10 - 25 - 13: In Search of a rare Alchemy Ingredients - FireSeraphim - 10-22-2013
Hello Dearies,
I am looking for a rare ingredient for my next potion and I need your Help. I wish I could do it myself, but these old bones aren't what they used to be. I am looking for Nightshade Toadstools and If I remember correctly it only grows in the basement of Berkeley Mansion. If you can bring this to me, I will gladly reward you for doing this for little ol' me.
~From your friendly Neighborhood Alchemist~
Old Lady Bethina of Veros
Monsters:
[enemy Power=18 Courage=32 Wisdom=27 Hearts=28/28 Magic=0/0]
Origin: Castlevania 1 (NES)
A monster created in great number from the head of Medusa. This creature is notorious for knocking many heroes off of cliffs and high places, sending them tumbling to their doom.
- Medusa Heads always fly in a Sine Wave pattern, thus making them hard to hit.
- When defending, increase your roll by 6 dice.
- Medusa Head wanders up to someone and headbutts the target.
- Roll your Courage dice vs. targets' Wisdom dice / Damage increased by 2
- If the attack is successful, target gets the Petrified Affliction:
- While Petrified, target cannot move or perform attacks of any sorts. This includes Cover and Escape.
- While Petrified, target temporarily gains +8 damage reduction against physical attacks and +4 damage reduction against magic attacks
Petrified lasts until the end of your turn one round later.
- Requires Shadow (Level: 3)
- Medusa Head gazes at a target while also poisoning the target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals 5 poison damage (neutral)
- If the attack is successful, target will not be able to target you on its next turn.
[enemy Power=29 Courage=28 Wisdom=16 Hearts=32/32 Magic=0/0]
Origin: Castlevania 1 (NES)
The Fishman waits beneath the surface of the water, waiting for it's hapless victim to come within range before springing up out of the water to attack it's victim. Fire (Level: 2), Water (Level: 3)
- You gain +5 dice for your first attack.
- Fishman slashes a target with its claws.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by 2
- Requires Fire (Level: 2)
- Fishman fires a bolt of Fire at a target.
- Roll your Courage +4 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target(s) takes 4 burn damage (neutral).
- Requires Water (Level: 2)
- Fishman dives back into the water.
- While he's in the water, he cannot fire any firebolts, and non-Water attacks that target him lose 7 dice.
On his next turn, he emerges from the surface and flies at a target.
Roll your Power +7 dice vs. targets' Power dice
If the attack is successful, it lands in the water, knocking the target down into the water with it.
While target is in the water, he does not get a penalty when targeting Fishman, but he loses 7 dice when defending against attacks.
Target can use his turn to get out of the water freely.
While Fishman is still in the water, it can use its attack again.
If the attack is unsuccessful, it lands on the ground, allowing the target to automatically counterattack it.
[enemy Power=44 Courage=28 Wisdom=6 Hearts=42/42 Magic=0/0]
Origin: Castlevania 1 (NES)
This suit of Armour is animated by unholy magic and wields axes that return when thrown, like a boomerang. They are foes not to be underestimated.
- Arcane Magic enchants and animates Axe Armour, allowing it to carry Two-Handed items with one hand.
- When the Axe Armour dies, any equipped items are dropped, replacing the random item drop.
[box=Axe Armour's Axe][list]
[*][Level=20]
[*]A heavy, enchanted Throwing Axe that returns to it's thrower like a boomerang. Hits one target.[list]
[*][dice type-a=Power type-b=Courage] / Damage increased by 4[/list][/list][/box]
[box=Axe Armour's Platemail][list]
[*][Level=20]
[*]A platemail that protects decently against attacks, and it gives you [Power] when you're in a pinch.[list]
[*]Damage taken is reduced by 3.
[*]When you're at [Hearts]6[/Hearts] or less, your [Power] is increased by 6.[/list][/list][/box]
[box=Axe Armour's Tower Shield][list]
[*][Level=20]
[*]A large, [i]Two-Handed[/i] shield that helps defend against attacks and mitigate damage.[list]
[*]When defending, your roll is increased by 5 dice. Additionally, damage taken is reduced by 2 (on top of your armor).
[*]If you are unsuccessful when attacking, target automatically gets to counterattack.
[*]While anyone is counterattacking you, Axe Armour's Tower Shield is disabled.[/list][/list][/box]
- Level 20
- A heavy, enchanted Throwing Axe that returns to it's thrower like a boomerang. Hits one target.
- Roll your Power dice vs. targets' Courage dice / Damage increased by 4
- Level 20
- A platemail that protects decently against attacks, and it gives you Power when you're in a pinch.
- Damage taken is reduced by 3.
- When you're at 6 Hearts or less, your Power is increased by 6.
- Level 20
- A large, Two-Handed shield that helps defend against attacks and mitigate damage.
- When defending, your roll is increased by 5 dice. Additionally, damage taken is reduced by 2 (on top of your armor).
- If you are unsuccessful when attacking, target automatically gets to counterattack.
- While anyone is counterattacking you, Axe Armour's Tower Shield is disabled.
[enemy Power=12 Courage=22 Wisdom=30 Hearts=24/24 Magic=22/22]
Origin: Castlevania: Symphony of the Night (PSX)
This Green Skeleton may look rather ridiculous with his emerald green bones. that is until it fires it's devastating laser attack, which few adventurer have survived. Shadow (Level: 2), Arcane (Level: 3)
- Focus on your inner spirit until it revitalizes, restoring 10 Magic.
- Additionally, until the start of your turn one round later, you gain 2 damage reduction.
- Nova Skeleton has no flesh, and thus, swords and other blades are more likely to hit the space between his bones instead.
- Nova Skeleton has 4 damage reduction against melee attacks.
- Requires Arcane (Level: 1)
- Fire an Arcane missile at a target, dealing moderate damage.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Requires Arcane (Level: 3), Shadow (Level: 2), and at least 3 Turns to Charge
- Costs 6 Magic
- Begin charging by channeling Magic from your hands to your upper body.
- You can charge an additional turns to increase the dice when attacking by +5 for each additional turn spent charging.
- You can charge a maximum of three additional turns.
Once charged, you can raise your arms into the air and fire a devastating beam from your rib cage, hitting one target.
Roll your Wisdom dice vs. targets' Courage dice / Damage is doubled
- Requires Arcane (Level: 2)
- Costs 5 Magic
- Give a target the Barrier (Arcane) Buff:
- Target gets an ethereal barrier that protects the target from attacks by reducing damage.
- Barrier (Arcane) has 8 Hearts
- Any damage that goes through Barrier (Arcane) hits the target.
Barrier (Arcane)automatically falls after two turns or its Hearts drop to 0.
- Requires Arcane (Level: 1)
- Costs 4 Magic
- Give someone the Damage Recovery Buff:
- When the target takes damage, he recovers Magic equal to half of the damage taken.
- Damage Recovery can only be used in battle.
Damage Recovery lasts until the target is attacked once.
RE: 10 - 25 - 13: In Search of a rare Alchemy Ingredients - FireSeraphim - 11-08-2013
(10-22-2013, 08:19 PM)FireSeraphim Wrote: Hello Dearies,
I am looking for a rare ingredient for my next potion and I need your Help. I wish I could do it myself, but these old bones aren't what they used to be. I am looking for Nightshade Toadstools and If I remember correctly it only grows in the basement of Berkeley Mansion. If you can bring this to me, I will gladly reward you for doing this for little ol' me.
~From your friendly Neighborhood Alchemist~
Old Lady Bethina of Veros
Monsters:
[enemy Power=18 Courage=32 Wisdom=27 Hearts=28/28 Magic=0/0]
Origin: Castlevania 1 (NES)
A monster created in great number from the head of Medusa. This creature is notorious for knocking many heroes off of cliffs and high places, sending them tumbling to their doom.
- Medusa Heads always fly in a Sine Wave pattern, thus making them hard to hit.
- When defending, increase your roll by 6 dice.
- Medusa Head wanders up to someone and headbutts the target.
- Roll your Courage dice vs. targets' Wisdom dice / Damage increased by 2
- If the attack is successful, target gets the Petrified Affliction:
- While Petrified, target cannot move or perform attacks of any sorts. This includes Cover and Escape.
- While Petrified, target temporarily gains +8 damage reduction against physical attacks and +4 damage reduction against magic attacks
Petrified lasts until the end of your turn one round later.
- Requires Shadow (Level: 3)
- Medusa Head gazes at a target while also poisoning the target.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals 5 poison damage (neutral)
- If the attack is successful, target will not be able to target you on its next turn.
[enemy Power=29 Courage=28 Wisdom=16 Hearts=32/32 Magic=0/0]
Origin: Castlevania 1 (NES)
The Fishman waits beneath the surface of the water, waiting for it's hapless victim to come within range before springing up out of the water to attack it's victim. Fire (Level: 2), Water (Level: 3)
- You gain +5 dice for your first attack.
- Fishman slashes a target with its claws.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage increased by 2
- Requires Fire (Level: 2)
- Fishman fires a bolt of Fire at a target.
- Roll your Courage +4 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, target(s) takes 4 burn damage (neutral).
- Requires Water (Level: 2)
- Fishman dives back into the water.
- While he's in the water, he cannot fire any firebolts, and non-Water attacks that target him lose 7 dice.
On his next turn, he emerges from the surface and flies at a target.
Roll your Power +7 dice vs. targets' Power dice
If the attack is successful, it lands in the water, knocking the target down into the water with it.
While target is in the water, he does not get a penalty when targeting Fishman, but he loses 7 dice when defending against attacks.
Target can use his turn to get out of the water freely.
While Fishman is still in the water, it can use its attack again.
If the attack is unsuccessful, it lands on the ground, allowing the target to automatically counterattack it.
[enemy Power=44 Courage=28 Wisdom=6 Hearts=42/42 Magic=0/0]
Origin: Castlevania 1 (NES)
This suit of Armour is animated by unholy magic and wields axes that return when thrown, like a boomerang. They are foes not to be underestimated.
- Arcane Magic enchants and animates Axe Armour, allowing it to carry Two-Handed items with one hand.
- When the Axe Armour dies, any equipped items are dropped, replacing the random item drop.
[box=Axe Armour's Axe][list]
[*][Level=20]
[*]A heavy, enchanted Throwing Axe that returns to it's thrower like a boomerang. Hits one target.[list]
[*][dice type-a=Power type-b=Courage] / Damage increased by 4[/list][/list][/box]
[box=Axe Armour's Platemail][list]
[*][Level=20]
[*]A platemail that protects decently against attacks, and it gives you [Power] when you're in a pinch.[list]
[*]Damage taken is reduced by 3.
[*]When you're at [Hearts]6[/Hearts] or less, your [Power] is increased by 6.[/list][/list][/box]
[box=Axe Armour's Tower Shield][list]
[*][Level=20]
[*]A large, [i]Two-Handed[/i] shield that helps defend against attacks and mitigate damage.[list]
[*]When defending, your roll is increased by 5 dice. Additionally, damage taken is reduced by 2 (on top of your armor).
[*]If you are unsuccessful when attacking, target automatically gets to counterattack.
[*]While anyone is counterattacking you, Axe Armour's Tower Shield is disabled.[/list][/list][/box]
- Level 20
- A heavy, enchanted Throwing Axe that returns to it's thrower like a boomerang. Hits one target.
- Roll your Power dice vs. targets' Courage dice / Damage increased by 4
- Level 20
- A platemail that protects decently against attacks, and it gives you Power when you're in a pinch.
- Damage taken is reduced by 3.
- When you're at 6 Hearts or less, your Power is increased by 6.
- Level 20
- A large, Two-Handed shield that helps defend against attacks and mitigate damage.
- When defending, your roll is increased by 5 dice. Additionally, damage taken is reduced by 2 (on top of your armor).
- If you are unsuccessful when attacking, target automatically gets to counterattack.
- While anyone is counterattacking you, Axe Armour's Tower Shield is disabled.
[enemy Power=12 Courage=22 Wisdom=30 Hearts=24/24 Magic=22/22]
Origin: Castlevania: Symphony of the Night (PSX)
This Green Skeleton may look rather ridiculous with his emerald green bones. that is until it fires it's devastating laser attack, which few adventurer have survived. Shadow (Level: 2), Arcane (Level: 3)
- Focus on your inner spirit until it revitalizes, restoring 10 Magic.
- Additionally, until the start of your turn one round later, you gain 2 damage reduction.
- Nova Skeleton has no flesh, and thus, swords and other blades are more likely to hit the space between his bones instead.
- Nova Skeleton has 4 damage reduction against melee attacks.
- Requires Arcane (Level: 1)
- Fire an Arcane missile at a target, dealing moderate damage.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Requires Arcane (Level: 3), Shadow (Level: 2), and at least 3 Turns to Charge
- Costs 6 Magic
- Begin charging by channeling Magic from your hands to your upper body.
- You can charge an additional turns to increase the dice when attacking by +5 for each additional turn spent charging.
- You can charge a maximum of three additional turns.
Once charged, you can raise your arms into the air and fire a devastating beam from your rib cage, hitting one target.
Roll your Wisdom dice vs. targets' Courage dice / Damage is doubled
- Requires Arcane (Level: 2)
- Costs 5 Magic
- Give a target the Barrier (Arcane) Buff:
- Target gets an ethereal barrier that protects the target from attacks by reducing damage.
- Barrier (Arcane) has 8 Hearts
- Any damage that goes through Barrier (Arcane) hits the target.
Barrier (Arcane)automatically falls after two turns or its Hearts drop to 0.
- Requires Arcane (Level: 1)
- Costs 4 Magic
- Give someone the Damage Recovery Buff:
- When the target takes damage, he recovers Magic equal to half of the damage taken.
- Damage Recovery can only be used in battle.
Damage Recovery lasts until the target is attacked once.
Quest Reward
- A mystical and very potent potion, capable of restoring you back to your prime.
- When you drink it, restore your Hearts and Magic back to maximum.
- This potion cannot be fed to a dead person to revive him.
[box=Full Rejuvenation Potion][list]
[*]A mystical and very potent potion, capable of restoring you back to your prime.[list]
[*]When you drink it, restore your [Hearts] and [Magic] back to maximum.
[*]This potion cannot be fed to a dead person to revive him.[/list][/list][/box]
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