Post by Chamomile on Nov 10, 2012 15:12:08 GMT -5
[cs=2][atrb=border,0,true][atrb=cellSpacing,10,true][STYLE=width: 450; text-align: center; font-family:georgia;text-transform: uppercase; font-size: 30px; letter-spacing: 1px; -webkit-border-radius: 25px; -moz-border-radius: 25px; border-radius: 25px;]MONSTERS AND STATUS AILMENTS[/style] | |
[atrb=style, width: 450px; -webkit-border-radius: 25px; -moz-border-radius: 25px; border-radius: 25px;][atrb=style, width: 80px; vertical-align: top;][STYLE=border: 4px solid #4b4b4b; opacity: 0.9][/style] | [STYLE= font: bold 27px/4px arial narrow; color: 4b4b4b; width: 310px; border-bottom: 2px dotted #4b4b4b; padding-bottom: 8px; letter-spacing:-2px;]the trials of the labyrinth[/style] [STYLE=width: 300; font-family: Tahoma; word-spacing: 1px; text-align: justify; border-left: 4px solid #4b4b4b; padding: 3px; font-size: 10px; margin-top: -12px;] Of all the dangers in the Yggdrasil Labyrinth, the population of Monsters is one of the most dangerous. Monsters range from the smallest Rat to the most vicious Dragonoid. It is best to learn to pick your battles, and run away from ones you are destined to lose. Monsters will randomly attack Exploration parties during Quests and Missions through the Labyrinth. Depending on the situation, the Labyrinth Master, or the player running the Quest will control the Monsters, unless the Quest starter decides to rule it “free for all style,” in which anyone can control monster action. Monsters, like the players, have one action each, which can be used to attack, defend, or use a skill. Unlike the players, Monsters do not have Skill Points, but they generally use a variation of attacks and Skills naturally. Despite not having armor, Monsters have a natural resistance to certain types of attacks. The Explorer’s Guild has collected a list of Monsters throughout the Labyrinth, and can be found in the Monstrous Compendium. It is best to consult this guide before entering the Labyrinth or running Quests. When one knows how to properly prepare for some of the dangers of the Labyrinth, there are more chances of surviving. Quest runners can create their own Monsters, but these monsters need to be approved by the Staff first, so as to make sure they are of a suitable level for the Floor and Stratum. The information for creating Monsters can also be found in the Monstrous Compendium. F.O.Es (Formido Oppugnatura Exsequens/Field on Enemies) are special Monsters, usually too high a level to fight right off the bat. The best strategy is to avoid them completely, or run away. They are very dangerous creatures, sometimes more powerful than the Boss of the Stratum. However, the rewards are great. If you happen to defeat one in a Quest, at any level, you can be certain the Exp and En rewards will be great. If you dare to fight one, be prepared for a long battle. Otherwise, F.O.Es are another trap the Labyrinth has created that you should avoid, unless super prepared. [/style] |
[atrb=style, width: 450px; -webkit-border-radius: 25px; -moz-border-radius: 25px; border-radius: 25px;][atrb=style, width: 80px; vertical-align: top;][STYLE=border: 4px solid #4b4b4b; opacity: 0.9][/style] | [STYLE= font: bold 27px/4px arial narrow; color: 4b4b4b; width: 310px; border-bottom: 2px dotted #4b4b4b; padding-bottom: 8px; letter-spacing:-2px;]status ailments and binds[/style] [STYLE=width: 300; font-family: Tahoma; word-spacing: 1px; text-align: justify; border-left: 4px solid #4b4b4b; padding: 3px; font-size: 10px; margin-top: -12px;] Status ailments and binds are effects that both Monsters and Players can inflict on their opponent. Both are equally annoying and useful, depending on which side you are on. Monsters and Players can usually only inflict these through skills, though if an Explorer has a weapon upgraded a certain way, a normal attack can inflict these effects. Possible Status Ailments consist of Poison, Paralysis, Confusion, Plague, Curse, Blindness, Sleep, Stun, Petrify, and Instant Death. Poison saps away a bit of health at the beginning of each round. Paralysis keeps the explorer from doing any sort of movement every so often. Confusion takes away control of the character, as they will perform a normal attack on a random target, enemy or ally. Plague, like Poison will damage your character every turn, but the status has the chance to spread to other party members. Curse will sap away life every time you damage an ally. Blindness will keep your attacks from hitting every so often. Sleep makes your character inactive until they wake up through being attacked, or waiting. Stun keeps the target from acting that one turn. Petrify is equivalent to unconsciousness, in that a character cannot do anything until the status is lifted, but they still have their health level intact. Instant Death is just that, instantaneous death no matter what your health level is. Binds are similar in that they limit a character, but instead of damaging your character, or preventing all action, they prevent specific sorts of actions, including certain skills and escaping. Head Binds prevent the use of Skills that require thought, like Spells. Having your Head Bound also lowers general accuracy. Arm Binds prevent Skills that require the arms, which generally includes most physical attack skills. Having your Arms Bound also lowers attack power. Feet Binds prevent escaping, or any Skills that require the use of your legs. Having your Legs Bound also lowers your general evasion. The same applies for Monsters as well. If you know they have a deadly attack waiting, it might be best to bind them to prevent the use of said attacks. [/style] |