Jump to content

Beneath the Shadows General Chat


scorri
 Share

Recommended Posts

Raelyn is unconscious, and will stay that way until someone heals her. :P:

Meanwhile, gotta find a reason for my next character to join. . .

EDIT: Character made, and that Dampen is there for a reason.

Edited by eclipse
Link to comment
Share on other sites

  • Replies 326
  • Created
  • Last Reply

Top Posters In This Topic

Raelyn is sort of being anti-social, so you'll need to go up to her and address her really pointedly (otherwise, she'll pretend she didn't hear you). Funny things may happen if she's startled. . .

Link to comment
Share on other sites

I was going to have anti-social Zeff come over to your table and make conversation (because you know, two negatives makes a positive right?), but then I realized making conversation is the opposite of being anti-social.

Whoops. ._.

Link to comment
Share on other sites

Just to confirm, did the whole group arrive at another town or did I miss something?

Looks like it?

Yeah we did. We time-skipped and now we're in "Petra". Feel free to do whatever for the time being.

Hooray. :p

Link to comment
Share on other sites

Right, sorry.

Yes, group has TS'd to the new town, Petra. Yinz are all here, and if you want your new characters to be intro'd here, then cool. If you don't mind waiting and want something slightly more unique than a town intro, I have one *maybe* two more slots open for a special intro later in the story. You won't miss a battle or anything. If you're interested, poke me privately. Beyond that, Adari will be recruiting in the inn, or you can have your new dudes run into an already established member of the group. Have fun~

Link to comment
Share on other sites

  • 2 weeks later...

BtS Patch November 2013

Items updated: S-ranked weaponry and armor added.

[spoiler=S-Rank]

S-rank Weaponry: 80

Adds an additional C-rank effect to A-rank weapons. Cannot be own weapon line.

For Healing Staves, it cures all status effects.

S-rank Armor: 70 or 100.

Adds the effect of a basic personal skill skill (70), or the effect of an Iron Rune (100) to the armor. This skill is not negated by Negate, but will be negated by Cleave.

S-rank(Iron Rune): 100

Adds the effect of an A-rank armor, or a starred skill to the rune. This skill is not negated by Negate, but will be negated by Cleave.

Each playable character may have only one S-ranked weapon and one S-ranked armor.

Classes updated. Lord class added.

[spoiler=Lord]Lord Class Branch: Must be promoting to tier 2
Any class can choose this branch instead of their normal class line. If they do, their caps change to the trainee-specific Lord line, but retain their Tier 1 skill. If, after promotion, their stats are above Lord caps, the excess points must be reassigned.

Each trainee class has a specific set of Lord caps, promotion bonuses, proficiencies, and team leader stat bonuses. They all share the T2 combat leader skill and T3 skill.

Skills:
T2: Leadership: Starting Phase 2, all allied units have their non-hp simplified stats increased by (Tier). Not applicable when the unit is Sneaking.
Clarification: Bards increase raw stats, Lords increase simplified.

Note: Only 3 Lords can have their bonus active, at any given time, per side.

Tier 3: Command: If this unit is a combat team leader, once per turn, as an action, it can use one of three orders:
Attack Order: Designates a non-player target. For that turn, Allied units attacking that unit gain 1 HIT and 1 MT for every consecutive attack made on it. Can only be used once every 3 turns.
Defend Order: Designates an allied target. That unit is placed at Siege range and defending this unit is a free action. Can only be used once every 2 turns.
Promotion Order: Designates an allied target whose team leader has been defeated. That unit is now their unit’s team leader.

Promotion Bonuses:
To Lord(Recruit) > Baron
+4 Offensive stat(s), +2 DEF > +1 HP, +4 Offensive Stat(s), +1 DEF
To Lord(Journeyman) > Great Lord
+1 Offensive Stat, +2 SKL, +2 SPD, +1 LCK > +1 Offensive Stat, +1 SKL, +2 SPD, + 2 LCK
To Lord(Riding Novice) > Knight Lord
+2 HP, +2 DEF, +2 RES > +2 HP, +1 SKL, +1 SPD, +1 DEF, +1 RES
To Lord(Acolyte) > Rune Lord
+1 HP, +1 Offensive Stat, +1 SKL, +1 SPD, +1 DEF, +1 RES > +1 O-stat, +1 SKL, +1 SPD, +1 LCK, +1 DEF, +1 RES
To Lord(Apprentice) > Chancellor
+2 Offensive stat(s), +1 SKL, +1 SPD, +2 RES > +2 MAG, +1 SKL, +1 SPD, +2 RES

Combat Leader Bonuses:
Lord(Recruit) +2 MT
Lord(Journeyman) +2 SPD
Lord(Riding Novice) +2 DEF
Lord(Acolyte) +2 LCK
Lord(Apprentice) +2 SKL

Proficiencies
Lord(Recruit): Swords, Lances, Axes, Light, Dark, Staves
Lord(Journeyman) : Swords, Bows, Axes, Dark, Anima
Lord(Riding Novice): Swords, Lances, Axes, Bows, Light, Anima, Dark, Staves
Lord(Acolyte): Anima, Light, Dark, Staves, Swords, Lances, Bows
Lord(Apprentice): Anima, Light, Dark, Lances, Axes, Staves

Stat caps:

Tier 2
Lord(Recruit): HP: 13 STR: 17 MAG: 17 SKL: 9 SPD: 9 LCK: 13 DEF: 17 RES: 9
Lord(Journeyman): HP: 9 STR: 13 MAG: 13 SKL: 17 SPD: 17 LCK: 17 DEF: 9 RES: 9
Lord(Riding Novice): HP: 17 STR: 9 MAG: 9 SKL: 13 SPD: 13 LCK: 9 DEF: 17 RES: 17
Lord(Acolyte): HP: 13 STR: 13 MAG: 13 SKL: 13 SPD: 13 LCK: 13 DEF: 13 RES: 13
Lord(Apprentice): HP: 9 STR: 13 MAG: 17 SKL: 13 SPD: 13 LCK: 9 DEF: 9 RES: 17

Tier 3
Baron: HP: 16 STR: 20 MAG: 20 SKL: 12 SPD: 12 LCK: 16 DEF: 20 RES: 12
Great Lord: HP: 12 STR: 16 MAG: 16 SKL: 20 SPD: 20 LCK: 20 DEF: 12 RES: 12
Knight Lord: HP: 20 STR: 12 MAG: 12 SKL: 16 SPD: 16 LCK: 12 DEF: 20 RES: 20
Rune Lord: HP: 16 STR: 16 MAG: 16 SKL: 16 SPD: 16 LCK: 16 DEF: 16 RES: 16
Chancellor: HP: 12 STR: 16 MAG: 20 SKL: 16 SPD: 16 LCK: 12 DEF: 12 RES: 20

Link to comment
Share on other sites

  • 3 weeks later...

Ok, so before the end of the week, we will have a TS and/or a battle. Now, here's the thing: this upcoming battle will be part of a prison break, and we would like some input as to how that will be accomplished.

Here are the options:

Siege 1: The Harrier recruits attack the outer forces, while the bulk of the veterans vets go in and deal with the inner forces. Enemies would be more mobile on average, though perhaps a bit frail or inaccurate.
Siege 2: The Harrier recruits deal with the inner forces while the veterans go lead the outer forces into an ambush. The enemies would be physically sturdier and more accurate on average, albeit a bit slow.
Blitz : All Harriers attack the fortress-head on, splitting into veterans and newcomers once inside. The enemies would come in multiple waves, and have much more variety than the first 2 options.
Decoy : The majority of the Harriers would distract the enemy forces outside while a small group breaks out the prisoner(s) on the inside. Enemy numbers would be overwhelming, and levels would vary drastically.
Caper: The Harriers orchestrate a prison break while the bulk of the Senian forces are away from the outpost. The enemy numbers would be reduced, but they would be stronger on average.
Please vote in here or on skype. The winning option will be made clear when the TS has been posted
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...