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B Class Arena - Neraphym

#1 {lang:macro__useroffline}   Bashae {lang:icon}

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Posted 09 January 2006 - 01:41 PM

You enter the arena, blinded by light and deafened by the roar of the crowd.
"Our contestant here is Neraphym in C Class! Give it your best shot!" a commentator announces.

The battle will begin once you reply to this topic.

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#2 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 09 January 2006 - 08:12 PM

OOC: As I said before, I'm changing class for this one. Rather than erase all my hard work for my summoning class, I'll just post the new starts here.



New Race: Aphorite (+300 PC)

QUOTE
Aphorites: An intelligent race of lifeforms (alien to this world) which somewhat resemble humans in form. Their intelligence allows them to build impressive ships and advanced technology, and use it to explore new systems and sometimes destroy groups of Karlorons and other malicious creatures.
- Vitality Effect (per stat point): Increases your hit points by 45
- "Bonus Post Count" of 300


New Class: Druid


QUOTE
* Druid (of the Nature alignment): Conjurors of nature, Druids specialize in controlling the natural forces of the world and the animals found throughout Earthia.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
- Starting Affinity: 2
- Starting Constitution: 3


As of Post count 4200 (3900 + 300)
Stat Points: 178
HP: 78
STR: 0
INT: 100
AFN: 2
CON: 3
DEV: 0

Health: 3510
DP: 20 (From Staff)
EC: -1500


- Cool Breeze (0): EC=7; Effect = Recovers 5 of the target's HP per turn regardless of action: A cool breeze refreshes the target.

- Flame (0): EC=7; DP=5: The Druid conjures a small flame and burns the target.

- Frost (0): EC=7; DP=5: The Druid surrounds the target with a freezing gust of wind.

- Shock (150): EC=55; DP=40: A minor bolt of lightning strikes the target.

- Whirlwind (220): EC=70; DP= 60: A blast of rotating wind slams the target.

- Nature's Blessing (350): EC=150; Effect: Decreases a target's damage by up to 60 DP per turn for three turns: Nature looks upon the target with benevolence, providing protection.

- Mask of Nature (450): EC=300; Effect = Invisibility in a Connection Region/ Lasts until the target leaves the region or takes an action: A cover of local vegitation hides the target from view. from ground based attacks as long as the target (anyone) is in the region.

- Burn (600): EC=300; DP=80: A target is surrounded in flames.

- Cyclone (750): EC=350; DP=125: A burst of powerful winds slams the target.

- Regeneration (900): EC=400; Effect = Recovers 20 of the target's HP per turn regardless of action: The target is surrounded in an aura of regeneration.

- Angry Swarm (1200): EC=500; DP=180: The Druid summons a swarm of deadly insects to attack the target.

- Ice Storm (1300): EC=550; DP=180; Effect = Target cannot use a physical attack in the next turn: An ice storm surrounds the target suddenly.

- Bolt of Lightning (1500): EC=750; DP=260: A powerful bolt of lightning strikes the target.

-> Summon Wolf (2000): EC=500; Effect = Summon a wolf companion/ Can move independently even in a remote region/ DP per attack: 50/ HP: 175/ Will cancel other summon spells in effect: The Druid summons a wolf companion.

-> Summon Hawk (2000): EC=500; Effect = Summon a hawk companion/ Can move independently even in a remote region/ DP per attack: 20/ HP: 100/ Can skip connection regions/ Will cancel other summon spells in effect: The Druid summons a hawk companion.

-> Summon Bear (2000): EC=500; Effect = Summon a bear companion/ Can move independently even in a remote region/ DP per attack: 40/ HP: 210/ Will cancel other summon spells in effect: The Druid summons a bear companion.

- Firestorm (2100): EC=1000; DP=400: A cyclone of fire engulfs the target.

- Alter Weather (2400): EC=0; Effect = Changes the weather in the Druid's region to anything desired/ Stays in effect as long as the Druid is there (will not thaw Frionia): The Druid changes the weather in his/her current region (this is currently a roleplay ability). the target.

- Crushing Wave (2600): EC=1500; DP=600: A wall of water crushes the target.

- Microburst (3000): EC=2300; DP=750: A sudden downward shift of pressure crashes down on the target.

- Supercell (3500): EC=2500; DP=900: A powerful electrical storm destroys the target.

- Force of Nature (3500): EC=2500; Effect = For five turns, increases physical DP by 250 and absorbs up to 250 DP per turn: The power of nature augments the target.

- Tornado (3700): EC=3000; DP=1000: The Druid conjures a powerful tornado to hit the target.

-> Summon Lion (4200): EC=1500; Effect = Summon a lion companion/ Can move independently even in a remote region/ DP per attack: 90/ HP: 400/ Will cancel other summon spells in effect: The Druid summons a lion companion.

- Megaburst (5000): EC=4000; DP=1400: A target is crushed by a concentration of the planet's entire atmosphere.


Telepath
REQUIREMENT: None
A telepath is a type of psychic who specializes in communicating with others (or controlling them) by focusing and creating neural networks with their minds.

- Unconscious Persuasion (1000): Persistent Effect = Increases an active organic NPC's responsiveness to your requests and questions. Some NPCs may be keeping something secret or don't want to become involved in a quest, and this could persuade him/her to think otherwise. Also, if you are having trouble finding the right question to ask the NPC, this could cause the NPC to figure out what you need on his/her own. Won't guarantee success but it could make quests a little easier to complete: Telepaths are capable of creating conflicts within others' minds to sometimes cause them to favor the telepath's own cause.

- Coerce Action (3000): EC=EC of Ability Multiplied By Two; Effect = Force the target to use an ability other than a normal attack or use of an item chosen by the telepath on any target, including the coerced character (does not consume the target's turn or EP); Requirement = Telepath must have at least twice the coerced target's post count: By creating a neural network and altering the target's motivation, with great concentration a telepath is able to force the target to do as he/she wishes.



----------------------


Neraphym walks out into the field. He raises his Staff of Domination high.

"Come forth, lion!"


QUOTE
-> Summon Lion (4200): EC=1500; Effect = Summon a lion companion/ Can move independently even in a remote region/ DP per attack: 90/ HP: 400/ Will cancel other summon spells in effect: The Druid summons a lion companion.

Neraphym Archaeon
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GWAMM
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#3 {lang:macro__useroffline}   Bashae {lang:icon}

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Posted 09 January 2006 - 10:10 PM

Dwarf
2500 HP
200 DP
Parry (Passive) - The axe that the dwarf wields is made out of mithril which is said to be one of the most powerful metals in the world. Whenever a physical attack is used on the Dwarf, the Dwarf blocks 25% of the damage.
Dwarven Crushing Blow (Active) - +200DP - The Dwarf deals a crushing blow to you, but the blow is so well done that he can attack in the next turn. However, since it is quite strenuous on the Dwarf, he can only use it every 2 turns.

The Dwarf rushes up to Neraphym and uses Dwarven Crushing Blow, doing 400 DP!
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#4 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 10 January 2006 - 02:03 PM

The Lion arrives...

Neraphym
Health: 3110
Energy: 4200
DP: 20
EC: -1500

Lion
Health: 400
DP: 170 (90 + 80 From Staff)
Neraphym Archaeon
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GWAMM
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#5 {lang:macro__useroffline}   Bashae {lang:icon}

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Posted 11 January 2006 - 02:47 AM

The Dwarf bashes the Lion for 200 DP!

Dwarf
2500 HP
200 DP
Parry (Passive) - The axe that the dwarf wields is made out of mithril which is said to be one of the most powerful metals in the world. Whenever a physical attack is used on the Dwarf, the Dwarf blocks 25% of the damage.
Dwarven Crushing Blow (Active) - +200DP - The Dwarf deals a crushing blow to you, but the blow is so well done that he can attack in the next turn. However, since it is quite strenuous on the Dwarf, he can only use it every 2 turns. <Recovering>
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#6 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 11 January 2006 - 03:13 AM

Neraphym casts on the lion.

QUOTE
- Force of Nature (3500): EC=2500; Effect = For five turns, increases physical DP by 250 and absorbs up to 250 DP per turn: The power of nature augments the target.


The lion attacks for 420 DP and absorbes health back to full.


Neraphym
Health: 3110
Energy: 3200
DP: 20
EC: -1500

Lion
Health: 400
DP: 420 (90 + 80 From Staff)
Neraphym Archaeon
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GWAMM
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#7 {lang:macro__useroffline}   Bashae {lang:icon}

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Posted 11 January 2006 - 04:28 AM

OOC: Although the wording is a bit strange, it means it reduces damage, not absorb.

The Dwarf Parrys (-105 DP)!
The Dwarf uses Dwarven Crushing Blow on the Lion (150 DP)!

Dwarf
2185 HP
200 DP
Parry (Passive) - The axe that the dwarf wields is made out of mithril which is said to be one of the most powerful metals in the world. Whenever a physical attack is used on the Dwarf, the Dwarf blocks 25% of the damage.
Dwarven Crushing Blow (Active) - +200DP - The Dwarf deals a crushing blow to you, but the blow is so well done that he can attack in the next turn. However, since it is quite strenuous on the Dwarf, he can only use it every 2 turns. <Used>
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#8 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 11 January 2006 - 01:00 PM

Neraphym casts supercell (900 DP) as the lion attacks (315 DP, after reduction).

- Supercell (3500): EC=2500; DP=900: A powerful electrical storm destroys the target.


Neraphym
Health: 3110
Energy: 2200
DP: 20
EC: -1500

Lion
Health: 50
DP: 420 (90 + 80 From Staff)
Neraphym Archaeon
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GWAMM
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#9 {lang:macro__useroffline}   Bashae {lang:icon}

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Posted 11 January 2006 - 10:17 PM

The Dwarf cleaves the lion, but is ineffective (-50 DP)!

Dwarf
970 HP
200 DP
Parry (Passive) - The axe that the dwarf wields is made out of mithril which is said to be one of the most powerful metals in the world. Whenever a physical attack is used on the Dwarf, the Dwarf blocks 25% of the damage.
Dwarven Crushing Blow (Active) - +200DP - The Dwarf deals a crushing blow to you, but the blow is so well done that he can attack in the next turn. However, since it is quite strenuous on the Dwarf, he can only use it every 2 turns. <Recovering>
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#10 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 11 January 2006 - 11:34 PM

Neraphym casts supercell (900 DP) as the lion attacks (315 DP, after reduction).


Neraphym
Health: 3110
Energy: 1200
DP: 20
EC: -1500

Lion
Health: 50
DP: 420
Neraphym Archaeon
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GWAMM
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#11 {lang:macro__useroffline}   Bashae {lang:icon}

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Posted 12 January 2006 - 12:54 AM

OOC: Well you beat the dwarf, but the file contain my rewards info is on a different comp so I can't reply yet. bluetongue.gif
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#12 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 12 January 2006 - 01:13 AM

*cough*

BTW, I am loving that class. I'm making a permanent switch to druid now. biglaugh.gif
Neraphym Archaeon
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GWAMM
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#13 {lang:macro__useroffline}   Bashae {lang:icon}

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Posted 12 January 2006 - 04:39 AM

((Oh, my bad. bluetongue.gif ))

"Congratulations! You have defeated the dwarf!" the commentator yells.

You are now B Class! Access to A Class is now available.

You may now pick one of these three prizes (take two of these if you have a partner, can be the same item):
1200 cn
Mithril Axe - 25DP - A axe made out of mithril, crafted with great dwarven finesse.
Dwarven Mail - +25HP - A mail made by dwarves... And it's a bit small for you too.
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#14 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 12 January 2006 - 12:27 PM

"I'll take the money!"
Neraphym Archaeon
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GWAMM
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