BergelomeuSantos Posted October 4, 2019 Share Posted October 4, 2019 14 hours ago, Agent said: Actually, i'm gonna have to stop you there, buddy. While I didn't really want to stop you from using the Slim Lance, the Flame Lance is probably a terrible option. Magical melee weapons use your atrocious Magic stat. Also, it was like that in Path of Radiance. So I would highly suggest not using a magic weapon. If you regret your choice later, I put a few weapons in the caravan just in case. ..Actually the Flame Lance was for @AnonymousSpeed. The Slim Lance was just there for a ''Safe'' option (most likely to either finish units, chip damage and stuff like, even if there's little to no time for stuff like that if the map is going to be as hard as you say) while also being a small inside joke. Honestly, I don't even mind if I end up with a free slot. Quote Link to comment Share on other sites More sharing options...
Agent Posted October 4, 2019 Author Share Posted October 4, 2019 Can I just put the Flame Lance in storage, then? Quote Link to comment Share on other sites More sharing options...
Agent Posted October 4, 2019 Author Share Posted October 4, 2019 (edited) @BergelomeuSantos @Sob99 @Toyotasomi no Miko @AnonymousSpeedAlright, here's the map. You may deploy at any of the blue tiles, as well as make any last minute changes to your inventory. After you deploy, a caravan with elixirs and extra equipment will arrive, in case you feel the need to swap out a weapon or two. You can see their stuff in the Player Status. Though there only appears to be 12 enemies, more will arrive as you defeat them. AND. If you warp someone to the boss, I will start being unfair with you. Just a warning.Attackers Spoiler Lv17, 61/61 Hp, 28 Str, 26 Skl, 24-2 Spd, 17 Lck, 17 Def, 12 Res, 28 Mov38 dmg, 150 hit, 23 crit, -2 Spd, "Atk +6 when attacked."48 dmg, 155 hit, 28 crit, -3 Spd, "Spd +5."39 dmg, 140 hit, 48 crit40 dmg, 140 hit, 23 crit, "Reverses weapon triangle."43 dmg, 140 hit, 18 crit, -1 Spd, "Def +4 when attacked." Patient Strike: When enemy initiates combat, Critical +10. Righteousness: If unit can't counterattack, -4 to damage received. Water Boost: If unit has 3 more Hp than enemy, grants Res +5.Lv17, 49/49 Hp, 30 Str, 23 Skl, 28-1 Spd, 14 Lck, 22 Def, 8 Res, 28 Mov43 dmg, 138 hit, 16 crit, -1 Spd, "Range 1-2."44 dmg, 133 hit, 16 crit, -4 Spd, "Double attack."41 dmg, 133 hit, 21 crit, -1 Spd, "Reverses weapon triangle."41 dmg, 133 hit, 41 crit"Neutralizes "effective against flying" bonuses." Hot Headed: When unit initiates combat, deals +2 damage. Charge: Moving 6 or more spaces away from your starting spot grants Atk/Spd +2. Trample: Dmg +2 against infantry. Skysweeper: Atk/Def +2 against Flying units.Lv17, 52/52 Hp, 26 Str, 26 Skl, 25 Spd, 14 Lck, 22 Def, 14 Res, 24 Mov41 dmg, 139 hit, 18 crit, -2 Spd, "Def +4 when attacked."35 dmg, 139 hit, 18 crit, "Range 1-2."Prevents enemies from scoring critical hits.3/3, Hp +60 Even-Rhythm(O): +10 Hit/Evade on even turns. Opportunist: If foe can't counterattack, +3 to damage dealt. Sturdy Blow: Atk/Def +2 when initiating combat.Lv17, 37/37 Hp, 30 Mag, 27 Skl, 30 Spd, 16 Lck, 7 Def, 21 Res, 28 Mov Renewal: Heal 4 Hp at the start of every turn. Duelist's Blow: Evade +10 when initiating combat. Paratrooper(x2): Unit can move anywhere on the map twice per battle.Rn 1-13, "Teleports a distant ally to the user."Rn 1-13, "Teleports an adjacent ally."50 hp, Rn 1-1341 dmg, 142 hit, 18 crit, "Range 3-10.""Makes allies braver." Coalition Spoiler Lv20, 51/51 Hp, 20/14 SM, 18 Skl, 19 Spd, 16 Lck, 20 Mov Strong Independent: Anrin and allies within three spaces gain Atk/Def/Res +2 if not adjacent to an ally. Defender's Aura: Allies within three spaces take -2 damage. Night Sky: 27% chance to attack three times for half damage.31/47 dmg, 129 hit, 24 crit, ”Eff vs Cavalry/Armored.”39 dmg, 124 hit, 24 crit, -2 Spd, "Spd/Res +3."26 dmg, 124 hit, ”Magical, Range 1-2.”Def/Res/Evade +10 against attacks from Rn>2.Prevents enemies from scoring critical hits.Lv15, 32/32 Hp, 22 Mag, 21 Skl, 21 Spd, 13 Lck, 9 Def, 22 Res, 24 Mov Renewal: Heal 3 Hp at the start of every turn. Live to Serve: Unit is healed for 50% of Staff Healing.31 hp, Rn 1-8Lv15, 44/44 Hp, 23 Str, 16 Skl, 17 Spd, 11 Lck, 18 Def, 7 Res, 32 Mov Elbow Room: Attacks deal +3 Damage if on Terrain with no effects. Armorslayer: Ignore Defense over 11. Quick Riposte: If Hp>80%, unit can counterattack twice.33 dmg, 107 hit, 33 crit Lv15, 48/48 Hp, 20/17 SM, 21 Skl, 22 Spd, 13 Lck, 15 Def, 16 Res, 28 Mov Don’t Give Up: Str/Def +3 when Hp is under 50%. P+FS: Hit/Eva +10 and Atk +3 if enemy initiates combat. Moonbow: Ignore Res/Def over 14. Warding Blow: Res+4 when initiating combat.31 dmg, 118 hit, “Rn 1-2, drains 50% of Hp.”36 dmg, 128 hit32 dmg, 133 hit, -2 SpdLv15, 34/34 Hp, 27 Mag, 20 Skl, 20 Spd, 11 Lck, 10 Def, 15 Res, 24 Mov Hex: Evade -15 on adjacent enemies. Death Blow: Damage dealt +4 when initiating combat. Vantage: If Hp<50%, always attack first, even on Enemy Phase.37 dmg, 130 hit36 dmg, 120 hit, ”Range 3-10.”Lv15, 43/43 Hp, 22 Str, 20 Skl, 19 Spd, 12 Lck, 11 Def, 9 Res, 24 Mov P+FS: Hit/Eva +10 and Atk +3 if enemy initiates combat. Wind Boost: If unit has 3 more Hp than enemy, grants Spd/Skl +3. Desperation: If Hp<70%, Follow-up attacks are made immediately.35 dmg, 126 hit Lv15, 50/50 Hp, 29 Str, 25 Skl, 23 Spd, 11 Lck, 21 Def, 9 Res, 32 Mov Canto Plus: Unit can use remaining move after acting. Elbow Room: Attacks deal +3 Damage if on Terrain with no effects. Armorslayer: Ignore Defense over 11. Quick Riposte: If Hp>80%, unit can counterattack twice.37 dmg, 135 hit, “Doubles effects of weapon triangle.”39 dmg, 145 hit, 17 crit, ”Reverses weapon triangle."36 dmg, 145 hit, -1 Spd, ”Magical, uses Strength.”Lv15, 46/46 Hp, 21 Str, 16 Skl, 18 Spd, 11 Lck, 18 Def, 7 Res, 28 Mov Elbow Room: Attacks deal +3 Damage if on Terrain with no effects. Righteousness: If unit can’t counterattack, -4 to damage received. Water Boost: If unit has 3 more Hp than enemy, grants Res +5.37 dmg, 102 hit, ”Unit and foe can’t counter.”Lv15, 45/45 Hp, 20 Str, 16 Skl, 23 Spd, 11 Lck, 12 Def, 8 Res, 24 Mov Elbow Room: Attacks deal +3 Damage if on Terrain with no effects. Duelist’s Blow: Evade +10 when initiating combat. Paratrooper: Unit can move anywhere on the map twice per battle.32 dmg, 117 hit, 18 crit, -1 Spd, ”Spd +2. Triangle Attack!” Lv15, 39/39 Hp, 20/27 SM, 22 Skl, 25 Spd, 11 Lck, 14 Def, 15 Res, 24 Mov No-Sell: Immune to fire, ice, thunder, and wind attacks. Hex: Evade -15 on adjacent enemies. Dark Knight: Restore 10 Hp after defeating an enemy on Player Phase. Proximity: Hit -15 on adjacent enemies.38 dmg, 124 hit, -3 Spd, ”Absorbs 50% of damage dealt.”30 dmg, 124 hit, 16 crit, ”Luck +5.””Reduces damage received by 3.”Lv15, 33/33 Hp, 17 Str, 19 Skl, 24-2 Spd, 16 Lck, 11 Def, 11 Res, 24 Mov Quick Job: Hit/Eva +20 and Crit +10 on the first three turns.19 dmg, 121 hit, 24 crit, -2 Spd, ”Double attack.”Lv15, 37/37 Hp, 24 Mag, 20 Skl, 20 Spd, 11 Lck, 12 Def, 15 Res, 24 Mov Hex: Evade -15 on adjacent enemies. Death Blow: Damage dealt +4 when initiating combat. Vantage: If Hp<50%, always attack first, even on Enemy Phase.32 dmg, 115 hit, ”Res +4 when attacked.” Edited October 9, 2019 by Agent Quote Link to comment Share on other sites More sharing options...
Toyotasomi no Miko Posted October 4, 2019 Share Posted October 4, 2019 Noted. And so it begins... Vinceton deploys to L5. Quote Link to comment Share on other sites More sharing options...
Agent Posted October 6, 2019 Author Share Posted October 6, 2019 @BergelomeuSantos @Sob99 @AnonymousSpeed Huh. Did the mentions work? I'm not sure, lemme try again. Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted October 6, 2019 Share Posted October 6, 2019 4 hours ago, Agent said: @BergelomeuSantos @Sob99 @AnonymousSpeed Huh. Did the mentions work? I'm not sure, lemme try again. No worries, I got mine, at least. I was trying to formulate a plan with everyone but so far nothing has been settled on. Sorry about that. Quote Link to comment Share on other sites More sharing options...
BergelomeuSantos Posted October 7, 2019 Share Posted October 7, 2019 6 hours ago, Agent said: @BergelomeuSantos @Sob99 @AnonymousSpeed Huh. Did the mentions work? I'm not sure, lemme try again. Yes, they did. Well..at least for me. As Anoymous said, we're formulating a plan before actually acting.(.....although I won't say that it's going very smoothly.) Quote Link to comment Share on other sites More sharing options...
BergelomeuSantos Posted October 8, 2019 Share Posted October 8, 2019 Very well.. First, Arnold stores the Slim Lance. (RIP Slim Lance) (It's for a good motive) Second, Arnold deploys to K4. Quote Link to comment Share on other sites More sharing options...
Sob99 Posted October 9, 2019 Share Posted October 9, 2019 Axel will deploy at K5 Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted October 11, 2019 Share Posted October 11, 2019 Deploy Haizunna to L4. You said we can still make inventory changes, right? Do we just post those before moving? Quote Link to comment Share on other sites More sharing options...
Agent Posted October 11, 2019 Author Share Posted October 11, 2019 @BergelomeuSantos @Sob99 @Toyotasomi no Miko @AnonymousSpeed That must've been some plan if it took several days of creating. If you want to change equipment, uhh guess you can change right now. I gotta sleep so I'll just post the map tomorrow. I'd do it right now but I gotta write up some helpful info first. Quote Link to comment Share on other sites More sharing options...
Agent Posted October 11, 2019 Author Share Posted October 11, 2019 @BergelomeuSantos @Sob99 @Toyotasomi no Miko @AnonymousSpeed "It's them; they're already here!" The leader of the coalition yells out. "There's only four of them, but don't underestimate them. They're probably extremely strong, so do not take them on one-on-one! Just survive and wait for reinforcements!" It's time. Show the coalition your strength by taking down every one of your enemies.Helpful Information Spoiler It takes a 4 Speed advantage to double an enemy. Daggers have 1-2 Range; when thrown, they will have their Might cut in half. Staves and Gemstones/Tomes have 1-2 Range. Anna has joined as a transporter. Whenever you want to switch, request that Anna move over to you and trade. The blue arrows on terrain indicate how much movement it takes for an infantry unit to move over it. The green arrows on terrain indicate how much movement it takes for a cavalry unit ti move over it. Flying units only need 4 Mov to traverse any terrain, except walls. The icons on terrain cards represent Evasion, Regen, and Damage Reduction. Attackers Spoiler Lv17, 61/61 Hp, 28 Str, 26 Skl, 24-2 Spd, 17 Lck, 17 Def, 12 Res, 28 Mov38 dmg, 150 hit, 23 crit, -2 Spd, "Atk +6 when attacked."48 dmg, 155 hit, 28 crit, -3 Spd, "Spd +5."39 dmg, 140 hit, 48 crit40 dmg, 140 hit, 23 crit, "Reverses weapon triangle."43 dmg, 140 hit, 18 crit, -1 Spd, "Def +4 when attacked." Patient Strike: When enemy initiates combat, Critical +10. Righteousness: If unit can't counterattack, -4 to damage received. Water Boost: If unit has 3 more Hp than enemy, grants Res +5.Lv17, 49/49 Hp, 30 Str, 23 Skl, 28-1 Spd, 14 Lck, 22 Def, 8 Res, 28 Mov43 dmg, 138 hit, 16 crit, -1 Spd, "Range 1-2."44 dmg, 133 hit, 16 crit, -4 Spd, "Double attack."41 dmg, 133 hit, 21 crit, -1 Spd, "Reverses weapon triangle."41 dmg, 133 hit, 41 crit"Neutralizes "effective against flying" bonuses." Hot Headed: When unit initiates combat, deals +2 damage. Charge: Moving 6 or more spaces away from your starting spot grants Atk/Spd +2. Trample: Dmg +2 against infantry. Skysweeper: Atk/Def +2 against Flying units.Lv17, 52/52 Hp, 26 Str, 26 Skl, 25 Spd, 14 Lck, 22 Def, 14 Res, 24 Mov41 dmg, 139 hit, 18 crit, -2 Spd, "Def +4 when attacked."35 dmg, 139 hit, 18 crit, "Range 1-2."Prevents enemies from scoring critical hits.3/3, Hp +60 Even-Rhythm(O): +10 Hit/Evade on even turns. Opportunist: If foe can't counterattack, +3 to damage dealt. Sturdy Blow: Atk/Def +2 when initiating combat.Lv17, 37/37 Hp, 30 Mag, 27 Skl, 30 Spd, 16 Lck, 7 Def, 21 Res, 28 Mov Renewal: Heal 4 Hp at the start of every turn. Duelist's Blow: Evade +10 when initiating combat. Paratrooper(x2): Unit can move anywhere on the map twice per battle.Rn 1-13, "Teleports a distant ally to the user."Rn 1-13, "Teleports an adjacent ally."50 hp, Rn 1-1341 dmg, 142 hit, 18 crit, "Range 3-10.""Makes allies braver." Lv31, Cannot be targeted, 24 Mov Elixir x8, Brave Lance, Spear, Barb Lade, Waterwheel, Flame Lance, Slim Lance, Mythril Axe, Tomahawk, Wolf Beil, Sunrise, Blarraven Coalition Spoiler Lv20, 51/51 Hp, 20/14 SM, 18 Skl, 19 Spd, 16 Lck, 20 Mov Strong Independent: Anrin and allies within three spaces gain Atk/Def/Res +2 if not adjacent to an ally. Defender's Aura: Allies within three spaces take -2 damage. Night Sky: 27% chance to attack three times for half damage.31/47 dmg, 129 hit, 24 crit, ”Eff vs Cavalry/Armored.”39 dmg, 124 hit, 24 crit, -2 Spd, "Spd/Res +3."26 dmg, 124 hit, ”Magical, Range 1-2.”Def/Res/Evade +10 against attacks from Rn>2.Prevents enemies from scoring critical hits.Lv15, 32/32 Hp, 22 Mag, 21 Skl, 21 Spd, 13 Lck, 9 Def, 22 Res, 24 Mov Renewal: Heal 3 Hp at the start of every turn. Live to Serve: Unit is healed for 50% of Staff Healing.31 hp, Rn 1-8Lv15, 44/44 Hp, 23 Str, 16 Skl, 17 Spd, 11 Lck, 18 Def, 7 Res, 32 Mov Elbow Room: Attacks deal +3 Damage if on Terrain with no effects. Armorslayer: Ignore Defense over 11. Quick Riposte: If Hp>80%, unit can counterattack twice.33 dmg, 107 hit, 33 crit Lv15, 48/48 Hp, 20/17 SM, 21 Skl, 22 Spd, 13 Lck, 15 Def, 16 Res, 28 Mov Don’t Give Up: Str/Def +3 when Hp is under 50%. P+FS: Hit/Eva +10 and Atk +3 if enemy initiates combat. Moonbow: Ignore Res/Def over 14. Warding Blow: Res+4 when initiating combat.31 dmg, 118 hit, “Rn 1-2, drains 50% of Hp.”36 dmg, 128 hit32 dmg, 133 hit, -2 SpdLv15, 34/34 Hp, 27 Mag, 20 Skl, 20 Spd, 11 Lck, 10 Def, 15 Res, 24 Mov Hex: Evade -15 on adjacent enemies. Death Blow: Damage dealt +4 when initiating combat. Vantage: If Hp<50%, always attack first, even on Enemy Phase.37 dmg, 130 hit36 dmg, 120 hit, ”Range 3-10.”Lv15, 43/43 Hp, 22 Str, 20 Skl, 19 Spd, 12 Lck, 11 Def, 9 Res, 24 Mov P+FS: Hit/Eva +10 and Atk +3 if enemy initiates combat. Wind Boost: If unit has 3 more Hp than enemy, grants Spd/Skl +3. Desperation: If Hp<70%, Follow-up attacks are made immediately.35 dmg, 126 hit Lv15, 50/50 Hp, 29 Str, 25 Skl, 23 Spd, 11 Lck, 21 Def, 9 Res, 32 Mov Canto Plus: Unit can use remaining move after acting. Elbow Room: Attacks deal +3 Damage if on Terrain with no effects. Armorslayer: Ignore Defense over 11. Quick Riposte: If Hp>80%, unit can counterattack twice.37 dmg, 135 hit, “Doubles effects of weapon triangle.”39 dmg, 145 hit, 17 crit, ”Reverses weapon triangle."36 dmg, 145 hit, -1 Spd, ”Magical, uses Strength.”Lv15, 46/46 Hp, 21 Str, 16 Skl, 18 Spd, 11 Lck, 18 Def, 7 Res, 28 Mov Elbow Room: Attacks deal +3 Damage if on Terrain with no effects. Righteousness: If unit can’t counterattack, -4 to damage received. Water Boost: If unit has 3 more Hp than enemy, grants Res +5.37 dmg, 102 hit, ”Unit and foe can’t counter.”Lv15, 45/45 Hp, 20 Str, 16 Skl, 23 Spd, 11 Lck, 12 Def, 8 Res, 24 Mov Elbow Room: Attacks deal +3 Damage if on Terrain with no effects. Duelist’s Blow: Evade +10 when initiating combat. Paratrooper: Unit can move anywhere on the map twice per battle.32 dmg, 117 hit, 18 crit, -1 Spd, ”Spd +2. Triangle Attack!” Lv15, 39/39 Hp, 20/27 SM, 22 Skl, 25 Spd, 11 Lck, 14 Def, 15 Res, 24 Mov No-Sell: Immune to fire, ice, thunder, and wind attacks. Hex: Evade -15 on adjacent enemies. Dark Knight: Restore 10 Hp after defeating an enemy on Player Phase. Proximity: Hit -15 on adjacent enemies.38 dmg, 124 hit, -3 Spd, ”Absorbs 50% of damage dealt.”30/25 dmg, 124 hit, 16 crit, ”Luck +5.””Reduces damage received by 3.”Lv15, 33/33 Hp, 17 Str, 19 Skl, 24-2 Spd, 16 Lck, 11 Def, 11 Res, 24 Mov Quick Job: Hit/Eva +20 and Crit +10 on the first three turns.19/18 dmg, 121 hit, 24 crit, -2 Spd, ”Double attack.”Lv15, 37/37 Hp, 24 Mag, 20 Skl, 20 Spd, 11 Lck, 12 Def, 15 Res, 24 Mov Hex: Evade -15 on adjacent enemies. Death Blow: Damage dealt +4 when initiating combat. Vantage: If Hp<50%, always attack first, even on Enemy Phase.32 dmg, 115 hit, ”Res +4 when attacked.” Quote Link to comment Share on other sites More sharing options...
AnonymousSpeed Posted October 13, 2019 Share Posted October 13, 2019 On 10/11/2019 at 1:28 AM, Agent said: That must've been some plan if it took several days of creating. If you want to change equipment, uhh guess you can change right now. I wish that were the reason. In reality, I'm just slow. Assuming I didn't sleep to long on equipment changes, I'd like to Store Purge and Withdraw Flame Lance. The plan doesn't involve me moving first, so I'll let the people who are supposed to move before me post their own actions (@BergelomeuSantos) Quote Link to comment Share on other sites More sharing options...
Agent Posted October 14, 2019 Author Share Posted October 14, 2019 BRUH can't edit and swap out weapons Quote Link to comment Share on other sites More sharing options...
BergelomeuSantos Posted October 17, 2019 Share Posted October 17, 2019 (edited) Sorry for all the delay. Arnold moves to L7. Arnold attacks the Barricade at L8 with the Guard Spear. (Edit: I'm pretty slow today. Did I missed anything that I should do before moving/attacking?) Edited October 17, 2019 by BergelomeuSantos Quote Link to comment Share on other sites More sharing options...
Agent Posted October 18, 2019 Author Share Posted October 18, 2019 4 hours ago, BergelomeuSantos said: (Edit: I'm pretty slow today. Did I missed anything that I should do before moving/attacking?) Nah, you're good man. The barricade is broken now. Quote Link to comment Share on other sites More sharing options...
Deathcon Posted October 18, 2019 Share Posted October 18, 2019 Can I join? Or have I missed my chance? Quote Link to comment Share on other sites More sharing options...
Agent Posted October 18, 2019 Author Share Posted October 18, 2019 13 hours ago, Deathcon said: Can I join? Or have I missed my chance? Oh, sure, you can still join. But since we've already deployed, you'll just have to appear as a reinforcement a turn or two into the battle. Just fill out the application, and i'll sort you out in a bit. Quote Link to comment Share on other sites More sharing options...
Deathcon Posted October 18, 2019 Share Posted October 18, 2019 (edited) Name: RyujiClass: Mage to Mage KnightS-Rank: Sword (S) and Magic (A)Gender: MaleAppearance: Ryuji is a young man in his early twenties. He has scarlet hair and blue eyes. He is also quite buff and had a terrifying face.Personal Skill: Daunting Prescence - -10 Hit/Avo/Crit Ago to all enemies in 2 squares of himItems: Tempest Blade, Exilir, Woodland Boots, and PurgeStat Growth: That is what I got so far. However, can you help me understand the stat growths better? Edited October 18, 2019 by Deathcon Quote Link to comment Share on other sites More sharing options...
Agent Posted October 19, 2019 Author Share Posted October 19, 2019 (edited) @Deathcon Sure. Look at the growths of your original class; the mage. They add up to 300%. You need to modify them so that they're at 330% instead. You can decrease any of your growths by up to 10%, and increase em by up to 20%. And then, you can decrease and increase your base stats by 2 and 3 respectively. You have 6 extra stat points available. One more thing. Mage Knights can't equip staves in this; you'll have to use Bolting if you wanna snipe. Also, I noticed you have an empty item slot. You'll want to put something in it; if you don't want to, then you can put that extra item in storage. Edited October 19, 2019 by Agent Quote Link to comment Share on other sites More sharing options...
Deathcon Posted October 19, 2019 Share Posted October 19, 2019 Name: RyujiClass: Mage to Mage KnightS-Rank: Sword (S) and Magic (A)Gender: MaleAppearance: Ryuji is a young man in his early twenties. He has scarlet hair and blue eyes. He is also quite buff and had a terrifying face.Personal Skill: Daunting Prescence: -10 Hit/Avo/Crit Ago to all enemies in 2 squares of himItems: Tempest Blade, Exilir, Woodland Boots, Primus and BoltingStat Growth: HP 18, 65% STR 2, 30% DEF 2, 30% MAG 4, 50% SKL 7, 45% SPD 8, 45% LCK 1, 10% RES 4, 45% Quote Link to comment Share on other sites More sharing options...
Agent Posted October 19, 2019 Author Share Posted October 19, 2019 @DeathconRemind me which item is Primus? Quote Link to comment Share on other sites More sharing options...
Deathcon Posted October 19, 2019 Share Posted October 19, 2019 36 minutes ago, Agent said: @DeathconRemind me which item is Primus? It increases crit chance. It absorbs Quote Link to comment Share on other sites More sharing options...
Agent Posted October 19, 2019 Author Share Posted October 19, 2019 1 hour ago, Deathcon said: It increases crit chance. It absorbs Oh wait, you mean the Prism? Quote Link to comment Share on other sites More sharing options...
Deathcon Posted October 19, 2019 Share Posted October 19, 2019 58 minutes ago, Agent said: Oh wait, you mean the Prism? Oh yes the prism increases crit chance. The absorb was there because for a second I thought it was something else. Quote Link to comment Share on other sites More sharing options...
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