《Luck And Chronomancy》Deeper Danker Dungeon
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The second floor of the dungeon was a bit smelly. Weird plant life littered the floor and the walls. There weren't any enemies within the immediate area. One thing I was sure of was that this was a great place to pick up Decay or Disease. Corrosion was possible as were Filth, Poison, Tarnishing, Blood, Death, and Curse. Quite a grim place. Higher tier Talents were possible as well. Swamp magic was a composite of Decay and Wave magic. Earth/Dark and Water/Force. Swamp was a bit like Forest in that is was a talent with summon options. Most "Biome" Talents had a few of those. There was actually a Subterrane Talent which was very summon focused.
We had previously identified this dungeon as having at least Water/Earth/Light/Darkness Aspects. It clearly had Life as well. That really opened up the possibilities, especially for the Miasmist and the Cleanser. Still nothing ideal for me but maybe we'd identify another Aspect. There were several small groups of Kobolds including standard and lesser kobolds but nothing in enough concentration to threaten us. The Dungeon actually had some valuable if noxious equipment materials and potion components. And a small outcropping of rare earth and healing crystals. Although the new Talent is the main prize young and undiscovered Dungeons can have lots of valuable loot.
Finally within sight of the entrance to the next level we found a difficult fight. The especially large cavern had over two inches of vile water covering the floor. And it also contained 7 aspected Kobolds. 3 mages and 4 brutes who were twice the size of the Treant and the Crusher.
Kobold Ember Guard lvl 4*4 Kobold Ember Sorcerer lvl 4*2 Kobold Ember Warlock lvl 5*1 HP 500 ABS 20 HP 200 HP 300 MP 200 MP 500 MP 700 MOV 10m/s -1s control MOV 5m/s -1s control MOV 5m/s -1s control Double Handed Slice 50 dmg 1s Ember Ray 50 fire dmg 20m 50 mana 1s Ember Beam 70 fire dmg 20m 50 mana 1s Smashing Flame Cleave 60 dmg/40 fire dmg 25 mana 2s Ember Blast 80 fire dmg 20m 100 mana 2s Blazing Volley 50 fire dmg 20m 50 mana repeat cast 3x 1s Blazing Side Bash 75 dmg/50 fire dmg 2s Stun 50 mana 2s Ember Inferno 50 fire dmg env DUR 4s 20m 100 mana 3s Sky Fire 100 fire dmg 20m 140 mana 2s
The high power fire damage coming out of those mages was going to be a big issue. Luckily Kobolds weren't too smart. We would have to turtle up and let their Guards charge. We would advance on the mages once that was handled. We outranged them, including with our control spells so we'd let them approach while we ground down the meat shields and meanwhile I would empower the Arcanist to deal with them quickly with Jolt before they could get off many spells. Hopefully we'd gotten to a point where the Crusher could rush them by the time the Arcanist lost all her mana. Luckily we'd get a chance to drop domain spells since we had the element of surprise and were going to stay on defense.
Chronomancer Arcanist Miamist Eruptor Cleanser Shieldmaiden Treant Crusher Health 78 Health 103 Health 78 Health 78 Health 78 Health 120 Health 126 Health 204 Mana 315/352 +8/s Mana 332/406 +10/s Mana 283/348 +8/s Mana 265/348 +8/s Mana 287/352 +8/s Mana 74/174 +4/s Mana 100/180 +7/s Mana 58/98 +6/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 10m/s Haste 3s Quicken 0s Static Field 2s Mana Well 1s Roiling Ground 3s Mana Well 1s Protective Aura 1s Forest Heart 1s Roar 0s
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I let off my bread and butter Quicken and tried to focus on who needed to be online first. The Arcanist perhaps? Or should I give a boost to the Eruptor for Roiling Ground? Given their Domain spell timing I could probably Accelerate the Arcanist right after Static Field finished. We had the full 40m between our frontline and theirs with 50m between our mages. We had a decent safety margin because of that but a single timely fire spell could kill one of our casters.
The Arcanist cast Static Field, the Treant Forest Heart, and the Eruptor Roiling Ground. Dusk wasn't really going to do anything for us, it actually improved quite a bit at Phase 2 of Tenebramancy, though, so the Miasmist joined the Cleanser in deploying her Mana Well. We finally had a fight where we'd be staying still for a bit so it was a perfect chance for the Shieldmaiden to cast Protective Aura. Depending on how things went she might even deploy Magic Resist(Fire) on at least the Crusher. The Crusher took a chance to start casting Strike count based spells since they didn't have a duration. Roar would go first to be followed the next turn by Mantle. Some magic damage would be nice since the Guards had 20 ABS. Might be worth it to employ a few Shatters.
Kobold Ember Warlock lvl 5 Kobold Ember Sorcerer lvl 4 Kobold Ember Sorcerer lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 HP 300/300 HP 200/200 HP 200/200 HP 500/500 ABS 20/20 HP 500/500 ABS 20/20 HP 500/500 ABS 20/20 HP 500/500 ABS 20/20 MP 700/700 MP 500/500 MP 500/500 MP 200/200 MP 200/200 MP 200/200 MP 200/200 MOV 5m/s -1s control MOV 5m/s -1s control MOV 5m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control DoT: DoT: DoT: DoT: DoT: DoT: DoT: ENV: ENV: ENV: ENV: ENV: ENV: ENV: Marks: 0 || Control: - Marks: 0 || Control: - Marks: 0 || Control: - Marks: 0 || Control: - Marks: 0 || Control: - Marks: 0 || Control: - Marks: 0 || Control: -
The mages began the 5s journey towards being in range of our frontline. The Guards had a mere 4s journey. We were lucky they were slow hulks and not faster. Some Kobolds got up to 20m/s for melee types. Even the fasest casters couldn't crack 10m/s without buffs.
Chronomancer Arcanist Miamist Eruptor Cleanser Shieldmaiden Treant Crusher Health 78 Health 103 Health 78 Health 78 Health 78 Health 120 Health 126 Health 204 Mana 286/352 +14/s Mana 342/406 +16/s Mana 291/348 +14/s Mana 273/348 +14/s Mana 295/352 +14/s Mana 78/174 +10/s Mana 107/180 +13/s Mana 14/98 +12/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 10m/s Haste 2s Haste 3s Accelerate 0s Static Field 1s Mana Well 0s Roiling Ground 2s Mana Well 0s Protective Aura 0s Forest Heart 0s Mantle 0s
Our mana would recover by an extra 6 starting next turn. Forest Heart cost reductions would also be active if applicable. I accelerate the Eruptor, primarily to get Roiling Ground active a second earlier for the cost reductions. The Crusher cast Mantle.
The Kobolds continued their advance.
Chronomancer Arcanist Miamist Eruptor Cleanser Shieldmaiden Treant Crusher Domains Current All Party Buffs Health 78 Health 103 Health 78 Health 78 Health 78 Health 120 Health 126 Health 204 Forest Heart - Active Mana Well 9s Mana 263/352 +14/s Mana 358/406 +16/s Mana 305/348 +14/s Mana 287/348 +14/s Mana 269/352 +14/s Mana 32/174 +10/s Mana 94/180 +13/s Mana 26/98 +12/s Static Field - next turn Mana Well 9s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 10m/s Roiling Ground - next turn Protective Aura 9s Haste 1s Roar 2/2 Haste 3s Roar 2/2 Roar 2/2 Haste 2s Roar 2/2 Roar 2/2 Roar 2/2 Roar 2/2 Roar 2/2 Mantle 5/5 Accelerate 0s Static Field 0s N/A Roiling Ground 1s Revitalize 1s Absorb 1s Bark Skin 0s N/A
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I Hasted the Arcanist this time. She would ready next turn to start buffing until Jolt was needed. The Miamist really had nothing to do unless she wanted to mana bolt a Guard. 50 mana for 34 damage after resistances wasn't really a good deal. The Treant ended up casting Bark Skin. Best to cast Amber Armor next turn with an additional 10% Earth spell mana cost reduction. Barkskin cost 40 mana - 8 to the Shieldmaiden for Guardian Angel and -6 from reductions totaling to 26. The Crusher was short 1 mana to cast Might and had to wait. The Shieldmaiden began to cast Absorb. We decided not to deploy Ground Wall due to the mages. We wanted to engage and defeat the Guards quickly. Absorb cost 50 mana with a 5% reduction from Forest Heart which round to 48. It impacted the 3 front liners plus the Cleanser and would be active for 28 ABS 7s the turn after next. The Cleanser had a rough choice. She had 2 good Revitalize targets and options for a few other spells. She ended up Revitalizing the Crusher over the Shieldmaiden. It cost -20% from Anatomy and Forest Heart.
The Kobolds continued their advance. They had now traveled 30/40m for the Guards and 15/25m for the mages, to reach minimum engagement range.
Chronomancer Arcanist Miamist Eruptor Cleanser Shieldmaiden Treant Crusher Domains Current All Party Buffs Health 78 Health 103 Health 78 Health 78 Health 78 Health 120 Health 126 Health 204 Forest Heart - Active Mana Well 8s Mana 277/352 +14/s Mana 337/406 +16/s Mana 288/348 +14/s Mana 261/348 +14/s Mana 283/352 +14/s Mana 28/174 +10/s Mana 68/180 +13/s Mana 34/98 +12/s Static Field - Active Mana Well 8s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 10m/s Roiling Ground - Active Protective Aura 8s Haste 0s Roar 2/2 Haste 2s Roar 2/2 Roar 2/2 Haste 1s Roar 2/2 Haste 3 Roar 2/2 28 ABS 7s Roar 2/2 28 ABS 7s Roar 2/2 28 ABS 7s Roar 2/2 Mantle 5/5 28 ABS 7s Alacrity 5s Accelerate 0s Suffuse 0s Acid Splash 1s Molten Spurt 0s Revitalize 0s Absorb 0s Amber Armor 0s Alacrity 0s
I cast Accelerate on the Cleaner to let her pump out Revitalize faster. She and the Shieldmaiden would be ready to cast next turn. I'd have to cast Quicken that turn to regain Haste. Vigentimancy was now discounted 20% from Static Field and Forest Heart. The Crusher cast Alacrity for 42 mana because the Guards would be in attack range next turn. The Arcanist was finally free and had 3 phases with Haste. Sadly it was a turn too early to start Jolting mages. For that reason she cast Suffuse onto the Eruptor to help grind through the Guards. Thanks to her high Retention and Manasophy 2's Mana Permanence it would last for 7 seconds. It cost 37 mana. The un-Hasted Miamist cast Acid Splash to land next turn on the place the Guards would be. It had the AoE range to hit all 4 which was nice. Acid was Dark/Water/Fire which meants a 15% cosr reduction from Domains and 7% from Mana Efficiency for 40*.78=31 mana. It would deal Base(20)+Warm Air(5)+Static Field(5)+Mana Manipulation(4)+Wand(5)=39-20/2=29 damage to all 4. Then it would have 5+3(Mana Permanence)=8s of 5 dot damage.
The Treant cast Amber Armor with the full -15%-10% reduction plus 20% going to the Shieldmaiden. 53/70 with 14 going to the Maiden and 39 to the Treant. The Eruptor fired off a Molten Spurt while waiting for the Guards to get to the battle zone for Lava Rain. A 32% mana reduction after Efficiency and Domains and Ash Cloud, which is not a Domain because it is a self targeting passive, lead to a mana cost of 41. The damage dealt was 80+Warm Air(5)+Ingenuity(4)+Wand(5)=94-20/2=84. It was cast on the far left Guard which was not blocked by a front line adventurer.
Kobold Ember Warlock lvl 5 Kobold Ember Sorcerer lvl 4 Kobold Ember Sorcerer lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 HP 300/300 HP 200/200 HP 200/200 HP 416/500 ABS 20/20 HP 500/500 ABS 20/20 HP 500/500 ABS 20/20 HP 500/500 ABS 20/20 MP 700/700 MP 500/500 MP 500/500 MP 200/200 MP 200/200 MP 200/200 MP 200/200 MOV 5m/s -1s control MOV 5m/s -1s control MOV 5m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control DoT: DoT: DoT: DoT: DoT: DoT: DoT: ENV: ENV: ENV: ENV: ENV: ENV: ENV: Marks: 0 || Control: - Marks: 0 || Control: - Marks: 0 || Control: - Marks: 0 || Control: - Marks: 0 || Control: - Marks: 0 || Control: - Marks: 0 || Control: -
The Guards advanced 10m and ended in front of our melee fighters. The mages moved forward 5m. Next turn they would be in spell range and the turn after that they could begin to cast spells.
Chronomancer Arcanist Miamist Eruptor Cleanser Shieldmaiden Treant Crusher Domains Current All Party Buffs Health 78 Health 103 Health 78 Health 78 Health 78 Health 120 Health 126 Health 204 Forest Heart - Active Mana Well 7s Mana 254/352 +14/s Mana 251/406 +16/s Mana 302/348 +14/s Mana 275/348 +14/s Mana 265/352 +14/s Mana 78/174 +10/s Mana 28/180 +13/s Mana 6/98 +12/s Static Field - Active Mana Well 7s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 10m/s Roiling Ground - Active Protective Aura 7s Haste 3s Roar 2/2 Haste 1s Roar 2/2 Roar 2/2 Haste 0s Roar 2/2 Haste 2 Roar 2/2 28 ABS 6s Roar 1/2 28 ABS 6s Roar 2/2 28 ABS 6s Roar 0/2 Mantle 3/5 28 ABS 6s Alacrity 4s Quicken 0s Jolt/Jolt 0s Acid Splash 0s Lava Rain 0s Revitalize 0s Shield Bash 0s Grasping Roots 0s Crunch/Pulverize 0s
I was forced to Quicken while Acid Splash would finish for the Miasmist. The Cleanser cast Revitalize on the Shieldmaiden. This cost 50-18=32 mana. The Shieldmaiden didn't have enough mana to do much till Revitalize was active next turn so she Shield Bashed the Guard on the right, the one in front of her. She dealt 33(SB+Roar+Brawn)-20=13 damage and a 1s stun after clearing the resistance. The Treant released a Grasping Roots to add 1s of stun to the three Guards on the far left, left, and center. We couldn't let that far left Treant get to the backline. That spell cast at -10% -10% and -5% for a total of 53 mana. Even without a Revitalize a second one could be dropped in 2 turns before the Treants can attack. The Arcanist is now in a position to start Jolting mages. This essentially means the fight is over. For 102 mana the Warlock and a Sorcerer are locked in place for 2s. The standard -1s control resist of all normal and enhanced Kobolds is a pain but it won't save them. Not with us having the drop on them. The fact that Jolt is Lightning and thus Light Aspected magic gives it an incredble advantage due to range. Finally the Eruptor can drop their Lava Rain. It will deal 25+Warm Air(5)+Ingenuity(4)+Wand(5)=39*Suffuse(1.2)=47-20/2=37 damage a phase. The Arcanist could boost it 5 more a turn with Pervade but it probably isn't worth it.
Finally the Crusher with 46 mana to spend has 2 strike actions to use. She cast Crunch and Pulverize on her Guard. This added 2 marks for DoT spells as well as dealing Pulverize(15)+Hammer(10)+Brawn(10)+Roar(10)+Brutality(7)=52-20/2=42+Mantle(10)-(20/2/2)=5 totaling 57 damage as well as the same minus 5 for Crunch. 57+52=107. It also added Hammer(1)+Brutality(1)=2*2 seconds of Stun totalling 5 after Grasping Roots is counted - resistance. Roar was used up. Mantle was down to 3 strikes.
Kobold Ember Warlock lvl 5 Kobold Ember Sorcerer lvl 4 Kobold Ember Sorcerer lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 HP 300/300 HP 200/200 HP 200/200 HP 350/500 ABS 20/20 HP 434/500 ABS 20/20 HP 327/500 ABS 20/20 HP 421/500 ABS 20/20 MP 700/700 MP 500/500 MP 500/500 MP 200/200 MP 200/200 MP 200/200 MP 200/200 MOV 5m/s -1s control MOV 5m/s -1s control MOV 5m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control DoT: DoT: DoT: DoT: [5] [=5] DoT: [5] [=5] DoT: [5] [=5] DoT: [5] [=5] ENV: ENV: ENV: ENV: [37] [=37] ENV: [37] [=37] ENV: [37] [=37] ENV: [37] [=37] Marks: 0 || Control: 1s Marks: 0 || Control: 1s Marks: 0 || Control: - Marks: 1 || Control: 1s Marks: 1 || Control: 1s Marks: 1 || Control: 5s Marks: 1 || Control: 1s
All 4 Guards and the Warlock and a Sorcerer were under control effects. 1 Sorcerer moved forward 5m into spell range. Each Guard took 37 damage after Absorbtion from Lava Rain and 29 from Acid Splash totalling 66 damage. They all received 1 mark and a 7s 5 damage DoT that would start ticking on them next phase. The central Guard took 107 from the Crusher.
Chronomancer Arcanist Miamist Eruptor Cleanser Shieldmaiden Treant Crusher Domains Current All Party Buffs Health 78 Health 103 Health 78 Health 78 Health 78 Health 120 Health 126 Health 204 Forest Heart - Active Mana Well 6s Mana 231/352 +14/s Mana 165/406 +16/s Mana 293/348 +14/s Mana 261/348 +14/s Mana 247/352 +14/s Mana 88/174 +10/s Mana 41/180 +13/s Mana 18/98 +12/s Static Field - Active Mana Well 6s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 10m/s Roiling Ground - Active Protective Aura 6s Haste 2s Roar 2/2 Haste 0s Roar 2/2 Haste 3s Roar 2/2 Roar 2/2 Haste 1 Roar 2/2 28 ABS 5s Roar 1/2 28 ABS 5s Roar 2/2 28 ABS 5s Mantle 3/5 28 ABS 5s Alacrity 3s Accelerate 0s Jolt/Jolt 0s Nightchill 0s Sear 0s Revitalize 0s Shield Bash 0s Bash 0s Attack/Attack 0s
I cast Accelerate on the Miasmist to assure the DoTs would start flowing. The Arcanist double Jolted again hitting the Warlock and the other Sorcerer. She'd hit a Sorcerer a turn for the next 2 turns now that Haste was gone. That was good since her mana was low. The Miasmist cast Nightchill on the Crunched Guard since she needed a 1s skill to sync with Haste. The Eruptor cast Sear on that same Guard. The Treant Bashed the far left Guard for 34-20=14 damage. It did not apply control. Just waiting to cast Grasping Roots next turn. The Cleanser Revitalize the Crusher for next turn. The Shieldmaiden finally had mana and she realized she had nothing to cast. She finally ended up Shield Bashing her Guard for another 13 damage and 1s of Stun. Finally we were back to the Crusher. She didn't have the mana for anything interesting until next turn so she just finished 2 regular attacks. She dealt Hammer(10)+Brawn(10)+Roar(10)+Brutality(7)=37-20/2=27+Mantle(10)-(20/2/2)=5 totaling 42 damage * 2. The Shieldmaiden's and the Treant's Guards both added 1s of stun and 42 damage too themselves.
Kobold Ember Warlock lvl 5 Kobold Ember Sorcerer lvl 4 Kobold Ember Sorcerer lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 HP 300/300 HP 200/200 HP 200/200 HP 265/500 ABS 20/20 HP 321/500 ABS 20/20 HP 256/500 ABS 20/20 HP 295/500 ABS 20/20 MP 700/700 MP 500/500 MP 500/500 MP 200/200 MP 200/200 MP 200/200 MP 200/200 MOV 5m/s -1s control MOV 5m/s -1s control MOV 5m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control DoT: DoT: DoT: DoT: [5] [=5] DoT: [5] [=5] DoT: [5] [=5] DoT: [5] [=5] ENV: ENV: ENV: ENV: [37] [=37] ENV: [37] [=37] ENV: [37] [=37] ENV: [37] [=37] Marks: 0 || Control: 2s Marks: 0 || Control: 0s Marks: 0 || Control: 1s Marks: 1 || Control: 0s Marks: 1 || Control: 2s Marks: 1 || Control: 5s Marks: 1 || Control: 3s
Each enemy took the same 66 but added 5. The far left guard took another 14 for 85 damage. The right hand guard took 66+42+13+5=126. The left hard guard took 66+42+5=113. The central guard took a mere 71. No Kobold was free of control effects.
Chronomancer Arcanist Miamist Eruptor Cleanser Shieldmaiden Treant Crusher Domains Current All Party Buffs Health 78 Health 103 Health 78 Health 78 Health 78 Health 120 Health 126 Health 204 Forest Heart - Active Mana Well 5s Mana 208/352 +14/s Mana 130/406 +16/s Mana 286/348 +14/s Mana 221/348 +14/s Mana 229/352 +14/s Mana 98/174 +10/s Mana 0/180 +13/s Mana 6/98 +12/s Static Field - Active Mana Well 5s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 5m/s MOV 10m/s Roiling Ground - Active Protective Aura 5s Haste 1s Roar 2/2 Roar 2/2 Haste 2s Roar 2/2 Roar 2/2 Haste 0 Roar 2/2 28 ABS 4s Roar 1/2 28 ABS 4s Roar 2/2 28 ABS 4s Mantle 3/5 28 ABS 4s Alacrity 2s Accelerate 0s Jolt 0s Infect 0s Lava Rain 1s Revitalize 0s Shield Bash 0s Grasping Roots 0s Might/Pendulum 0s
I cast Accelerate on the Crusher so she could get some extra attacks. The Arcanist cast Jolt just on the now un-controlled Sorcerer. The Eruptor cast Lava Rain so it would finish right when the old one ended. Revitalize from the Cleanser onto the Crusher. The Treant cast Grasping Roots. The Shieldmaiden used Shield Bash. The Miasmist cast Infect on the 3 Guards from the far left to the Center. The Crusher had 70 mana and 2 1s actions. She cast Might for 30 mana and then attacked the left hand guard with Pendulum. She thus dealt 4s of Stun and 84 damage.
Kobold Ember Warlock lvl 5 Kobold Ember Sorcerer lvl 4 Kobold Ember Sorcerer lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 Kobold Ember Guard lvl 4 HP 300/300 HP 200/200 HP 200/200 HP 265/500 ABS 20/20 HP 321/500 ABS 20/20 HP 256/500 ABS 20/20 HP 295/500 ABS 20/20 MP 700/700 MP 500/500 MP 500/500 MP 200/200 MP 200/200 MP 200/200 MP 200/200 MOV 5m/s -1s control MOV 5m/s -1s control MOV 5m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control MOV 10m/s -1s control DoT: DoT: DoT: DoT: [5] [=5] DoT: [5] [=5] DoT: [5] [=5] DoT: [5] [=5] ENV: ENV: ENV: ENV: [37] [=37] ENV: [37] [=37] ENV: [37] [=37] ENV: [37] [=37] Marks: 0 || Control: 1s Marks: 0 || Control: 1s Marks: 0 || Control: 0s Marks: 1 || Control: 0s Marks: 1 || Control: 6s Marks: 1 || Control: 4s Marks: 1 || Control: 3s
In the end with the enemy functionally permastalled and unable to deal significant damage even if the Guards could attack this battle was over. I won't bore you with the clean up.
The second floor was defeated with some decent loot and we headed down to the 3rd level. Little did we know that this was the core room. A far more difficult fight awaited us there.
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Kidnapped from his country home as a child and raised by powerful government authorities, a young man born with hydrocyrokinetic abilities poses a serious threat to valuable water resources on his homeland, causing everything to crash and burn. It’s not until a blossoming friendship is born after years of isolation that he must do everything he can to protect those who he has betrayed, and face his complicated past as dangerous circumstances rise in war torn Plod. ————————— This fiction is rated R. Nudity is present. Violence, profanity, trauma, suicide, mental illness, and disturbing elements are prevalent. Gore is described in graphic detail that may be disturbing. The story is very, very depressing. Do not read if you are sensitive by heavy subject matter, including themes of suicide. It is a tragedy, which means that it has dark and disturbing psychological content that is intended for a mature audience. Do not read the whole thing in one sitting, as it may be emotionally draining. Read in small sections. Do not read if you like happy, light novels. Read at your own risk. Haitian Creole and Jamaican Patois will be sprinkled in rarely from time to time. The opinions and thoughts of the characters are not mine. If you are sensitive to traumatic content, please do not read. Do not read if you are sensitive to mental illness, genocide, graphic violence, or the reality of war. I ask that while you critique this story, you do it in a respectful way. If anyone harrasses me/ tries to discourage me from writing, I will report you. All feedback, critique and suggestions are welcome; feel free to comment. I am trying to grow and improve my writing, so constructive criticism behind advanced negative reviews are appreciated. Due to the fact that I am a college student and working part time , some chapters may come a little later than usual. If anyone writes reviews that don’t have anything to help me improve the story and attack me, the author, for choosing to write about these dark themes, kindly please leave, because they should not even be reading, let alone be anywhere near anyone's fictions. I am also interested in any ideas people may have for the drafting process. In other words, if you want to tear apart my story, do it properly, please. Negative reviews that respectfully point out any plot holes, inconsistencies with my characters, or writing style are well appreciated. Anyone attacking me personally will be reported and blocked, especially as the fiction gets longer. I do not need negativity or harassment. For those who take the time out of their day to read and offer helpful feedback, I truly appreciate you all, and you are the best. You have been warned. Read at your own risk. Thank you.
8 137 - In Serial8 Chapters
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