11-30-2017: Twilight Abyss - WindStrike - 10-25-2017
Sometime around mid-November, we'll be starting up Twilight Abyss, which will likely be the longest quest run in ZURPG thus far. This quest is for:
*The portal of darkness closes up. Eventually, you slow your descent and you all land on solid ground, though the ground itself is nearly pitch black. Not that it's burnt, just... incredibly dark. A dim, twilit sky hovers above you, barely illuminating you all. One quest ends... and another begins...*
Welcome to the Twilight Realm, home of the Interlopers! Following up on your hate of them, I suppose here, you get the chance to wipe them out, once and for all. Of course, by 'chance', I mean those are preeetty slim odds, but hey, it's doable. This will also be the first quest where it'll actually be possible to kill Bloodwind off. But that's up to you.
A fair warning on the difficulty - There are no planned boss battles. ..... or more accurately, every battle has the potential to be a boss battle. With the exception of one of them (as it turned out, the first battle), if you find a situation unwinnable, that's your fault for getting into that situation, not mine. How you enter situations and get out of them is entirely on you. Combat is not the only way here, folks.
Both parties used illusions and shenanigans to get through a hallway of Twili. Though, I must say, Corsava on her own got through much... cleaner.
Also, it turns out their communication terminals look an awful lot like certain Sheikah technology, only the glowy lines are more geometrical and greenish. You all also learned how to speak and understand the language of Twili thanks to some magical stones. Nifty.
Both parties managed to sneak through the Twilight Palace, chat it up with the wonky librarian, Medlora, and eventually find their way to Xanas, where he returned all of your artifacts (except that tiny Twilight Mirror Sliver), and then teleported you out of the palace to go on a quest to retrieve one of the Twilight Mirror Fragments. Though, there were some differences...
Corsava, Darte, Kirran, & Hal went full on Solid Snake, and through the power of teamwork, simultaneously screwed themselves over and pull themselves out of trouble. Repeatedly.
Dex, thanks to his idiotic idea to jump through a still-forming portal from the previous session, landed in Zuph's shop, got some darned Golden Googly Eyes, then pretended to be a statue all the way till he got to Xanas. He also came across some revelations, like Zuph wearing one of the Golden Artifacts, and that according to Medlora, the Master Sword is in a land frozen in time.
The lot of you found the Floating Ruins, shenanigan'd your way up some floating magnetic rocks, and then found some really shady Hylian dude. He called himself Harry. Totally not shady at all. You also find some Magnetic Gloves, do some magnet related stuff, and Dex crushed a Shadow Beast with a meteor. In the face.
You guys fight off another Shadow Beast, finding out it's nearly impervious attacking from the front, and its got insane reaction speed. However, with some split arrow timing, you find it cannot defend from opposite directions at once.
Kirran then decides to Vulcan Mind Mel- I mean use Eye of Truth on Harry, to reveal this guy totally knows about the Interloper. You encounter said Interloper in the Mirror Room, and manage to split the party across three adjacent rooms. Corsava ends up placing a curse on the last Shadow Beast, simultaneously upgrading both herself and supersizing the fella into a Super Shadow Beast. Just when you thought it couldn't get any worse, Kirran happens to ask Raine if the shady Harry guy is her master. She says no, but for some reason, the shady guy takes a supreme interest in Raine, and then reveals himself to be Dio- err The Happy Mask Man!
Locked in a fight against three bosses, you decide your only way out is the usual - shenanigans out the wazoo! Though, you kind of give up on killing the Mask Man after hitting him with a meteor and finding he came out practically unscathed. In a nutshell, you fought them for a bit, then Corsava came up with the brilliant (read: stupid) idea of sticking the Blast Mask onto the Super Shadow Beast. Dex followed up with Bag of Tricks, incidentally turning said beast into a giant frog. Your powers combined, it became a Super Frog Bomb, then proceeded to explode and nuke the entire island, thus killing the Interloper and giving you the Twilight Mirror Fragment. You're not sure what happened to Mask Man, but you're pretty sure he survived.
Thanks to some hot potato, you nearly kill yourselves trying to actually pick up the Twilight Mirror Blade, finding out that it's cursed. Not by an Interloper, but by the god Fierce Deity himself. You're also 99% positive that Majora is Raine's master. Eventually, you manage to stuff the blade inside of a rubbery snouth (a what now?) and carry it safely back to the Twilight Palace.
Once there, Darte dies yet again, and you end up finally meeting with Queen Midna, giving her the Twilight Mirror Blade, diplomacying some stuff out, and now you're good ol' buddy ol' pals with the Twili! Well, kind of. You have promised to find the last Twilight Mirror Fragment, and also agreed to help find the other half of her Fused Shadow Mask. Apparently some Twili Betrayer named Zant has it.
In your rest, you decided to go to the library to ask Medlora-chan some pressing questions. You found out there was once a Fairy Fountain here, but it exploded in the Great Destruction. You learned the Sheikah symbols and technology may have originally been Twili. You learned the Master Sword may not actually be in Hyrule, as the Stone Tower was an actual possibility... until it exploded. You learned not to mention the Twilight Scimitar in Midna's presence, as that may or may not have been her favorite sword prior to the Great Destruction. And, for some reason, she mentioned Lanayru and then didn't elaborate further on the subject. Odd.
Also, for some other reason, Medlora was reading a book that was in Ancient Hylian. After realizing that the way she's controlling the books is through magnets, Dex decided to mess around with his own Magnetic Gloves, and in the madness that ensued, Kirran swiped the book away. Though, none of you can actually read it; you'd have to get it to someone like Sahasrahla to get it deciphered. You escaped the library from Medlora's wrath, and then got the heck away from there.
You went down to chat it up with Faron, Spirit of Light, asking about the other Spirits of Light. With some assist from Zuph, you find out Ordona is at the Sol Fountain, but you still don't know about Lanayru, asides from that she's "close". Thanks to Zuph, Faron is empowered with a brief reunion with the Golden Armor, and was able to impart the Spirit Affinity into Hal, also giving him Spirit Vision.
You then heard there's an attack on the Sol Fountain, but instead, you decided to help Zuph go find some crystals in a normally Interloper-infested area (now vacant thanks to the attack). Supposedly, these crystals can partially negate the powers of an Interloper, and keep you safe from their home base's transformation powers. You went out with Zuph to the east, where you found some ruins, some crystals, and creepy hungry shadow that turned out to be a Twilightrobe. After experiencing Sheikah Trials, Part 2 in failing to hurt to hurt a two-dimensional shadow, you eventually realized the way to hurt it is to kill the light, thus removing all shadows. You didn't quite kill it, but you did end up blasting yourselves down to an underworld, of sorts.
Shadow teleported back to the Twilight Palace’s Prison by Zant, you lay at the mercy of the two Twilightrobes. Despite that, Kirran snuck Raine out to go warn Medlora, and then you proceeded to stall the heck out of the Twilightrobes via the dangers of the ever-mysterious elevator. After convincing them that the elevator truly is a final boss to be feared, you encountered a Twili Guard, who told you that Corsava apparently passed by earlier. Odd. Zant popped in over comms, telling you to get a move on, but you stalled once more by saying you needed a key, and as thus, you headed to the library.
Where, as it turns out, Zant & Corsava were at, along with Medlora.
For some reason, it appeared Zant was trying to negotiate a treaty with Corsava and the librarian, but you interrupted him just at the peak of his insanity. Zant tries to direct you all into turning on Medlora, even sending the Twilightrobes after her, though before he’s able to say anything, the power of madness suddenly floods his mind. You also felt the presence of an Interloper nearby, yet you were unable to find it nor the Mask Man.
By abusing Veil of Darkness, you were able to snuff out the Twilightrobes and put an end to their shadows. It appeared Medlora was harboring and protecting Raine, but due to an interaction with Corsava’s Dark Mark, Raine ended up almost comatose. Zant teleports back in using the Golden Armor, trying to threaten Medlora once more, but is quickly tricked by you fellows. He tries his zippy-longstocking zipping maneuvers, only to eventually teleport in the same location as a Darte-sword. He tries to teleport more to escape, but it only drives the blade further and further, until he’s fully impaled. At that point, Darte transformed back into himself, exploding Zant from the inside out and equipping the Golden Armor in the same move. Unfortunately, Zant was revived by a Twilight Fairy and escaped, but in the end, you pwned Zant.
Worried about Raine, you headed over to the Council Room to go ask Midna some questions, as she’s apparently familiar with fairies. You find she can directly speak with Twilight Fairies and that she has two herself. She also wants to personally speak with the Great Fairy as the Twilight Fairies are a dying race, but after some chatting and reminiscing, you realize that the Interlopers have the Great Fairy and the Twilight Realm’s Fairy Fountain. Midna is unfortunately unable to help Raine as she’s not actually a fairy.
During this time, Hal had slipped into the locked door on the other side, chatting it up with the spirit of the Gerudo Warrior of Light, Destra, before landing in the Twilight Palace’s Mirror Room. There, you found Lanayru, Spirit of Light, along with the spirit of the Zora Warrior of Light, Taru, working together to maintain the Twilight Palace’s barrier. Turns out the barrier is what prevents anything from teleporting in, even blocking telepathy. With some questions, you found out the singularity at the center of the Twilight Realm is what remains of the Great Destruction and prevents further destruction of the Twilight Realm. You found out that something called a Spirit Siphon can pass on the souls of the Warriors of Light, but it requires a Light Spirit to be reunited with its original Golden Artifact.
Before you all could get anymore revelations, the palace starts shaking, and a hologram of Zant appears before you, warning you of your theoretically imminent deaths. Turns out he’s back, along with an army of Shadow Beasts, even including a really big one called the Argarok, a massive dragon that’s trying to take the Twilight Palace’s barrier down. With help from Medlora, you unlocked Faron from its prison, and the spirit empowered itself by imbuing into Darte and his new shiny Golden Armor. It was then you decided you’d do what any party would logically do against a great and overwhelming foe - COMMIT TO A PARTY SPLIT!
Kirran & Corsava, the two of you went to the armory to grab some Abyss Rings. You were blocked by a Shadow Beast, but it’s nothing some shenanigans can’t stop. You acquired the Abyss Rings, then went to Medlora-chan for help on how-to-use them. She gave you some pointers, then kindly went back to her books as the two of you decided to portal to the Sol Fountain, with the intention of getting help from Ordona, Spirit of Light to help with the situation.
Darte & Hal, with a combination of teleportation and flight, proceeded to go take down the Argarok. After stabbing it and getting knocked off a few times, you finally hankered down between its wings and proceeded to shred one of its wings into nothingness using the Golden Armor’s unique Zora-only ability. Hal, you used illusions to veer the dragon’s descent away from the barrier, and as a result, slammed it into the ground just outside the palace, bending its neck and causing it to bleed out from a missing wing. Though, before you could re-enter the palace, a particular Zant blocked your way.
As for Dex, he was out in the realm of the Interloper base, enjoying the feeling of being a stuffed pig. No really, literally; something about the area polymorphs anyone who steps in. So, Dex, you resorted to your Spirit Medallion to Spirit Form yourself out. You roam about the realm of complete darkness, latching onto the soul of a generic Interloper at one point and attuning yourself to their radio waves. You attuned to news of the “tainted soul” and found that it ran into “the betrayer” and then ran away. Though, before you could find out much else, something happened to your own soul, and before long, you realized you were talking with the head honcho of the Interlopers, Dark Link.
Dex, using your skills, you resorted to one option - peace. Dark Link teleported himself and you over to the Sol Fountain, where you found the Twili had lost and the Interlopers holding them prisoner. In meeting with Xanas, you tried to actually bargain a peace deal between Dark Link & Xanas. It looked like Dark Link was really buying it, but Xanas wasn’t having any of that. More babble ensued, and you eventually found a way to get them on the same page. Dex, you tried to use the threat of Zant as a common enemy to get them to cooperate on a deal. After dealing with their uncooperative babbling, you finally snap, and declare:
I
HAVE
A
PLAN.
20 years ago, at the end of the Hyrulean Civil War, the Goddesses intervened and aided those of Hyrule to fight back against the Interlopers. They sent forth 4 Spirits of Light, which were imbued into 4 Warriors of Light, the strongest warriors of Hyrule. Banded together, they entered the Twilight Realm, with the intent to destroy it and end the Interlopers once and for all. However, they found the realm was home to another race, the Twili. They were completely innocent and wanted no part in the war.
Right as the warriors considered changing their plan, some of the Twili attacked them, appearing to be Interlopers. The warriors and their spirit hosts ended up going through with the plan, using all their power to destroy the Twilight Realm. Only Gustaf escaped alive, and for 20 years in Hyrule, only he knew the truth of what actually happened.
It's unknown how the Twilight Realm survived the destruction, but supposedly, its protector god, Fierce Deity, had a hand in preventing total annihilation. As such, although the Twili & Interlopers hate each other, both of them revere Fierce Deity as their true god, one of great power and benevolence.
As a result of the attempted destruction, the Twili have grown a natural hatred of the Lightworlders, hence why they attacked the players almost immediately when they found out where they came from. Of the Twili, Queen Midna in particular abhors the Lightworlders, as that Great Destruction ended up killing her father, the previous Twilight King. Even though she knows the players aren't the ones responsible, she's still incredibly reluctant to trust them.
The Warriors of Light each used a Golden Artifact, each one bearing incredible power and the ability to harness one of the Spirits of Light. Those artifacts are still in the Twilight Realm, though they're scattered and their whereabouts are unknown:
- Golden Shield used by Gorbus of the Goron Tribe
- Golden Tunic worn by Taru of the Zora Tribe
- Broken Bow wielded by Destra of the Gerudo Tribe
These are mysterious orbs of Light that not only serve as powerful light sources, but they're weapons against the Interlopers. Simply being near one of these Sols will negate the power of an Interloper, even cutting off their telepathic incomprehensible whispers. Being in direct light of a Sol will also remove Illusions. What these things are and where they come from are unknown to you, but the Twili have mentioned something called a Sol Fountain, and that there's always a constant battle between Twili & Interlopers there.
The Twilight Palace seems to have a fair number of these inside, spread all throughout. Combined with every Twili carrying one over their heads wherever they go, the palace is safe zone against Interlopers. Even if one were to theoretically teleport in, its powers would be instantly negated and be completely defenseless. You can't even hear any semblance of those whispers in the palace, regardless of where you are.
- Short-term Goals:
- Escape the prison
- Acquire Artifacts back
Long-term Goals:
Gain the trust of the Twili so you're not getting pwned by both Twili & Interlopers
Acquire the three Golden Artifacts:
Golden Shield used by Gorbus of the Goron Tribe
Golden Tunic worn by Taru of the Zora Tribe
Broken Bow wielded by Destra of the Gerudo Tribe
Find the remaining Spirits of Light, and re-unite the Golden Artifacts with them to return their powers:
Faron, trapped in the Twili Palace Prison
Lanayru, in the Twilight Palace’s Mirror Room
Ordana, at the Sol Fountain
Acquire the two Twilight Mirror Fragments:
Twilight Mirror Armor, acquired off of the Interloper, Scepter
Twilight Mirror Blade, found in the Floating Ruins
Now back under the control of Interlopers
Escape the Twilight Realm
This will effectively end the quest
RE: 11-30-2017: Twilight Abyss - WindStrike - 12-01-2017
Origin: Twilight Princess
A humanoid being of darkness with glowing, red eyes. In the Twilight Realm, its home, it’s surrounded by a great veil of darkness, which grows as it’s fed any Magic, even if it’s not directed at the veil.
Their actual form is hard to make out through the darkness, and they usually don’t wield items. They do, however, have incredible magical prowess and Shadow-based abilities.
- Passives:
- Stat Focus
- Shadow Chance
- Magic Magnet
Reactions:
Shadow Shift
Adapt
Attacks:
Consume
Shadow Dash
Envelop
Dark Possession
Support:
Focus Darkness
Shadow Power
Shadow Speed
Consume Effect
Origin: Twilight Princess
A humanoid being with a metallic-like head, bearing expressionless eyes, almost as if there’s blank lenses where their eyes should be. Across their foreheads appears to be some sort of mask, emanating a pure light, with a set of rotating light orbs hovering over it. A black robe with glowing, teal lines, covers their bluish grey bodies. A set of three rings hovers around one arm, while some form slingshot seems attached to the other arm. They also bear mysterious gloves with a metallic touch. And to top it off, they naturally float, giving them fair mobility.
Their race has access to ancient technology capable of many things. Be wary.
- Passives:
- Sol Shield
- Magic Regen x5
- Magnetic Distortion
- Levitation
Reactions:
Catch
Attacks:
Sol Barrage
Gravity Fling
Magnetic Push
Magnetic Pull
Abyss Shackles
Support:
Shadow Dive
Transform
Warp Out
Origin: Twilight Princess
A black-skinned beast with an extremely dense shield on its face. No one’s ever seen its face, but shadowy tendrils seem to be growing outward from it like wild hair, grasping at thin air like a constant itch. When it screeches, it’s a horrid, ear-piercing sound that echoes violently off walls, often times off the darkness itself.
- Passives:
- Front Shield
- Blind
Attacks:
Charge
Screech
Support:
Camouflage
Origin: ZURPG
Geometrical teal lines glow throughout its seemingly see-through robe. Though, you’d only know that if you had dark vision, because it only shows that form when it’s completely dark. Otherwise, it moves around as a shadow, bouncing from object to object, chatting it up with the shadows of anyone passing by. Often times, it pretends to be someone else’s shadow at first.
Unlike most Wizzrobes, these ones actually aren’t aggressive and they won’t attack you unless provoked. Or unless you try going after their sacred treasure...
- Passives:
- In the Light
- In the Darkness
- Warp Shield
Reactions:
Flashback
Shield Blast
Attacks:
Shade Eater
Magic Singularity
Magic Uberbomb
Combust
Support:
Brightness
Illusion of Invisibility
Second Chance
Mirage
RE: 11-30-2017: Twilight Abyss - WindStrike - 12-14-2017
- REQUIREMENTS: You must be at Maximum Magic for the effects of this mask to work
- DESCRIPTION: An odd mask made of stone, entrapping a powerful Magic inside of it. Its expression is rather lopsided and slightly deformed.
- EFFECT: If you outside of battle and standing still, you will not be visible to anyone that’s never seen you before.
[box=Stone Mask][list]
[*][b]REQUIREMENTS[/b]: You must be at [b]Maximum [Magic][/b] for the effects of this mask to work
[*][b]DESCRIPTION[/b]: An odd mask made of stone, entrapping a powerful [Magic] inside of it. Its expression is rather lopsided and slightly deformed.[list]
[*][b]EFFECT[/b]: If you outside of battle and standing still, you will not be visible to anyone that’s never seen you before.
[/list][/list][/box]
- Amount: 1
- DESCRIPTION: A potion containing some clear liquid. In fact, it's so clear, you can't see the liquid, but you can feel it squishing around inside.
- EFFECT: Drink whatever's inside to become completely invisible! Not even the light from a Sol will reveal you!
- DURATION: Until you exit the current area or encounter.
[box=Potion of Strong Invisibility][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A potion containing some clear liquid. In fact, it's so clear, you can't see the liquid, but you can feel it squishing around inside.[list]
[*][b]EFFECT[/b]: Drink whatever's inside to become completely invisible! Not even the light from a Sol will reveal you![list]
[*][b]DURATION[/b]: Until you exit the current area or encounter.
[/list][/list][/list][/box]
- Amount: 1
- DESCRIPTION: A potion with hardly any drops of orange liquid inside. However, these few drops harness incredible powers of combustion! Well, just for your feet, oddly.
- EFFECT: Drink these drops, and with your next jump, you will skyrocket up to 500 feet into the air. Good luck landing though.
- DURATION: Until your next jump.
[box=Potion of Skyrocket][list]
[*][Amount]1[/Amount]
[*][b]DESCRIPTION[/b]: A potion with hardly any drops of orange liquid inside. However, these few drops harness incredible powers of combustion! Well, just for your feet, oddly.[list]
[*][b]EFFECT[/b]: Drink these drops, and with your next jump, you will skyrocket up to 500 feet into the air. Good luck landing though.[list]
[*][b]DURATION[/b]: Until your next jump.
[/list][/list][/list][/box]
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: A fancy scope with teal-glowing Twilight lines. Oddly, its design looks closer to Hylian design, with the lines etched in afterwards. It makes use of a mix of lens and portals to zoom in on something, regardless of how far you are. Your vision will always be several feet away from what you’re looking at, automatically adjusting even as you look around.
- EFFECT 1: As long as there’s a clear path from you to whatever you’re aiming at, you can see it. Even if you’re at the top of Death Mountain looking at something in Gerudo Desert.
- Note, unless you have say Dark Vision or something like that, you don’t bypass darkness, weather, dust, fog, etc.
EFFECT 2: Additionally, you can hear whatever you’re aiming at. It’s the perfect spying tool!
[box=Twilight Scope][list]
[*][b]INFORMATION[/b]: [shadow-color][i]This is a [b]Mythical Artifact[/b].[/i][/shadow-color]
[*][b]DESCRIPTION[/b]: A fancy scope with teal-glowing [b]Twilight[/b] lines. Oddly, its design looks closer to [b]Hylian[/b] design, with the lines etched in afterwards. It makes use of a mix of lens and portals to zoom in on something, regardless of how far you are. Your vision will always be several feet away from what you’re looking at, automatically adjusting even as you look around.[list]
[*][b]EFFECT 1[/b]: As long as there’s a clear path from you to whatever you’re aiming at, you can see it. Even if you’re at the top of [b]Death Mountain[/b] looking at something in [b]Gerudo Desert[/b].[list]
[*]Note, unless you have say [b]Dark Vision[/b] or something like that, you don’t bypass darkness, weather, dust, fog, etc.
[/list]
[*][b]EFFECT 2[/b]: Additionally, you can hear whatever you’re aiming at. It’s the perfect spying tool!
[/list][/list][/box]
- DESCRIPTION: It seems to be a… rune. You know, a rock with fancy designs etched in. Doesn’t seem to be anything more than that. Is there another part to this thing?
[box=Random Rune][list]
[*][b]DESCRIPTION[/b]: It seems to be a… rune. You know, a rock with fancy designs etched in. Doesn’t seem to be anything more than that. Is there another part to this thing?
[/list][/box]
- DESCRIPTION: A large metal plate, shrunken from the faceplate of a Shadow Beast. It’s incredibly durable, giving you a hefty defense bonus, though its handle is composed of some rather grabby black tendrils. Hope you don’t mind.
- Defense Dice: +8
[box=Shadowbeast Shield][list]
[*][b]DESCRIPTION[/b]: A large metal plate, shrunken from the faceplate of a [b]Shadow Beast[/b]. It’s incredibly durable, giving you a hefty defense bonus, though its handle is composed of some rather grabby black tendrils. Hope you don’t mind.[list]
[*][b][Defense Dice][/b]: +8
[/list][/list][/box]
- DESCRIPTION: A wand with several Twilight-lit cubes hovering around its base, rotating faster as the wand’s power is used. Just point it at something, and a burst of volatile magic will shoot forth! Can use Combust on a target or use the Magic Singularity ability.
- Combust:
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT 1: If it hits, target takes extra Damage equal to their Missing Magic (max of 10 Damage).
- EFFECT 2: Additionally, if it hits and the target is out of Magic, convert the full damage to Neutral Damage.
Magic Singularity:
COSTS: 10 Magic
DESCRIPTION: Form a singularity of Magic, which forcefully draws in Magic from everyone in the battle. Everyone is forced to roll their Wisdom stat, with Attack Dice.
EFFECT 1: The one with the lowest successes takes damage equal to the difference between the lowest and the highest successes.
EFFECT 2: Everyone except the one with the highest successes automatically channels half their Maximum Magic (up to a max of 10 Magic) into the singularity.
EFFECT 3: At the end of the next round, the Magic Singularity Uberbomb goes off, hitting everyone in a massive explosion, with Hit Dice & Damage equal to the amount of Magic infused.
Uberbomb:
EFFECT: This bypasses Cover.
Roll (dice equal to Magic infused) vs. targets’ Wisdom dice
Damage: Equal to Magic infused
[box=Combustion Wand][list]
[*][b]DESCRIPTION[/b]: A wand with several Twilight-lit cubes hovering around its base, rotating faster as the wand’s power is used. Just point it at something, and a burst of volatile magic will shoot forth! Can use [b]Combust[/b] on a target or use the [b][Magic] Singularity[/b] ability.[list]
[*][b]Combust[/b]:[list]
[*][dice type-a=Wisdom type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT 1[/b]: If it hits, target takes extra [b]Damage[/b] equal to their [b]Missing [Magic][/b] (max of [b]10 Damage[/b]).
[*][b]EFFECT 2[/b]: Additionally, if it hits and the target is out of [Magic], convert the full damage to [b]Neutral Damage[/b].
[/list][/list]
[*][b][Magic] Singularity[/b]:[list]
[*][b]COSTS[/b]: [Magic]10[/Magic]
[*][b]DESCRIPTION[/b]: Form a singularity of [Magic], which forcefully draws in [Magic] from everyone in the battle. Everyone is [u]forced[/u] to roll their [b][Wisdom][/b] stat, with [b][Attack Dice][/b].[list]
[*][b]EFFECT 1[/b]: The one with the lowest successes takes damage equal to the difference between the lowest and the highest successes.
[*][b]EFFECT 2[/b]: Everyone except the one with the highest successes automatically channels half their [b]Maximum [Magic][/b] (up to a max of [Magic]10[/Magic]) into the singularity.
[*][b]EFFECT 3[/b]: At the end of the next round, the [b][Magic] Singularity Uberbomb[/b] goes off, hitting everyone in a massive explosion, with [b]Hit Dice & Damage[/b] equal to the amount of [Magic] infused.
[/list][/list]
[*][b]Uberbomb[/b]:[list]
[*][b]EFFECT[/b]: This bypasses [b]Cover[/b].
[*]Roll (dice equal to [Magic] infused) vs. targets’ [Wisdom] dice[list]
[*][b]Damage[/b]: Equal to [Magic] infused
[/list][/list][/list][/list][/box]
- INFORMATION: This is a Mythical Artifact.
- REQUIREMENTS: Two-Handed
- DESCRIPTION: A long staff-like scepter with negative energy coursing through it. It requires a lot of Magic to use, but the negative energy can be shaped and used in a number of defensive and supportive ways. Can use Dome Shield, Abyss Barrier, and Void Beam.
- EFFECT: Decrease the Charge times of all your Charge-up moves by 1 Action.
- Dome Shield:
- COSTS: 8 Magic
- DESCRIPTION: Create a barrier of darkness that surrounds you in a dome.
- EFFECT 1: You and anyone you’re covering will be protected by this and will serve as a barrier if one of you would get hit.
- EFFECT 2: The barrier has Hearts equal to your Maximum Hearts. It blocks all incoming damage and all incoming effects.
- If the barrier breaks, remaining damage will carryover to you, but not effects.
Abyss Barrier:
COSTS: 10 Magic
DESCRIPTION: Form a thin, hollow barrier that covers you and your whole team.
EFFECT: The next Magic-based attack to strike the barrier is automatically reflected back at the caster at the same success rate. This includes hit-all attacks.
Additionally, roll your Base Wisdom and add the result to reflected attack.
Void Beam:
INFORMATION: This still requires a Combat Action, so if you’re using the traditional turn-based system as opposed to round-based, you hold your turn to make use of this ability.
COSTS: 6 Magic
DESCRIPTION: When someone uses a multi-target projectile ability, you can reactively fire a Void Beam at it, concentrating the negative energy into a beam that strikes the ability before it has a chance to spread.
Roll your Wisdom dice +6 vs. target’s attack roll
Damage: None
EFFECT: If it succeeds, envelop the target in a small barrier, causing the attack to reflect on themselves for full damage.
That is, if the attack would normally do half damage or no damage, it automatically deals full damage instead. Otherwise, use its damage value.
IF FAIL: The negative energy instead amplifies the attack, adding successes to it equal to the difference in successes, and multiplying its damage by x1.5
[box=Negation Scepter][list]
[*][b]INFORMATION[/b]: [shadow-color][i]This is a [b]Mythical Artifact[/b].[/i][/shadow-color]
[*][b]REQUIREMENTS[/b]: [i]Two-Handed[/i]
[*][b]DESCRIPTION[/b]: A long staff-like scepter with negative energy coursing through it. It requires a lot of [Magic] to use, but the negative energy can be shaped and used in a number of defensive and supportive ways. Can use [b]Dome Shield[/b], [b]Abyss Barrier[/b], and [b]Void Beam[/b].[list]
[*][b]EFFECT[/b]: Decrease the [b]Charge[/b] times of all your [b]Charge-up[/b] moves by [b]1 Action[/b].
[*][b]Dome Shield[/b]:[list]
[*][b]COSTS[/b]: [Magic]8[/Magic]
[*][b]DESCRIPTION[/b]: Create a barrier of darkness that surrounds you in a dome.[list]
[*][b]EFFECT 1[/b]: You and anyone you’re covering will be protected by this and will serve as a barrier if one of you would get hit.
[*][b]EFFECT 2[/b]: The barrier has [Hearts] equal to your [b]Maximum [Hearts][/b]. It blocks all incoming damage and all incoming effects.[list]
[*]If the barrier breaks, remaining damage will carryover to you, but not effects.
[/list][/list][/list]
[*][b]Abyss Barrier[/b]:[list]
[*][b]COSTS[/b]: [Magic]10[/Magic]
[*][b]DESCRIPTION[/b]: Form a thin, hollow barrier that covers you and your whole team.[list]
[*][b]EFFECT[/b]: The next [Magic]-based attack to strike the barrier is automatically reflected back at the caster at the same success rate. This includes hit-all attacks.[list]
[*]Additionally, roll your [b]Base [Wisdom][/b] and add the result to reflected attack.
[/list][/list][/list]
[*][b]Void Beam[/b]:[list]
[*][b]INFORMATION[/b]: This still requires a [b]Combat Action[/b], so if you’re using the traditional turn-based system as opposed to round-based, you hold your turn to make use of this ability.
[*][b]COSTS[/b]: [Magic]6[/Magic]
[*][b]DESCRIPTION[/b]: When someone uses a multi-target projectile ability, you can reactively fire a [b]Void Beam[/b] at it, concentrating the negative energy into a beam that strikes the ability before it has a chance to spread.[list]
[*]Roll your [Wisdom] dice +6 vs. target’s attack roll[list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it succeeds, envelop the target in a small barrier, causing the attack to reflect on themselves for full damage.[list]
[*]That is, if the attack would normally do half damage or no damage, it automatically deals full damage instead. Otherwise, use its damage value.
[/list]
[*][b]IF FAIL[/b]: The negative energy instead amplifies the attack, adding successes to it equal to the difference in successes, and multiplying its damage by x1.5
[/list][/list][/list][/list][/list][/box]
A note, Warp Rings are not available for sale. Go find you a friendly Twili to use it for you. Abyss Shackles are also not for sale, though that's due to a shortage of materials.
Also note, Augment Scrolls DO NOT work on anything sold in this shop. They are on a nice, friendly discount sale to be used to, as Zuph quotes, improve all your other inferior equipment.
Costs 1,500 Rupees to buy.
- SELL VALUE: 750 Rupees
- REQUIREMENTS: Two hands to fire
- Having it equipped is Passive. However, the act of firing it still requires two hands. If you have at least 35 Power, you can handle the strain and fire it using only one hand.
DESCRIPTION: A bracelet with a pair of floating cubes nearby, and a magic string connecting those cubes. It can fire any One-Handed Weapon, Shield, or Object simply by placing it between the cubes, then pulling the string back and launching it. The act of firing it places great strain on the arm its attached to, forcibly unequipping anything you’re carrying from that hand.
Roll your Courage +15 dice vs. targets' Courage dice
Damage: +0
EFFECT: Add the bonus damage and effect of whatever you launch.
Warning, should you use a person as a projectile, they will take full damage from the impact.
[box=Gravity Slingshot][list]
[*][b]SELL VALUE[/b]: [Rupees]750[/Rupees]
[*][b]REQUIREMENTS[/b]: Two hands to fire[list]
[*]Having it equipped is [i]Passive[/i]. However, the act of firing it still requires two hands. If you have at least [b]35 [Power][/b], you can handle the strain and fire it using only one hand.
[/list]
[*][b]DESCRIPTION[/b]: A bracelet with a pair of floating cubes nearby, and a magic string connecting those cubes. It can fire any [i]One-Handed[/i] [b]Weapon, Shield, or Object[/b] simply by placing it between the cubes, then pulling the string back and launching it. The act of firing it places great strain on the arm its attached to, forcibly unequipping anything you’re carrying from that hand.[list]
[*][dice type-a=Courage amount-a=+15 type-b=Courage][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: Add the bonus damage and effect of whatever you launch.[list]
[*]Warning, should you use a person as a projectile, [u]they will take full damage from the impact[/u].
[/list][/list][/list][/list][/box]
Costs 500 Rupees to buy.
- SELL VALUE: 250 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects.
- DESCRIPTION: A pair of metallic gloves that gives you the power to magnetically push or pull other metallic objects, dependent on the relative size between yourself and the object. Can use the Magnetic Push or Magnetic Pull abilities.
- Magnetic Push:
- Roll your Power +5 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, then as long as you continue to channel this, neither you nor the target can move or attack.
- DURATION: Until you attack or defend.
Magnetic Pull:
Roll your Power +5 dice vs. targets' Power dice
Damage: None
EFFECT: If it hits, steal target's equipped handheld items.
[box=Magnetic Gloves][list]
[*][b]SELL VALUE[/b]: [Rupees]250[/Rupees]
[*][b]INFORMATION[/b]: [color=red][i]This item is passive. Having it in your inventory is enough for its effects.[/i][/color]
[*][b]DESCRIPTION[/b]: A pair of metallic gloves that gives you the power to magnetically push or pull other metallic objects, dependent on the relative size between yourself and the object. Can use the [b]Magnetic Push[/b] or [b]Magnetic Pull[/b] abilities.[list]
[*][b]Magnetic Push[/b]:[list]
[*][dice type-a=Power amount-a=+5 type-b=Power][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, then as long as you continue to channel this, neither you nor the target can move or attack.[list]
[*][b]DURATION[/b]: Until you attack or defend.
[/list][/list][/list]
[*][b]Magnetic Pull[/b]:[list]
[*][dice type-a=Power amount-a=+5 type-b=Power][list]
[*][b]Damage[/b]: None
[*][b]EFFECT[/b]: If it hits, steal target's equipped handheld items.
[/list][/list][/list][/list][/box]
Costs 2,000 Rupees to buy.
- SELL VALUE: 1,000 Rupees
- REQUIREMENTS: A Sol Orb hovering over your head.
- Without this, the mask's abilities do nothing.
DESCRIPTION: A white, elegant half-mask that covers your forehead and part of the top of your head. On its own, it's just a fancy decoration, but in conjunction with a Sol Orb, it gives you some powerful abilities. Has the Sol Shield passively, and can use Sol Barrage against a single target.
Sol Shield:
Defense Dice: +5
EFFECT: Anyone with a Sol Mask & Sol Orb can freely move their Sol Shields between each other at any time. Multiple Sol Shields can stack on a single target.
However, a Sol Shield cannot defend a direct attack against a Sol Orb.
Sol Barrage:
Roll your Wisdom +15 dice vs. targets' Wisdom dice
Damage: +0
EFFECT: If it hits, disable all of target's Bonuses (except Armor).
DURATION: One round.
[box=Sol Mask][list]
[*][b]SELL VALUE[/b]: [Rupees]1,000[/Rupees]
[*][b]REQUIREMENTS[/b]: A [b]Sol Orb[/b] hovering over your head.[list]
[*]Without this, the mask's abilities do nothing.
[/list]
[*][b]DESCRIPTION[/b]: A white, elegant half-mask that covers your forehead and part of the top of your head. On its own, it's just a fancy decoration, but in conjunction with a [b]Sol Orb[/b], it gives you some powerful abilities. Has the [b]Sol Shield[/b] passively, and can use [b]Sol Barrage[/b] against a single target.[list]
[*][b]Sol Shield[/b]:[list]
[*][b][Defense Dice][/b]: +5
[*][b]EFFECT[/b]: Anyone with a [b]Sol Mask & Sol Orb[/b] can freely move their [b]Sol Shields[/b] between each other at any time. Multiple [b]Sol Shields[/b] can stack on a single target.[list]
[*]However, a [b]Sol Shield[/b] [u]cannot[/u] defend a direct attack against a [b]Sol Orb[/b].
[/list][/list]
[*][b]Sol Barrage[/b]:[list]
[*][dice type-a=Wisdom amount-a=+15 type-b=Wisdom][list]
[*][b]Damage[/b]: +0
[*][b]EFFECT[/b]: If it hits, disable all of target's [b]Bonuses[/b] (except [Armor]).[list]
[*][b]DURATION[/b]: One round.
[/list][/list][/list][/list][/list][/box]
Costs 1,000 Rupees to buy.
- Amount: 1
- SELL VALUE: 500 Rupees
- DESCRIPTION: A ball of bright light encapsulated inside of a glass orb. Simply bringing it close to an illusion seems to dispel it.
- EFFECT 1: Should the orb shatter, the light will be unleashed, fully illuminating the entire area and automatically dispelling all Illusions.
- EFFECT 2: Additionally, a Sol will temporarily linger at the target location, forcibly expelling darkness from the area.
[box=Sol Orb][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]500[/Rupees]
[*][b]DESCRIPTION[/b]: A ball of bright light encapsulated inside of a glass orb. Simply bringing it close to an illusion seems to dispel it.[list]
[*][b]EFFECT 1[/b]: Should the orb shatter, the light will be unleashed, fully illuminating the entire area and automatically dispelling all [b]Illusions[/b].
[*][b]EFFECT 2[/b]: Additionally, a [b]Sol[/b] will temporarily linger at the target location, forcibly expelling darkness from the area.
[/list][/list][/box]
Costs 250 Rupees to buy.
- Amount: 1
- SELL VALUE: 125 Rupees
- RESTRICTIONS: Does not work on anything Twilight-made
- DESCRIPTION: A strange scroll that seems to have Magic flowing through it, causing the writing scrawled all over it to glow red. A stamp in the shape of a hammer and a shield can be seen on the top-right corner of the parchment. It can be used on an non-Artifact Weapon, Shield, Armor or Robe to apply any Augment to it.
- EFFECT: Select any Augment listed in this thread and apply it to an non-Artifact Item you currently have.
[box=Augment Scroll][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]125[/Rupees]
[*][b]RESTRICTIONS[/b]: Does not work on anything [b]Twilight[/b]-made
[*][b]DESCRIPTION[/b]: A strange scroll that seems to have [Magic] flowing through it, causing the writing scrawled all over it to glow red. A stamp in the shape of a hammer and a shield can be seen on the top-right corner of the parchment. It can be used on an non-[b]Artifact[/b] [b]Weapon[/b], [b]Shield[/b], [b]Armor[/b] or [b]Robe[/b] to apply any [b]Augment[/b] to it.[list]
[*][b]EFFECT[/b]: Select any [b]Augment[/b] listed in [url=https://zurpg.sephiroth.ws/thread-1094.html]this thread[/url] and apply it to an non-[b]Artifact[/b] [b]Item[/b] you currently have.
[/list][/list][/box]
- Amount: 1
- SELL VALUE: 1,000 Rupees
- RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
- DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then decrease its Magic Cost by 3 (down to a minimum of 1 Magic). Then add ‘Efficient’ to its title.
[box=Super Efficiency Force Gem][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]1,000[/Rupees]
[*][b]RESTRICTIONS[/b]: This cannot be used on an ability that’s already been affected by a [b]Force Gem[/b].
[*][b]DESCRIPTION[/b]: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the [b]Triforce[/b] eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a [b]Skill[/b] or [b]Spell[/b] to permanently power it up.[list]
[*][b]EFFECT[/b]: Select one of your [b]Active Skills, Offensive Spells, or Support Spells[/b], then decrease its [b][Magic] Cost[/b] by 3 (down to a minimum of [Magic]1[/Magic]). Then add ‘Efficient’ to its title.
[/list][/list][/box]
- Amount: 1
- SELL VALUE: 1,000 Rupees
- RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
- DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then add 3 to one of its numerical EFFECTS amounts (excluding multipliers). Then add ‘Endowed’ to its title.
[box=Super Effect Force Gem][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]1,000[/Rupees]
[*][b]RESTRICTIONS[/b]: This cannot be used on an ability that’s already been affected by a [b]Force Gem[/b].
[*][b]DESCRIPTION[/b]: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the [b]Triforce[/b] eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a [b]Skill[/b] or [b]Spell[/b] to permanently power it up.[list]
[*][b]EFFECT[/b]: Select one of your [b]Active Skills, Offensive Spells, or Support Spells[/b], then add 3 to one of its numerical [b]EFFECTS[/b] amounts (excluding multipliers). Then add ‘Endowed’ to its title.
[/list][/list][/box]
RE: 11-30-2017: Twilight Abyss - WindStrike - 08-21-2018
Quest rewards! For all involved (Darte, Corsava, Dex, Hal, & Kirran, you get:
- 5 Stat Points
- 15,000 Rupees
- 3 Reroll Points
- 3 Lost Spell Scrolls
- 1 Super Effect Force Gem
- 1 Super Efficiency Force Gem
- Amount: 3
- SELL VALUE: 1000 Rupees
- DESCRIPTION: A silver scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge that was lost to history.
- It can teach you any Lost Spell.
Once this scroll is used, it disappears in a flash of intense white light, illuminating the area for a several seconds.
[box=Lost Spell Scroll][list]
[*][Amount]3[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]1000[/Rupees]
[*][b]DESCRIPTION[/b]: A silver scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge that was lost to history.[list]
[*]It can teach you any [url=http://zurpg.sephiroth.ws/thread-1133.html]Lost Spell[/url].
[/list]
[*]Once this scroll is used, it disappears in a flash of intense white light, illuminating the area for a several seconds.
[/list][/box]
- Amount: 1
- SELL VALUE: 1,000 Rupees
- RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
- DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then decrease its Magic Cost by 3 (down to a minimum of 1 Magic). Then add ‘Efficient’ to its title.
[box=Super Efficiency Force Gem][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]1,000[/Rupees]
[*][b]RESTRICTIONS[/b]: This cannot be used on an ability that’s already been affected by a [b]Force Gem[/b].
[*][b]DESCRIPTION[/b]: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the [b]Triforce[/b] eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a [b]Skill[/b] or [b]Spell[/b] to permanently power it up.[list]
[*][b]EFFECT[/b]: Select one of your [b]Active Skills, Offensive Spells, or Support Spells[/b], then decrease its [b][Magic] Cost[/b] by 3 (down to a minimum of [Magic]1[/Magic]). Then add ‘Efficient’ to its title.
[/list][/list][/box]
- Amount: 1
- SELL VALUE: 1,000 Rupees
- RESTRICTIONS: This cannot be used on an ability that’s already been affected by a Force Gem.
- DESCRIPTION: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the Triforce eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a Skill or Spell to permanently power it up.
- EFFECT: Select one of your Active Skills, Offensive Spells, or Support Spells, then add 3 to one of its numerical EFFECTS amounts (excluding multipliers). Then add ‘Endowed’ to its title.
[box=Super Effect Force Gem][list]
[*][Amount]1[/Amount]
[*][b]SELL VALUE[/b]: [Rupees]1,000[/Rupees]
[*][b]RESTRICTIONS[/b]: This cannot be used on an ability that’s already been affected by a [b]Force Gem[/b].
[*][b]DESCRIPTION[/b]: A golden prism-shaped crystal containing a portion of the essence that had leaked out of the [b]Triforce[/b] eons ago. Softly glistening when exposed to light, it bears tremendous power inside that can only be unlocked. It can be used on a [b]Skill[/b] or [b]Spell[/b] to permanently power it up.[list]
[*][b]EFFECT[/b]: Select one of your [b]Active Skills, Offensive Spells, or Support Spells[/b], then add 3 to one of its numerical [b]EFFECTS[/b] amounts (excluding multipliers). Then add ‘Endowed’ to its title.
[/list][/list][/box]
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