Mini RPG Monster Raider - Book of Monsters and Others

Discussion in 'Roleplaying Games' started by Zero300, Sep 20, 2018.

  1. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Slime Lord, Normal Lvl 5
    [​IMG]

    Stats

    HP: 600/600
    MP: 60/60

    Skills
    Merge: combines with nearby slimes to heal 50 HP. Costs 15 MP.
    • A Slime Lord is essentially made of a lot of slimes, it's slime core is a conglomeration of slime cores. By merging with nearby slimes, the Slime Lord can heal itself and regain lost vitality.
    Absorb: drains the essence of nearby slimes to regenerate 20 MP (3 uses)
    • A slime is a gelatinous blob fused with the mana of a magical core. By absorbing the magical essence of the slime, the Slime Lord can regenerate lost MP.
    Acid Splash: pours acidic fluids on enemy. Deals 30 acidic DMG. Acid will continue to damage 1 DMG every round for 5 rounds. Costs 10 MP.
    • Like an upgraded version of Dissolve, Slime Lord's acid is several times more potent than that of a normal Slime.
    Pound: grabs onto a nearby enemy and slams him or her onto the ground for 20 DMG
    • Sometimes, a slime needs to reach high places for food.
    Ram: slams into nearby enemies for 50 DMG. 50% chance of success.
    • Pushes forward with its large size, bumping into all that blocks its path.
    Magic Resist: resist all magical attacks for one round. Costs 20 MP
    • Casting out some mana, the Slime Lord can envelop itself in order to resist the effects of magic.
    Description
    Giant blob of slime, towering over houses, arrives after hearing the screams of its children. Although large, the Slime Lord can be viewed as 100 slimes in one. The normal Slime Lord is rumored to be the weakest of the six Slime Lords.

    Rewards for Defeat: 50 G. 100 EXP, x20 Slime Core, x20 Slime Gel, x20 Cowhide, 10 Stat Points, 10 Skill Points, Iron Armor (+3 CON, for warriors and clerics), Crystal Ball (+2 INT, for mages), Ring of Speed (+2 DEX)

    Drops: Slime Core, Slime Gel, Cowhide, Stat Point, Skill Point, Iron Sword (+3 STR, for warriors), Crossbow (+2 DEX, +1 STR, for rangers), Snake Oak Staff (+1 DEX, +2 INT, for clerics), Maple Vine Wand (+3 INT, for mages), Skill Book - Devour (all classes), Skill Book - Mana Drain (for mages and clerics), Skill Book - Acid Splash (for mages), Skill Book - Pound (for warriors), Skill Book - Charging Ram (for warriors), Skill Book - Magic Resist (all classes)
     
    Last edited: Oct 9, 2018
  2. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Emerald Crab Lvl 1
    [​IMG]
    Stats:
    HP: 60/60
    STA: 10/10

    Skills:
    Pinch: 5 DMG
    • The Emerald Crab will use it claws to pinch its target dealing 5 physical damage.
    Slam: 10 DMG (Cost 5 STA)
    • With a burst of speed, the Emerald Crab crawls sideways and slams its target with its claw and body dealing physical damage.
    Bubbles: stops one attack (2 uses)
    • The Emerald Crab will shoot out harmless bubbles from its mouth which distract the attacker from making him or her hit. It is believed that the Emerald Crab usually use this to startle its attackers and force them to turn back.
    Exoskeleton: Reduce Physical Damage by 5 (passive)
    • Born with a hard exoskeleton, the crab is somewhat protected from non-mental damage as its shell reduces some physical damage.
    Description:
    The Emerald Crab is a local creature of the West Emerald Bay. For some reason, they do not appear over on East Emerald Bay. They are creatures that are sensitive towards their own territory and would attack any intruders. While they will easily populate their kind, they do not live together in peace and will often declare war against each other for territory. They are considered a delicacy and sought after by many.

    Reward for Defeat: 5 Gold and 15 EXP

    Drops: Crab Meat, Crab Shell, Stat Point, Skill Point, Skill Book - Bubbles (for mages)
     
  3. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Giant Hawk - Lvl 15
    [​IMG]
    Stats
    HP: 2500/2500
    STA: 300/300
    MP: 300/300

    Skills
    Gust of Wind: repels away anything with powerful winds. Moves enemies away from user for one round. (20 MP)
    • With its powerful wings, the Giant Hawk can generate powerful winds that can blow away its enemy.
    Triple Attack: attacks with beak and talons, dealing 300 DMG each and cause Bleed status for 50 DMG per round. (50 STA)
    • The swiftness of these sky monsters allows them to attack three times using their beaks and talons.
    Tornado: Deals 500 DMG plus confusion and knockback. When an enemy is confused, it must attack on the next turn and its attack must hit an ally. (50 MP)
    • By flapping his wings at a certain angle and speed, the Giant Hawk is able to generate a powerful twister that deals heavy damage.
    Fly: dodges an attack by taking to the skies. Stays in the sky until the next Triple Attack. (5 uses)
    • All Giant Hawks have the ability to take off and fly in the skies, allowing them to dodge as a reaction as well as avoid any melee attacks.
    Grab and Drop: Grabs an enemy and flies vertically. Drop DMG done to enemy will depend on height dropped by a factor of 1.5. That means, 100 feet in air does 150 DMG. (30 STA)
    • For each turn the Giant Hawk doesn't get attacked, he will fly 100 feet into the air (this starts on next player/monster turn). When attacked, the Giant Hawk will drop the enemy and stays in the sky.
    Team Attack: If an ally is alive, it can provide 100 extra DMG. (3 uses)
    • Having worked as a team for so long, these Giant Hawks are known to help one another when executing combo attacks.
    Description
    Giant bird-like monsters that are descendants of Rocs. They have brown feathers with pike-like beaks and sharp talons. They are a warrior race with specialty in aerial attacks. These monsters are fierce and powerful, known to tear an elephant apart with their talons and fly to altitudes of a thousand feet high. Notable weakness is that they're afraid of large amounts of water as such can dampen their wings and prevent them from flying.

    Rewards for Defeat: 300 G, 500 EXP, 5 Stat Points, 5 Skill Points, x10 Giant Hawk Feathers

    Drops: Giant Hawk Feather, Giant Hawk Beak, Giant Hawk Blood, Giant Hawk Meat, Stat Point, Skill Point, Skill Book - Triple Attack (for all classes), Skill Book - Gust of Wind (for mages), Skill Book - Team Attack (for all classes), Skill Book - Tornado (for mages)
     
    Last edited: Oct 9, 2018
  4. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Slime Lord, Water Lvl 10
    [​IMG]
    Stage One:
    Stats
    HP: 3000/3000
    MP: 600/600

    Skills
    Merge: combines with nearby water slimes to heal 500 HP. Costs 20 MP.
    • A Water Slime Lord is essentially made of a lot of water slimes, it's slime core is a conglomeration of slime cores. By merging with nearby water slimes, the Water Slime Lord can heal itself and regain lost vitality.
    Absorb: drains the essence of nearby water slimes to regenerate 200 MP (3 uses)
    • A water slime is a gelatinous blob fused with the mana of a magical core. By absorbing the magical essence of the water slime, the Water Slime Lord can regenerate lost MP.
    Pouring Blue: heavily pour MP-draining rain. Decrease enemy 10 MP every turn for 3 rounds. (Can't be resisted by Magic Resist) Costs 100 MP.
    • By infusing mana into the atmosphere and mixing with the vapors, the Water Slime Lord can produce clouds of magical rain that drains away the MP of any enemy within the rain.
    Water Blade: Deals 400 DMG. Cause Bleeding Status - 5 DMG per turn. Costs 100 MP.
    • Fires a jet of high-pressure water that cuts through even steel.
    Pound: grabs onto a nearby enemy and slams him or her onto the ground for 200 DMG
    • Sometimes, a slime needs to reach high places for food.
    Ram: slams into nearby enemy for 500 DMG.
    • Pushes forward with its large size, bumping into all that blocks its path.
    Physical Resist: resist all physical attacks for one round. Costs 50 MP
    • Casting out some mana, the Water Slime Lord can envelop itself in order to resist the effects of physical attacks.
    Auto-Regenerate: regenerate 100 HP and 50 MP per turn. Passive skill.
    • The Water Slime Lord is known for its healing capabilities. It can automatically regenerate from any damage as well as any loss of MP.
    Summon Water Slimes: summons ten Water Slimes to join in the fight (3 uses).

    Description:
    Giant blob of water slime, towering over houses, arrives after hearing the screams of its children. Although large, the Water Slime Lord can be viewed as 300 water slimes in one. The Water Slime Lord could be classified as the "Priest" of the six Slime Lords. Has three stages.

    Rewards for Defeat: 100 G, 300 EXP, x15 Slime Core, x15 Slime Gel, x15 Spring Water, 5 Stat Points, 5 Skill Points, Ring of Regeneration (regens 100HP per round), Cloth Pants (+1 DEX, +1 CON, for mages and clerics), Iron Buckler (+3 CON, for warriors and clerics), Pendant of Minor Stamina (+20 STA)

    Drops: Slime Core, Slime Gel, Spring Water, Stat Point, Skill Point, Iron Sword (+3 STR, for warriors), Longbow (+2 DEX, +2 STR, for rangers), Viper Oak Staff (+2 DEX, +1 INT, 5 Poison DMG per turn for one round when using weapon attack, for clerics), Fairy Beard Wand (+3 INT, 50MP regen per round, for mages), Skill Book - Devour (all classes), Skill Book - Mana Drain (for mages and clerics), Skill Book - Pouring Blue (for Water and Ice Mages only), Skill Book - Pound (for warriors), Skill Book - Charging Ram (for warriors), Skill Book - Physical Resist (all classes)

    Stage Two:
    Two Slime Lords, Water Lvl 10
    Stats
    HP: 5000/5000
    MP: 800/800

    Skills
    Merge: combines with nearby water slimes to heal 800 HP. Costs 20 MP.
    • A Water Slime Lord is essentially made of a lot of water slimes, it's slime core is a conglomeration of slime cores. By merging with nearby water slimes, the Water Slime Lord can heal itself and regain lost vitality.
    Absorb: drains the essence of nearby water slimes to regenerate 300 MP (3 uses)
    • A water slime is a gelatinous blob fused with the mana of a magical core. By absorbing the magical essence of the water slime, the Water Slime Lord can regenerate lost MP.
    Pouring Blue: heavily pour MP-draining rain. Decrease enemy 20 MP every turn for 3 rounds. (Can't be resisted by Magic Resist) Costs 100 MP.
    • By infusing mana into the atmosphere and mixing with the vapors, the Water Slime Lord can produce clouds of magical rain that drains away the MP of any enemy within the rain.
    Water Blade: fires a jet of high-pressure water that cuts through even steel. Deals 1000 DMG. Cause Bleeding Status - 15 DMG per turn. Costs 100 MP.
    • Fires a jet of high-pressure water that cuts through even steel.
    Pound: grabs onto a nearby enemy and slams him or her onto the ground for 800 DMG
    • Sometimes, a slime needs to reach high places for food.
    Ram: slams into nearby enemy for 1500 DMG.
    • Pushes forward with its large size, bumping into all that blocks its path.
    Physical Resist: resist all physical attacks for one round. Costs 50 MP
    • Casting out some mana, the Water Slime Lord can envelop itself in order to resist the effects of physical attacks.
    Auto-Regenerate: regenerate 500 HP and 50 MP per turn. Passive skill.
    • The Water Slime Lord is known for its healing capabilities. It can automatically regenerate from any damage as well as any loss of MP.
    Stun Resist: resist stuns

    Trap Resist: resist traps

    Bleed Resist: resist bleeds

    Summon Water Slimes: summons ten Water Slimes to join in the fight (3 uses).

    Description:
    Stage two of three. Killed, the Water Slime Lord will split into two even more powerful Water Slime Lords with even more resistance. Because of its instability, this form lasts for 6 rounds. If the Water Slime Lords aren't killed in 6 rounds, the two will re-merge into the third stage.

    Rewards for Defeat: 300 G, 900 EXP, x25 Slime Core, x25 Slime Gel, x25 Spring Water, 15 Stat Points, 15 Skill Points, Ring of Regeneration (regens 100HP per round), Cloth Pants (+1 DEX, +1 CON, for mages and clerics), Iron Buckler (+3 CON, for warriors and clerics), Pendant of Minor Stamina (+20 STA)

    Drops: Slime Core, Slime Gel, Spring Water, Stat Point, Skill Point, Iron Sword (+3 STR, for warriors), Longbow (+2 DEX, +2 STR, for rangers), Viper Oak Staff (+2 DEX, +1 INT, 5 Poison DMG per turn for one round when using weapon attack, for clerics), Fairy Beard Wand (+3 INT, 50MP regen per round, for mages), Skill Book - Devour (all classes), Skill Book - Mana Drain (for mages and clerics), Skill Book - Pouring Blue (for Water and Ice Mages only), Skill Book - Pound (for warriors), Skill Book - Charging Ram (for warriors), Skill Book - Physical Resist (all classes), Skill Book - Stun Resist (all classes), Skill Book - Trap Resist (all classes), Skill Book - Bleed Resist (all classes)

    Stage Three:
    Water Slime Humanoid Lvl 10
    [​IMG]
    Stats
    HP: 8000/8000
    MP: 1000/1000

    Skills
    Merge: combines with nearby water slimes to heal 1000 HP. Costs 20 MP.
    • A Water Slime Lord is essentially made of a lot of water slimes, it's slime core is a conglomeration of slime cores. By merging with nearby water slimes, the Water Slime Lord can heal itself and regain lost vitality.
    Absorb: drains the essence of nearby water slimes to regenerate 500 MP (3 uses)
    • A water slime is a gelatinous blob fused with the mana of a magical core. By absorbing the magical essence of the water slime, the Water Slime Lord can regenerate lost MP.
    Pouring Blue: heavily pour MP-draining rain. Decrease enemy 50 MP every turn for 3 rounds. (Can't be resisted by Magic Resist) Costs 100 MP.
    • By infusing mana into the atmosphere and mixing with the vapors, the Water Slime Lord can produce clouds of magical rain that drains away the MP of any enemy within the rain.
    Water Blade: fires a jet of high-pressure water that cuts through even steel. Deals 1500 DMG. Cause Bleeding Status - 25 DMG per turn. Costs 100 MP.
    • Fires a jet of high-pressure water that cuts through even steel.
    Pound: grabs onto a nearby enemy and slams him or her onto the ground for 1000 DMG
    • Sometimes, a slime needs to reach high places for food.
    Ram: slams into nearby enemy for 2000 DMG.
    • Pushes forward with its large size, bumping into all that blocks its path.
    Physical Resist: resist all physical attacks for one round. Costs 50 MP
    • Casting out some mana, the Water Slime Lord can envelop itself in order to resist the effects of physical attacks.
    Auto-Regenerate: regenerate 800 HP and 80 MP per turn. Passive skill.
    • The Water Slime Lord is known for its healing capabilities. It can automatically regenerate from any damage as well as any loss of MP.
    Stun Resist: resist stuns

    Trap Resist: resist traps

    Bleed Resist: resist bleeds

    Healing Storm: similar to Healing Drizzle, regenerates 100 HP and damaging enemies 100 DMG per turn for one round. (Costs 100 MP).
    • Using 100 MP to summon a giant rain cloud above everyone's heads. Heavy pouring of magical rain falls on the wounded, healing them of their wounds and restoring their vitality as well as on the enemies, dealing damage each turn for one round.
    Summon Water Slimes: summons ten Water Slimes to join in the fight (3 uses).

    Description:
    Stage three of three. Merged after losing stability in the end of 6 rounds.

    Rewards for Defeat: 400 G, 1200 EXP, x30 Slime Core, x30 Slime Gel, x30 Spring Water, 20 Stat Points, 20 Skill Points, Ring of Regeneration (regens 100HP per round), Cloth Pants (+1 DEX, +1 CON, for mages and clerics), Iron Buckler (+3 CON, for warriors and clerics), Pendant of Minor Stamina (+20 STA), 1 health potion (+150 HP)

    Drops: Slime Core, Slime Gel, Spring Water, Stat Point, Skill Point, Iron Sword (+3 STR, for warriors), Longbow (+2 DEX, +2 STR, for rangers), Viper Oak Staff (+2 DEX, +1 INT, 5 Poison DMG per turn for one round when using weapon attack, for clerics), Fairy Beard Wand (+3 INT, 50MP regen per round, for mages), Skill Book - Devour (all classes), Skill Book - Mana Drain (for mages and clerics), Skill Book - Pouring Blue (for Water and Ice Mages only), Skill Book - Pound (for warriors), Skill Book - Charging Ram (for warriors), Skill Book - Physical Resist (all classes), Skill Book - Stun Resist (all classes), Skill Book - Trap Resist (all classes), Skill Book - Bleed Resist (all classes), Skill Book - Healing Storm (for Water Mages only)
     
  5. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Hobgoblin Warrior Lvl 12
    [​IMG]

    Stats
    HP: 1000/1000
    ARM: 200/200
    STA: 500/500

    Skills
    Shield Bash: deals 100 DMG and cause instant stun if shield lands, regardless if the damage is blocked or not (Costs 20 STA)
    • Hobgoblin Warrior bashes an enemy with his shield, dealing stun damage.
    Cleave: deals 500 DMG to up to two enemies if they are in melee range (Costs 30 STA)
    • With a powerful stroke of his sharp sword, the monster can cleave up to two enemies.
    Counter Attack: deal DMG equal to DMG done unto user. Only works on non-ranged physical attacks (Reaction move). (Costs 25 STA)
    • Taking a hit, the monster can counter the damage by dealing an attack to the enemy with damage equal to what he had taken.
    Taunt: Forces enemy to attack user for one round (20 STA)
    • By hurling some insults, the monster can provoke enemies to attack him first.
    Dodge: dodges a non-mental attack (5 uses)

    Block: blocks a non-mental attack (5 uses)

    Description:
    An evolved form of the Goblins, this Hobgoblin Warrior is stronger, faster, and more intelligent. They are not as warmongering as their goblin counterparts. There have even been rumors of Hobgoblin Warriors who have renounced their Goblin King and lived among the humans.

    Rewards for Defeat: 100 G, 300 EXP, x1 Hobgoblin Blood, 2 Stat Points, 1 Skill Point

    Drops: Hobgoblin Blood, Hobgoblin Tooth, Stat Point, Skill Point, Metal Scrap, Cleaver (+4 STR, -1 DEX, for warriors only), Spiked Shield (+2 CON, +50 ARM, causes 50 Bleed DMG per round when using Shield Bash, for warriors and clerics only), Skill Book - Shield Bash (for warriors and clerics only), Skill - Cleave (for warriors only, requires a slashing weapon), Skill Book - Counter Attack (requires Weapon Attack), Skill Book - Taunt (for all classes)
     
    Last edited: Oct 9, 2018
  6. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Goblin Lancer Lvl 10
    [​IMG]
    Stats
    HP: 800/800
    STA: 200/200

    Skills
    Power Thrust: strong stab that can penetrate armor and blocks to directly deal 150 DMG (Costs 30 STA)
    • Using power and momentum of their mounts, the monsters can unleash a powerful stab that can penetrate even the strongest blocks.
    Quick Thrusts: attack all targets in range for 80 unblockable DMG (Costs 60 STA)
    • Sacrificing DMG for speed, the Goblin Lancer can deal unblockable damage to a number of enemies.
    Wolf Bite: the lancer's mount bites when urged by the lancer, dealing 200 DMG.

    Charge: charges towards enemy, dealing 300 DMG and knock back, causing stun if contact connects (50 STA)

    Rest: skips a turn to regain 100 STA

    Dodge: dodges a non-mental attack (5 uses)

    Block: blocks a non-mental attack (5 uses)

    Description:
    Upgraded version of Goblin Wolf Riders, these monsters are more in tune with their mounts and won't dismount at the last minute. Having practiced spearmanship for years, they have accumulated enough skills to decimate an entire platoon of warriors.

    Rewards for Defeat: 60 G, 120 EXP, x1 Goblin Tooth, x1 Metal Scrap, 1 Stat Point, 1 Skill Point

    Drops: Goblin Blood, Goblin Tooth, Wolf Fur, Wolf Blood, Wolf Fang, Metal Scrap, Stat Point, Skill Point, Lance (+1 DEX, +3 STR, for warriors only), Skill Book - Power Thrust (require long weapons like polearms, staffs, etc.), Skill Book - Knock Back (for warriors only), Skill Book - Quick Thrusts (require long weapons like polearms, staffs, etc.), Skill Book - Rest (for all classes)
     
  7. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Goblin Archer Lvl 8
    [​IMG]
    Stats
    HP: 600/600
    STA: 250/250

    Skills
    Poison Arrow: deals 100 DMG, causes 10 poison DMG per turn for one round (Costs 20 STA).
    • Applying poison onto his arrows, the monster can fire a poisonous arrow into his enemy.
    Arrow Volley: Fires many arrows in quick succession into the air. Arrows fall on the next turn, dealing 150 DMG to each player who fails a 1d10 roll (success 6-10, fail 1-5) (Costs 30 STA).
    • After firing arrows into the air, the arrows will fall on enemies during the next turn.
    Explosive Arrow: fires an arrow with explosives attached. Deals 500 unblockable DMG to target. Enemies within melee range of the target must make 1d10 roll (success 6-10, fail 1-5) to avoid 50 DMG. (Costs 25 STA).
    • Attaching explosives to the end of his arrows, the monster fires an arrow that explodes on contact. Nearby enemies who fail 1d10 rolls get collateral damage.
    Tumbling Shot: dodges a non-mental attack and counters with a quick shot, dealing 50 unblockable DMG. Reaction move. (Costs 10 STA).
    • Dodges a non-mental attack and counters with a quick shot.
    Dodge: dodges a non-mental attack (5 uses)

    Description:
    These goblins have less HP, but they don't need that as they can deal damage from a distance. In addition, these monsters are equipped with different enhancements to boost the damage of their arrows.

    Rewards for Defeat: 40 G, 100 EXP, x1 Goblin Tooth, x1 Leather String, 1 Stat Point

    Drops: Goblin Blood, Goblin Tooth, Leather String, Stat Point, Skill Point, Wood, Vial of Goblin Poison, Gunpowder, Longbow (+2 DEX, +2 STR, for rangers), Skill Book - Poison Arrow (requires liquid poison of some sort, for rangers only), Skill Book - Arrow Volley (for rangers only), Skill Book - Explosive Arrow (requires explosives of some sort, for rangers only), Skill Book - Tumbling Shot (requires dodge and ranged attack skills, for rangers only)
     
  8. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Goblin Priest Lvl 10
    [​IMG]
    Stats
    HP: 700/700
    STA: 100/100
    MP: 350/350

    Skills
    Smash: deals 80 DMG.
    • Lands a solid blow with the user's staff.
    Chaotic Hammering: deals 20 unblockable DMG with each successful hit (roll 1d2 to see if successful or not) (Costs 20 STA).
    • Ten continuous hits with user's staff. As it is chaotic, there are chances of missing.
    Resurrect: revives a dead ally to 1 HP (Costs 100 MP).
    • Using lots of healing mana, the goblin can revive a dead ally to 1 HP.
    Purifying Circle: draws up a large circle within melee range of caster that rids any stun or poison statuses afflicted on caster and allies. (Costs 30 MP)
    • Manually draw a ritual circle that rids of stuns, poisons, and acids.
    Exhaustion: drains 100 enemy STA. Does not replenish own STA. (Costs 40 MP)

    Healing Circle: draws up a large circle within melee range of caster that regenerates 100 HP (Costs 20 MP).
    • Manually draws a ritual circle that regenerates HP.
    Mana Circle: draws up a large circle within melee range of caster that regenerates 100 MP (Costs 20 MP).
    • Manually draws a ritual circle that regenerates MP.
    Prayer of Peace: forces an enemy to not attack on his or her turn for one round. (Costs 25 MP)
    • Praying for peace, the goblin touches an enemy's heart and prevents him or her from attacking on his or her turn.
    Dodge: dodges a non-mental attack (5 uses)

    Description:
    A relatively weak goblin with expertise in supporting his or her allies. Vast knowledge and ambidextrous.

    Rewards for Defeat: 50 G, 100 EXP, x1 Goblin Blood, 1 Skill Point, x1 Wood

    Drops: Goblin Blood, Goblin Tooth, Wood, Piece of Cloth, Skill Point, Stat Point, Chunk of Charcoal, Staff of Mana (+50 MP, for mages and clerics only), Skill Book - Smash (requires bludgeoning weapon, for warriors and clerics only), Skill Book - Chaotic Hammering (requires bludgeoning weapon, for warriors and clerics only), Skill Book - Resurrect (for Healers and Priests only), Skill Book - Purifying Circle (requires some writing utensil, for Priests only), Skill Book - Exhaustion (for mages and clerics only), Skill Book - Healing Circle (requires some writing utensil, for Healers and Priests only), Skill Book - Mana Circle (requires some writing utensil, for Priests only), Skill Book - Prayer of Peace (off-hand shouldn't be a weapon, for clerics only)
     
  9. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Goblin Mage Lvl 9
    [​IMG]

    Stats
    HP: 700/700
    MP: 350/350

    Skills
    Heated Weapon: heats up enemy weapon, causing them to drop their weapon (Costs 25 MP).
    • Fire-type spell, the Goblin Mage launches some mana onto an enemy's weapon, causing it to heat up.
    Static Touch: Deals 100 unblockable DMG. (Costs 20 MP).
    • Melee attack. Shocks enemy and stuns him or her upon contact.
    Ice Bolt: Causes Bleed status and dealing 80 DMG (Costs 15 MP).
    • Throws a mana-infused icicle at the enemy
    Wind Scatter: Deals 70 DMG to the attacker in retaliation (Costs 20 MP)
    • Dodges a non-mental attack with the help of wind while also dealing counter damage.
    Earth Armor: Increases ARM by 50. (Costs 15 MP)
    • Wraps some hard, mana-infused earth around the goblin's body, protecting him from damage.
    Barrier: blocks a non-mental attack (5 uses)

    Dodge: dodges a non-mental attack (5 uses)

    Description:
    Versatile in the major elements of magic, these goblins are core to the the Goblin Army's vanguard.

    Rewards for Defeat: 45 G, 80 EXP, x1 Goblin Blood, x1 Piece of Cloth, 1 Skill Point

    Drops: Goblin Blood, Goblin Tooth, Piece of Cloth, Stat Point, Skill Point, Wand of Strength (+2 STR, +1 INT, for mages only), Skill Book - Heated Weapon (for mages only), Skill Book - Static Touch (for mages only), Skill Book - Ice Bolt (for mages only), Skill Book - Wind Scatter (for mages only), Skill Book - Earth Armor (for mages only).
     
  10. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Hobgoblin Invigorator - Lvl 18
    [​IMG]
    Stats
    HP: 2000/2000
    STA: 500/500
    MP: 500/500

    Skills
    Rage - Passive skill. With every 500 DMG lost, attack DMG increases by double.
    • Fury makes one attack without regard to pain. The more health one suffers, the more damage he or she deals.
    Crazy Pummel - like a brawl but 10x worse. Does 1000 DMG (Costs 50 STA)
    • Equipped with hard gauntlets, the Invigorators attack their prey without much care for wounds.
    Sundering Leap - leaps into a group of enemies, dealing 500 unblockable DMG. Everyone affected including allies must make 1d10 roll (7-10 success, 1-6 fail). Failure becomes prone and those that are prone cannot react and take double DMG. (Costs 70 STA)
    • A giant, trembling leap that causes those nearby to trip and lose their balance, making them easier targets to attack.
    Warcry - Boosts ally STA and MP by 25% of initial total (Costs 30 MP)
    • A cry that induces morale.
    Lion's Roar - Causes confusion to anyone who fails 1d10 roll (7-10 success, 1-6 fail). Confused enemies attack ally on next turn. (Costs 40 MP)
    • A cry that decreases morale and causes confusion among the enemies.
    Echo Boom - Blocks non-mental attacks. Reaction move (Costs 25 MP)
    • Spitting out a boom whose sound waves echo and interfere with each other, causing a barrier to form.
    Description:
    These branch of berserkers prefer to support their allies and fight in the front lines at the same time. They are known for their booming voices that travels far and wide, boosting morale and increasing attack damage.

    Rewards for Defeat: 250 G, 500 EXP, 10 Stat points, x4 Hobgoblin Blood, x2 Leather scraps

    Drops: Hobgoblin Blood, Hobgoblin Tooth, Stat Point, Skill Point, Leather Scraps, Demon (Left) Gauntlet (+5 STR, -1 INT, for Berserkers and Monks, Off/Main Hand), Demon (Right) Gauntlet (+5 STR, -1 CON, for Berserkers and Monks, Off/Main Hand), Skill Book - Rage (for Berserkers), Skill Book - Brawl (for Warriors), Skill Book - Sundering Leap (for Berserkers and Monks), Skill Book - Warcry (for Warriors, Paladins, Anti-Paladins, and Beastmasters), Skill Book - Lion's Roar (for Berserkers and Beastmasters), Skill Book - Echo Boom (for Berserkers and Beastmasters).
     
    Last edited: Oct 16, 2018
  11. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Hobgoblin Dark Healer - Lvl 20
    [​IMG]
    Stats
    HP: 1500/1500
    STA: 250/250
    MP: 1000/1000

    Skills
    Dark Siphon - connects an enemy with an ally for one round. Every turn enemy loses 50 HP, 50 STA, and 50 MP which are transferred to the ally, allowing him or her to gain 50 HP, 50 STA, and 50 MP each turn. Can't be avoided or physically blocked (Costs 70 MP).
    • A string of dark mana attaches onto an ally and an enemy. With each turn, constant health, stamina, and mana are drained from the enemy and into the ally.
    Sacrifice - upon death, resurrect a dead ally to full health or divide double of remaining MP and STA among wounded allies, healing them. Resurrected ally will attack on the same turn as the caster's death.
    • Upon death, the Hobgoblin Dark Healer's marked spell activates, allowing it to either resurrect a dead ally or distribute double of its remaining MP and STA as health among the wounded.
    Mana Conversion - converts 200 of own STA to MP (Costs 50 STA)
    • Using perseverance and stamina, the Hobgoblin can convert all of its remaining stamina into MP.
    Dark Rejuvenation - before an ally dies on the round the Hobgoblin Dark Healer casts this spell, the ally rejuvenates to full health at the cost of eternal damnation (allies rejuvenated with this spell cannot be resurrected ever again) (Reaction) (Costs 100 MP)
    • Grabbing onto the soul of ally who is about to die, the Dark Healer signs a contract using the soul which allows the ally to restore to full health.
    Mass Protected Drain - allies are protected with a spell that allows them to heal up however amount of DMG they are attacked with. Spell persists until attacked, which then disperses afterwards. (Costs 50 MP)
    • Incorporating the spells of protection and life drain, the Dark Healer could envelop its allies with a protection spell that converts attack damage to health.
    Dark Shadow Heal - connects user to the shadows. Any damage up to 3000 taken will be transferred to the earth. Lasts for four turns. Passive skill when in a group, but active skill when alone (Costs 30 MP).
    • By connecting its soul with the shadows, the Dark Healer can direct any damage done to it into the ground below.
    Description:
    These branch of healers have more offensive abilities than any other healer in the goblin army. By practicing the Dark Arts, they are able to incorporate it into their healing.

    Reward for Defeat: 300 G, 600 EXP, 10 Skill points, x3 Hobgoblin Blood, x3 Pieces of Cloth

    Drops: Hobgoblin Blood, Hobgoblin Tooth, Stat Point, Skill Point, Piece of Cloth, Pendant of Darkness (+3 INT, part of Darkness set, for mages and clerics), Staff of Darkness (+4 INT, +1 DEX, part of Darkness set, for mages and clerics), Skill Book - Dark Siphon (for Dark Healers and Anti-Paladins), Skill Book - Sacrifice (for Dark Healers and Necromancers), Skill Book - Mana Conversion (for Dark Healers), Skill Book - Dark Rejuvenation (for Dark Healers, Necromancers, and Anti-Paladins), Skill Book - Mass Protected Drain (for Dark Healers and Necromancers), Skill Book - Dark Shadow Heal (for Dark Healers, Necromancers, and Anti-Paladins)
     
  12. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Hobgoblin Warpriest - Lvl 19
    [​IMG]

    Stats

    HP: 2000/2000
    STA: 350/350
    MP: 800/800

    Skills
    Mass Protection - protects allies from any status effects for one round. Also gets rid of any status effects already present. (Costs 30 MP)
    • Using healing mana, the Warpriest protects himself and his allies from any status effects for a round.
    War Armor - grants an ally +250 ARM (Costs 25 MP)
    • Protects the Warpriest or an ally with hardened mana that grants ARM.
    Sacred Summoning - summons a weaker representation of one of the seven Goblin Apostles to attack. These summons will attack on the Warpriest's turn. Rolls 1d7 to summon one of seven legendary beings of the past. Can only summon one at a time.(Costs 100 MP)
    1. Gutbleeder (Apostle of Wrath) - 1500 HP, cleaves all enemies, dealing 500 unavoidable DMG per round.
    2. Frostkiller (Apostle of Sloth) - 1000 HP, freezes all non-frozen enemies and prevent them from moving (raiders must make 1d10 roll with 50% chance of success and failure. Frozen raiders take 5 DMG per turn until Frostkiller is killed.
    3. Hardshield (Apostle of Pride) - 2500 HP, tanks against all attacks which does only half damage.
    4. Gloombelly (Apostle of Gluttony) - 1000 HP, devours enemy HP --> drains 20 HP per turn.
    5. Ravenchaser (Apostle of Greed) - 1200 HP, steals away luck --> when raiders roll success rolls, they're chances decrease by 2 (8-10 success becomes 10 for success).
    6. Orbseeker (Apostle of Envy) - 1000 HP, due to jealousy, Orbseeker has prevented enemies from doing full damage. They can now only do half damage. In addition, Orbseeker can steal one of the enemies' strongest attack to deal against the enemies. That attack will be sealed and the enemy who owned that attack cannot use it as long as Orbseeker is alive.
    7. Heavysurge (Apostle of Lust) - 1600 HP, if targeted enemy is female, all males will fight each other over the female's affection for one round. if targeted enemy is male, all females will fight each other for the male's affection for one round.
    Mind Shatter - strong mental attack that shatters the mind, causing insanity to an enemy. Targeted enemy can't block or avoid. Enemy rolls 1d10 (8-10 success, 1-7 fail). Failure = enemy confused and attacks nearby allies. Confused enemy cannot react. (Costs 70 MP)
    • Not only with a powerful body, this Warpriest has a powerful mind. Just by channeling his mind, he could overpower all enemies' minds and cause confusion.
    War Copy - copies a physical melee attack by an enemy at most three turns before and deals the same attack on an enemy. (Costs 80 STA)
    • Though a priest, this Hobgoblin is a genius in the art of war. He can copy any attack he sees and deal the same attack on an enemy.
    Description:
    These branch of priests are capable warriors with strong connections to the Apostles of the Seven. A group of them could decimate an entire army with the help of their summons.

    Rewards for Defeat: 280 G, 500 EXP, 5 Stat points, 5 Skill points, x3 Hobgoblin Blood, x1 Bone Meal

    Drops: Hobgoblin Blood, Hobgoblin Tooth, Stat Point, Skill Point, Bone Meal, Broadsword (+3 STR, +2 CON, for War Priests and Warriors), Skill Book - Mass Protection (for Priests), Skill Book - War Armor (for War Mages and War Priests), Skill Book - Sacred Summoning (for Goblin Priests), Skill Book - Mind Shatter (for War Priests and Illusionists), Skill Book - War Copy (for Grand Warriors and War Priests)
     
    Last edited: Oct 16, 2018
  13. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Orc Weapon Master Lvl 15
    upload_2018-10-21_2-19-41.jpeg

    Stats
    HP: 2000/2000
    STA: 500/500

    Skills
    Triple Attack: Attack an enemy 3 times, each attack deals 300 damage. (25 STA)
    • Attacks an enemy three times with a Weapon Attack.
    Weapon Toss: Deals 750 damage, ranged. (30 STA)
    • Tosses a weapon at the enemy.
    Parry and Spin: Negates an attack and then deals 250 damage to any enemies within melee range. (Reaction Move: 50 STA)
    • Deflects an attack with a weapon, and follow it with a spin attack, dealing enemies within melee range.
    Dodge (5 Uses)

    Description:
    Expert in using all kinds of weapons, the Orc Weapon Master can speedily deal damage as well as combination attacks. They are the vanguard of the Orc Army.

    Rewards for Defeat: 200 G, 300 EXP, 6 Stat Points, 2 Skill Points, x1 Orc Blood, x1 Orc Tooth, x1 Metal Scrap

    Drops: Orc Blood, Orc Tooth, Metal Scrap, Orc Spear (+3 STR, +1 DEX, Main Hand, Warriors and Clerics only), Stat Point, Skill Point, Skill Book - Triple Attack (for all classes, must have Weapon Attack), Skill Book - Weapon Toss (requires weapon attack and ranged attack), Skill Book - Parry and Spin (for warriors only)
     
  14. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Orc Fire Starter Lvl 15
    upload_2018-10-21_2-28-25.jpeg

    Stats
    HP: 1500/1500
    MP: 500/500

    Skills
    • Fire Blade: Manifests a blade of fire to attack an enemy for 500 damage. (30 MP)

    • Explosion: An area attack that deals 500 damage to up to 5 enemies within melee range of each other. Undodgeable. (70 MP)

    • Cauterize: Stops bleeding by burning it shut, sacrificing 10 HP. (10 MP)

    • Fire Wall: Summons a wall of fire to block any normal physical, fire, nature, void and ice attack and burns enemies in melee for 100 damage. (Reaction: 30 MP)

    • Dodge (5 Uses)
    Description:
    Specializes in fire magic, these Orcs provide destructive power that had been legend to decimate armies.

    Rewards for Defeat: 250 G, 250 EXP, 2 Stat Points, 6 Skill Points, x1 Orc Blood, x1 Orc Tooth, x1 Piece of Cloth

    Drops: Orc Blood, Orc Tooth, Piece of Cloth, Orc Fire Staff (+2 INT, +2 STR, Main Hand, for mages only), Stat Point, Skill Point, Skill Book - Fire Blade (for fire mages), Skill Book - Cauterize (for fire mages), Skill Book - Fire Wall (for fire mages), Skill Book - Explosion (for mages only)
     
  15. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Orc Wind Rider Lvl 14
    [​IMG]

    Stats
    HP: 1500/1500
    MP: 450/450

    Skills
    • Wind Blast: Sends a gigantic force of wind towards an enemy, dealing 500 damage, knocking them back, and stunning them for a round. (40 MP)

    • Swiftness: Increases an ally’s physical ranged attacks by 50 damage. (15 MP)

    • Wind Ride: Can go up into the air enough to get out of melee range. Last for 2 rounds. (50 MP)

    • Wind Barrier: Forms a barrier of wind to negate an attack for either an ally or themself. (Reaction: 25 MP)

    • Dodge (5 Uses)
    Description:
    Specializes in wind magic, these Orcs are the fastest scouts of the Orc Army.

    Rewards for Defeat: 150 G, 200 EXP, 3 Stat Points, 3 Skill Points, x1 Orc Blood, x1 Orc Tooth, x1 Piece of Cloth

    Drops: Orc Blood, Orc Tooth, Piece of Cloth, Orc Wind Staff(+1 INT, +3 DEX, Main Hand, for mages and clerics only), Stat Point, Skill Point, Skill Book - Wind Blast (for wind mages), Skill Book - Swiftness (for wind mages), Skill Book - Wind Barrier (for wind mages), Skill Book - Wind Ride (for Wind Mages)
     
  16. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Orc Earth Stomper Lvl 16
    upload_2018-10-21_2-43-22.jpeg

    Stats
    HP: 2000/2000
    MP: 550/550

    Skills
    • Earth Spike: Part of the earth juts out into an enemy for 500 melee damage. (30 MP)

    • Devastation: Rips out a gigantic boulder from the earth with mana and launches it towards an enemy for 1000 damage. (100 MP)

    • Tremble: Forces all enemies on the ground to roll a d10 to avoid being knocked prone. (7-10 Success, 1-6 Failure). Enemies knocked prone will take double damage. (40 MP)

    • Earth Wall: Pulls up a layer of earth in front of an ally to block an attack. (Reaction: 25 MP)

    • Dodge (5 Uses)
    Description:
    Specializes in earth magic, these Orcs are the strongest defenders of the Orc Army.

    Rewards for Defeat: 250 G, 350 EXP, 4 Stat Points, 7 Skill Points, x1 Orc Blood, x1 Orc Tooth, x1 Leather String

    Drops: Orc Blood, Orc Tooth, Leather String, Orc Earth Staff (+2 INT, +2 CON, Main Hand, for mages only), Stat Point, Skill Point, Skill Book - Earth Spike (for earth mages), Skill Book - Tremble (for earth mages), Skill Book - Earth Wall (for earth mages), Skill Book - Devastation (for earth mages)
     
  17. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Orc Water Follower Lvl 13
    upload_2018-10-21_2-44-26.jpeg

    Stats
    HP: 1800/1800
    MP: 350/350

    Skills
    • Water Shot: Sends a jet stream of water at an enemy, dealing 500 damage. (30 MP)

    • Protection from Burn: Removes any burn statuses and prevents it for 1 round. (20 MP)

    • Chill: Extremely cold water droplets surround an enemy, numbing their senses and preventing them from moving or using non-mental attacks for three turns. (25 MP)

    • Bubble Barrier: Forms a barrier of water to negate an attack for either an ally or themselves. Doesn’t work against electricity. (Reaction: 25 MP)

    • Dodge (5 Uses)
    Description:
    Specializes in water magic, these Orcs are the offensive support of the Orc Army.

    Rewards for Defeat: 150 G, 150 EXP, 2 Stat Points, 3 Skill Points, x1 Orc Blood, x1 Orc Tooth, x1 Magical Water

    Drops: Orc Blood, Orc Tooth, Magical Water, Orc Water Orb(+3 INT, +1 DEX, Off Hand, for mages and clerics only), Stat Point, Skill Point, Skill Book - Water Shot (for water mages), Skill Book - Protection from Burn (for water mages and clerics), Skill Book - Bubble Barrier (for water mages), Skill Book - Chill (for mages only)
     
  18. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Orc Necromancer Lvl 17
    upload_2018-10-21_2-46-43.jpeg

    Stats
    HP: 2200/2200
    MP: 600/600

    Skills
    • Death Bolt: A bolt of darkness hits an enemy for 700 damage and further damages them for 50 per turn for 1 round. (50 MP)

    • Summon Skeleton: Summons a level 1 skeleton. (30 MP)

    • Mass Protected Drain: All allies are protected with a spell that allows them to heal up however amount of DMG they are attacked with. Spell persists until attacked, which then disperses afterwards. (60 MP)

    • Bone Armor: Grants 50 ARM to user. (25 MP)

    • Insanity: The necromancer points at three enemies and invades their minds with eroding mana. Chosen enemies must make 1d10 roll (7-10 success, 1-6 fail). Failed enemies falls unconscious for a round. (100 MP)

    • Dodge (5 Uses)
    Description:
    Specializes in death, these Orcs help give those of the Orc Army who died in battle a second chance to redeem themselves.

    Rewards for Defeat: 350 G, 450 EXP, 5 Stat Points, 6 Skill Points, x1 Orc Blood, x1 Orc Skull, x1 Bottle of Corpse Sludge

    Drops: Orc Blood, Orc Tooth, Orc Skull, Bottle of Corpse Sludge, Orc Bone Staff (+4 INT, Main Hand, for mages and clerics only), Stat Point, Skill Point, Skill Book - Death Bolt (for necromancers and death knights), Skill Book - Summon Skeleton (for necromancers), Skill Book - Bone Armor (for necromancers), Skill Book - Mass Protected Drain (for Dark Healer and Necromancer), Skill Book - Insanity (for Death Knights, Anti-Paladins, and Necromancers)
     
  19. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Skeleton Lvl 1
    upload_2018-10-21_2-49-46.jpeg

    Stats
    HP: 50/50
    STA: 10/10

    Skills
    • Weapon Attack: 5 damage to enemy.

    • Bone Missile: 10 damage to enemy. (5 STA)
    Description:
    A simple summoning from the dead that, although doesn't offer much damage, provides the numbers.

    Rewards for Defeat: 5 G, 25 EXP, Bone Meal

    Drops: Bone Meal, Skull, Bone Sword(+1 STR), Stat Point, Skill Point, Skill Book - Weapon Attack(requires melee weapon)
     
  20. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Orc Barbarian Lvl 18
    upload_2018-10-21_2-54-20.jpeg

    Stats
    HP: 2500/2500
    STA: 500/500

    Skills
    • Whirlwind: Spins around with their axes extended, dealing 500 unblockable damage to all melee enemies. (50 STA)

    • Pound: Slams weapon onto the ground in front of an enemy, dealing 250 damage and stunning them until they are attacked again. (25 STA)

    • Crippling Kick: Launches a quick, low kick that deals 100 unblockable (physical blocks) and unavoidable damage and crippling the enemy, preventing him or her from moving for a round. (20 STA)

    • Hit Harder: Leans into an melee attack, taking double damage, but also dealing triple the original damage back as unavoidable damage. (Counter Reaction: 50 STA)

    • Block (5 Uses)
    Description:
    Specializes in art of combat, these Orcs disregard their own health in order to hit just a bit harder, a bit faster. During a battle, they are the ones that first meet the enemy.

    Rewards for Defeat: 300 G, 400 EXP, 6 Stat Points, 3 Skill Points, x1 Orc Blood, x1 Orc Tooth, x1 Axe Handle

    Drops: Orc Blood, Orc Tooth, Axe Handle, Orc Hand Axe (+4 STR, Off/Main Hand, for warriors only), Stat Point, Skill Point, Skill Book - Whirlwind (for Berserkers), Skill Book - Pound (for warriors only), Skill Book - Hit Harder (for warriors only), Skill Book - Crippling Kick (for all classes, requires 30 STR and 30 DEX)