Wulfrin 0 Posted 10 hours ago #1 Share Posted 10 hours ago (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 6 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 10 hours ago Author #2 Share Posted 10 hours ago (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 5 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 10 hours ago Author #3 Share Posted 10 hours ago (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 5 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 10 hours ago Author #4 Share Posted 10 hours ago (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 5 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 10 hours ago Author #5 Share Posted 10 hours ago (edited) PH * * * Post Action: Building Pit Fall Trap ID 251433 | CD 3+2=5 | Failure Edited 10 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 9 hours ago Author #6 Share Posted 9 hours ago (edited) PH * * * 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 9 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 9 hours ago Author #7 Share Posted 9 hours ago (edited) PH * * * 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 8 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 8 hours ago Author #8 Share Posted 8 hours ago (edited) PH * * * 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 8 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 8 hours ago Author #9 Share Posted 8 hours ago (edited) PH * * * 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 8 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 7 hours ago Author #10 Share Posted 7 hours ago (edited) PH * * * 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 7 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 7 hours ago Author #11 Share Posted 7 hours ago (edited) PH * * * 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 7 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 7 hours ago Author #12 Share Posted 7 hours ago (edited) PH * * * 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 7 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 7 hours ago Author #13 Share Posted 7 hours ago (edited) PH * * * 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 7 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 7 hours ago Author #14 Share Posted 7 hours ago (edited) PH * * * 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 7 hours ago by Wulfrin Link to post Share on other sites
Wulfrin 0 Posted 7 hours ago Author #15 Share Posted 7 hours ago PH * * * THREAD CLOSING Wulfrin Receives: x EXP: wc/5*9 + 2000 [quest] + 1% Guild Rank 1 x Col: 5000 [quest] + 22000 [loot] + x [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 Link to post Share on other sites
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