A suggestion for another bolt spell for sorcerers, after a bolt version of 705 is implemented, of course.
I was thinking what would make a good second bolt spell (if two more bolt options were implemented, with a bolt version of 705 being the first) and I thought of a bolt version of 719....
Unlocked via having 25 total ranks of elemental lores (of any kind), cast for 10 mana, bolt, not a ball, so no splashing, with the DF of 1709, and with possible extra crits. The first crit would be based on the damage, and would be whatever element the sorc is attuned to, or random. Each other element would get a chance for a crit based on the number of ranks of that lore. So, 10 ranks of air lore, 10% of an extra vacuum crit. 5 ranks of fire lore, 5% of an extra fire crit. 100 ranks of earth lore (obviously not very common on a sorc), 100% of an extra crush crit.
Treads a bit on wizard territory, but as we are supposed to be hybrids of spirits and elements, that makes sense.
Too bad it seems sorc dev has stopped.
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
Bolt Version of 719 on 01/25/2013 04:25 PM CST
Re: Bolt Version of 719 on 01/25/2013 04:28 PM CST
Re: Bolt Version of 719 on 01/25/2013 04:29 PM CST
Fully agree. This is a bolt, not a CS version, so yeah.
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
Re: Bolt Version of 719 on 01/25/2013 04:32 PM CST
Oh yeah, and I forgot that I highly support this suggestion.
I wouldn't say I support it to the extent that I'd prefer it over a Disintegrate bolt (which fits more into our bolting mana gap), but it is definitely worth considering.
________________________________
>Barnom exclaims, "I smell delicious!"
>Barnom says, "Like sage and nutmeg."
I wouldn't say I support it to the extent that I'd prefer it over a Disintegrate bolt (which fits more into our bolting mana gap), but it is definitely worth considering.
________________________________
>Barnom exclaims, "I smell delicious!"
>Barnom says, "Like sage and nutmeg."
Re: Bolt Version of 719 on 01/25/2013 05:35 PM CST
I have to say, I'm not in favor of this idea. I'd much rather see DC unnerfed. In the meantime, I think the 705 bolt idea is brilliant and I'm totally on board for that one. I think development efforts would be better directed in other areas, rather than a bolt version of 719. I just can't get on board with it.
That said, how about a bolt version of Disease? I envision something like Empathic Assault with an initial bolt and a follow-up CS phase, depending upon lore and warding roll.
~ Heathyr
That said, how about a bolt version of Disease? I envision something like Empathic Assault with an initial bolt and a follow-up CS phase, depending upon lore and warding roll.
~ Heathyr
Re: Bolt Version of 719 on 01/25/2013 05:48 PM CST
I'd much rather see DC unnerfed |
Let's face it, that will never happen. |
I'd be good with a bolt version of disease. Or a bolt version of DC, either one. What I want, is two more bolt options for sorcs; a hard hitting higher mana BOLT (not a ball, like 713) and a lower mana BOLT, for something abotu 5 mana, which a bolt version of 705 would fit perfectly. |
My bolt version of 719 covers the hard hitting higher mana BOLT. A bolt version of disease could do that as well. Given my characters investment in elemental lores, I am natuarlly more inclined towards the bolt version of DC, but that's just personal preference. |
Of course, I would be happy with any more sorc dev, as long as it is not a nerf. |
-Taakhooshi, and Me |
For the Story of Taakhooshi: |
http://www.gsguide.net/index.php?title=Taakhooshi |
Re: Bolt Version of 719 on 01/25/2013 09:00 PM CST
I guess, to me, adding a bolt version to 719 just feels like "giving up." I'd definitely like to see elemental lores provide much more benefit to DC. But adding a bolt version feels a little sacrilegious. It would surely doom any future chance of boosting the base effectiveness of the CS version. Maybe it's just me, but I'd rather see development elsewhere.
Disease, on the other hand, is pretty much universally acknowledged to be in much need of love. Changing it to a bolt similar to Empathic Assault kills two birds with one bolt. So to speak. :)
~ Heathyr
Disease, on the other hand, is pretty much universally acknowledged to be in much need of love. Changing it to a bolt similar to Empathic Assault kills two birds with one bolt. So to speak. :)
~ Heathyr
Re: Bolt Version of 719 on 01/25/2013 09:35 PM CST
Re: Bolt Version of 719 on 01/25/2013 10:11 PM CST
>That said, how about a bolt version of Disease? I envision something like Empathic Assault with an initial bolt and a follow-up CS phase, depending upon lore and warding roll.
Definitely some elements of stuff I have considered in the past. Some suggestions I posted back in August:
716
>1. Mass warding spell.
>2. If not mass warding, contagious. Spell will burst out of body dealing wound, and have a chance to infect other targets.
>3. Inflicts damage cycles which deal wounds and stuns. Think somewhere between Torment and Empathic Assault, continued CS warding rolls (more cycles modified by Necromancy, with TD pushdown). Potential for RT, proning, stance reduction, stun.
>4. All wounds on target increase damage dealt, or cause TD drop. Every rank 1 on the body -2 TD, rank 2s, -4 TD, rank 3s, -6 TD, etc.
A bolt version could definitely work like Empathic Assault. What would the damage base of the bolt be? Acid?
I think the idea of the CS cycles having a pushdown based on wounds could have some merit. Or if there is a contagious element, it could come into play there.
________________________________
>Barnom exclaims, "I smell delicious!"
>Barnom says, "Like sage and nutmeg."
Definitely some elements of stuff I have considered in the past. Some suggestions I posted back in August:
716
>1. Mass warding spell.
>2. If not mass warding, contagious. Spell will burst out of body dealing wound, and have a chance to infect other targets.
>3. Inflicts damage cycles which deal wounds and stuns. Think somewhere between Torment and Empathic Assault, continued CS warding rolls (more cycles modified by Necromancy, with TD pushdown). Potential for RT, proning, stance reduction, stun.
>4. All wounds on target increase damage dealt, or cause TD drop. Every rank 1 on the body -2 TD, rank 2s, -4 TD, rank 3s, -6 TD, etc.
A bolt version could definitely work like Empathic Assault. What would the damage base of the bolt be? Acid?
I think the idea of the CS cycles having a pushdown based on wounds could have some merit. Or if there is a contagious element, it could come into play there.
________________________________
>Barnom exclaims, "I smell delicious!"
>Barnom says, "Like sage and nutmeg."
Re: Bolt Version of 719 on 01/26/2013 07:50 AM CST
I don't see the need to add a bolt version of DC. Balefire works fine for a high level bolt spell. It would be much better design-wise to have a lower level bolt spell (705) for those interested in that style of hunting than it would to try to trump 713 for some inexplicable reason. |
What I posted was that I think we need two more bolt spells. First priority is a low mana, aka bolt version of 705. To me, second priority is a higher mana BOLT (not a ball, since ball spells have lower DFs than bolts, in general), and I figured a bolt version of 719 would fit that bill. I'm not stuck on that, though, a bolt version of disease would be good as well. Either way, I do think we need a higher mana, hard hitting BOLT spell, in addition to 713, a higher mana, hard hitting BALL spell.
If you can't see the 'inexplicable' reasoning behind that, I don't know how to better explain it.
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
Re: Bolt Version of 719 on 01/26/2013 04:18 PM CST
not really enthused about higher mana bolt option. we already have 111 and 713 (which can take extra mana from demons)
definitely in favor of lower mana bolt option, seeing as our bolt AS is deficient compared to most professions until well post-cap for most sorcerers (most sorcerers don't get 75 MnE ranks until well post-cap)
~Moredin
definitely in favor of lower mana bolt option, seeing as our bolt AS is deficient compared to most professions until well post-cap for most sorcerers (most sorcerers don't get 75 MnE ranks until well post-cap)
~Moredin
Re: Bolt Version of 719 on 01/26/2013 05:01 PM CST
>What I posted was that I think we need two more bolt spells. First priority is a low mana, aka bolt version of 705. To me, second priority is a higher mana BOLT (not a ball, since ball spells have lower DFs than bolts, in general), and I figured a bolt version of 719 would fit that bill. I'm not stuck on that, though, a bolt version of disease would be good as well. Either way, I do think we need a higher mana, hard hitting BOLT spell, in addition to 713, a higher mana, hard hitting BALL spell.
I saw what you posted. There's just no need for a higher level bolt at this point. As it stands, Balefire is second only to Cone of Lightning in terms of spell level for bolt/ball spells. A single target bolt spell at 19th level has the potential to create problems while solving nothing. What problems? Well, we would have the highest level bolt and ball spells in the game at that point. Would sorcerers accept having the highest level, highest mana cost bolt for a spell that is inferior to Cone of Lightning? A single target spell obviously wouldn't be able to match cone's damage output vs multiple targets, so how powerful would this bolt have to be to appease sorcerers? And don't you think that would create a huge issue with wizards? I've long been a proponent of sorcerer-list bolt/ball spells, but I do believe having a stronger bolt AND ball spell than wizards crosses into their 'territory', so-to-speak, a little too much.
Ok, so you're not stuck on it being 719. Fine, let's go with 716 instead. Now it may not necessarily have to compare to 518, but you're still asking for the highest level single target bolt spell in the game. Still gonna be a problem with wizards and neither a bolt version of DC or disease serves any real purpose for sorcerers. It also completely ignores the fact that the traditional CS version of disease is useless as a hunting spell. Personally, I'd rather see development used to make the CS version of disease have a useful hunting application than make an option to use it as a bolt spell that does little more than cost three more mana than Balefire.
How do you propose to make a 716 bolt better than Balefire (including demon flares, the ball splashes that often provide useful stuns and a little extra damage), less effective than 518, yet not overpowered? And, I have to ask again because "I do think we need a higher mana, hard hitting BOLT spell, in addition to 713, a higher mana, hard hitting BALL spell" is not an acceptable answer... Why do we need this bolt spell? Who would use it instead of Balefire and why? If your answer is because it will have a higher DF, why is a higher DF needed? I can hunt with 713 just fine. The fact that it is a ball spell is a benefit that I would not neglect to use in place of a higher level, slightly more costly, slightly higher DF, single-target bolt spell.
>If you can't see the 'inexplicable' reasoning behind that, I don't know how to better explain it.
You've explained nothing other than a simple desire for a higher DF bolt spell. There have been no reasons as to why we need a bolt/ball spell that is better than Balefire. I can tell you that I am able to hunt perfectly fine with Balefire (with or without demons providing flares, single target or groups) and that I see no need for a higher DF spell. Is Balefire somehow failing for you somewhere? Your desire for a higher DF bolt spell, a spell that would in turn be better than Balefire, remains inexplicable (this means unexplained or incomprehensible). You're going to have to offer more than simply stating a desire for a higher DF spell if you want something like this done. As it stands, there is just no reason to tie up development to create a spell that truly has no purpose.
I saw what you posted. There's just no need for a higher level bolt at this point. As it stands, Balefire is second only to Cone of Lightning in terms of spell level for bolt/ball spells. A single target bolt spell at 19th level has the potential to create problems while solving nothing. What problems? Well, we would have the highest level bolt and ball spells in the game at that point. Would sorcerers accept having the highest level, highest mana cost bolt for a spell that is inferior to Cone of Lightning? A single target spell obviously wouldn't be able to match cone's damage output vs multiple targets, so how powerful would this bolt have to be to appease sorcerers? And don't you think that would create a huge issue with wizards? I've long been a proponent of sorcerer-list bolt/ball spells, but I do believe having a stronger bolt AND ball spell than wizards crosses into their 'territory', so-to-speak, a little too much.
Ok, so you're not stuck on it being 719. Fine, let's go with 716 instead. Now it may not necessarily have to compare to 518, but you're still asking for the highest level single target bolt spell in the game. Still gonna be a problem with wizards and neither a bolt version of DC or disease serves any real purpose for sorcerers. It also completely ignores the fact that the traditional CS version of disease is useless as a hunting spell. Personally, I'd rather see development used to make the CS version of disease have a useful hunting application than make an option to use it as a bolt spell that does little more than cost three more mana than Balefire.
How do you propose to make a 716 bolt better than Balefire (including demon flares, the ball splashes that often provide useful stuns and a little extra damage), less effective than 518, yet not overpowered? And, I have to ask again because "I do think we need a higher mana, hard hitting BOLT spell, in addition to 713, a higher mana, hard hitting BALL spell" is not an acceptable answer... Why do we need this bolt spell? Who would use it instead of Balefire and why? If your answer is because it will have a higher DF, why is a higher DF needed? I can hunt with 713 just fine. The fact that it is a ball spell is a benefit that I would not neglect to use in place of a higher level, slightly more costly, slightly higher DF, single-target bolt spell.
>If you can't see the 'inexplicable' reasoning behind that, I don't know how to better explain it.
You've explained nothing other than a simple desire for a higher DF bolt spell. There have been no reasons as to why we need a bolt/ball spell that is better than Balefire. I can tell you that I am able to hunt perfectly fine with Balefire (with or without demons providing flares, single target or groups) and that I see no need for a higher DF spell. Is Balefire somehow failing for you somewhere? Your desire for a higher DF bolt spell, a spell that would in turn be better than Balefire, remains inexplicable (this means unexplained or incomprehensible). You're going to have to offer more than simply stating a desire for a higher DF spell if you want something like this done. As it stands, there is just no reason to tie up development to create a spell that truly has no purpose.
Re: Bolt Version of 719 on 01/26/2013 06:01 PM CST
Well, no offense intended, but it is obvious you are not reading what I posted, because I said multiple times that it should be in the area of 10 mana. Just as the bolt version of 118 actually costs 9 mana. Thus, it would fill a perceived need (perceived by me, at least) for a bolt spell that hit harder than our current bolt spells (to include the proposed 705 bolt), not be a ball spell (since ball spells, including 713 traditionally have lower DFs than bolt spells of equivalent, or near equivalent, mana), and in general offer more options., especially for lower lever sorcs (and by that, I mean non-capped) that might find 13 mana from balefire too much, but 10 mana from a hard hitting bolt spell just right. As for it being overpowered, I would envision it at around the overall power of 910 or 510, or perhaps just slightly less than that, once again for a 10 mana cost. There, I think I have repeated the idea of 10 mana enough.
However, if you are going to not read what I write, then I suppose I am done responding to you. Disagree with my opinions and my proposal, fine, but debating against it without using all the idea, well, not worth my time.
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
However, if you are going to not read what I write, then I suppose I am done responding to you. Disagree with my opinions and my proposal, fine, but debating against it without using all the idea, well, not worth my time.
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
Re: Bolt Version of 719 on 01/26/2013 06:10 PM CST
I wouldnt mind a bolt version like you proposed. instead of damage based on targets mana how about extra chance to flare another cycle? So there is a chance based on lore EMC training that if it hits a target with mana it drains some of that mana and adds another cycle of damage?
This would keep in the theme that its better against mana users, but leave it still useful against squares.
Player of Malisai
This would keep in the theme that its better against mana users, but leave it still useful against squares.
Player of Malisai
Re: Bolt Version of 719 on 01/26/2013 06:57 PM CST
I'd rather see the 705 bolt first for younger characters and mana reasons.
Also, for anyone suggesting 713 doesn't hit that hard, do you have any demon lore? And most importantly, are you using it with a demon present? The flares that I get off my demon are incredible. Since the severity of the demon flare is linked to the damage of the initial hit, it's entirely possible that my first cast blows off an arm or leg and my demon kills it with a head/neck/eye shot. It happens, a LOT.
713 is by far one of our most devastating spells if you use it right, and it allows us to finally take advantage of the easily manipulated AS/DS system that we've been on the outside looking in with for so long. I know that we've always had 111, but 713 is leaps and bounds above it, for 2 more mana.
Syb
Also, for anyone suggesting 713 doesn't hit that hard, do you have any demon lore? And most importantly, are you using it with a demon present? The flares that I get off my demon are incredible. Since the severity of the demon flare is linked to the damage of the initial hit, it's entirely possible that my first cast blows off an arm or leg and my demon kills it with a head/neck/eye shot. It happens, a LOT.
713 is by far one of our most devastating spells if you use it right, and it allows us to finally take advantage of the easily manipulated AS/DS system that we've been on the outside looking in with for so long. I know that we've always had 111, but 713 is leaps and bounds above it, for 2 more mana.
Syb
Re: Bolt Version of 719 on 01/26/2013 07:10 PM CST
I'd rather see the 705 bolt first for younger characters and mana reasons. |
I agree, and said so in the original post. First priority, to me, at least, is a bolt version of 705.
Anyways, I suppose I should caveat this with the statement that I don't expect either of them to get implemented, or even any more dev at all on sorcs to be done for a long, long time.
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
Re: Bolt Version of 719 on 01/26/2013 08:05 PM CST
>I said multiple times that it should be in the area of 10 mana. Just as the bolt version of 118 actually costs 9 mana.
Web-bolt has a low mana cost because the damage output is low. The primary function of web-bolt is to incapacitate the target via knockdown and webbing, not to be a staple hunting spell. You're proposing a 19th level spell have a bolt option, at 10 mana, that has a good DF and additional crits based on lore training. If this spell is not better than Balefire, there is no reason to bother as it will not be used in place of Balefire (those who can afford to regularly hunt with such spells won't sweat 3 mana one way or another) and since you seem to want something better than Balefire, I don't see how you are going to justify the cost. Making this better than Balefire, why would anyone bother to use that spell and do we really need to make such a new addition obsolete?
>Thus, it would fill a perceived need (perceived by me, at least) for a bolt spell that hit harder than our current bolt spells (to include the proposed 705 bolt), not be a ball spell (since ball spells, including 713 traditionally have lower DFs than bolt spells of equivalent, or near equivalent, mana)
You still have yet to explain WHY we need this. WHY do we need a bolt that hits harder than our current bolt spells? You say you want a high level bolt because of the disparity in DF between bolt and ball spells, yet are able to provide no reason as to why this is needed. It seems to me that you just want it because x has a bigger number than y, which is silly. I'll ask again: Is Balefire somehow, some way, not working well enough for you? I have not had this issue. I do not feel the need to have another AS-based spell with a higher DF. When I feel like wrecking things with an AS spell, Balefire works just fine. If there is a real need for a higher DF, let it be known, cause I sure don't see it and essentially all you're saying is that you want it just because you want it. I highly doubt that is going to get anything done.
>and in general offer more options., especially for lower lever sorcs (and by that, I mean non-capped) that might find 13 mana from balefire too much, but 10 mana from a hard hitting bolt spell just right.
It doesn't provide more options, though. We have ball spells at 111 and 713, a bolt-option at 118, and many of us would like a bolt option at 705. As it stands, we have two high level ball spells and a disabling/setup bolt. Adding another bolt in the 10 mana range changes nothing. It adds nothing. We clearly have AS-based spells at 9, 11, and 13 mana. Yes, I understand you want something that will hit harder than those ball spells. Why? Where is the need? So far, the best thing you've offered is the weak argument that a ten mana bolt would be more affordable for those who can't afford a thirteen mana ball spell.
I strongly disagree that the three mana difference is anything close to a deal breaker. I have proven it is quite possible to hunt in the 50-80 range using spells that require a high amount of mana per kill. Around the level 50-60 range, my sorcerers begin to hunt primarily with 711. Prior to that, it's 702. Maybe closer to 50 it's a shot of 711 and 702 to finish. Once you hit that range, though, you have the mana to regularly hunt with your mid-level spells. You're looking at 33 mana minimum to kill something with Pain in that level range. My sorcerers lately haven't had the necro lore to get a kill in three shots of Pain, so realistically it costs me more than 33 mana per kill even if we don't factor in armor hindrance (doubles) and fumbles. My sorcerer in Prime (1x necro) is ~82 and began hunting Plane 3 around level 78, I believe. To kill n'ecare, I would use 715, 711 x2, then finish with 702 x2-3. Maybe even toss in a '708 n'ecare right arm' if there are more than one. You're pretty much looking at a minimum of 39 mana per kill there. The Shattered sorcerer just ran with 711 and 702 as a finisher once I hit that range. Neither is in CoL. The sorcerer in Prime is Voln and GoS in Shattered, so things aren't skewed because of wracking. You are absolutely kidding yourself if you really believe a couple mana per spell will matter one way or another.
>As for it being overpowered, I would envision it at around the overall power of 910 or 510, or perhaps just slightly less than that, once again for a 10 mana cost. There, I think I have repeated the idea of 10 mana enough.
How many wizards do you see primarily hunting with either of those spells? Of those, how many are not capped and instead fall in whatever level range you envision people using a 10 mana dc-bolt? I think you vastly overestimate how awesome these spells are, especially in light of the fact that you would seemingly have this done rather than perhaps something more useful to the profession as a whole. I think by now we're all aware of how difficult it is to get things done around here (not even specifically for sorcery, but in general) and without some very good reason for having something like this done, I'm just not feelin it. If we were in a situation where we frequently saw things developed in a timely manner and other issues were taken care of, stuff like this might be fine, but it's just something additional that serves no real purpose and I can't see wasting dev time on it.
>However, if you are going to not read what I write, then I suppose I am done responding to you. Disagree with my opinions and my proposal, fine, but debating against it without using all the idea, well, not worth my time.
Yeah, I skipped some of the details. They aren't terribly relevant and possibly even damage the concept. At the core what you want is an AS based spell that is better than Balefire. Toss in the details I skipped over and we see that not only do you want this option available at ten mana, which is cheaper than Balefire, but you want it to have a DF that would rank among the highest in the game. In addition to that, you're proposing that this is actually a 'dual' spell in that we retain our CS version of DC and are given a level 10 bolt akin to 910 or 510. And none of that even touches the lore benefits that further enhance the spell. I dunno... I have a hard time seeing how you're going to balance that one. Not to mention the fact that it's simply not needed in any way, shape, or form.
Web-bolt has a low mana cost because the damage output is low. The primary function of web-bolt is to incapacitate the target via knockdown and webbing, not to be a staple hunting spell. You're proposing a 19th level spell have a bolt option, at 10 mana, that has a good DF and additional crits based on lore training. If this spell is not better than Balefire, there is no reason to bother as it will not be used in place of Balefire (those who can afford to regularly hunt with such spells won't sweat 3 mana one way or another) and since you seem to want something better than Balefire, I don't see how you are going to justify the cost. Making this better than Balefire, why would anyone bother to use that spell and do we really need to make such a new addition obsolete?
>Thus, it would fill a perceived need (perceived by me, at least) for a bolt spell that hit harder than our current bolt spells (to include the proposed 705 bolt), not be a ball spell (since ball spells, including 713 traditionally have lower DFs than bolt spells of equivalent, or near equivalent, mana)
You still have yet to explain WHY we need this. WHY do we need a bolt that hits harder than our current bolt spells? You say you want a high level bolt because of the disparity in DF between bolt and ball spells, yet are able to provide no reason as to why this is needed. It seems to me that you just want it because x has a bigger number than y, which is silly. I'll ask again: Is Balefire somehow, some way, not working well enough for you? I have not had this issue. I do not feel the need to have another AS-based spell with a higher DF. When I feel like wrecking things with an AS spell, Balefire works just fine. If there is a real need for a higher DF, let it be known, cause I sure don't see it and essentially all you're saying is that you want it just because you want it. I highly doubt that is going to get anything done.
>and in general offer more options., especially for lower lever sorcs (and by that, I mean non-capped) that might find 13 mana from balefire too much, but 10 mana from a hard hitting bolt spell just right.
It doesn't provide more options, though. We have ball spells at 111 and 713, a bolt-option at 118, and many of us would like a bolt option at 705. As it stands, we have two high level ball spells and a disabling/setup bolt. Adding another bolt in the 10 mana range changes nothing. It adds nothing. We clearly have AS-based spells at 9, 11, and 13 mana. Yes, I understand you want something that will hit harder than those ball spells. Why? Where is the need? So far, the best thing you've offered is the weak argument that a ten mana bolt would be more affordable for those who can't afford a thirteen mana ball spell.
I strongly disagree that the three mana difference is anything close to a deal breaker. I have proven it is quite possible to hunt in the 50-80 range using spells that require a high amount of mana per kill. Around the level 50-60 range, my sorcerers begin to hunt primarily with 711. Prior to that, it's 702. Maybe closer to 50 it's a shot of 711 and 702 to finish. Once you hit that range, though, you have the mana to regularly hunt with your mid-level spells. You're looking at 33 mana minimum to kill something with Pain in that level range. My sorcerers lately haven't had the necro lore to get a kill in three shots of Pain, so realistically it costs me more than 33 mana per kill even if we don't factor in armor hindrance (doubles) and fumbles. My sorcerer in Prime (1x necro) is ~82 and began hunting Plane 3 around level 78, I believe. To kill n'ecare, I would use 715, 711 x2, then finish with 702 x2-3. Maybe even toss in a '708 n'ecare right arm' if there are more than one. You're pretty much looking at a minimum of 39 mana per kill there. The Shattered sorcerer just ran with 711 and 702 as a finisher once I hit that range. Neither is in CoL. The sorcerer in Prime is Voln and GoS in Shattered, so things aren't skewed because of wracking. You are absolutely kidding yourself if you really believe a couple mana per spell will matter one way or another.
>As for it being overpowered, I would envision it at around the overall power of 910 or 510, or perhaps just slightly less than that, once again for a 10 mana cost. There, I think I have repeated the idea of 10 mana enough.
How many wizards do you see primarily hunting with either of those spells? Of those, how many are not capped and instead fall in whatever level range you envision people using a 10 mana dc-bolt? I think you vastly overestimate how awesome these spells are, especially in light of the fact that you would seemingly have this done rather than perhaps something more useful to the profession as a whole. I think by now we're all aware of how difficult it is to get things done around here (not even specifically for sorcery, but in general) and without some very good reason for having something like this done, I'm just not feelin it. If we were in a situation where we frequently saw things developed in a timely manner and other issues were taken care of, stuff like this might be fine, but it's just something additional that serves no real purpose and I can't see wasting dev time on it.
>However, if you are going to not read what I write, then I suppose I am done responding to you. Disagree with my opinions and my proposal, fine, but debating against it without using all the idea, well, not worth my time.
Yeah, I skipped some of the details. They aren't terribly relevant and possibly even damage the concept. At the core what you want is an AS based spell that is better than Balefire. Toss in the details I skipped over and we see that not only do you want this option available at ten mana, which is cheaper than Balefire, but you want it to have a DF that would rank among the highest in the game. In addition to that, you're proposing that this is actually a 'dual' spell in that we retain our CS version of DC and are given a level 10 bolt akin to 910 or 510. And none of that even touches the lore benefits that further enhance the spell. I dunno... I have a hard time seeing how you're going to balance that one. Not to mention the fact that it's simply not needed in any way, shape, or form.
Re: Bolt Version of 719 on 01/26/2013 10:24 PM CST
<<<<How do you propose to make a 716 bolt better than Balefire (including demon flares, the ball splashes that often provide useful stuns and a little extra damage), less effective than 518, yet not overpowered? And, I have to ask again because "I do think we need a higher mana, hard hitting BOLT spell, in addition to 713, a higher mana, hard hitting BALL spell" is not an acceptable answer... Why do we need this bolt spell? Who would use it instead of Balefire and why? If your answer is because it will have a higher DF, why is a higher DF needed? I can hunt with 713 just fine. The fact that it is a ball spell is a benefit that I would not neglect to use in place of a higher level, slightly more costly, slightly higher DF, single-target bolt spell.>>>>
This is how I envision a bolt-version of Disease. The bolt would essentially be the means of delivery for the disease. You'd have an initial bolt, which if successful would do damage on its own PLUS plant the seed of a disease, triggering one or more CS cycles with a TD pushdown effect, dependent upon the attack roll. The disease might be similar to the already implemented version, but with a bolt-delivery you'd give us an effective attack option when TD is an issue. I could see this not only supplanting the near-useless Disease we have, but potentially filling a hunting gap. Well worth the 16 mana, in my opinion. Of course, that's assuming the initial bolt is worth the effort.
~ Heathyr and friends
This is how I envision a bolt-version of Disease. The bolt would essentially be the means of delivery for the disease. You'd have an initial bolt, which if successful would do damage on its own PLUS plant the seed of a disease, triggering one or more CS cycles with a TD pushdown effect, dependent upon the attack roll. The disease might be similar to the already implemented version, but with a bolt-delivery you'd give us an effective attack option when TD is an issue. I could see this not only supplanting the near-useless Disease we have, but potentially filling a hunting gap. Well worth the 16 mana, in my opinion. Of course, that's assuming the initial bolt is worth the effort.
~ Heathyr and friends
Re: Bolt Version of 719 on 01/26/2013 11:13 PM CST
>This is how I envision a bolt-version of Disease. The bolt would essentially be the means of delivery for the disease. You'd have an initial bolt, which if successful would do damage on its own PLUS plant the seed of a disease, triggering one or more CS cycles with a TD pushdown effect, dependent upon the attack roll. The disease might be similar to the already implemented version, but with a bolt-delivery you'd give us an effective attack option when TD is an issue. I could see this not only supplanting the near-useless Disease we have, but potentially filling a hunting gap. Well worth the 16 mana, in my opinion. Of course, that's assuming the initial bolt is worth the effort.
The CS version could do the same, though. If you're going to give it pushdowns on the CS bits simply because you landed the spell via an easier to manage AS/DS system, you might as well just have the initial cast get a pushdown, too. I could see the bolt with CS cycles useful for post-cap stuff and maybe bounties or GoS tasks, provided the CS portion does significant damage/crits (and has enough pushdown that it works), but then you're probably going to be left with bolt damage similar to web-bolt. It'd be better than what we have currently, I suppose, but I'm just not sold on the need for Disease to be a bolt spell now that we have Balefire.
The CS version could do the same, though. If you're going to give it pushdowns on the CS bits simply because you landed the spell via an easier to manage AS/DS system, you might as well just have the initial cast get a pushdown, too. I could see the bolt with CS cycles useful for post-cap stuff and maybe bounties or GoS tasks, provided the CS portion does significant damage/crits (and has enough pushdown that it works), but then you're probably going to be left with bolt damage similar to web-bolt. It'd be better than what we have currently, I suppose, but I'm just not sold on the need for Disease to be a bolt spell now that we have Balefire.
Re: Bolt Version of 719 on 01/27/2013 03:11 PM CST
syb's right about 713. I dont think we need a higher-level bolt. I mean, I take ANY dev we can get, but I don't think we need it. rather see a bolt 705. i think 705 is rather lucklaster as-is anyway. I dont kill creatures that much faster with 705 vs 702. with a bolt, that might change.
the demon flares ARE really good. I've had 70+ damage from them routinely.
however, my AS sucks. unless you have a really weird training regimen or are far enough post-cap to have 75 MnE ranks
I think my AS is around 440 WITH sigil of offense, major bane, and star curse bonuses. even IF a sorcerer has maxed spell ranks, they still have less bolt AS than other professions, if another post I saw in the balance folder is correct. even if it's only a few points difference between the next profession up which I think is clerics, then empaths, then wizards with the most bolt AS.
my beef is that it takes a really long time to even come close to the other professions bolt AS.
people say we have access to scrolls so it balances out, but that's hooey. other professions have that access too, and its not like bolt-AS boosting scrolls are all that common.
~Moredin
the demon flares ARE really good. I've had 70+ damage from them routinely.
however, my AS sucks. unless you have a really weird training regimen or are far enough post-cap to have 75 MnE ranks
I think my AS is around 440 WITH sigil of offense, major bane, and star curse bonuses. even IF a sorcerer has maxed spell ranks, they still have less bolt AS than other professions, if another post I saw in the balance folder is correct. even if it's only a few points difference between the next profession up which I think is clerics, then empaths, then wizards with the most bolt AS.
my beef is that it takes a really long time to even come close to the other professions bolt AS.
people say we have access to scrolls so it balances out, but that's hooey. other professions have that access too, and its not like bolt-AS boosting scrolls are all that common.
~Moredin
Re: Bolt Version of 719 on 01/27/2013 03:13 PM CST
Re: Bolt Version of 719 on 01/27/2013 05:30 PM CST
It sounds like a small amount, but I think Curse of the Star should get a +5 to the default AS boost. That would, at MAXIMUM training, put us with +2 AS over a Cleric, assuming the Cleric had no blessings lore, since every 10 ranks gives a Cleric +1 to AS. Its a trivial amount, but its a step in the right direction, and its not an "end game" bonus, its something every Sorcerer could get as low as level 15. As Moredin pointed out, its not just that we have the lowest bolt AS, but we take the longest to reach our "maximum possible" bolt AS. For instance, Empaths and Clerics can recieve the full maximum bolt AS as low as level 15, modified only by extraneous Blessings lore and "bonus capped at level" . . . in other words, they have achieved 100% of their possible AS for that level by level 15, and could theoretically stop training Major Spiritual entirely. Sorcerers cannot keep up with that kind of training in the Minor Elemental circle, at least not without dramatic sacrifices.
In other words, slightly improving Curse of the Star provides a minor bonus to ALL bolting Sorcerers above 15 (hey, magic number! We'd be just like Clerics and Empaths!), despite the fact that it is very difficult to obtain our highest bolt AS before cap.
I also think that Curse of the Star should add to melee AS, given that we are without a doubt the weakest melee profession in terms of AS and melee-combat benefits. Either that or a suggestion I made earlier this year about Cloak of Shadows giving Shadowdeath flares to melee hits made by the few Warcerers out there. Severity and likelihood of flare influenced by Sorcerer circle ranks, Demonology, and Influence.
>I dont kill creatures that much faster with 705 vs 702.
I've experienced similar; if an enemy takes 5 hits of 702, it takes 4 hits of 705. I know that killing faster is supposed to take more mana, but spending double mana for a 20% reduction in kill time is not quite the same thing.
________________________________
>Barnom exclaims, "I smell delicious!"
>Barnom says, "Like sage and nutmeg."
In other words, slightly improving Curse of the Star provides a minor bonus to ALL bolting Sorcerers above 15 (hey, magic number! We'd be just like Clerics and Empaths!), despite the fact that it is very difficult to obtain our highest bolt AS before cap.
I also think that Curse of the Star should add to melee AS, given that we are without a doubt the weakest melee profession in terms of AS and melee-combat benefits. Either that or a suggestion I made earlier this year about Cloak of Shadows giving Shadowdeath flares to melee hits made by the few Warcerers out there. Severity and likelihood of flare influenced by Sorcerer circle ranks, Demonology, and Influence.
>I dont kill creatures that much faster with 705 vs 702.
I've experienced similar; if an enemy takes 5 hits of 702, it takes 4 hits of 705. I know that killing faster is supposed to take more mana, but spending double mana for a 20% reduction in kill time is not quite the same thing.
________________________________
>Barnom exclaims, "I smell delicious!"
>Barnom says, "Like sage and nutmeg."
Re: Bolt Version of 719 on 01/27/2013 06:11 PM CST
slightly improving Curse of the Star provides a minor bonus to ALL bolting Sorcerers |
That train has sailed (oh yeah, mixed metaphors!). I highly doubt we will see any more changes to Curse of the Star, either with regards to more bolt AS, or to applying to melee AS, even though, as one of the very few swinging sorcerers out there, I would certainly love that. I put the likelihood of that happening in the same realm as the likelihood of 719 changing back to what it was during the GS3 years.
a suggestion I made earlier this year about Cloak of Shadows giving Shadowdeath flares to melee hits made by the few Warcerers out there. Severity and likelihood of flare influenced by Sorcerer circle ranks, Demonology, and Influence. |
I firmly support this! I would rather see the flares based exclusively on lores rather than sorc ranks, as it gives more incentive to train in lores, and I could even see it being a variety of all the lores, to include spiritual, elemental, and sorc lores, thus giving more claim to our role as hybrids. Although, again, I see the chance of this happening as low to none.
Also, I shall be claiming the tittle of Warcerer. I thoroughly like it!
-Taakhooshi, and Me
For the Story of Taakhooshi:
http://www.gsguide.net/index.php?title=Taakhooshi
Re: Bolt Version of 719 on 01/27/2013 06:33 PM CST
[Ruined Temple, Third Floor]
Standing between a pair of columns is a marble statue of a graceful woman. Her billowing robes have been blackened by flame and a stump remains where her right arm broke off. Tiny shards of colored glass lay at her feet, blown in from further along the corridor judging by the irregular pattern they form. You also see a triton executioner, an elliptical brine-stained parma, an oak-shafted silvery blue trident, a sienna-banded scallop shell shield, a sienna-banded scallop shell shield and a crumbling arch.
Obvious paths: south, west
>708 ex r le
You gesture at a triton executioner.
CS: +529 - TD: +369 + CvA: +25 + d100: +25 == +210
Warding failed!
The triton executioner's right leg explodes!
Limb Disruption, Right Leg Amputated!
A triton executioner falls to the ground grasping his mangled right leg!
The triton executioner is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
sigi off
A faint blue glow surrounds your hands, subtly guiding your movements.
[ Sigil of Offense: +0:05:00, 0:04:59 remaining. ]
>A triton executioner staggers slightly, swaying about in a daze.
>sigi major bane
As you concentrate on your sigil, you become much more aware of your foes and the most vulnerable portions of their bodies.
[ Sigil of Major Bane: +0:01:00, 0:01:00 remaining. ]
>stance offensive
You are now in an offensive stance.
>713 ex
You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +445 vs DS: +126 with AvD: +52 + d100 roll: +86 = +457
... and hit for 180 points of damage!
Muscle and blood explode from the triton executioner's abdomen in a steaming spray!
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 45 points of damage!
Tremendous plasma discharge slices deep into the triton executioner's chest!
[You have 5 kills remaining.]
The triton executioner gurgles once and goes still, a wrathful look on his face.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
[Ruined Temple, Third Floor]
Numerous statues have lost their limbs and heads from falling debris due to the collapse of the roof. The remnants are covered in soot and some crushed beyond recognition. Tiny shards of colorful pottery lay before a ruined archway in an array of faded blues, greens, and reds. You also see a siren and an elliptical brine-stained parma.
Obvious paths: northeast, south, northwest
>709 raz
You gesture.
You concentrate on projecting the illusion of a violent quake.
A siren loses her balance and falls to the ground.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>stance offensive
You are now in an offensive stance.
>713 sir
You gesture at a siren.
You hurl a ball of greenish-black flame at a siren!
AS: +445 vs DS: +394 with AvD: +65 + d100 roll: +80 = +196
... and hit for 89 points of damage!
The siren's neck and shoulders blasted away by intense wave of plasma.
RANK 9 NECK, PLASMA, Damage: 45 (40) Status Effect: FATAL, Wounds: Rank 3
The siren gives a plaintive wail before she slumps to her side and dies.
The brilliant luminescence fades from around a siren.
The ball of greenish-black flame strikes a siren, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>
>You feel fully energetic again.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +343 with AvD: +52 + d100 roll: +4 = +148
... and hit for 51 points of damage!
Skin and muscle roasted away leaving the ribs exposed on the triton executioner's back!
The triton executioner is stunned!
RANK 4 BACK, PLASMA, Damage: 20 (30) Status Effect: Stunned 3 Rounds, Wounds: Rank 2
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
The triton executioner's hand blisters and bleeds from intense heat.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +320 with AvD: +52 + d100 roll: +95 = +262
... and hit for 95 points of damage!
Sizzling arc of plasma blows the triton executioner's kneecap off!
The triton executioner is knocked to the ground!
RANK 6 RIGHT LEG, PLASMA, Damage: 30 (25) Status Effect: Stunned 6 Rounds, Knockdown, Wounds: Rank 2
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
Flash burns to eye momentarily blind the triton executioner.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
sigi major baneAs you concentrate on your sigil, you become much more aware of your foes and the most vulnerable portions of their bodies.
[ Sigil of Major Bane: +0:01:00, 0:01:00 remaining. ]
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +445 vs DS: +218 with AvD: +52 + d100 roll: +97 = +376
... and hit for 150 points of damage!
Vicious beam of energy rips open the triton executioner's back!
[You have 4 kills remaining.]
RANK 6 BACK, PLASMA, Damage: 30 Status Effect: Stunned 6 Rounds, Wounds: Rank 2
The triton executioner gurgles once and goes still, a wrathful look on his face.
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance defensiveCast Round Time in effect: Setting stance to guarded.
>You feel fully energetic again.
>708 rad r le
>You gesture at a triton radical.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
CS: +529 - TD: +420 + CvA: +25 + d100: +34 == +168
Warding failed!
The triton radical's right leg explodes!
A triton radical falls to the ground grasping his mangled right leg!
Limb Disruption, Right Leg Amputated!
As you hit, your runestaff sucks away the air!
... 25 points of damage!
Knuckles in hand erupt, blood flows freely!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance offensiveYou are now in an offensive stance.
>713 rad
>You gesture at a triton radical.
You hurl a ball of greenish-black flame at a triton radical!
AS: +435 vs DS: +213 with AvD: +39 + d100 roll: +35 = +296
... and hit for 98 points of damage!
Muscle blasted away from the triton radical's arm exposing scorched bone!
RANK 6 RIGHT ARM, PLASMA, Damage: 30 (20) Status Effect: Stunned 5 Rounds, Wounds: Rank 2
The ball of greenish-black flame strikes a triton radical, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
Stinging burn to the triton radical's hand.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 rad
>You gesture at a triton radical.
You hurl a ball of greenish-black flame at a triton radical!
AS: +435 vs DS: +195 with AvD: +39 + d100 roll: +83 = +362
... and hit for 135 points of damage!
Hole drilled clean through the triton radical's forehead, instant ventilation!
RANK 6 HEAD, PLASMA, Damage: 30 Status Effect: FATAL, Wounds: Rank 3
The triton radical gurgles once and goes still, a wrathful look on his face.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
The warm glow fades from around a triton radical.
A triton radical seems slightly different.
The ball of greenish-black flame strikes a triton radical, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance defensiveYou are now in a defensive stance.
[Ruined Temple, Third Floor]
A mottled pattern of mold clings to the decorative etchings on broken pedestals. Crushing several marble statues is a sizable block of stone from the roof, their extremities strewn across the floor. You also see a siren and a silver-rimmed black steel buckler.
Obvious paths: southwest, west, northwest
>709 raz
>You gesture.
You concentrate on projecting the illusion of a violent quake.
A siren loses her balance and falls to the ground.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>stance offensiveYou are now in an offensive stance.
>713 sir
>You gesture at a siren.
You hurl a ball of greenish-black flame at a siren!
AS: +435 vs DS: +461 with AvD: +65 + d100 roll: +37 = +76
A clean miss.
Cast Roundtime 3 Seconds.
>sigi major baneAs you concentrate on your sigil, you become much more aware of your foes and the most vulnerable portions of their bodies.
[ Sigil of Major Bane: +0:01:00, 0:01:00 remaining. ]
>stance defensiveYou are now in a defensive stance.
>A siren wriggles a bit before resuming an upright position.
>708 sir l ar
>You gesture at a siren.
CS: +529 - TD: +403 + CvA: +20 + d100: +92 == +238
Warding failed!
The siren's left arm explodes!
The siren's oyster shell shield falls to the ground.
The siren is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
stance offensiveYou are now in an offensive stance.
>713 sir
>You gesture at a siren.
You hurl a ball of greenish-black flame at a siren!
AS: +445 vs DS: +376 with AvD: +65 + d100 roll: +43 = +177
... and hit for 74 points of damage!
Terrifying surge of plasma reduces the siren's head to burnt meat.
RANK 7 HEAD, PLASMA, Damage: 35 Status Effect: FATAL, Wounds: Rank 3
The siren gives a plaintive wail before she slumps to her side and dies.
The brilliant luminescence fades from around a siren.
The bright luminescence fades from around a siren.
The ball of greenish-black flame strikes a siren, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance defensiveYou are now in a defensive stance.
>708 ex r le
>You gesture at a triton executioner.
CS: +529 - TD: +381 + CvA: +20 + d100: +92 == +260
Warding failed!
The triton executioner's right leg explodes!
A triton executioner falls to the ground grasping her mangled right leg!
The triton executioner is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
stance offensiveYou are now in an offensive stance.
>A triton executioner staggers slightly, swaying about in a daze.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +445 vs DS: +191 with AvD: +52 + d100 roll: +3 = +309
... and hit for 116 points of damage!
Awesome lash of plasma severs the triton executioner's arm completely!
The executioner's sharply tapered longsword falls to the ground.
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 20 points of damage!
Intense arc of energy flays the triton executioner's arm to the bone!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +445 vs DS: +171 with AvD: +52 + d100 roll: +54 = +380
... and hit for 162 points of damage!
The triton executioner's leg is consumed in an intense field of plasma reducing it to ash!
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Superheated arc of plasma traces blackened path across the triton executioner's belly!
[You have 3 kills remaining.]
The triton executioner gurgles once and goes still, a wrathful look on her face.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>get gree ruYou take the green runestone from one of your thick leather satchel's velvet-lined compartments.
>725 my ru
>You gesture at a faded green runestone.
You trace an arcane sigil over your runestone while incanting. Your runestone glows momentarily and you succeed in opening an interplanar rift from which you manage to pull a shining drake verlok'ar.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>[ Minor Summoning: +1:54:30, 1:54:30 remaining. ]
>send 40 verYou face a shining drake verlok'ar, close your eyes and begin chanting. Suddenly, a small bolt of energy arcs between the two of you. You awaken, feeling slightly drained, but satisfied that 20 points were succesfully transferred to your drake verlok'ar.
>stamStamina points: 132 remaining: 132
>sigi powAs you concentrate on your sigil, you feel exceptionally tired as your physical energy rapidly transforms into magical energy.
>tell mdem followYou command your drake verlok'ar to follow you around. It accepts with reluctance.
>sw[Ruined Temple, Third Floor]
From the submerged floor below, water laps gently, echoing through this roofless chamber. An armless statue of a woman gazes upon a collapsed section of wall, soot marring her otherwise flawless ivory visage. Bleached bones lay in the shadow of the statue. You also see a triton executioner and a spiral staircase.
Obvious paths: northeast, northwest
>708 ex r le
>You gesture at a triton executioner.
CS: +529 - TD: +381 + CvA: +20 + d100: +100 == +268
Warding failed!
The triton executioner's right leg explodes!
Limb Disruption, Right Leg Amputated!
A triton executioner falls to the ground grasping her mangled right leg!
The triton executioner is stunned!
As you hit, your runestaff sucks away the air!
... 10 points of damage!
Stomach distends and the triton executioner coughs up blood!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
A triton executioner swings a coral-hilted sharply tapered longsword at you!
AS: +383 vs DS: +555 with AvD: +39 + d100 roll: +100 = -33
A clean miss.
stance offensiveYou are now in an offensive stance.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +415 vs DS: +191 with AvD: +52 + d100 roll: +6 = +282
... and hit for 109 points of damage!
Powerful blast to the triton executioner's abdomen parboils internal organs!
The triton executioner is stunned!
A shining drake verlok'ar shudders slightly, but nothing further happens.
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 25 points of damage!
Superheated energy causes the artery in the triton executioner's leg to explode!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance defensiveCast Round Time in effect: Setting stance to guarded.
>sac exYou focus your inner thoughts, channeling a part of your spirit as you initiate a link with the triton executioner. You feel drained!
Steeling your thoughts, you begin to draw energy from your victim.
The executioner contorts in agony, her mouth open in a silent scream!
Your senses tingle, then become awash in a flood of power as the life leaves your hapless foe!
[You have 2 kills remaining.]
The triton executioner gurgles once and goes still, a wrathful look on her face.
You feel 116 mana surge into you!
[ Sacrifice Cooldown: +0:20:00, 0:20:00 remaining. ]
Roundtime: 10 sec.
>go ar[Ruined Temple, Third Floor]
Standing between a pair of columns is a marble statue of a graceful woman. Her billowing robes have been blackened by flame and a stump remains where her right arm broke off. Tiny shards of colored glass lay at her feet, blown in from further along the corridor judging by the irregular pattern they form. You also see an elliptical brine-stained parma, an oak-shafted silvery blue trident, a sienna-banded scallop shell shield, a sienna-banded scallop shell shield and a crumbling arch.
Obvious paths: south, west
>stam
>Stamina points: 132 remaining: 118
>sigi pownAs you concentrate on your sigil, you feel exceptionally tired as your physical energy rapidly transforms into magical energy.
>[Ruined Temple, Third Floor]
Standing between a pair of columns is a marble statue of a graceful woman. Her billowing robes have been blackened by flame and a stump remains where her right arm broke off. Tiny shards of colored glass lay at her feet, blown in from further along the corridor judging by the irregular pattern they form. You also see a triton combatant, a shining drake verlok'ar that is flying around, an elliptical brine-stained parma, an oak-shafted silvery blue trident, a sienna-banded scallop shell shield, a sienna-banded scallop shell shield and a crumbling arch.
Obvious paths: south, west
>708 co r le
>You gesture at a triton combatant.
CS: +527 - TD: +384 + CvA: +20 + d100: +42 == +205
Warding failed!
The triton combatant's right leg explodes!
A triton combatant falls to the ground grasping his mangled right leg!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance offensiveYou are now in an offensive stance.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +415 vs DS: +166 with AvD: +12 + d100 roll: +4 = +265
... and hit for 91 points of damage!
Skin and muscle roasted away leaving the ribs exposed on the triton combatant's back!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 30 points of damage!
Gaping hole torn in the triton combatant's back exposing ribs.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
Pinpoint strike sears the triton combatant's chest.
RANK 4 BACK, PLASMA, Damage: 20 (30) Status Effect: Stunned 3 Rounds, Wounds: Rank 2
RANK 6 , BACK DISRUPTION, Damage: 30 Status Effect: Stunned 6 Rounds, Wounds: Rank 3
RANK 1 CHEST, PLASMA, Damage: 5 Status Effect: none, Wounds: Rank 1
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +415 vs DS: +183 with AvD: +12 + d100 roll: +20 = +264
... and hit for 86 points of damage!
Muscle and blood explode from the triton combatant's abdomen in a steaming spray!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 25 points of damage!
Boiling vapor strike to left hand causes loss of feeling in fingers!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Searing bolt of energy strikes the triton combatant, scorching a wide swath of flesh!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
> RANK 5 ABDOMEN, PLASMA, Damage: 25 Status Effect: Stunned 5 Rounds, Wounds: Rank 2
RANK 2 CHEST, PLASMA, Damage: 10 (5) Status Effect: none, Wounds: Rank 1
Weapon used: runestaff against AvD: 12, d100 Roll: 20, Endroll: 264, Total Damage: 121
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +415 vs DS: +134 with AvD: +12 + d100 roll: +51 = +344
... and hit for 150 points of damage!
The triton combatant's lungs superheat forcing plasma up through nose and mouth!
The triton combatant gurgles once and goes still, a wrathful look on his face.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>s[Ruined Temple, Third Floor]
Fire has ravaged this entire section of the temple, the stonework charred heavily along the floor and walls. All the wooden furniture has been reduced to ash that has long since been blown out to sea. You also see a triton combatant, a sienna-banded scallop shell shield, a coral-hilted sharply tapered longsword, a silver-rimmed black steel buckler, a coral-hilted sharply tapered longsword and an elliptical brine-stained parma.
Obvious paths: north, west
>708 co r le
>You gesture at a triton combatant.
The droning noises scattered about you cause a lapse in your concentration, causing your spell to fail.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>A triton combatant thrusts with an oak-shafted silvery blue trident at you!
With extreme effort, you beat back the attack with your runestaff!
>708 co r le
>You gesture at a triton combatant.
The droning noises scattered about you cause a lapse in your concentration, causing your spell to fail.
Cast Roundtime 3 Seconds.
>stare
>You stare at nothing in particular.
>708 co r le
>You gesture at a triton combatant.
CS: +529 - TD: +369 + CvA: +20 + d100: +19 == +199
Warding failed!
The triton combatant's right leg explodes!
A triton combatant falls to the ground grasping her mangled right leg!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance offensiveYou are now in an offensive stance.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +415 vs DS: +164 with AvD: +12 + d100 roll: +21 = +284
... and hit for 78 points of damage!
Searing blast of energy to hip spins the triton combatant around!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 30 points of damage!
Bones shatter in the triton combatant's leg!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Superheated arc of plasma traces blackened path across the triton combatant's belly!
As you hit, your runestaff sucks away the air!
... 10 points of damage!
Stomach distends and the triton combatant coughs up blood!
RANK 3 RIGHT LEG, PLASMA, Damage: 15 (10) Status Effect: Stunned 1 Round, Wounds: Rank 1
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 co
You hurl a ball of greenish-black flame at a triton combatant!
AS: +415 vs DS: +181 with AvD: +12 + d100 roll: +64 = +310
... and hit for 93 points of damage!
Intense arc of energy flays the triton combatant's arm to the bone!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 45 points of damage!
Direct strike to abdomen leave the triton combatant simmering, stewed in her own juices!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Stunning blast of plasma reduces the triton combatant's nose to a blackened stump.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +415 vs DS: +390 with AvD: +12 + d100 roll: +11 = +48
A clean miss.
Cast Roundtime 3 Seconds.
>l[Ruined Temple, Third Floor]
Fire has ravaged this entire section of the temple, the stonework charred heavily along the floor and walls. All the wooden furniture has been reduced to ash that has long since been blown out to sea. You also see a triton combatant, a severed combatant leg, the Razorfang disk, a shining drake verlok'ar that is flying around, a triton combatant that is lying down, a sienna-banded scallop shell shield, a coral-hilted sharply tapered longsword, a silver-rimmed black steel buckler, a coral-hilted sharply tapered longsword and an elliptical brine-stained parma.
Obvious paths: north, west
>sigi offA faint blue glow surrounds your hands, subtly guiding your movements.
[ Sigil of Offense: +0:05:00, 0:05:00 remaining. ]
>sigi major baneAs you concentrate on your sigil, you become much more aware of your foes and the most vulnerable portions of their bodies.
[ Sigil of Major Bane: +0:01:00, 0:01:00 remaining. ]
>stamStamina points: 132 remaining: 89
>708 co r le
>You gesture at a triton combatant.
CS: +529 - TD: +369 + CvA: +20 + d100: +18 == +198
Warding failed!
The triton combatant's right leg explodes!
A triton combatant falls to the ground grasping her mangled right leg!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
713 co
>You gesture at a triton combatant.
The droning noises scattered about you cause a lapse in your concentration, causing your spell to fail.
Cast Roundtime 3 Seconds.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +445 vs DS: +164 with AvD: +12 + d100 roll: +44 = +337
... and hit for 123 points of damage!
The triton combatant's arm shatters and explodes from a tremendous surge of plasma!
The combatant's silvery blue trident falls to the ground.
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 45 points of damage!
Direct strike to abdomen leave the triton combatant simmering, stewed in her own juices!
RANK 8 RIGHT ARM, PLASMA, Damage: 40 (35) Status Effect: Stunned 8 Rounds, Wounds: Rank 3 (Amputate)
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Intense blast to the triton combatant's eyelid causes it to sizzle and pop.
A burst of flame from your ball of greenish-black flame flies off and hits a triton combatant.
... 5 points of damage!
Minor burns to the triton combatant's shield arm.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 other co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +445 vs DS: +113 with AvD: +12 + d100 roll: +5 = +349
... and hit for 107 points of damage!
Intense beam of plasma shears away large chunks of the triton combatant's forearm!
The combatant's silvery blue trident falls to the ground.
The triton combatant gurgles once and goes still, a wrathful look on her face.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
A burst of flame from your ball of greenish-black flame flies off and hits a triton combatant.
... 10 points of damage!
Searing bolt of energy strikes the triton combatant, scorching a wide swath of flesh!
RANK 5 RIGHT ARM, PLASMA, Damage: 25 (15) Status Effect: Stunned 3 Rounds, Wounds: Rank 2
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>702 co
>You gesture at a triton combatant.
CS: +529 - TD: +369 + CvA: +20 + d100: +51 == +231
Warding failed!
Massive internal disruption.
... 30 points of damage!
One lung bursts in the triton combatant's chest!
The triton combatant gurgles once and goes still, a wrathful look on her face.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>s[Ruined Temple, Third Floor]
A trio of paths converge at this point, winding through the fallen stones and tiles of the ceiling. Snapped chair legs, backs, and seats have been randomly thrown around the area. Some portions of the wood have been charred, and streaks of ash stain much of the marble floor. You also see a reinforced canvas bandolier, an elliptical brine-stained parma, a seaweed-wound rusted steel hatchet, an elliptical brine-stained parma, an oak-shafted silvery blue trident, a seaweed-wound rusted steel hatchet, a silver-rimmed black steel buckler and a silver-rimmed black steel buckler.
Obvious paths: north, northeast, northwest
>708 ex r le
>You gesture at a triton executioner.
CS: +529 - TD: +381 + CvA: +20 + d100: +46 == +214
Warding failed!
The triton executioner's right leg explodes!
A triton executioner falls to the ground grasping her mangled right leg!
The triton executioner is stunned!
Limb Disruption, Right Leg Amputated!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +191 with AvD: +52 + d100 roll: +41 = +337
... and hit for 163 points of damage!
Explosive burst wreaths the triton executioner's back in shimmering blue flames!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 50 points of damage!
Exposure to superheated steam renders left leg useless but fat-free!
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 25 points of damage!
RANK 8 BACK, PLASMA, Damage: 60 Status Effect: Stunned 12 Rounds, Wounds: Rank 3
Glaring burst to the triton executioner's chest dances across skin leaving smoking holes!
A burst of flame from your ball of greenish-black flame flies off and hits a triton combatant.
... 10 points of damage!
Plasma lashes the triton combatant's weapon arm blistering flesh.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance defensiveCast Round Time in effect: Setting stance to guarded.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +165 with AvD: +52 + d100 roll: +5 = +327
... and hit for 149 points of damage!
Head and most of upper body turned into a smoking pile of gore!
[You have 1 kills remaining.]
The triton executioner gurgles once and goes still, a wrathful look on her face.
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
RANK 9 HEAD, PLASMA, Damage: 50 Status Effect: FATAL, Wounds: Rank 3
A burst of flame from your ball of greenish-black flame flies off and hits a triton combatant.
... 5 points of damage!
Searing strike to back causes the triton combatant to grunt in pain.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stamStamina points: 132 remaining: 125
>sigi pow
>As you concentrate on your sigil, you feel exceptionally tired as your physical energy rapidly transforms into magical energy.
>e[Ruined Temple, Third Floor]
Green stains from algae cling to the whimsical curves that adorn the crumbling walls. Blackened bronze pots are filled with soot and fine-grained debris that has accumulated over time. A large chunk of the roof stands in the center of the hallway, leaving only narrow paths around the impediment. You also see a silver-rimmed black steel buckler, a coral-hilted sharply tapered longsword, a coral-hilted sharply tapered longsword and an elliptical brine-stained parma.
Obvious paths: east, south, west
>708 ex r le
>You gesture at a triton executioner.
CS: +529 - TD: +381 + CvA: +20 + d100: +73 == +241
Warding failed!
The triton executioner's right leg explodes!
A triton executioner falls to the ground grasping her mangled right leg!
The triton executioner is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance offensiveYou are now in an offensive stance.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +191 with AvD: +52 + d100 roll: +40 = +336
... and hit for 143 points of damage!
Muscle and bone blasted to pieces by searing wave of energy!
The executioner's black steel buckler falls to the ground.
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 65 points of damage!
Superheated steam cooks the triton executioner's spine and fuses nerves!
[You have completed this portion of your Adventurer's Guild task.]
The triton executioner gurgles once and goes still, a wrathful look on her face.
RANK 9 RIGHT ARM, PLASMA, Damage: 45 (40) Status Effect: Stunned 10 Rounds, Wounds: Rank 3 (Amputate)
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>e[Ruined Temple, Third Floor]
A crushed skeleton pokes out from below a fallen pillar. The ornate moldings that once adorned the elaborate ceilings lie scattered around the area, imbedded in grooves and cracks in the floor. A few twigs stand out in the ruin, set atop a still standing arch where birds have made a nest. You also see a spectral triton defender.
Obvious paths: north, east, west
>704 def
>You gesture at a spectral triton defender.
CS: +529 - TD: +379 + CvA: +25 + d100: +81 == +256
Warding failed!
A dusky aura flashes around a spectral triton defender, catching it off-guard and bringing its translucent silhouette into sharp relief. Slowly the defender's essence bleeds into thin rivulets towards the center of its being, and a wet, ripping sound resonates from the creature as it solidifies piece-by-piece.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>You feel fully energetic again.
>708 def r le
>You gesture at a spectral triton defender.
CS: +529 - TD: +379 + CvA: +25 + d100: +70 == +245
Warding failed!
The triton defender's right leg explodes!
A spectral triton defender falls to the ground grasping her mangled right leg!
The scintillating white light surrounding the runestaff fades some.
Limb Disruption, Right Leg Amputated!
Cast Roundtime 3 Seconds.
>stance offensiveYou are now in an offensive stance.
>713 def
>You gesture at a spectral triton defender.
You hurl a ball of greenish-black flame at a spectral triton defender!
AS: +435 vs DS: +90 with AvD: +12 + d100 roll: +12 = +369
... and hit for 150 points of damage!
Whiplike blast of plasma creates a gaping hole in the triton defender's lower back!
RANK 7 BACK, PLASMA, Damage: 50 Status Effect: Stunned ? Rounds, Wounds: Rank 3
A shining drake verlok'ar shudders slightly, but nothing further happens.
The ball of greenish-black flame strikes a spectral triton defender, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Burst of brilliant energy to head stuns the triton defender for an instant.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
sigi major baneAs you concentrate on your sigil, you become much more aware of your foes and the most vulnerable portions of their bodies.
[ Sigil of Major Bane: +0:01:00, 0:01:00 remaining. ]
>stamA spectral triton defender removes a lackluster blue steel harpoon from in her canvas sling.
>Stamina points: 132 remaining: 122
>sigi powAs you concentrate on your sigil, you feel exceptionally tired as your physical energy rapidly transforms into magical energy.
>713 def
>You gesture at a spectral triton defender.
You hurl a ball of greenish-black flame at a spectral triton defender!
AS: +445 vs DS: +78 with AvD: +12 + d100 roll: +5 = +384
... and hit for 135 points of damage!
Hole drilled clean through the triton defender's forehead, instant ventilation!
RANK 6 HEAD, PLASMA, Damage: 30 Status Effect: FATAL, Wounds: Rank 3
The spectral form of the triton defender tenses in agony as she begins to dissolve from the bottom up!
A spectral triton defender shudders violently as bits of her body grow ethereal and the dusky aura around her fades.
The ball of greenish-black flame strikes a spectral triton defender, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance defensiveYou are now in a defensive stance.
>go ar[Ruined Temple, Third Floor]
Standing between a pair of columns is a marble statue of a graceful woman. Her billowing robes have been blackened by flame and a stump remains where her right arm broke off. Tiny shards of colored glass lay at her feet, blown in from further along the corridor judging by the irregular pattern they form. You also see a siren, an elliptical brine-stained parma, an oak-shafted silvery blue trident, a sienna-banded scallop shell shield, a sienna-banded scallop shell shield and a crumbling arch.
Obvious paths: south, west
>708 sir l ar
>You gesture at a siren.
CS: +529 - TD: +406 + CvA: +20 + d100: +43 == +186
Warding failed!
The siren's left arm explodes!
The siren's scallop shell shield falls to the ground.
The siren is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>708 ex r le
>You gesture at a triton executioner.
CS: +529 - TD: +366 + CvA: +20 + d100: +100 == +283
Warding failed!
The triton executioner's right leg explodes!
A triton executioner falls to the ground grasping his mangled right leg!
The triton executioner is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance offensiveYou are now in an offensive stance.
>713 sir
>You gesture at a siren.
You hurl a ball of greenish-black flame at a siren!
AS: +445 vs DS: +385 with AvD: +65 + d100 roll: +52 = +177
... and hit for 89 points of damage!
Whiplike blast of plasma creates a gaping hole in the siren's lower back!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 25 points of damage!
Blood in the siren's weapon arm boils, sending up a red mist.
The ball of greenish-black flame strikes a siren, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Dazzling arc of energy traces blackened path across the siren's chest!
RANK 7 BACK, PLASMA, Damage: 50 Status Effect: Stunned ? Rounds, Wounds: Rank 3
RANK 5 , RIGHT ARM DISRUPTION, Damage: 25 Status Effect: Stunned 3 Rounds, Wounds: Rank 2
RANK 3 CHEST, PLASMA, Damage: 15 Status Effect: Stunned 1 Round, Wounds: Rank 1
A burst of flame from your ball of greenish-black flame flies off and hits a triton executioner.
... 20 points of damage!
Intense arc of energy flays the triton executioner's arm to the bone!
As you hit, your runestaff sucks away the air!
... 25 points of damage!
It is knocked to the ground!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +445 vs DS: +158 with AvD: +52 + d100 roll: +76 = +415
... and hit for 157 points of damage!
Superheated energy causes the artery in the triton executioner's leg to explode!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 75 points of damage!
Superheated steam boils internal organs! The triton executioner's heart is boiled.. not broken.
The triton executioner gurgles once and goes still, a wrathful look on his face.
RANK 5 RIGHT LEG, PLASMA, Damage: 25 (20) Status Effect: Stunned 5 Rounds, Knockdown, Wounds: Rank 2
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
A burst of flame from your ball of greenish-black flame flies off and hits a siren.
... 25 points of damage!
The siren's fingers burn and explode leaving blackened stumps!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stam>Stamina points: 132 remaining: 108
>A siren wriggles a bit before resuming an upright position.
>sigi powAs you concentrate on your sigil, you feel exceptionally tired as your physical energy rapidly transforms into magical energy.
>713 sir
The mirror images of a siren undulate and fade away.
>You gesture at a siren.
You hurl a ball of greenish-black flame at a siren!
AS: +445 vs DS: +352 with AvD: +65 + d100 roll: +18 = +176
... and hit for 74 points of damage!
The siren's arm shatters and explodes from a tremendous surge of plasma!
The siren's curved black handaxe falls to the ground.
The siren gives a plaintive wail before she slumps to her side and dies.
The brilliant luminescence fades from around a siren.
The bright luminescence fades from around a siren.
The silvery luminescence fades from around a siren.
The ball of greenish-black flame strikes a siren, blossoming into a much larger sphere of flame upon impact.
RANK 8 RIGHT ARM, PLASMA, Damage: 40 (35) Status Effect: Stunned 8 Rounds, Wounds: Rank 3 (Amputate)
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance defensiveYou are now in a defensive stance.
>[Ruined Temple, Third Floor]
A crushed skeleton pokes out from below a fallen pillar. The ornate moldings that once adorned the elaborate ceilings lie scattered around the area, imbedded in grooves and cracks in the floor. A few twigs stand out in the ruin, set atop a still standing arch where birds have made a nest. You also see a triton executioner and a severed defender leg.
Obvious paths: north, east, west
>A shining drake verlok'ar glides into the area.
>708 ex r le
>You gesture at a triton executioner.
CS: +529 - TD: +381 + CvA: +20 + d100: +94 == +262
Warding failed!
The triton executioner's right leg explodes!
A triton executioner falls to the ground grasping his mangled right leg!
The triton executioner is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>You are now in an offensive stance.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +282 with AvD: +52 + d100 roll: +32 = +237
... and hit for 135 points of damage!
The triton executioner's skeletal structure and muscle tissue reduced to fine ash!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 35 points of damage!
The triton executioner's wrist bones explode, leaving only a stump.
The executioner's black steel buckler falls to the ground.
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 20 points of damage!
Skin blasted away leaving exposed and bloody muscle!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +171 with AvD: +52 + d100 roll: +32 = +348
... and hit for 123 points of damage!
Intense beam of plasma shears away large chunks of the triton executioner's forearm!
The triton executioner gurgles once and goes still, a wrathful look on his face.
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance defensiveYou are now in a defensive stance.
>n[Ruined Temple, Third Floor]
Large splinters of wood cover the cracked floor originating from a pair of tables, which are now nothing more than crushed legs underneath the weight of a toppled column. An armless statue watches from the remains of a niche, its head barely peeking out of the rubble. You also see a triton combatant.
Obvious paths: east, south
>708 co r le
>You gesture at a triton combatant.
CS: +529 - TD: +369 + CvA: +20 + d100: +87 == +267
Warding failed!
The triton combatant's right leg explodes!
A triton combatant falls to the ground grasping his mangled right leg!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance offensiveYou are now in an offensive stance.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +435 vs DS: +164 with AvD: +12 + d100 roll: +56 = +339
... and hit for 123 points of damage!
The triton combatant's arm shatters and explodes from a tremendous surge of plasma!
The combatant's brine-stained parma falls to the ground.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 20 points of damage!
Wreath of energy burns away the triton combatant's hair and leaves skin blackened!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
You do not feel drained anymore.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +435 vs DS: +77 with AvD: +12 + d100 roll: +13 = +383
... and hit for 135 points of damage!
Vicious beam of energy rips open the triton combatant's back!
RANK 6 BACK, PLASMA, Damage: 30 Status Effect: Stunned 6 Rounds, Wounds: Rank 2
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
A curling tongue of blue flame sears the skin on the triton combatant's stomach.
As you hit, your runestaff sucks away the air!
... 5 points of damage!
Fingernail explodes!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stamStamina points: 132 remaining: 94
>sigi powAs you concentrate on your sigil, you feel exceptionally tired as your physical energy rapidly transforms into magical energy.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +435 vs DS: +69 with AvD: +12 + d100 roll: +91 = +469
... and hit for 157 points of damage!
Intense blast causes the triton combatant's carotid arteries to explode!
The triton combatant gurgles once and goes still, a wrathful look on his face.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>w[Ruined Temple, Third Floor]
A mountain of rubble blocks passage to the east, rising nearly to the top of the remaining walls. While the debris appears packed together at the base, traversing the upper portion is hazardous. The damaged floor wears a visible slant in one area, with seawater from below pooling in the corner.
Obvious paths: north, east
>stamStamina points: 132 remaining: 44
>708 sir l ar
>You gesture at a siren.
CS: +529 - TD: +395 + CvA: +20 + d100: +92 == +246
Warding failed!
The siren's left arm explodes!
The siren's scallop shell shield falls to the ground.
The siren is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance offensiveYou are now in an offensive stance.
>713 sir
>You gesture at a siren.
You hurl a ball of greenish-black flame at a siren!
AS: +415 vs DS: +327 with AvD: +65 + d100 roll: +69 = +222
... and hit for 122 points of damage!
Internal organs roasted instantly in an explosive flash of plasma!
RANK 8 ABDOMEN, PLASMA, Damage: 60 Status Effect: FATAL, Wounds: Rank 3
The siren gives a plaintive wail before she slumps to her side and dies.
The brilliant luminescence fades from around a siren.
The ball of greenish-black flame strikes a siren, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>mana pulseAn invigorating rush of mana pulses through you.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>;ua--- Lich: gototable unpaused.
--- Lich: nogroup unpaused.
--- Lich: azbounty unpaused.
--- Lich: razor_bleed unpaused.
--- Lich: bigshot unpaused.
--- Lich: eblade unpaused.
--- Lich: disarmed unpaused.
--- Lich: silenced unpaused.
--- Lich: stand unpaused.
--- Lich: no_hovel unpaused.
--- Lich: 130 unpaused.
--- Lich: 'bigshot' has been stopped by azbounty.
[bigshot: Cleaning up hunting scripts: diskcheck.]
[stand]>stance off
[bigshot: Cleaning up hunting scripts: checkweap.]
[bigshot: Cleaning up hunting scripts: eblade.]
--- Lich: 'eblade' has been stopped by bigshot.
--- Lich: eblade has exited.
[bigshot: Cleaning up hunting scripts: disarmed.]
--- Lich: 'disarmed' has been stopped by bigshot.
--- Lich: disarmed has exited.
Beelzebub just arrived.
>You are now in an offensive stance.
>[bigshot: Cleaning up hunting scripts: silenced.]
--- Lich: 'silenced' has been stopped by bigshot.
--- Lich: silenced has exited.
Beelzebub intones a phrase of elemental power while raising his hands...
>[bigshot: Cleaning up hunting scripts: stand.]
--- Lich: 'stand' has been stopped by bigshot.
--- Lich: stand has exited.
Beelzebub just went north.
>[bigshot: Cleaning up hunting scripts: no_hovel.]
[azbounty: turning task in to guard]
--- Lich: 'no_hovel' has been stopped by bigshot.
--- Lich: no_hovel has exited.
--- Lich: bigshot has exited.
[azbounty: finding guard]
[130]>incant 130
You gesture while calling upon the lesser spirits to aid you with the Spirit Guide spell...
Your spell is ready.
You gesture.
Your surroundings blur for a moment . . .
[Kharam-Dzu, Town Gates]
A sturdy wooden gate is set into the massive stone walls surrounding Kharam-Dzu. Mail-clad guards with pikes and heavy crossbows pace back and forth atop the walls. Dwarves, burros and the odd giantman or human travel the broad cobblestone street which leads south into town. A squad of dwarven militia drills on the small, rocky parade ground to the east. A cloud of dust surrounds them as they march to and fro, the sound of their marching barely audible over the din of the crowd at the gate. You also see a militia drill sergeant, a wrought iron sign, a wooden barrel, a black glaes bench with some stuff on it, a dark ladder leaning against a large invar-plated tower and a dark ladder leaning against a large invar-plated tower.
Obvious paths: south
Cast Roundtime 3 Seconds.
Your disk arrives, following you dutifully.
>You feel mana pulse within the area, but it does not reach you.
>--- Lich: go2 active.
[go2: you're already here...]
--- Lich: go2 has exited.
[azbounty]>ask sergeant about bounty
The sergeant says, "Ah, so you have returned. I take it you were successful? Good. The town of Kharam-Dzu thanks you for your help. I shall inform the Adventurer's Guild that you successfully completed your task. You may pick up your reward there, Razorfang."
>[azbounty: turning in bounty]
[azbounty: finding taskmaster]
--- Lich: go2 active.
[go2: ETA: 0:00:00 (3 rooms to move through)]
>[azbounty]>ask Dayle about bounty
Dayle says, "All done with that assignment? Good job, Razorfang!"
[You have earned 889 bounty points, 1000 experience points, and 8890 silver.]
>--- Lich: go2 active.
[go2: ETA: 0:00:02 (13 rooms to move through)]
> Level: 100 Deeds: 27
Experience: 16410334 Death's Sting: None
Exp. to next TP: 2166 Recent Deaths: 0
Mental TPs: 0 Fame: 170566211
Physical TPs: 110 Mana: 34/302 max
(4802 Phy converted to Mnt)
Your mind is completely saturated. It is imperative that you rest immediately!
>Exp. Gained Avg per Hour Fame Gained Avg per Hour
367559 2164 3945262 23232 (169:49:20 since first)
2225 2177 46890 45883 (1:01:19 since last)
Strength (STR): 100 (35) ... 100 (35)
Constitution (CON): 100 (35) ... 100 (35)
Dexterity (DEX): 100 (25) ... 100 (25)
Agility (AGI): 100 (30) ... 100 (30)
Discipline (DIS): 100 (25) ... 100 (25)
Aura (AUR): 100 (25) ... 100 (25)
Logic (LOG): 100 (15) ... 100 (15)
Intuition (INT): 100 (25) ... 100 (25)
Wisdom (WIS): 100 (20) ... 100 (20)
Influence (INF): 74 (7) ... 74 (7)
Mana: 301 Silver: 0
Razorfang (at level 100), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Combat Maneuvers...................| 201 101
Multi Opponent Combat..............| 25 5
Physical Fitness...................| 201 101
Arcane Symbols.....................| 201 101
Magic Item Use.....................| 201 101
Spell Aiming.......................| 302 202
Harness Power......................| 201 101
Elemental Mana Control.............| 201 101
Spirit Mana Control................| 201 101
Elemental Lore - Air...............| 90 20
Elemental Lore - Earth.............| 90 20
Elemental Lore - Fire..............| 90 20
Elemental Lore - Water.............| 90 20
Spiritual Lore - Summoning.........| 201 101
Sorcerous Lore - Demonology........| 201 101
Sorcerous Lore - Necromancy........| 105 25
Perception.........................| 201 101
Climbing...........................| 150 50
Swimming...........................| 160 60
Trading............................| 201 101
Spell Lists
Minor Elemental....................| 75
Spell Lists
Minor Spiritual....................| 66
Spell Lists
Sorcerer...........................| 162
Standing between a pair of columns is a marble statue of a graceful woman. Her billowing robes have been blackened by flame and a stump remains where her right arm broke off. Tiny shards of colored glass lay at her feet, blown in from further along the corridor judging by the irregular pattern they form. You also see a triton executioner, an elliptical brine-stained parma, an oak-shafted silvery blue trident, a sienna-banded scallop shell shield, a sienna-banded scallop shell shield and a crumbling arch.
Obvious paths: south, west
>708 ex r le
You gesture at a triton executioner.
CS: +529 - TD: +369 + CvA: +25 + d100: +25 == +210
Warding failed!
The triton executioner's right leg explodes!
Limb Disruption, Right Leg Amputated!
A triton executioner falls to the ground grasping his mangled right leg!
The triton executioner is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
sigi off
A faint blue glow surrounds your hands, subtly guiding your movements.
[ Sigil of Offense: +0:05:00, 0:04:59 remaining. ]
>A triton executioner staggers slightly, swaying about in a daze.
>sigi major bane
As you concentrate on your sigil, you become much more aware of your foes and the most vulnerable portions of their bodies.
[ Sigil of Major Bane: +0:01:00, 0:01:00 remaining. ]
>stance offensive
You are now in an offensive stance.
>713 ex
You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +445 vs DS: +126 with AvD: +52 + d100 roll: +86 = +457
... and hit for 180 points of damage!
Muscle and blood explode from the triton executioner's abdomen in a steaming spray!
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 45 points of damage!
Tremendous plasma discharge slices deep into the triton executioner's chest!
[You have 5 kills remaining.]
The triton executioner gurgles once and goes still, a wrathful look on his face.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
[Ruined Temple, Third Floor]
Numerous statues have lost their limbs and heads from falling debris due to the collapse of the roof. The remnants are covered in soot and some crushed beyond recognition. Tiny shards of colorful pottery lay before a ruined archway in an array of faded blues, greens, and reds. You also see a siren and an elliptical brine-stained parma.
Obvious paths: northeast, south, northwest
>709 raz
You gesture.
You concentrate on projecting the illusion of a violent quake.
A siren loses her balance and falls to the ground.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>stance offensive
You are now in an offensive stance.
>713 sir
You gesture at a siren.
You hurl a ball of greenish-black flame at a siren!
AS: +445 vs DS: +394 with AvD: +65 + d100 roll: +80 = +196
... and hit for 89 points of damage!
The siren's neck and shoulders blasted away by intense wave of plasma.
RANK 9 NECK, PLASMA, Damage: 45 (40) Status Effect: FATAL, Wounds: Rank 3
The siren gives a plaintive wail before she slumps to her side and dies.
The brilliant luminescence fades from around a siren.
The ball of greenish-black flame strikes a siren, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>
>You feel fully energetic again.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +343 with AvD: +52 + d100 roll: +4 = +148
... and hit for 51 points of damage!
Skin and muscle roasted away leaving the ribs exposed on the triton executioner's back!
The triton executioner is stunned!
RANK 4 BACK, PLASMA, Damage: 20 (30) Status Effect: Stunned 3 Rounds, Wounds: Rank 2
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
The triton executioner's hand blisters and bleeds from intense heat.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +320 with AvD: +52 + d100 roll: +95 = +262
... and hit for 95 points of damage!
Sizzling arc of plasma blows the triton executioner's kneecap off!
The triton executioner is knocked to the ground!
RANK 6 RIGHT LEG, PLASMA, Damage: 30 (25) Status Effect: Stunned 6 Rounds, Knockdown, Wounds: Rank 2
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
Flash burns to eye momentarily blind the triton executioner.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
sigi major baneAs you concentrate on your sigil, you become much more aware of your foes and the most vulnerable portions of their bodies.
[ Sigil of Major Bane: +0:01:00, 0:01:00 remaining. ]
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +445 vs DS: +218 with AvD: +52 + d100 roll: +97 = +376
... and hit for 150 points of damage!
Vicious beam of energy rips open the triton executioner's back!
[You have 4 kills remaining.]
RANK 6 BACK, PLASMA, Damage: 30 Status Effect: Stunned 6 Rounds, Wounds: Rank 2
The triton executioner gurgles once and goes still, a wrathful look on his face.
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance defensiveCast Round Time in effect: Setting stance to guarded.
>You feel fully energetic again.
>708 rad r le
>You gesture at a triton radical.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
CS: +529 - TD: +420 + CvA: +25 + d100: +34 == +168
Warding failed!
The triton radical's right leg explodes!
A triton radical falls to the ground grasping his mangled right leg!
Limb Disruption, Right Leg Amputated!
As you hit, your runestaff sucks away the air!
... 25 points of damage!
Knuckles in hand erupt, blood flows freely!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance offensiveYou are now in an offensive stance.
>713 rad
>You gesture at a triton radical.
You hurl a ball of greenish-black flame at a triton radical!
AS: +435 vs DS: +213 with AvD: +39 + d100 roll: +35 = +296
... and hit for 98 points of damage!
Muscle blasted away from the triton radical's arm exposing scorched bone!
RANK 6 RIGHT ARM, PLASMA, Damage: 30 (20) Status Effect: Stunned 5 Rounds, Wounds: Rank 2
The ball of greenish-black flame strikes a triton radical, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
Stinging burn to the triton radical's hand.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 rad
>You gesture at a triton radical.
You hurl a ball of greenish-black flame at a triton radical!
AS: +435 vs DS: +195 with AvD: +39 + d100 roll: +83 = +362
... and hit for 135 points of damage!
Hole drilled clean through the triton radical's forehead, instant ventilation!
RANK 6 HEAD, PLASMA, Damage: 30 Status Effect: FATAL, Wounds: Rank 3
The triton radical gurgles once and goes still, a wrathful look on his face.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
The warm glow fades from around a triton radical.
A triton radical seems slightly different.
The ball of greenish-black flame strikes a triton radical, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance defensiveYou are now in a defensive stance.
[Ruined Temple, Third Floor]
A mottled pattern of mold clings to the decorative etchings on broken pedestals. Crushing several marble statues is a sizable block of stone from the roof, their extremities strewn across the floor. You also see a siren and a silver-rimmed black steel buckler.
Obvious paths: southwest, west, northwest
>709 raz
>You gesture.
You concentrate on projecting the illusion of a violent quake.
A siren loses her balance and falls to the ground.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>stance offensiveYou are now in an offensive stance.
>713 sir
>You gesture at a siren.
You hurl a ball of greenish-black flame at a siren!
AS: +435 vs DS: +461 with AvD: +65 + d100 roll: +37 = +76
A clean miss.
Cast Roundtime 3 Seconds.
>sigi major baneAs you concentrate on your sigil, you become much more aware of your foes and the most vulnerable portions of their bodies.
[ Sigil of Major Bane: +0:01:00, 0:01:00 remaining. ]
>stance defensiveYou are now in a defensive stance.
>A siren wriggles a bit before resuming an upright position.
>708 sir l ar
>You gesture at a siren.
CS: +529 - TD: +403 + CvA: +20 + d100: +92 == +238
Warding failed!
The siren's left arm explodes!
The siren's oyster shell shield falls to the ground.
The siren is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
stance offensiveYou are now in an offensive stance.
>713 sir
>You gesture at a siren.
You hurl a ball of greenish-black flame at a siren!
AS: +445 vs DS: +376 with AvD: +65 + d100 roll: +43 = +177
... and hit for 74 points of damage!
Terrifying surge of plasma reduces the siren's head to burnt meat.
RANK 7 HEAD, PLASMA, Damage: 35 Status Effect: FATAL, Wounds: Rank 3
The siren gives a plaintive wail before she slumps to her side and dies.
The brilliant luminescence fades from around a siren.
The bright luminescence fades from around a siren.
The ball of greenish-black flame strikes a siren, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance defensiveYou are now in a defensive stance.
>708 ex r le
>You gesture at a triton executioner.
CS: +529 - TD: +381 + CvA: +20 + d100: +92 == +260
Warding failed!
The triton executioner's right leg explodes!
A triton executioner falls to the ground grasping her mangled right leg!
The triton executioner is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
stance offensiveYou are now in an offensive stance.
>A triton executioner staggers slightly, swaying about in a daze.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +445 vs DS: +191 with AvD: +52 + d100 roll: +3 = +309
... and hit for 116 points of damage!
Awesome lash of plasma severs the triton executioner's arm completely!
The executioner's sharply tapered longsword falls to the ground.
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 20 points of damage!
Intense arc of energy flays the triton executioner's arm to the bone!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +445 vs DS: +171 with AvD: +52 + d100 roll: +54 = +380
... and hit for 162 points of damage!
The triton executioner's leg is consumed in an intense field of plasma reducing it to ash!
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Superheated arc of plasma traces blackened path across the triton executioner's belly!
[You have 3 kills remaining.]
The triton executioner gurgles once and goes still, a wrathful look on her face.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>get gree ruYou take the green runestone from one of your thick leather satchel's velvet-lined compartments.
>725 my ru
>You gesture at a faded green runestone.
You trace an arcane sigil over your runestone while incanting. Your runestone glows momentarily and you succeed in opening an interplanar rift from which you manage to pull a shining drake verlok'ar.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>[ Minor Summoning: +1:54:30, 1:54:30 remaining. ]
>send 40 verYou face a shining drake verlok'ar, close your eyes and begin chanting. Suddenly, a small bolt of energy arcs between the two of you. You awaken, feeling slightly drained, but satisfied that 20 points were succesfully transferred to your drake verlok'ar.
>stamStamina points: 132 remaining: 132
>sigi powAs you concentrate on your sigil, you feel exceptionally tired as your physical energy rapidly transforms into magical energy.
>tell mdem followYou command your drake verlok'ar to follow you around. It accepts with reluctance.
>sw[Ruined Temple, Third Floor]
From the submerged floor below, water laps gently, echoing through this roofless chamber. An armless statue of a woman gazes upon a collapsed section of wall, soot marring her otherwise flawless ivory visage. Bleached bones lay in the shadow of the statue. You also see a triton executioner and a spiral staircase.
Obvious paths: northeast, northwest
>708 ex r le
>You gesture at a triton executioner.
CS: +529 - TD: +381 + CvA: +20 + d100: +100 == +268
Warding failed!
The triton executioner's right leg explodes!
Limb Disruption, Right Leg Amputated!
A triton executioner falls to the ground grasping her mangled right leg!
The triton executioner is stunned!
As you hit, your runestaff sucks away the air!
... 10 points of damage!
Stomach distends and the triton executioner coughs up blood!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
A triton executioner swings a coral-hilted sharply tapered longsword at you!
AS: +383 vs DS: +555 with AvD: +39 + d100 roll: +100 = -33
A clean miss.
stance offensiveYou are now in an offensive stance.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +415 vs DS: +191 with AvD: +52 + d100 roll: +6 = +282
... and hit for 109 points of damage!
Powerful blast to the triton executioner's abdomen parboils internal organs!
The triton executioner is stunned!
A shining drake verlok'ar shudders slightly, but nothing further happens.
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 25 points of damage!
Superheated energy causes the artery in the triton executioner's leg to explode!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance defensiveCast Round Time in effect: Setting stance to guarded.
>sac exYou focus your inner thoughts, channeling a part of your spirit as you initiate a link with the triton executioner. You feel drained!
Steeling your thoughts, you begin to draw energy from your victim.
The executioner contorts in agony, her mouth open in a silent scream!
Your senses tingle, then become awash in a flood of power as the life leaves your hapless foe!
[You have 2 kills remaining.]
The triton executioner gurgles once and goes still, a wrathful look on her face.
You feel 116 mana surge into you!
[ Sacrifice Cooldown: +0:20:00, 0:20:00 remaining. ]
Roundtime: 10 sec.
>go ar[Ruined Temple, Third Floor]
Standing between a pair of columns is a marble statue of a graceful woman. Her billowing robes have been blackened by flame and a stump remains where her right arm broke off. Tiny shards of colored glass lay at her feet, blown in from further along the corridor judging by the irregular pattern they form. You also see an elliptical brine-stained parma, an oak-shafted silvery blue trident, a sienna-banded scallop shell shield, a sienna-banded scallop shell shield and a crumbling arch.
Obvious paths: south, west
>stam
>Stamina points: 132 remaining: 118
>sigi pownAs you concentrate on your sigil, you feel exceptionally tired as your physical energy rapidly transforms into magical energy.
>[Ruined Temple, Third Floor]
Standing between a pair of columns is a marble statue of a graceful woman. Her billowing robes have been blackened by flame and a stump remains where her right arm broke off. Tiny shards of colored glass lay at her feet, blown in from further along the corridor judging by the irregular pattern they form. You also see a triton combatant, a shining drake verlok'ar that is flying around, an elliptical brine-stained parma, an oak-shafted silvery blue trident, a sienna-banded scallop shell shield, a sienna-banded scallop shell shield and a crumbling arch.
Obvious paths: south, west
>708 co r le
>You gesture at a triton combatant.
CS: +527 - TD: +384 + CvA: +20 + d100: +42 == +205
Warding failed!
The triton combatant's right leg explodes!
A triton combatant falls to the ground grasping his mangled right leg!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance offensiveYou are now in an offensive stance.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +415 vs DS: +166 with AvD: +12 + d100 roll: +4 = +265
... and hit for 91 points of damage!
Skin and muscle roasted away leaving the ribs exposed on the triton combatant's back!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 30 points of damage!
Gaping hole torn in the triton combatant's back exposing ribs.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 5 points of damage!
Pinpoint strike sears the triton combatant's chest.
RANK 4 BACK, PLASMA, Damage: 20 (30) Status Effect: Stunned 3 Rounds, Wounds: Rank 2
RANK 6 , BACK DISRUPTION, Damage: 30 Status Effect: Stunned 6 Rounds, Wounds: Rank 3
RANK 1 CHEST, PLASMA, Damage: 5 Status Effect: none, Wounds: Rank 1
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +415 vs DS: +183 with AvD: +12 + d100 roll: +20 = +264
... and hit for 86 points of damage!
Muscle and blood explode from the triton combatant's abdomen in a steaming spray!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 25 points of damage!
Boiling vapor strike to left hand causes loss of feeling in fingers!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Searing bolt of energy strikes the triton combatant, scorching a wide swath of flesh!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
> RANK 5 ABDOMEN, PLASMA, Damage: 25 Status Effect: Stunned 5 Rounds, Wounds: Rank 2
RANK 2 CHEST, PLASMA, Damage: 10 (5) Status Effect: none, Wounds: Rank 1
Weapon used: runestaff against AvD: 12, d100 Roll: 20, Endroll: 264, Total Damage: 121
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +415 vs DS: +134 with AvD: +12 + d100 roll: +51 = +344
... and hit for 150 points of damage!
The triton combatant's lungs superheat forcing plasma up through nose and mouth!
The triton combatant gurgles once and goes still, a wrathful look on his face.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>s[Ruined Temple, Third Floor]
Fire has ravaged this entire section of the temple, the stonework charred heavily along the floor and walls. All the wooden furniture has been reduced to ash that has long since been blown out to sea. You also see a triton combatant, a sienna-banded scallop shell shield, a coral-hilted sharply tapered longsword, a silver-rimmed black steel buckler, a coral-hilted sharply tapered longsword and an elliptical brine-stained parma.
Obvious paths: north, west
>708 co r le
>You gesture at a triton combatant.
The droning noises scattered about you cause a lapse in your concentration, causing your spell to fail.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>A triton combatant thrusts with an oak-shafted silvery blue trident at you!
With extreme effort, you beat back the attack with your runestaff!
>708 co r le
>You gesture at a triton combatant.
The droning noises scattered about you cause a lapse in your concentration, causing your spell to fail.
Cast Roundtime 3 Seconds.
>stare
>You stare at nothing in particular.
>708 co r le
>You gesture at a triton combatant.
CS: +529 - TD: +369 + CvA: +20 + d100: +19 == +199
Warding failed!
The triton combatant's right leg explodes!
A triton combatant falls to the ground grasping her mangled right leg!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance offensiveYou are now in an offensive stance.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +415 vs DS: +164 with AvD: +12 + d100 roll: +21 = +284
... and hit for 78 points of damage!
Searing blast of energy to hip spins the triton combatant around!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 30 points of damage!
Bones shatter in the triton combatant's leg!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Superheated arc of plasma traces blackened path across the triton combatant's belly!
As you hit, your runestaff sucks away the air!
... 10 points of damage!
Stomach distends and the triton combatant coughs up blood!
RANK 3 RIGHT LEG, PLASMA, Damage: 15 (10) Status Effect: Stunned 1 Round, Wounds: Rank 1
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 co
You hurl a ball of greenish-black flame at a triton combatant!
AS: +415 vs DS: +181 with AvD: +12 + d100 roll: +64 = +310
... and hit for 93 points of damage!
Intense arc of energy flays the triton combatant's arm to the bone!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 45 points of damage!
Direct strike to abdomen leave the triton combatant simmering, stewed in her own juices!
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Stunning blast of plasma reduces the triton combatant's nose to a blackened stump.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +415 vs DS: +390 with AvD: +12 + d100 roll: +11 = +48
A clean miss.
Cast Roundtime 3 Seconds.
>l[Ruined Temple, Third Floor]
Fire has ravaged this entire section of the temple, the stonework charred heavily along the floor and walls. All the wooden furniture has been reduced to ash that has long since been blown out to sea. You also see a triton combatant, a severed combatant leg, the Razorfang disk, a shining drake verlok'ar that is flying around, a triton combatant that is lying down, a sienna-banded scallop shell shield, a coral-hilted sharply tapered longsword, a silver-rimmed black steel buckler, a coral-hilted sharply tapered longsword and an elliptical brine-stained parma.
Obvious paths: north, west
>sigi offA faint blue glow surrounds your hands, subtly guiding your movements.
[ Sigil of Offense: +0:05:00, 0:05:00 remaining. ]
>sigi major baneAs you concentrate on your sigil, you become much more aware of your foes and the most vulnerable portions of their bodies.
[ Sigil of Major Bane: +0:01:00, 0:01:00 remaining. ]
>stamStamina points: 132 remaining: 89
>708 co r le
>You gesture at a triton combatant.
CS: +529 - TD: +369 + CvA: +20 + d100: +18 == +198
Warding failed!
The triton combatant's right leg explodes!
A triton combatant falls to the ground grasping her mangled right leg!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
713 co
>You gesture at a triton combatant.
The droning noises scattered about you cause a lapse in your concentration, causing your spell to fail.
Cast Roundtime 3 Seconds.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +445 vs DS: +164 with AvD: +12 + d100 roll: +44 = +337
... and hit for 123 points of damage!
The triton combatant's arm shatters and explodes from a tremendous surge of plasma!
The combatant's silvery blue trident falls to the ground.
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 45 points of damage!
Direct strike to abdomen leave the triton combatant simmering, stewed in her own juices!
RANK 8 RIGHT ARM, PLASMA, Damage: 40 (35) Status Effect: Stunned 8 Rounds, Wounds: Rank 3 (Amputate)
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Intense blast to the triton combatant's eyelid causes it to sizzle and pop.
A burst of flame from your ball of greenish-black flame flies off and hits a triton combatant.
... 5 points of damage!
Minor burns to the triton combatant's shield arm.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 other co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +445 vs DS: +113 with AvD: +12 + d100 roll: +5 = +349
... and hit for 107 points of damage!
Intense beam of plasma shears away large chunks of the triton combatant's forearm!
The combatant's silvery blue trident falls to the ground.
The triton combatant gurgles once and goes still, a wrathful look on her face.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
A burst of flame from your ball of greenish-black flame flies off and hits a triton combatant.
... 10 points of damage!
Searing bolt of energy strikes the triton combatant, scorching a wide swath of flesh!
RANK 5 RIGHT ARM, PLASMA, Damage: 25 (15) Status Effect: Stunned 3 Rounds, Wounds: Rank 2
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>702 co
>You gesture at a triton combatant.
CS: +529 - TD: +369 + CvA: +20 + d100: +51 == +231
Warding failed!
Massive internal disruption.
... 30 points of damage!
One lung bursts in the triton combatant's chest!
The triton combatant gurgles once and goes still, a wrathful look on her face.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>s[Ruined Temple, Third Floor]
A trio of paths converge at this point, winding through the fallen stones and tiles of the ceiling. Snapped chair legs, backs, and seats have been randomly thrown around the area. Some portions of the wood have been charred, and streaks of ash stain much of the marble floor. You also see a reinforced canvas bandolier, an elliptical brine-stained parma, a seaweed-wound rusted steel hatchet, an elliptical brine-stained parma, an oak-shafted silvery blue trident, a seaweed-wound rusted steel hatchet, a silver-rimmed black steel buckler and a silver-rimmed black steel buckler.
Obvious paths: north, northeast, northwest
>708 ex r le
>You gesture at a triton executioner.
CS: +529 - TD: +381 + CvA: +20 + d100: +46 == +214
Warding failed!
The triton executioner's right leg explodes!
A triton executioner falls to the ground grasping her mangled right leg!
The triton executioner is stunned!
Limb Disruption, Right Leg Amputated!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +191 with AvD: +52 + d100 roll: +41 = +337
... and hit for 163 points of damage!
Explosive burst wreaths the triton executioner's back in shimmering blue flames!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 50 points of damage!
Exposure to superheated steam renders left leg useless but fat-free!
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 25 points of damage!
RANK 8 BACK, PLASMA, Damage: 60 Status Effect: Stunned 12 Rounds, Wounds: Rank 3
Glaring burst to the triton executioner's chest dances across skin leaving smoking holes!
A burst of flame from your ball of greenish-black flame flies off and hits a triton combatant.
... 10 points of damage!
Plasma lashes the triton combatant's weapon arm blistering flesh.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance defensiveCast Round Time in effect: Setting stance to guarded.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +165 with AvD: +52 + d100 roll: +5 = +327
... and hit for 149 points of damage!
Head and most of upper body turned into a smoking pile of gore!
[You have 1 kills remaining.]
The triton executioner gurgles once and goes still, a wrathful look on her face.
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
RANK 9 HEAD, PLASMA, Damage: 50 Status Effect: FATAL, Wounds: Rank 3
A burst of flame from your ball of greenish-black flame flies off and hits a triton combatant.
... 5 points of damage!
Searing strike to back causes the triton combatant to grunt in pain.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stamStamina points: 132 remaining: 125
>sigi pow
>As you concentrate on your sigil, you feel exceptionally tired as your physical energy rapidly transforms into magical energy.
>e[Ruined Temple, Third Floor]
Green stains from algae cling to the whimsical curves that adorn the crumbling walls. Blackened bronze pots are filled with soot and fine-grained debris that has accumulated over time. A large chunk of the roof stands in the center of the hallway, leaving only narrow paths around the impediment. You also see a silver-rimmed black steel buckler, a coral-hilted sharply tapered longsword, a coral-hilted sharply tapered longsword and an elliptical brine-stained parma.
Obvious paths: east, south, west
>708 ex r le
>You gesture at a triton executioner.
CS: +529 - TD: +381 + CvA: +20 + d100: +73 == +241
Warding failed!
The triton executioner's right leg explodes!
A triton executioner falls to the ground grasping her mangled right leg!
The triton executioner is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance offensiveYou are now in an offensive stance.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +191 with AvD: +52 + d100 roll: +40 = +336
... and hit for 143 points of damage!
Muscle and bone blasted to pieces by searing wave of energy!
The executioner's black steel buckler falls to the ground.
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 65 points of damage!
Superheated steam cooks the triton executioner's spine and fuses nerves!
[You have completed this portion of your Adventurer's Guild task.]
The triton executioner gurgles once and goes still, a wrathful look on her face.
RANK 9 RIGHT ARM, PLASMA, Damage: 45 (40) Status Effect: Stunned 10 Rounds, Wounds: Rank 3 (Amputate)
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>e[Ruined Temple, Third Floor]
A crushed skeleton pokes out from below a fallen pillar. The ornate moldings that once adorned the elaborate ceilings lie scattered around the area, imbedded in grooves and cracks in the floor. A few twigs stand out in the ruin, set atop a still standing arch where birds have made a nest. You also see a spectral triton defender.
Obvious paths: north, east, west
>704 def
>You gesture at a spectral triton defender.
CS: +529 - TD: +379 + CvA: +25 + d100: +81 == +256
Warding failed!
A dusky aura flashes around a spectral triton defender, catching it off-guard and bringing its translucent silhouette into sharp relief. Slowly the defender's essence bleeds into thin rivulets towards the center of its being, and a wet, ripping sound resonates from the creature as it solidifies piece-by-piece.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>You feel fully energetic again.
>708 def r le
>You gesture at a spectral triton defender.
CS: +529 - TD: +379 + CvA: +25 + d100: +70 == +245
Warding failed!
The triton defender's right leg explodes!
A spectral triton defender falls to the ground grasping her mangled right leg!
The scintillating white light surrounding the runestaff fades some.
Limb Disruption, Right Leg Amputated!
Cast Roundtime 3 Seconds.
>stance offensiveYou are now in an offensive stance.
>713 def
>You gesture at a spectral triton defender.
You hurl a ball of greenish-black flame at a spectral triton defender!
AS: +435 vs DS: +90 with AvD: +12 + d100 roll: +12 = +369
... and hit for 150 points of damage!
Whiplike blast of plasma creates a gaping hole in the triton defender's lower back!
RANK 7 BACK, PLASMA, Damage: 50 Status Effect: Stunned ? Rounds, Wounds: Rank 3
A shining drake verlok'ar shudders slightly, but nothing further happens.
The ball of greenish-black flame strikes a spectral triton defender, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
Burst of brilliant energy to head stuns the triton defender for an instant.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
sigi major baneAs you concentrate on your sigil, you become much more aware of your foes and the most vulnerable portions of their bodies.
[ Sigil of Major Bane: +0:01:00, 0:01:00 remaining. ]
>stamA spectral triton defender removes a lackluster blue steel harpoon from in her canvas sling.
>Stamina points: 132 remaining: 122
>sigi powAs you concentrate on your sigil, you feel exceptionally tired as your physical energy rapidly transforms into magical energy.
>713 def
>You gesture at a spectral triton defender.
You hurl a ball of greenish-black flame at a spectral triton defender!
AS: +445 vs DS: +78 with AvD: +12 + d100 roll: +5 = +384
... and hit for 135 points of damage!
Hole drilled clean through the triton defender's forehead, instant ventilation!
RANK 6 HEAD, PLASMA, Damage: 30 Status Effect: FATAL, Wounds: Rank 3
The spectral form of the triton defender tenses in agony as she begins to dissolve from the bottom up!
A spectral triton defender shudders violently as bits of her body grow ethereal and the dusky aura around her fades.
The ball of greenish-black flame strikes a spectral triton defender, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance defensiveYou are now in a defensive stance.
>go ar[Ruined Temple, Third Floor]
Standing between a pair of columns is a marble statue of a graceful woman. Her billowing robes have been blackened by flame and a stump remains where her right arm broke off. Tiny shards of colored glass lay at her feet, blown in from further along the corridor judging by the irregular pattern they form. You also see a siren, an elliptical brine-stained parma, an oak-shafted silvery blue trident, a sienna-banded scallop shell shield, a sienna-banded scallop shell shield and a crumbling arch.
Obvious paths: south, west
>708 sir l ar
>You gesture at a siren.
CS: +529 - TD: +406 + CvA: +20 + d100: +43 == +186
Warding failed!
The siren's left arm explodes!
The siren's scallop shell shield falls to the ground.
The siren is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>708 ex r le
>You gesture at a triton executioner.
CS: +529 - TD: +366 + CvA: +20 + d100: +100 == +283
Warding failed!
The triton executioner's right leg explodes!
A triton executioner falls to the ground grasping his mangled right leg!
The triton executioner is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance offensiveYou are now in an offensive stance.
>713 sir
>You gesture at a siren.
You hurl a ball of greenish-black flame at a siren!
AS: +445 vs DS: +385 with AvD: +65 + d100 roll: +52 = +177
... and hit for 89 points of damage!
Whiplike blast of plasma creates a gaping hole in the siren's lower back!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 25 points of damage!
Blood in the siren's weapon arm boils, sending up a red mist.
The ball of greenish-black flame strikes a siren, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Dazzling arc of energy traces blackened path across the siren's chest!
RANK 7 BACK, PLASMA, Damage: 50 Status Effect: Stunned ? Rounds, Wounds: Rank 3
RANK 5 , RIGHT ARM DISRUPTION, Damage: 25 Status Effect: Stunned 3 Rounds, Wounds: Rank 2
RANK 3 CHEST, PLASMA, Damage: 15 Status Effect: Stunned 1 Round, Wounds: Rank 1
A burst of flame from your ball of greenish-black flame flies off and hits a triton executioner.
... 20 points of damage!
Intense arc of energy flays the triton executioner's arm to the bone!
As you hit, your runestaff sucks away the air!
... 25 points of damage!
It is knocked to the ground!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +445 vs DS: +158 with AvD: +52 + d100 roll: +76 = +415
... and hit for 157 points of damage!
Superheated energy causes the artery in the triton executioner's leg to explode!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 75 points of damage!
Superheated steam boils internal organs! The triton executioner's heart is boiled.. not broken.
The triton executioner gurgles once and goes still, a wrathful look on his face.
RANK 5 RIGHT LEG, PLASMA, Damage: 25 (20) Status Effect: Stunned 5 Rounds, Knockdown, Wounds: Rank 2
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
A burst of flame from your ball of greenish-black flame flies off and hits a siren.
... 25 points of damage!
The siren's fingers burn and explode leaving blackened stumps!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stam>Stamina points: 132 remaining: 108
>A siren wriggles a bit before resuming an upright position.
>sigi powAs you concentrate on your sigil, you feel exceptionally tired as your physical energy rapidly transforms into magical energy.
>713 sir
The mirror images of a siren undulate and fade away.
>You gesture at a siren.
You hurl a ball of greenish-black flame at a siren!
AS: +445 vs DS: +352 with AvD: +65 + d100 roll: +18 = +176
... and hit for 74 points of damage!
The siren's arm shatters and explodes from a tremendous surge of plasma!
The siren's curved black handaxe falls to the ground.
The siren gives a plaintive wail before she slumps to her side and dies.
The brilliant luminescence fades from around a siren.
The bright luminescence fades from around a siren.
The silvery luminescence fades from around a siren.
The ball of greenish-black flame strikes a siren, blossoming into a much larger sphere of flame upon impact.
RANK 8 RIGHT ARM, PLASMA, Damage: 40 (35) Status Effect: Stunned 8 Rounds, Wounds: Rank 3 (Amputate)
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance defensiveYou are now in a defensive stance.
>[Ruined Temple, Third Floor]
A crushed skeleton pokes out from below a fallen pillar. The ornate moldings that once adorned the elaborate ceilings lie scattered around the area, imbedded in grooves and cracks in the floor. A few twigs stand out in the ruin, set atop a still standing arch where birds have made a nest. You also see a triton executioner and a severed defender leg.
Obvious paths: north, east, west
>A shining drake verlok'ar glides into the area.
>708 ex r le
>You gesture at a triton executioner.
CS: +529 - TD: +381 + CvA: +20 + d100: +94 == +262
Warding failed!
The triton executioner's right leg explodes!
A triton executioner falls to the ground grasping his mangled right leg!
The triton executioner is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>You are now in an offensive stance.
>713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +282 with AvD: +52 + d100 roll: +32 = +237
... and hit for 135 points of damage!
The triton executioner's skeletal structure and muscle tissue reduced to fine ash!
A shining drake verlok'ar shudders slightly as chaotic energy is drawn from its form and fused with the attack.
(Your drake verlok'ar loses 2 mana.)
... 35 points of damage!
The triton executioner's wrist bones explode, leaving only a stump.
The executioner's black steel buckler falls to the ground.
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
... 20 points of damage!
Skin blasted away leaving exposed and bloody muscle!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
713 ex
>You gesture at a triton executioner.
You hurl a ball of greenish-black flame at a triton executioner!
AS: +435 vs DS: +171 with AvD: +52 + d100 roll: +32 = +348
... and hit for 123 points of damage!
Intense beam of plasma shears away large chunks of the triton executioner's forearm!
The triton executioner gurgles once and goes still, a wrathful look on his face.
The ball of greenish-black flame strikes a triton executioner, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
stance defensiveYou are now in a defensive stance.
>n[Ruined Temple, Third Floor]
Large splinters of wood cover the cracked floor originating from a pair of tables, which are now nothing more than crushed legs underneath the weight of a toppled column. An armless statue watches from the remains of a niche, its head barely peeking out of the rubble. You also see a triton combatant.
Obvious paths: east, south
>708 co r le
>You gesture at a triton combatant.
CS: +529 - TD: +369 + CvA: +20 + d100: +87 == +267
Warding failed!
The triton combatant's right leg explodes!
A triton combatant falls to the ground grasping his mangled right leg!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance offensiveYou are now in an offensive stance.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +435 vs DS: +164 with AvD: +12 + d100 roll: +56 = +339
... and hit for 123 points of damage!
The triton combatant's arm shatters and explodes from a tremendous surge of plasma!
The combatant's brine-stained parma falls to the ground.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 20 points of damage!
Wreath of energy burns away the triton combatant's hair and leaves skin blackened!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
You do not feel drained anymore.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +435 vs DS: +77 with AvD: +12 + d100 roll: +13 = +383
... and hit for 135 points of damage!
Vicious beam of energy rips open the triton combatant's back!
RANK 6 BACK, PLASMA, Damage: 30 Status Effect: Stunned 6 Rounds, Wounds: Rank 2
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
... 10 points of damage!
A curling tongue of blue flame sears the skin on the triton combatant's stomach.
As you hit, your runestaff sucks away the air!
... 5 points of damage!
Fingernail explodes!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stamStamina points: 132 remaining: 94
>sigi powAs you concentrate on your sigil, you feel exceptionally tired as your physical energy rapidly transforms into magical energy.
>713 co
>You gesture at a triton combatant.
You hurl a ball of greenish-black flame at a triton combatant!
AS: +435 vs DS: +69 with AvD: +12 + d100 roll: +91 = +469
... and hit for 157 points of damage!
Intense blast causes the triton combatant's carotid arteries to explode!
The triton combatant gurgles once and goes still, a wrathful look on his face.
The ball of greenish-black flame strikes a triton combatant, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>w[Ruined Temple, Third Floor]
A mountain of rubble blocks passage to the east, rising nearly to the top of the remaining walls. While the debris appears packed together at the base, traversing the upper portion is hazardous. The damaged floor wears a visible slant in one area, with seawater from below pooling in the corner.
Obvious paths: north, east
>stamStamina points: 132 remaining: 44
>708 sir l ar
>You gesture at a siren.
CS: +529 - TD: +395 + CvA: +20 + d100: +92 == +246
Warding failed!
The siren's left arm explodes!
The siren's scallop shell shield falls to the ground.
The siren is stunned!
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>stance offensiveYou are now in an offensive stance.
>713 sir
>You gesture at a siren.
You hurl a ball of greenish-black flame at a siren!
AS: +415 vs DS: +327 with AvD: +65 + d100 roll: +69 = +222
... and hit for 122 points of damage!
Internal organs roasted instantly in an explosive flash of plasma!
RANK 8 ABDOMEN, PLASMA, Damage: 60 Status Effect: FATAL, Wounds: Rank 3
The siren gives a plaintive wail before she slumps to her side and dies.
The brilliant luminescence fades from around a siren.
The ball of greenish-black flame strikes a siren, blossoming into a much larger sphere of flame upon impact.
The scintillating white light surrounding the runestaff fades some.
Cast Roundtime 3 Seconds.
>mana pulseAn invigorating rush of mana pulses through you.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
>;ua--- Lich: gototable unpaused.
--- Lich: nogroup unpaused.
--- Lich: azbounty unpaused.
--- Lich: razor_bleed unpaused.
--- Lich: bigshot unpaused.
--- Lich: eblade unpaused.
--- Lich: disarmed unpaused.
--- Lich: silenced unpaused.
--- Lich: stand unpaused.
--- Lich: no_hovel unpaused.
--- Lich: 130 unpaused.
--- Lich: 'bigshot' has been stopped by azbounty.
[bigshot: Cleaning up hunting scripts: diskcheck.]
[stand]>stance off
[bigshot: Cleaning up hunting scripts: checkweap.]
[bigshot: Cleaning up hunting scripts: eblade.]
--- Lich: 'eblade' has been stopped by bigshot.
--- Lich: eblade has exited.
[bigshot: Cleaning up hunting scripts: disarmed.]
--- Lich: 'disarmed' has been stopped by bigshot.
--- Lich: disarmed has exited.
Beelzebub just arrived.
>You are now in an offensive stance.
>[bigshot: Cleaning up hunting scripts: silenced.]
--- Lich: 'silenced' has been stopped by bigshot.
--- Lich: silenced has exited.
Beelzebub intones a phrase of elemental power while raising his hands...
>[bigshot: Cleaning up hunting scripts: stand.]
--- Lich: 'stand' has been stopped by bigshot.
--- Lich: stand has exited.
Beelzebub just went north.
>[bigshot: Cleaning up hunting scripts: no_hovel.]
[azbounty: turning task in to guard]
--- Lich: 'no_hovel' has been stopped by bigshot.
--- Lich: no_hovel has exited.
--- Lich: bigshot has exited.
[azbounty: finding guard]
[130]>incant 130
You gesture while calling upon the lesser spirits to aid you with the Spirit Guide spell...
Your spell is ready.
You gesture.
Your surroundings blur for a moment . . .
[Kharam-Dzu, Town Gates]
A sturdy wooden gate is set into the massive stone walls surrounding Kharam-Dzu. Mail-clad guards with pikes and heavy crossbows pace back and forth atop the walls. Dwarves, burros and the odd giantman or human travel the broad cobblestone street which leads south into town. A squad of dwarven militia drills on the small, rocky parade ground to the east. A cloud of dust surrounds them as they march to and fro, the sound of their marching barely audible over the din of the crowd at the gate. You also see a militia drill sergeant, a wrought iron sign, a wooden barrel, a black glaes bench with some stuff on it, a dark ladder leaning against a large invar-plated tower and a dark ladder leaning against a large invar-plated tower.
Obvious paths: south
Cast Roundtime 3 Seconds.
Your disk arrives, following you dutifully.
>You feel mana pulse within the area, but it does not reach you.
>--- Lich: go2 active.
[go2: you're already here...]
--- Lich: go2 has exited.
[azbounty]>ask sergeant about bounty
The sergeant says, "Ah, so you have returned. I take it you were successful? Good. The town of Kharam-Dzu thanks you for your help. I shall inform the Adventurer's Guild that you successfully completed your task. You may pick up your reward there, Razorfang."
>[azbounty: turning in bounty]
[azbounty: finding taskmaster]
--- Lich: go2 active.
[go2: ETA: 0:00:00 (3 rooms to move through)]
>[azbounty]>ask Dayle about bounty
Dayle says, "All done with that assignment? Good job, Razorfang!"
[You have earned 889 bounty points, 1000 experience points, and 8890 silver.]
>--- Lich: go2 active.
[go2: ETA: 0:00:02 (13 rooms to move through)]
> Level: 100 Deeds: 27
Experience: 16410334 Death's Sting: None
Exp. to next TP: 2166 Recent Deaths: 0
Mental TPs: 0 Fame: 170566211
Physical TPs: 110 Mana: 34/302 max
(4802 Phy converted to Mnt)
Your mind is completely saturated. It is imperative that you rest immediately!
>Exp. Gained Avg per Hour Fame Gained Avg per Hour
367559 2164 3945262 23232 (169:49:20 since first)
2225 2177 46890 45883 (1:01:19 since last)
Strength (STR): 100 (35) ... 100 (35)
Constitution (CON): 100 (35) ... 100 (35)
Dexterity (DEX): 100 (25) ... 100 (25)
Agility (AGI): 100 (30) ... 100 (30)
Discipline (DIS): 100 (25) ... 100 (25)
Aura (AUR): 100 (25) ... 100 (25)
Logic (LOG): 100 (15) ... 100 (15)
Intuition (INT): 100 (25) ... 100 (25)
Wisdom (WIS): 100 (20) ... 100 (20)
Influence (INF): 74 (7) ... 74 (7)
Mana: 301 Silver: 0
Razorfang (at level 100), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Combat Maneuvers...................| 201 101
Multi Opponent Combat..............| 25 5
Physical Fitness...................| 201 101
Arcane Symbols.....................| 201 101
Magic Item Use.....................| 201 101
Spell Aiming.......................| 302 202
Harness Power......................| 201 101
Elemental Mana Control.............| 201 101
Spirit Mana Control................| 201 101
Elemental Lore - Air...............| 90 20
Elemental Lore - Earth.............| 90 20
Elemental Lore - Fire..............| 90 20
Elemental Lore - Water.............| 90 20
Spiritual Lore - Summoning.........| 201 101
Sorcerous Lore - Demonology........| 201 101
Sorcerous Lore - Necromancy........| 105 25
Perception.........................| 201 101
Climbing...........................| 150 50
Swimming...........................| 160 60
Trading............................| 201 101
Spell Lists
Minor Elemental....................| 75
Spell Lists
Minor Spiritual....................| 66
Spell Lists
Sorcerer...........................| 162
Re: Bolt Version of 719 on 01/28/2013 12:11 AM CST
Re: Bolt Version of 719 on 01/28/2013 12:37 PM CST
Re: Bolt Version of 719 on 01/28/2013 12:43 PM CST
Re: Bolt Version of 719 on 01/28/2013 05:36 PM CST
Re: Bolt Version of 719 on 01/28/2013 06:19 PM CST