Soldier B1. Target dies. ID 251476 | BD 9; +1 DMG +16 HLY, Phase | 28+1+16*12=540 DMG to Snow Soldier B2. Target dies. ID 251477 | BD 1+8=9 | 28*12=336 DMG to Snow Soldier B3. Target dies. Snow Soldier B4 Attacks Wulfrin ID 251478 | BD 9 | 126-63=63 DMG to Wulfrin Snow Soldier B5 Attacks Wulfrin ID 251479 | BD 4-2=2 | Miss Ice General Attacks Wulfrin ID 251480 | BD 4+2-2=4 | Miss Stats: Wulfrin | HP: 875/1030 | EN: 96/124 | DMG: 28 | MIT:63 | ACC:7 | AA | PHASE | EVA:2 | PARA-IM | THORNS: 40 | BH:57 | REC: 8 | HLY: 16 | TXC-V: 32 | LD:8 | CD:2 | PROSP:3 | DOTE: 3/3 | PROB:36 Snowfrost | HP: 4197/5000 | Thorns 30 | Wooden Wall: 0/500 Squadron A Snow Soldier 1 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 2 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 0/350 | DMG: 125 | REND 28 (1/2) Snow Soldier 5 | HP: 0/350 | DMG: 125 Frost Captain 1 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Squadron B Snow Soldier 1 | HP: 0/350 | DMG: 125 Snow Soldier 2 | HP: 0/350 | DMG: 125 Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 350/350 | DMG: 125 Snow Soldier 5 | HP: 350/350 | DMG: 125 Frost Captain 2 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Ice General | HP 1500/1500 | DMG: 200 | MIT: 100 | ACC: 2 Abilities: Snow Soldier Priorities | Even if Howl is used, if there are squadrons not engaged in combat with the players, they will attempt to attack the town itself whenever possible. Aiming to break building supports, throw torches into the structures to burn them down, etc. Players can use the block mod <<Mark>> to protect the town from a squadron's assault, but only 1 squad can be affected per use of <<Mark>>. Frost Captain Mounted Combat | While riding their steed, Frost Captains will have +1 ACC. Additionally, the Frost Captain's first attack is always rolled first before the players, before reverting to normal battle rotation rules. The Horse has 250 HP and if killed this ability is negated. Rallying Leader | Frost Captains will always give a +1 bonus to ACC to their squadron. Should the Frost Captain die this ability is negated for that Captain's specified squadron. (Bonus applies to attacks on the town.) Priorities | If their squadron drops below 3 soldiers, or if their squadron is not engaged in combat with any players, the Frost Captain will attack the town. Instead of throwing regular torches however, they will open a lantern on their belt and light it with the blue flame inside. This flame freezes everything it touches rather than burning it up. They will use these torches on the town when attacking. Ice General General's Might | Every other post, the Ice General will make an AoE attack, striking up to 4 players with the highest hate. Each target will receive its own roll, similar to usual AoEs. Armored Momentum | Every miss the Ice General makes, increase his next successful hit by 25 (damage stacks). Bonus damage is lost after a successful hit. Each miss during an AoE from <<General's Might>> contributes to these stacks. For instance, if this boss used an AoE at base damage and missed the first player targeted, the damage toward the second player would be increased by 25. If it were to then hit the second player, the damage toward the third player would revert to normal. If it were to miss also the second player, it the attack would gain an additional 25 damage toward the third Player. If the <<Ice General>> already has stacks of <<Armored Momentum>> prior to starting an AoE attack with <<General's Might>>, these stacks will act as the base damage for the entire AoE attack. Power of the Ice King | Once at 600 health or lower, the <<Ice General>> will switch from his two handed axe to a two handed sword which has a frosty aura/mist. On an MD of 9-10, the target will receive the Freeze status effect. * * * Looting Frost Captain 2 ID 251481 | CD 8+2=10 | LD 19+8+1=28 4400 Col (500*8, incl CD EVEN+Prosp3 + 10% Col Stash/Deposit) 2 Mats: LD ODD 1 Demonic Shard Dungeon Map 251481 Edited September 5 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #10 Share Posted August 23 (edited) Three more to go. Wulfrin could finally catch a much needed breather. With another wave of his Phoenix Whirlwind, the two remaining Snow Soldiers and the Ice General were pushed back, losing their footing as the stunned condition took effect. Wulfrin's HP began to climb up again, his battle healing skill kicking in to recover the HP that had been stolen from him during the early stages of the fight. Wulfrin's energy reserves were still sitting pretty as his armor helped to mitigate his expenditure. Wulfrin paused as he took the brief reprieve he had granted himself to recenter. If there was one thing he had learned about Aincrad, it was that he had to keep a level head. Too much deviation from the moment would cause him to lose momentum and possibly lead to his death. He had to be an example for the rest of the players in Aincrad. He had to help them through this death game; and he would do it one step at a time. Something was starting to click in the back of his mind. The soldiers he was fighting seemed more undead than human like. They were gaunt and shambling around. The general though seemed more... devilish. Horns curled up from beneath its helm. Perhaps this quest could provide him some clues towards his research. * * * Recovery?: ID 251483 | CD 9+2=11 | +8 EN Wulfrin regains 57 HP and 12 EN Cooldowns: Rending Familiar (3/5) Post Action: [x12] Tech-F (17 EN) -2 Stamina Free Action: ID 251484 | BD 8+8=16 | CD 11+2=13 | 28*12=336 DMG to Snow Soldier B4. Target is stunned. ID 251485 | BD 6+8=14 | 28*12=336 DMG to Snow Soldier B5. Target is stunned. ID 251486 | BD 1+8=9 | 28*12=336-100 = 236 DMG to Ice General. Target is stunned. Snow Soldier B4 is stunned. Stun Fades Snow Soldier B5 is stunned. Stun Fades Ice General is stunned. Stun Fades Stats: Wulfrin | HP: 932/1030 | EN: 93/124 | DMG: 28 | MIT:63 | ACC:7 | AA | PHASE | EVA:2 | PARA-IM | THORNS: 40 | BH:57 | REC: 8 | HLY: 16 | TXC-V: 32 | LD:8 | CD:2 | PROSP:3 | DOTE: 3/3 | PROB:36 Snowfrost | HP: 4197/5000 | Thorns 30 | Wooden Wall: 0/500 Squadron A Snow Soldier 1 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 2 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 0/350 | DMG: 125 | REND 28 (1/2) Snow Soldier 5 | HP: 0/350 | DMG: 125 Frost Captain 1 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Squadron B Snow Soldier 1 | HP: 0/350 | DMG: 125 Snow Soldier 2 | HP: 0/350 | DMG: 125 Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 14/350 | DMG: 125 | P. Stun Imm. (1/3) Snow Soldier 5 | HP: 14/350 | DMG: 125 | P. Stun Imm. (1/3) Frost Captain 2 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Ice General | HP 1264/1500 | DMG: 200 | MIT: 100 | ACC: 2 | P. Stun Imm. (1/3) Abilities: Snow Soldier Priorities | Even if Howl is used, if there are squadrons not engaged in combat with the players, they will attempt to attack the town itself whenever possible. Aiming to break building supports, throw torches into the structures to burn them down, etc. Players can use the block mod <<Mark>> to protect the town from a squadron's assault, but only 1 squad can be affected per use of <<Mark>>. Frost Captain Mounted Combat | While riding their steed, Frost Captains will have +1 ACC. Additionally, the Frost Captain's first attack is always rolled first before the players, before reverting to normal battle rotation rules. The Horse has 250 HP and if killed this ability is negated. Rallying Leader | Frost Captains will always give a +1 bonus to ACC to their squadron. Should the Frost Captain die this ability is negated for that Captain's specified squadron. (Bonus applies to attacks on the town.) Priorities | If their squadron drops below 3 soldiers, or if their squadron is not engaged in combat with any players, the Frost Captain will attack the town. Instead of throwing regular torches however, they will open a lantern on their belt and light it with the blue flame inside. This flame freezes everything it touches rather than burning it up. They will use these torches on the town when attacking. Ice General General's Might | Every other post, the Ice General will make an AoE attack, striking up to 4 players with the highest hate. Each target will receive its own roll, similar to usual AoEs. Armored Momentum | Every miss the Ice General makes, increase his next successful hit by 25 (damage stacks). Bonus damage is lost after a successful hit. Each miss during an AoE from <<General's Might>> contributes to these stacks. For instance, if this boss used an AoE at base damage and missed the first player targeted, the damage toward the second player would be increased by 25. If it were to then hit the second player, the damage toward the third player would revert to normal. If it were to miss also the second player, it the attack would gain an additional 25 damage toward the third Player. If the <<Ice General>> already has stacks of <<Armored Momentum>> prior to starting an AoE attack with <<General's Might>>, these stacks will act as the base damage for the entire AoE attack. Power of the Ice King | Once at 600 health or lower, the <<Ice General>> will switch from his two handed axe to a two handed sword which has a frosty aura/mist. On an MD of 9-10, the target will receive the Freeze status effect. Edited September 5 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #11 Share Posted August 23 (edited) Wulfrin buckled down and unleashed what would be his final burst of Phoenix Whirlwind. With a burst of flames and light particles, Wulfrin was left with just the general to deal with. Over the course of these last few exchanges, the Ice General's health bar had only dropped by about one third. As Wulfrin's combo came to a close, the Ice General attempted a retaliation attack, but Wulfrin managed to dodge its massive axe. With the village pretty much free of threats, Wulfrin spotted out of the corner of his eyes several villagers starting to be proactive and put out the raging fires. Slowly the village was returning to normal, with Wulfrin keeping the Ice General from targeting the village. The two clashed, celestial steel against reinforced ice. The two were deadlocked. However, Wulfrin had yet to go all out. Now he had no need to continue his crowd control tactics and instead could focus on raw power, the other of his strong suits. As their clash came to an end, Wulfrin changed up his stance. No longer was he on the defensive. Instead he was on full on assault mode. * * * Recovery?: ID 251487 | CD 9+2=11 | +8 EN Wulfrin regains 57 HP and 12 EN Cooldowns: Rending Familiar (4/5) Post Action: [x12] Tech-F (17 EN) -2 Stamina Free Action: ID 251488 | BD 6+8=14 | CD 3+2=5 | 28*12=336 DMG to Snow Soldier B4. Target dies. ID 251489 | BD 4+8=12 | 28*12=336 DMG to Snow Soldier B5. Target dies. ID 251490 | BD 7+8=15 | 28*12=336-100 = 236 DMG to Ice General. Ice General attacks Wulfrin ID 251491 | BD 5+2-2=5 | Miss Stats: Wulfrin | HP: 989/1030 | EN: 90/124 | DMG: 28 | MIT:63 | ACC:7 | AA | PHASE | EVA:2 | PARA-IM | THORNS: 40 | BH:57 | REC: 8 | HLY: 16 | TXC-V: 32 | LD:8 | CD:2 | PROSP:3 | DOTE: 3/3 | PROB:36 Snowfrost | HP: 4197/5000 | Thorns 30 | Wooden Wall: 0/500 Squadron A Snow Soldier 1 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 2 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 0/350 | DMG: 125 | REND 28 (1/2) Snow Soldier 5 | HP: 0/350 | DMG: 125 Frost Captain 1 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Squadron B Snow Soldier 1 | HP: 0/350 | DMG: 125 Snow Soldier 2 | HP: 0/350 | DMG: 125 Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 0/350 | DMG: 125 | P. Stun Imm. (1/3) Snow Soldier 5 | HP: 0/350 | DMG: 125 | P. Stun Imm. (1/3) Frost Captain 2 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Ice General | HP 1028/1500 | DMG: 200 | MIT: 100 | ACC: 2 | P. Stun Imm. (2/3) Abilities: Snow Soldier Priorities | Even if Howl is used, if there are squadrons not engaged in combat with the players, they will attempt to attack the town itself whenever possible. Aiming to break building supports, throw torches into the structures to burn them down, etc. Players can use the block mod <<Mark>> to protect the town from a squadron's assault, but only 1 squad can be affected per use of <<Mark>>. Frost Captain Mounted Combat | While riding their steed, Frost Captains will have +1 ACC. Additionally, the Frost Captain's first attack is always rolled first before the players, before reverting to normal battle rotation rules. The Horse has 250 HP and if killed this ability is negated. Rallying Leader | Frost Captains will always give a +1 bonus to ACC to their squadron. Should the Frost Captain die this ability is negated for that Captain's specified squadron. (Bonus applies to attacks on the town.) Priorities | If their squadron drops below 3 soldiers, or if their squadron is not engaged in combat with any players, the Frost Captain will attack the town. Instead of throwing regular torches however, they will open a lantern on their belt and light it with the blue flame inside. This flame freezes everything it touches rather than burning it up. They will use these torches on the town when attacking. Ice General General's Might | Every other post, the Ice General will make an AoE attack, striking up to 4 players with the highest hate. Each target will receive its own roll, similar to usual AoEs. Armored Momentum | Every miss the Ice General makes, increase his next successful hit by 25 (damage stacks). Bonus damage is lost after a successful hit. Each miss during an AoE from <<General's Might>> contributes to these stacks. For instance, if this boss used an AoE at base damage and missed the first player targeted, the damage toward the second player would be increased by 25. If it were to then hit the second player, the damage toward the third player would revert to normal. If it were to miss also the second player, it the attack would gain an additional 25 damage toward the third Player. If the <<Ice General>> already has stacks of <<Armored Momentum>> prior to starting an AoE attack with <<General's Might>>, these stacks will act as the base damage for the entire AoE attack. Power of the Ice King | Once at 600 health or lower, the <<Ice General>> will switch from his two handed axe to a two handed sword which has a frosty aura/mist. On an MD of 9-10, the target will receive the Freeze status effect. Edited September 5 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #12 Share Posted August 23 (edited) Wulfrin's blade began to glow a deep verdant green as it seemed to slightly increase in size, becoming a heavier weapon. With a heavy downward arc, Wulfrin's Titan Breaker sword art blasted into the the Ice General's axe causing the head to crack as the blade continued on its course. Once it found purchase in the shoulder of the Ice General's dominant hand, a cacophonous boom echoed across the makeshift arena. The heads of curious villagers snapped towards the plaza central plaza. Cracks began to form on the armor of the Ice General as the shattering effect of Wulfrin's sword art began to take effect. With his defenses beginning to crack, the Ice General charged back at Wulfrin in retaliation. Wulfrin's sword moved to block, but the Ice General feinted with his massive axe. Another sharp pain surged through Wulfrin's body as the axe arced across his form. The general was nowhere near the level of his cronies. In fact he was leagues above them. Wulfrin winced as he pulled himself back to his feet. He still had plenty of steam in his engine, all he had to do was stay in the fight. * * * Recovery?: ID 251492 | CD 5+2=7 | +8 EN Wulfrin regains 57 HP and 12 EN Cooldowns: Rending Familiar (5/5) Post Action: [x16] Tech-D (15 EN) vs Ice General -2 Stamina Free Action: ID 251493 | BD 4+8=12 | 28*16=448-80 = 368 DMG to Ice General. Shatter 1 Applied Ice General attacks Wulfrin ID 251494 | BD 7+2-2=7 | 225-63=162 DMG to Wulfrin. Takes 40 from Thorns Stats: Wulfrin | HP: 868/1030 | EN: 88/124 | DMG: 28 | MIT:63 | ACC:7 | AA | PHASE | EVA:2 | PARA-IM | THORNS: 40 | BH:57 | REC: 8 | HLY: 16 | TXC-V: 32 | LD:8 | CD:2 | PROSP:3 | DOTE: 3/3 | PROB:36 Snowfrost | HP: 4197/5000 | Thorns 30 | Wooden Wall: 0/500 Squadron A Snow Soldier 1 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 2 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 0/350 | DMG: 125 | REND 28 (1/2) Snow Soldier 5 | HP: 0/350 | DMG: 125 Frost Captain 1 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Squadron B Snow Soldier 1 | HP: 0/350 | DMG: 125 Snow Soldier 2 | HP: 0/350 | DMG: 125 Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 0/350 | DMG: 125 | P. Stun Imm. (1/3) Snow Soldier 5 | HP: 0/350 | DMG: 125 | P. Stun Imm. (1/3) Frost Captain 2 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Ice General | HP 620/1500 | DMG: 200 | MIT: 100 80 | ACC: 2 | P. Stun Imm. (3/3) Abilities: Snow Soldier Priorities | Even if Howl is used, if there are squadrons not engaged in combat with the players, they will attempt to attack the town itself whenever possible. Aiming to break building supports, throw torches into the structures to burn them down, etc. Players can use the block mod <<Mark>> to protect the town from a squadron's assault, but only 1 squad can be affected per use of <<Mark>>. Frost Captain Mounted Combat | While riding their steed, Frost Captains will have +1 ACC. Additionally, the Frost Captain's first attack is always rolled first before the players, before reverting to normal battle rotation rules. The Horse has 250 HP and if killed this ability is negated. Rallying Leader | Frost Captains will always give a +1 bonus to ACC to their squadron. Should the Frost Captain die this ability is negated for that Captain's specified squadron. (Bonus applies to attacks on the town.) Priorities | If their squadron drops below 3 soldiers, or if their squadron is not engaged in combat with any players, the Frost Captain will attack the town. Instead of throwing regular torches however, they will open a lantern on their belt and light it with the blue flame inside. This flame freezes everything it touches rather than burning it up. They will use these torches on the town when attacking. Ice General General's Might | Every other post, the Ice General will make an AoE attack, striking up to 4 players with the highest hate. Each target will receive its own roll, similar to usual AoEs. Armored Momentum | Every miss the Ice General makes, increase his next successful hit by 25 (damage stacks). Bonus damage is lost after a successful hit. Each miss during an AoE from <<General's Might>> contributes to these stacks. For instance, if this boss used an AoE at base damage and missed the first player targeted, the damage toward the second player would be increased by 25. If it were to then hit the second player, the damage toward the third player would revert to normal. If it were to miss also the second player, it the attack would gain an additional 25 damage toward the third Player. If the <<Ice General>> already has stacks of <<Armored Momentum>> prior to starting an AoE attack with <<General's Might>>, these stacks will act as the base damage for the entire AoE attack. Power of the Ice King | Once at 600 health or lower, the <<Ice General>> will switch from his two handed axe to a two handed sword which has a frosty aura/mist. On an MD of 9-10, the target will receive the Freeze status effect. Edited September 5 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #13 Share Posted August 23 (edited) Another one just like that. Wulfrin's vison narrowed on the Ice General. He took a deep breath to center himself before adjusting his grip on the Blade of Zariel. The blade began to expand as he raised the blade high while closing in on the Ice General. The blade, wrapped in the deep verdant green of Titan's Impact, fell with the full weight of the heavy blade and all the strength Wulfrin could muster. The Ice General brought its axe up to block, but it could not stop the blade's path of destruction. The axe burst into particles as its durability hit zero and the sword continued landing another heavy blow into the Ice General's other shoulder. The cracks that formed began to mingle at the center of his body, the Ice General staggering back with the force of the strike. Quickly it regained its footing, drawing a massive greatsword from it back. Enraged it swung wildly towards Wulfrin. Seeing the shift in attack pattern, Wulfrin managed to dodge the attack with ease as Solaris rocketed down form the sky and began to ravage the general with talons and razor sharp beak. * * * Recovery?: ID 251495 | CD 1+2=3 | +0 EN Wulfrin regains 57 HP and 4 EN Cooldowns: Rending Familiar (1/5) Post Action: [x16] Tech-D (15 EN) vs Ice General -2 Stamina Free Action: Rending Familiar -> Ice General ID 251496 | BD 4+8=12 | 28*16=448-60 = 388 DMG to Ice General. Shatter 2 Applied. Rend 28 applied. Ice General attacks Wulfrin ID 251497 | BD 4+2-2=4 | Miss. +25 DMG. Takes 28 Damage from Rend. Stats: Wulfrin | HP: 925/1030 | EN: 79/124 | DMG: 28 | MIT:63 | ACC:7 | AA | PHASE | EVA:2 | PARA-IM | THORNS: 40 | BH:57 | REC: 8 | HLY: 16 | TXC-V: 32 | LD:8 | CD:2 | PROSP:3 | DOTE: 3/3 | PROB:36 Snowfrost | HP: 4197/5000 | Thorns 30 | Wooden Wall: 0/500 Squadron A Snow Soldier 1 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 2 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 0/350 | DMG: 125 | REND 28 (1/2) Snow Soldier 5 | HP: 0/350 | DMG: 125 Frost Captain 1 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Squadron B Snow Soldier 1 | HP: 0/350 | DMG: 125 Snow Soldier 2 | HP: 0/350 | DMG: 125 Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 0/350 | DMG: 125 | P. Stun Imm. (1/3) Snow Soldier 5 | HP: 0/350 | DMG: 125 | P. Stun Imm. (1/3) Frost Captain 2 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Ice General | HP 204/1500 | DMG: 200 | MIT: 100 60 | ACC: 2 | Shatter -40 (1/3) | Rend 28 (1/2) | PotIK Abilities: Snow Soldier Priorities | Even if Howl is used, if there are squadrons not engaged in combat with the players, they will attempt to attack the town itself whenever possible. Aiming to break building supports, throw torches into the structures to burn them down, etc. Players can use the block mod <<Mark>> to protect the town from a squadron's assault, but only 1 squad can be affected per use of <<Mark>>. Frost Captain Mounted Combat | While riding their steed, Frost Captains will have +1 ACC. Additionally, the Frost Captain's first attack is always rolled first before the players, before reverting to normal battle rotation rules. The Horse has 250 HP and if killed this ability is negated. Rallying Leader | Frost Captains will always give a +1 bonus to ACC to their squadron. Should the Frost Captain die this ability is negated for that Captain's specified squadron. (Bonus applies to attacks on the town.) Priorities | If their squadron drops below 3 soldiers, or if their squadron is not engaged in combat with any players, the Frost Captain will attack the town. Instead of throwing regular torches however, they will open a lantern on their belt and light it with the blue flame inside. This flame freezes everything it touches rather than burning it up. They will use these torches on the town when attacking. Ice General General's Might | Every other post, the Ice General will make an AoE attack, striking up to 4 players with the highest hate. Each target will receive its own roll, similar to usual AoEs. Armored Momentum | Every miss the Ice General makes, increase his next successful hit by 25 (damage stacks). Bonus damage is lost after a successful hit. Each miss during an AoE from <<General's Might>> contributes to these stacks. For instance, if this boss used an AoE at base damage and missed the first player targeted, the damage toward the second player would be increased by 25. If it were to then hit the second player, the damage toward the third player would revert to normal. If it were to miss also the second player, it the attack would gain an additional 25 damage toward the third Player. If the <<Ice General>> already has stacks of <<Armored Momentum>> prior to starting an AoE attack with <<General's Might>>, these stacks will act as the base damage for the entire AoE attack. Power of the Ice King | Once at 600 health or lower, the <<Ice General>> will switch from his two handed axe to a two handed sword which has a frosty aura/mist. On an MD of 9-10, the target will receive the Freeze status effect. Edited September 5 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #14 Share Posted August 23 (edited) Here we are. Final push. One more should do it. Wulfrin estimated based off the remaining health bar on the Ice General. Snowfrost was almost freed from its immediate danger. Wulfrin raised his blade high one final time, the deep verdant green and increased size of Titan's Impact, ready to unleash the final strike. Wulfrin dashed forward and let the blade fall through the air, his full weiht and power behind it. The first thing to break was the Ice General's greatsword which burst into shards of ice. The next was the armor, the heavy frost covered plates shattering under the full force of Wulfrin's attack. Lastly the Ice General himself burst as a column of blue flames engulfed its form, overriding the usual light particles that signaled the death of a mob. With the final enemy felled, the villagers let loose a hearty cheer before returning to their tasks of extinguishing flames and tending wounded. * * * Recovery?: ID 251498 | CD 9+2=11 | +8 EN Wulfrin regains 57 HP and 12 EN Cooldowns: Rending Familiar (2/5) Post Action: [x16] Tech-D (15 EN) vs Ice General -2 Stamina Free Action: ID 251499 | BD 7+8=15 | 28*16=448-40 = 408 DMG to Ice General. Shatter 3 Applied. Target dies Stats: Wulfrin | HP: 982/1030 | EN: 91/124 | DMG: 28 | MIT:63 | ACC:7 | AA | PHASE | EVA:2 | PARA-IM | THORNS: 40 | BH:57 | REC: 8 | HLY: 16 | TXC-V: 32 | LD:8 | CD:2 | PROSP:3 | DOTE: 3/3 | PROB:36 Snowfrost | HP: 4197/5000 | Thorns 30 | Wooden Wall: 0/500 Squadron A Snow Soldier 1 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 2 | HP: 0/350 | DMG: 125 | P. Stun Imm (1/3) Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 0/350 | DMG: 125 | REND 28 (1/2) Snow Soldier 5 | HP: 0/350 | DMG: 125 Frost Captain 1 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Squadron B Snow Soldier 1 | HP: 0/350 | DMG: 125 Snow Soldier 2 | HP: 0/350 | DMG: 125 Snow Soldier 3 | HP: 0/350 | DMG: 125 Snow Soldier 4 | HP: 0/350 | DMG: 125 | P. Stun Imm. (1/3) Snow Soldier 5 | HP: 0/350 | DMG: 125 | P. Stun Imm. (1/3) Frost Captain 2 | HP: 0/500 | DMG: 150 | MIT: 50 | STUNNED Horse | HP: 0/250 Ice General | HP 0/1500 | DMG: 200 | MIT: 100 60 | ACC: 2 | Shatter -40 (1/3) | Rend 28 (1/2) | PotIK Abilities: Snow Soldier Priorities | Even if Howl is used, if there are squadrons not engaged in combat with the players, they will attempt to attack the town itself whenever possible. Aiming to break building supports, throw torches into the structures to burn them down, etc. Players can use the block mod <<Mark>> to protect the town from a squadron's assault, but only 1 squad can be affected per use of <<Mark>>. Frost Captain Mounted Combat | While riding their steed, Frost Captains will have +1 ACC. Additionally, the Frost Captain's first attack is always rolled first before the players, before reverting to normal battle rotation rules. The Horse has 250 HP and if killed this ability is negated. Rallying Leader | Frost Captains will always give a +1 bonus to ACC to their squadron. Should the Frost Captain die this ability is negated for that Captain's specified squadron. (Bonus applies to attacks on the town.) Priorities | If their squadron drops below 3 soldiers, or if their squadron is not engaged in combat with any players, the Frost Captain will attack the town. Instead of throwing regular torches however, they will open a lantern on their belt and light it with the blue flame inside. This flame freezes everything it touches rather than burning it up. They will use these torches on the town when attacking. Ice General General's Might | Every other post, the Ice General will make an AoE attack, striking up to 4 players with the highest hate. Each target will receive its own roll, similar to usual AoEs. Armored Momentum | Every miss the Ice General makes, increase his next successful hit by 25 (damage stacks). Bonus damage is lost after a successful hit. Each miss during an AoE from <<General's Might>> contributes to these stacks. For instance, if this boss used an AoE at base damage and missed the first player targeted, the damage toward the second player would be increased by 25. If it were to then hit the second player, the damage toward the third player would revert to normal. If it were to miss also the second player, it the attack would gain an additional 25 damage toward the third Player. If the <<Ice General>> already has stacks of <<Armored Momentum>> prior to starting an AoE attack with <<General's Might>>, these stacks will act as the base damage for the entire AoE attack. Power of the Ice King | Once at 600 health or lower, the <<Ice General>> will switch from his two handed axe to a two handed sword which has a frosty aura/mist. On an MD of 9-10, the target will receive the Freeze status effect. * * * Looting Ice General ID 251500 | CD 3+2=5 | LD 10+8+1=19 13200 Col (1500*8 incl LD EVEN+ Prosp3 + 10% Col Stash/Deposit) 2 Mats: CD ODD Perfect Armor/Shield (1) | 251500a Perfect Trinket (1) | 251500b Edited September 5 by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted August 23 Author #15 Share Posted August 23 (edited) Great job kid, Elder Mark spoke up, cigarette alight in his mouth. You took on an entire army on your own. Gotta say I'm impressed. I second that, Levi chimed in. I'm sorry I couldn't be more help. Eh don't mention it, Wulfrin waved them off. Your village needed the help and I was able to help defend it. I'm just glad its over. This battle might be over, Elder Mark interrupted with a grim expression. Its probably safe to say this won't be truly over until the king himself is offed for good. That means you're going to have to go into that foreboding frost castle and kill him all by your lonesome. Why did I get the feeling you were going to say something like that. The festivities slowly began to return to the Snowfrost plaza, this time more focused on celebrating the victory won by Wulfrin. Wulfrin sighed as he fell in line, enjoying provided feasts and drink in his name. He wasn't fully on board with all of the focus being on him, but he figured it was all part of the quest. As the festivities came to an end, another panel appeared in Wulfrin's vision informing him that part three of this quest line was ready to begin. * * * THREAD CLOSING Wulfrin Receives: 7797 EXP: 3178/5*9 + 2000 [quest] + 1% Guild Rank 1 28,450 Col: 5000 [quest] + 22000 [loot] + 1169 [P5] + 1% Guild Rank 1 6 Mats 2 Demonic Shards 1 Mon Dungeon Maps | 251481 251482 T4 Perfect Armor/Shield | 251500a T4 Perfect Trinket | 251500b Edited September 5 by Wulfrin Link to post Share on other sites
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