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contents of the fields

Post by Admin on Wed Apr 19, 2017 1:14 pm

Here are the basic principles:
- One person hosts one party from the beginning to the time they finish (unless something drastic comes up), and then we switch (unless we agree otherwise).
- The host chooses the enemy party from the given list of enemies for each location, trying to make the battle challenging, but also following the difficulty rating of the given location. It is not necessary to use every type of monster designated for the location in the enemy party configuration, the host is free to vary the composition to his liking.
- If there's a situation in any of our lives that prevents us from hosting on our turn, the others will help out.

Here is the enemy roster for each of the locations. I'll start posting the enemy statistics a little later.

Easy:
[indent=1]1. Derelict Windmill (Battle Ant, Big Rat, Feral Hen, Itsy-bitsy Spider, Rat King, Zombie Peasant)[/indent]
[indent=1]2. Sheep Meadow (Barghest, Battering Ram, Black Sheep, Direwolf, Silent Lamb)[/indent]
[indent=1]3. Corn Maze (Battle Ant, Canary, Feral Hen, Mad Cow, Scarecrow, Scary Crow)[/indent]
[indent=1]4. Apple Orchard (Bugbear Archer, Bugbear Healer, Cheshire Cat, Dryad, Green Viper, Itsy-Bitsy Spider)[/indent]
[indent=1]5. Pumpkin Patch (Barghest, Big Rat, Hodgepodge, Lucky Rabbit, Pumpkinface)[/indent]
[indent=1]6. Muddy Riverbank (Ally Gator, Camouleon, Mandragora, Mud Frog, Toxic Toad)[/indent]
Mediocre:
[indent=1]7. Hollow Oak (Bloody Bug, Brown Owl, Bugbear Archer, Bugbear Caster, Bugbear Defender, Bugbear Elder, Bugbear Healer, Bugbear Scout, Tweetybird, Woodwose)[/indent]
[indent=1]8. Weeping Woods (Carrion Squirrel, Creeper, Gloom Widow, Grey Owl, Raindeer, Shutterfly, Treant, Tweetybird, Woodwose)[/indent]
[indent=1]9. Misty Pond (Black Adder, Bugbear Scout, Creeper, Dryad, Raindeer, Silver Carp, Snowy Owl, Unicorn, Ursa Minor)[/indent]
[indent=1]10. Raging Rapids (Aepyornis, Albatross, Hungry Bear, Lucky Rabbit, Raindeer, Silver Carp, Volt Ant)[/indent]
[indent=1]11. Butterfly Plains (Bloody Bug, Death’s Rose, Flutterfly, Green Viper, Mad Cow, Mutterfly, Nutterfly, Shutterfly, Splatterfly)[/indent]
[indent=1]12. Ghastly Marsh (Black Adder, Carrion Squirrel, Craven, Creeping Hand, Skeleton Knight, Skeleton Mage, Specter, Toxic Toad)[/indent]
[indent=1]13. Gust Ridge (Aepyornis, Barghest, Bugbear Scout, Harpy, Hippogriff, Mountain Goat, Sylph)[/indent]
Difficult:
[indent=1]14. Howling Hills (Cerberus, Direwolf, Grendel, Electriphant, Night Mare, Pegasus, Roc, Shedu, Sylph)[/indent]
[indent=1]15. Jagged Pass (Holy Cow, Mountain Goat, Red Rattlesnake, Roc, Shedu, Stone Golem, Thunderbird, Tygurah, Volt Ant)[/indent]
[indent=1]16. Firefly Mire (Bright Widow, Crimson Scorpion, Firefly, Igniphant, Red Rattlesnake, Sahuagin, Scorched Skeleton, Will-o’-the-Wisp)[/indent]
[indent=1]17. Haunted Ruins (Brains-in-a-Jar, Craven, Creeping Hand, Lich, Poltergeist, Scarab, Specter, Vampire Bat, White Widow, Wight)[/indent]
[indent=1]18. Forsaken Mine (Cerberus, Ebony Scorpion, Dark Dwarf Miner, Glow Worm, Hobgoblin Ravager, Stone Golem, Tomb Widow, Vampire Bat)[/indent]
[indent=1]19. Broken Bridge (Albatross, Aquaphant, Holy Cow, Gloom Widow, Magic Carp, Shelltoise, Shy Shell, Tangleweed)[/indent]
[indent=1]20. Rainbow Falls (Angry Crab, Cherub, Magic Carp, Mellow Crab, Phoenix, Rainbow Frog, Sandman, Ursa Minor, Wishing Starfish)[/indent]
[indent=1]21. Mushroom Grove (Arachnophobia, Glow Widow, Mushroomhead, Rafflesia, Serpivine, Thug Slug)[/indent]
Hard:
[indent=1]22. Burning Forest (Autumn Treant, Bright Widow, Flamboa, Scorched Skeleton, Simsalamander, Succubus, Will-o’-the-Wisp)[/indent]
[indent=1]23. Scorched Moors (Black Dragon, Dragon Hatchling, Green Dragon, Sand Devil, Scorched Skeleton, Sun Elemental, Sybaris)[/indent]
[indent=1]24. Timehenge (Group 1: Automaton, Clockwork Cuckoo, Steambot; Group 2: Invader, Invader Matriarch, Parasite; Group 3: Pterodactyl, Tyrannosaur, Velociraptor)[/indent]
[indent=1]25. Caverns of the Dark Dwarves (Cave Troll, Dark Dwarf Miner, Dark Dwarf Thane, Dark Dwarf Warrior, Glow Worm, Stalactite, Tomb Widow)[/indent]
[indent=1]26. Golden Cave (Golden Cobra, Golden Dragon, Golden Golem, Golden Scorpion, Golden Scarab)[/indent]
[indent=1]27. Helvetia’s Cauldron (Moon Elemental, Polar Bear, Snow Queen, White Widow, Wintersprite, Yeti Outcast)[/indent]
[indent=1]28. Loch Mess (Bigger Fish, Demon Ray, Dune Ghoul, Messie, Krakenling, Sand Devil, Scorpiodemon, Siren Songstress, Siren Temptress)[/indent]
[indent=1]29. Island of Solitude (Basilisk, Carcinos, Fenghuang, Hermit, Jun-Chi, Moon Elemental, Sphinx, Sun Elemental)[/indent]
[indent=1]30. Nixie Lair (Bigger Fish, Carcinos, Demon Ray, Goldfish, Nixie, Nixie Queen)[/indent]
Sanctuaries:
[indent=1]C. Central Sanctuary[/indent]
[indent=1]E. Eastern Sanctuary[/indent]
[indent=1]N. Northern Sanctuary[/indent]
[indent=1]W. Western Sanctuary[/indent]

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Re: contents of the fields

Post by Admin on Wed Apr 19, 2017 1:15 pm

This and the next post contain the enemy statistics in an alphabetic order:

COMMON ENEMIES (A-R):
Aepyornis
*Hastened*
Type: Flying?
Level: 19
Health: 282/282
Special: Road Runner – Causes slowed-effect to the target.
Drops: Smelling Salts
Decamon Card: Aepyornis (Flying 4)
Albatross
Type: Flying/Aquatic
Level: 15
Health: 144/144
Special: Wingspan – Increases the level of all allies by 1
Drops (varies by roll):
1-3: Water Bomb
4-6: Air Bomb
Ally Gator
Type: Beast/Aquatic
Level: 10
Health: 76/76
Special: Pack Assault – Attacks in unison with other Ally Gators, causing damage equal to 10 times the number of Ally Gators. If all other Ally Gators are defeated, nothing happens.
Drops: Grand Potion
Angry Crab
Type: Aquatic
Level: 40
Health: 240/240
Special: Calm Down – The Angry Crab turns into a Mellow Crab.
Drops: Mead
Aquaphant
*Water-elemental attacks*
Type: Beast/Aquatic
Level: 41
Health: 1320/1320
Special: Rain On Your Parade – Causes 21 water-elemental damage and jinxed-effect to all opponents.
Drops (varies by roll):
1: Aqua Gear (adds water-element to physical attacks and protects from water-elemental damage, accessory)
2-3: Aquamarine (Water)
4-6: Water Bomb
Decamon Card: Aquaphant (Aquatic 6)
Arachnophobia
*Immune to doomed and sudden death*
Type: Vermin/Demon
Level: 39
Health: 999/999
Special: Deathspinner – Instantly knocks out the target.
Drops (varies by roll):
1: Cobweb Cowl (immunity to sudden death; backwear)
2-3: Amethyst (Darkness)
4-6: Stun Bomb (Deals 5 damage and the stunned-effect to all opponents when used.)
Decamon Card: Arachnophobia (Dark 7)
Automaton
*Immune to bleeding, poisoned, asleep, fast asleep, hexed, petrified and doomed*
Type: Mechanical
Level: 60
Defense: 3
Health: 2000/2000
Special: Tri-Dazer – Removes 10 health, 10 ether and 10 power from the target regardless of row. Lost power will be restored after the battle.
Drops (varies by roll):
1-3: Elixir
4-6: Scrap Metal (Worth 25 gold.)
Decamon Card: Automaton (Electric 5)
Autumn Treant
*Absorbs fire* *Immune to sudden death*
Type: Plant/Fiery
Level: 74
Health: 3291/3291
Special I: Roots of Life – Revives all fallen allies with full health, but they will not drop anything.
Special II: Autumn Leaves – Deals 74 fire- and wood-elemental damage to all opponents regardless of row. Used if all allies are still standing.
Drops (varies by roll):
1-2: Phoenix Incense
3-6: Demeter Bomb (Causes 100 wood-elemental damage to all opponents when used.)
Barghest
*Lightning-elemental attacks*
Type: Beast/Electric
Level: 10
Health: 107/107
Special: Booming Bark – Causes 10 lightning-elemental damage and confused-effect to all opponents.
Drops: Bone
Decamon Card: Barghest (Electric 2)
Basilisk
*Attacks cause petrify* *Immune to petrify, doomed and sudden death*
Type: Vermin/Rock
Level: 58
Health: 1470/1470
Special: Earth Dive – Digs into the ground, avoiding all damage for the remainder of the round. At the end of the round, emerges and deals 58 earth-elemental damage to all opponents regardless of row.
Drops (varies by roll):
1-2: Snake Eye Charm (protects from petrified-effect, accessory)
3-6: Gaia Bomb (Deals 100 earth-elemental damage to all opponents when used.)
Decamon Card: Basilisk (Rock 9)
Battering Ram
*Immune to stunned*
Type: Beast
Level: 9
Health: 124/124
Special: Reckless Ram – Causes 18 damage and the stunned-effect regardless of row.
Drops (varies by roll):
1: Raw Meat (max. health +5 upon consumption)
2-6: Bone
Battle Ant
Type: Vermin/Fiery
Level: 8
Health: 47/47
Special: Bombard – Causes 8 fire-elemental damage regardless of row.
Drops (varies by roll):
1-3: Fire Bomb
4-6: nothing
Big Rat
*Immune to poisoned*
Type: Vermin
Level: 6
Health: 50/50
Special: Foul Bite – Causes poisoned by 1-effect to the target.
Drops: Venom
Bigger Fish
Type: Aquatic
Level: 30
Health: 1000/1000
Special: Even Bigger Fish – The Bigger Fish gets eaten by an even bigger fish with a doubled level and health. The new fish replaces it in battle, starting at full health.
Drops (varies by roll):
1-2: Sharkjaw Scythe (WP:15, double damage against aquatic enemies; scythe)
3-6: Neptune Bomb (Deals 100 water-elemental damage to all opponents when used.)
Black Adder
*Immune to poisoned*
Type: Vermin
Level: 12
Health: 127/127
Special: Deadly Poisonous Bite – Causes the poisoned by 12-effect to the target
Drops: Deadly Venom
Black Dragon
*Immune to fire, ice, lightning, cursed, blinded, sealed and sudden death*
Type: Flying/Dark
Level: 48
Health: 1819/1819
Special: Menacing Breath – Deals 24 darkness-elemental damage and the cursed-effect to all opponents
Drops (varies by roll):
1-2: Dragon Skull (Worth 250 gold, except in Magic Shops where it is worth 500 gold)
3-6: Dragon Scale (Grants lucky- and blessed-effects when consumed.)
Black Sheep
Type: Beast/Dark
Level: 8
Health: 94/94
Special: Cloud of Dark Wool – Causes the blinded- and confused-effects to the target.
Drops: Bone
Bloody Bug
*Attacks cause bleeding*
Type: Vermin
Level: 6
Health: 66/66
Special: Leech – Transfers 6 health from the target to self regardless of row and SP, and continues to do so automatically at the end of each round until either the target or the Bloody Bug itself is defeated.
Drops: nothing
Brains-in-a-Jar
Type: Ethereal
Level: 24
Health: 321/321
Special I: Brainstorm – Depletes all ether from all opponents.
Special II: Mindwave – Causes 14 damage to all opponents regardless of row and SP. Used only if the opponents are out of ether.
Drops (varies by roll):
1: Manafont (Raises max. ether by 5)
2-6: Grand Tonic
Decamon Card: Brains-in-a-Jar (Ethereal 2)
Bright Widow
Type: Vermin/Fiery
Level: 33
Health: 663/663
Special: Hot Thread – Causes 33 fire-elemental damage and the enraged-effect to the target.
Drops (varies by roll):
1: Agni Bomb (Deals 100 fire-elemental damage to all opponents when used.)
2-6: Fire Bomb
Brown Owl
Type: Flying/Rock
Level: 12
Health: 123/123
Special: Unblinking Stare – Causes the petrified-effect to the target.
Drops: Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.)
Bugbear Archer
*Ranged, fights from the back row*
Type: Beast
Level: 9
Health: 87/87
Special: Hail of Arrows – Causes 9 damage to all opponents regardless of row.
Drops: Smoke Bomb
Bugbear Caster
*Ranged, fights from the back row*
Type: Beast
Level: 8
Health: 59/59
Ether: 4/4
Special: Big Berry – Causes 16 wood-elemental damage to the target at the cost of 1 ether regardless of row. If ether is at zero, nothing happens.
Drops: Tonic
Bugbear Defender
Type: Beast
Level: 10
Defence: 5
Health: 114/114
Special: Take Cover – The next attack against the Bugbear Defender will miss.
Drops (varies by roll):
1-2: Wooden Shield (SP:5, immunity to wood-elemental damage)
3-6: nothing
Bugbear Elder
Type: Beast
Level: 12
Health: 145/145
Special: Bugbear Gathering – Gives all bugbears in the battle an extra Free Hit for the current round.
Drops (varies by roll):
1: Emerald (Wood)
2-3: Phoenix Essence
4-6: nothing
Bugbear Healer
*Ranged, fights from the back row*
Type: Beast
Level: 7
Health: 96/96
Special: Bear Hug – Restores 30 health to self and all allies.
Drops: Potion
Bugbear Scout
Type: Beast
Level: 11
Health: 107/107
Special: Sneak Attack – Causes 11 damage regardless of defense, the poisoned by 1-effect and steals 11 gold from the target.
Drops: Venom
Camouleon
Type: Vermin
Level: 8
Defense: 1
Health: 76/76
Special: Camouflage – The Chameleon becomes immune to the elements that were last used in an opponent’s attack or spell. If no element has been used, nothing happens.
Drops: Tonic
Canary
*Immune to all effects and sudden death*
Type: Flying
Level: 1
Health: 1/1
Special: Drop Dead – The canary kills itself to bring back all fallen allies.
Drops (varies by roll):
1: Phoenix Essence
2-6: nothing
Carcinos
*Immune to stunned and petrified*
Type: Aquatic/Rock
Level: 72
Defense: 25
Health: 1649/1649
Special I: Shellback - Gains the reinforced-effect.
Special II: Scissorfront - Halves the current health of all opponents regardless of row or SP. Removes the reinforced-effect.
Drops: Ambrosia
Note: Specials alternate.
Decamon Card: Carcinos (Aquatic Cool
Carrion Squirrel
Type: Vermin/Dark
Level: 10
Health: 105/105
Special: Bone Club – Causes 10 damage to the target, multiplied by the amount of bones the target carries.
Drops: Bone
Decamon Card: Carrion Squirrel (Dark 1)
Cave Troll
Type: Rock/Humanoid
Level: 60
Health: 2769/2769
Special I: Stalactite Throw – The Cave Troll picks up one of the stalactites and throws it at the opposing party for damage equal to the stalactite’s current health to each party member. The stalactite is destroyed.
Special II: Drop Stalactites – Creates three more stalactites. Used only when there are no more stalactites in the battle.
Drops (varies by roll):
1: Smelly Hide (Makes beasts and humanoids cause half damage to the wearer when “5” is rolled; suitable for barbarians and beast warriors; bodywear)
2-3: Raw Meat (Max. health +5)
4-6: Bone
Decamon Card: Cave Troll (Rock 6)
Cerberus
Type: Beast/Demon
Level: 33
Health: 963/963
Special I: Triple Bark – Deals sealed, confused and afraid-effects to the target.
Special II: Triple Bite – Deals 33 damage to the target as well as the opponents acting before and after the target.
Special III: Triple Lick – Restores 333 health to self.
Drops: Elixir
Note: Specials are randomly chosen.
Decamon Card: Cerberus (Dark 9)
Cherub
*Ranged, fights from the back row* *Light-elemental attacks* *Immune to cursed, doomed and sudden death*
Type: Holy/Flying
Level: 37
Health: 810/810
Special: Holy Word – Gives all opponents the cursed-effect and all allies the blessed-effect.
Drops (varies by roll):
1: Angelic Trumpet (WP:5, user is blessed, instrument)
2-3: Diamond (Light)
4-6: Grand Potion
Decamon Card: Cherub (Luminous 3)
Cheshire Cat
Type: Beast/Ethereal
Level: 13
Health: 131/131
Special: Big Grin – Causes the jinxed-effect to the target.
Drops (varies by roll):
1-3: Nostrum
4-6: nothing
Decamon Card: Cheshire Cat (Ethereal 3)
Clockwork Cuckoo
*Immune to bleeding, poisoned, asleep, fast asleep, hexed, petrified and doomed*
Type: Mechanical/Flying
Level: 48
Health: 1008/1008
Special I: Wake-up Call – Removes all temporary effects from all combatants.
Special II: Time Bomb – The cuckoo explodes, transferring the remaining health as damage to the opposing party, dividing it as equally as possible among them.
Drops: Emergency Essence (Automatic revive with half HP when knocked out, can be used like a normal Phoenix Essence)
Craven
Type: Flying/Dark
Level: 13
Health: 129/129
Special: Cowardice – The craven hides for the remainder of the round, avoiding all attacks but also losing Free Hits.
Drops (varies by roll):
1-3: Feather of Flight (Allows the user to flee a battle once; consumable)
4-6: nothing
Decamon Card: Craven (Flying 2)
Creeper
Type: Beast/Vermin
Level: 10
Health: 79/79
Special: Creep Out – Causes the afraid- and weakened-effects to the target.
Drops (varies by roll):
1-2: Grand Potion
4-6: nothing
Note: All untargeted Creepers gather to cause a Free Hit on the same target.
Creeping Hand
Type: Undead
Level: 20
Health: 254/254
Special I: Eye Poker – Causes 20 damage and the blinded-effect on the target
Special II: Chokehold – Causes petrified-effect, but also makes the Creeping Hand unable to act as long as the target is petrified. Used only if the target is already blinded.
Drops (varies by roll):
1-2: Gold Ring (worth 15 gold; can be given to someone to make them enamored with the giver)
3-4: Bone
5-6: nothing
Decamon Card: Creeping Hand (Dark 2)
Crimson Scorpion
*Attacks cause poisoned by 2* *Immune to poisoned*
Type: Vermin
Level: 27
Health: 442/442
Special: Poison Spray – Causes poisoned by 7-effect to all opponents.
Drops (varies by roll):
1-3: Poison Bomb (Deals 5 damage and the poisoned by 1-effect to all opponents when used)
4-6: nothing
Dark Dwarf Miner
Type: Dark
Level: 30
Defense: 3
Health: 656/656
Special: Mine, All Mine! – Deals 30 damage and steals up to 30 gold from the target at the same.
Drops (varies by roll):
1-2: Gold Bar (Worth 50 gold)
3-4: Scrap Metal (Worth 25 gold)
5-6: Pickaxe (Allows the hero to dig through a breakable wall or obstacle)
Dark Dwarf Thane
*Immune to blinded, sealed, petrified, doomed and sudden death*
Type: Dark
Level: 60
Defense: 6
Health: 1267/1267
Special: Gold Rush - Deals damage to all opponents equal to the amount of gold they carry divided by 10.
Drops (varies by roll):
1: Gilded Boneaxe (WP:20, causes double damage to targets carrying gold; axe)
2-3: Gold Ore (Worth 80 gold)
4-6: Scrap Metal (Worth 25 gold)
Dark Dwarf Warrior
*Immune to blinded and petrified*
Type: Dark
Level: 45
Defense: 4
Health: 902/902
Special: Chop Legs – Causes 45 damage and the slowed-effect to the target.
Drops (varied by roll):
1: Golden Blade (WP:15, greatsword)
2-3: Silver Ore (Worth 60 gold)
4-6: Scrap Metal (Worth 25 gold)
Death’s Rose
Type: Plant
Level: 15
Health: 139/139
Special: Kiss From the Rose – Has 1/2 chance of knocking out the target instantly.
Drops (varies by roll):
1-2: Phoenix Essence
3-6: nothing
Decamon Card: Death's Rose (Plant 4)
Demon Ray
*Immune to sealed, petrified, minimized, doomed and sudden death*
Type: Aquatic/Demon
Level: 43
Health: 666/666
Special: Tide of Doom - Causes 43 water-elemental damage and the doomed-effect to all opponents.
Drops (varies by roll):
1: Doom Stinger (WP:13, has 1/2 chance to cause doomed-effect upon a hit; whip)
2-6: Demon Repellent (Makes the user impervious to direct attacks from demons during one battle unless the user is the only hero left standing; consumable)
Decamon Card: Demon Ray (Aquatic 3)
Direwolf
Type: Beast
Level: 15
Health: 175/175
Special I: Howl – Summons another Direwolf to join the battle. Used only if there are one or two Direwolves in battle.
Special II: Blood Fang – Transfers 15 health from the target to self. Used only if there are three Direwolves in battle.
Drops (varies by roll):
1: Fang Dagger (WP:5, deals double damage to beasts; dagger)
2-3: Mead
4-6: Bone
Dragon Hatchling
*Immune to fire, ice and lightning*
Type: Flying
Level: 31
Health: 875/875
Special: Petit Flame – Deals 31 damage to all opponents regardless of defense.
Drops (varies by roll):
1-3: Dragon Scale (Grants lucky- and blessed-effects when consumed)
4-6: nothing
Dryad
*Immune to poisoned*
Type: Humanoid/Plant
Level: 16
Health: 242/242
Special: Poison Ivy – Causes the bound- and poisoned by 4-effects to the target.
Drops (varies by roll):
1-3: Remedy
4-6: Venom
Decamon Card: Dryad (Plant 6)
Dune Ghoul
*Immune to sudden death*
Type: Undead/Rock
Level: 38
Health: 749/749
Special I: Bury in the Sand – Cause 38 earth-elemental damage, stunned- and bound-effects to the target regardless of row.
Special II: Rise from the Sand – Another Dune Ghoul is called to the battle.
Drops (varies by roll):
1: Garnet (Earth)
2-3: Scrap Metal (Worth 25 gold.)
4-6: nothing
Note: Specials alternate.
Decamon Card: Dune Ghoul (Rock 3)
Ebony Scorpion
*Attacks cause poisoned by 1* *Immune to poisoned*
Type: Vermin
Level: 25
Health: 321/321
Special: Deadly Poison Stinger – Causes poisoned by 5-effect to the target.
Drops (varies by roll):
1-2: Deadly Venom
3-4: Venom
5-6: nothing
Electriphant
*Lightning-elemental attacks*
Type: Beast/Electric
Level: 42
Health: 1415/1415
Special: Electrocution – Causes 21 lightning-elemental damage and weakened-effect to all opponents.
Drops (varies by roll):
1: Electro Gear (adds lightning-element to physical attacks and protects from lightning-elemental damage, accessory)
2-3: Topaz (Lightning)
4-6: Lightning Bomb
Decamon Card: Electriphant (Electric 6)
Fenghuang
*Ranged, fights from the back row* *Auto-revive*
Type: Flying/Ethereal
Level: 60
Health: 625/625
Special I: Undying Cry – Gives all allies automatic revival back to full health once after they are defeated. Used only once when there are allies left standing.
Special II: Ethereal Wings – Causes 60 damage to both health and ether to all opponents. Used after Undying Cry has been used once or if all other allies have been defeated.
Drops (varies by roll):
1: Fenghuang Incense (After being consumed, automatically revives all party members with full health once when knocked out; cannot revive targets that are already knocked out)
2-6: Fenghuang Essence (After being consumed, automatically revives the target with full health once when knocked out; cannot revive targets that are already knocked out)
Note: Fenghuang is revived to full health once after being defeated.
Feral Hen
Type: Flying?
Level: 8
Health: 64/64
Special: Chicken Run – Causes 16 wind-elemental damage to the target, then flees the battle.
Drops (varies by roll):
1-3: Chicken Drumstick (max. health +1 upon consumption)
4-6: Bone
Firefly
*Fire-elemental attacks*
Type: Fiery/Flying
Level: 20
Health: 293/293
Special: Swarm of Fire – Causes fire-elemental damage equal to 20 times the amount of fireflies in the party to the target.
Drops (varies by roll):
1-2: Fire Bomb
3-6: nothing
Decamon Card: Firefly (Fiery 2)
Flamboa
Type: Fiery/Vermin
Level: 34
Health: 593/593
Special: Burning Chokehold – Causes bound-effect to the target, as well as dealing 16 fire-elemental damage for the target’s next three turns.
Drops: Mulled Wine
Decamon Card: Flamboa (Fiery 5)
Flutterfly
Type: Vermin/Flying
Level: 8
Health: 32/32
Special: Lovely Touch – Causes enamored-effect to the target.
Drops: nothing
Gloom Widow
Type: Vermin/Aquatic
Level: 33
Health: 663/663
Special: Weeping Thread – Causes 33 water-elemental damage and the weakened-effect to the target.
Drops (varies by roll):
1: Neptune Bomb (Deals 100 water-elemental damage to all opponents when used.)
2-6: Water Bomb
Glow Widow
Type: Vermin/Electric
Level: 33
Health: 663/663
Special: Zap Thread – Causes 33 lightning-elemental damage and the stunned-effect to the target.
Drops (varies by roll):
1: Rudra Bomb (Deals 100 lightning-elemental damage to all opponents when used.)
2-6: Lightning Bomb
Glow Worm
*Light-elemental attacks* *Absorbs light*
Type: Luminous/Vermin
Level: 24
Health: 184/184
Special: Radiance – Cause light-elemental damage equal to 4 times the number of Glow Worms in the battle to all opponents regardless of row.
Drops (varies by roll):
1: Elixir
2-6: nothing
Decamon Card: Glow Worm (Luminous 1)
Golden Cobra
*Immune to poisoned*
Type: Vermin/Luminous
Level: 34
Health: 645/645
Special: Infectious Greed - Causes the poisoned-effect by damage equal to 10% of the holder's current gold.
Drops (varies by roll):
1-3: Gold Chalice (Worth 100 gold)
4-6: nothing
Golden Dragon
*Immune to all negative effects and sudden death*
Type: Flying/Luminous
Level: 77
Health: 2065/2065
Special: Golden Wings – Deals light-elemental damage to the target equal to the amount of gold they carry.
Drops: 1000 gold
Decamon Card: Golden Dragon (Luminous 9)
Golden Golem
*Immune to bleeding, poisoned, asleep, fast asleep, hexed and doomed*
Type: Rock/Luminous
Level: 52
Defense: 5
Health: 1245/1245
Special I: Gold Rush – All allies become hastened.
Special II: Golden Touch - Petrifies the target. The target loses 10% of their gold for every round they are petrified.
Drops:
1: Golden Kopesh (WP:18, increases the amount of gold stolen by 25% (rounded up); longsword)
2-3: Crown (Worth 300 gold)
4-6: Diamond (Light)
Decamon Card: Gold Golem (Luminous 6)
Golden Scarab
Type: Vermin/Luminous
Level: 61
Defense: 6
Health: 1360/1360
Special: Sunbath – Restores up to 1000 health to all allies.
Drops (varies by roll):
1-2: Golden Scarab Shield (SP:15, immunity to light-elemental damage)
4-6: Gold Bar (Worth 50 gold.)
Golden Scorpion
*Attacks cause poisoned by 10* *Immune to poisoned*
Type: Vermin/Luminous
Level: 64
Health: 1393/1393
Special: Deadly Greed – Instantly knocks out the target.
Drops (varies by roll):
1: Everlasting Venom (Adds the poisoned by 10-effect to one weapon permanently)
2-3: Gold Ore (Worth 80 gold.)
4-6: nothing
Decamon Card: Golden Scorpion (Luminous 2)
Goldfish
Type: Aquatic/Luminous
Level: 45
Health: 1188/1188
Special: Glimmer In The Water - Causes 45 water- and light-elemental damage and the hexed-effects to the target.
Drops (varies by roll):
1-3: Gold Ore (Worth 80 gold)
4-6: Gold Bar (Worth 50 gold.)
Green Dragon
*Immune to fire, ice, lightning, cursed, blinded, sealed and sudden death*
Type: Flying
Level: 46
Health: 1823/1823
Special: Acidic Breath – Deals 23 wood-elemental damage and the poisoned by 12-effect to all opponents.
Drops (varies by roll):
1-2: Dragon Skull (Worth 250 gold, except in Magic Shops where it is worth 500 gold)
3-6: Dragon Scale (Grants lucky- and blessed-effects when consumed.)
Decamon Card: Green Dragon (Flying Cool
Green Viper
*Immune to poisoned*
Type: Vermin
Level: 6
Health: 41/41
Special: Poisonous Bite – Causes poisoned by 2-effect to the target.
Drops: Venom
Grendel
*Enraged*
Type: Ancient/Icy
Level: 30
Health: 528/528
Special I: Pack Attack – Makes all Direwolves in the battle attack with it in unison. Grendel causes 30 damage to the target while each of the Direwolves causes 15 damage to the opponent next in turn in order until all Direwolves have attacked at least one opponent. Used only if there are Direwolves in the battle.
Special II: Lone Wolf – Grants encouraged- and hastened-effects to self. Used only if there are no Direwolves left in the battle.
Drops (varies by roll):
1-2: Smelling Salts
3-4: Mead
5-6: Ancient Bone (Can be thrown at monsters to distract them for 3 rounds. Worth nothing, except in magic shops where it is worth 50 gold.)
Decamon Card: Grendel (Icy 7)
Grey Owl
Type: Flying/Dark
Level: 11
Health: 107/107
Special: Nocturne – Causes the asleep-effect to all opponents.
Drops: Feather of Flight (Allows the user to flee from the battle when used.)
Harpy
*Ranged, fights from the back row* *Immune to slowed*
Type: Flying
Level: 21
Health: 354/354
Special: Feral Strike – Attacks members of the opposing party 1-6 times regardless of row, dividing the hits as equally as possible.
Drops (varies by roll):
1-2: Sapphire (Wind)
3-4: Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.)
5-6: nothing
Hermit
*Ranged, fights from the back row* *Immune to all negative effects and sudden death*
Type: Ancient
Level: 99
Health: 4321/4321
Special: Solitude - Instantly sends the party out of the Fields of Glory.
Drops: Adamantite Shard (A quarter of a full Adamantite Ore.)
Hippogriff
Type: Beast/Flying
Level: 23
Health: 528/528
Special: Aerial Assault – Flies to the sky for the remainder of the round, avoiding all damage, and lands on the target for 46 damage regardless of row at the end of the round.
Drops (varies by roll):
1-2: Winged Sandals (Protects from bound- and slowed-effects; footwear.)
3-4: Sapphire (Wind)
5-6: Air Bomb
Decamon Card: Hippogriff (Flying 6)
Hobgoblin Ravager
Type: Humanoid
Level: 35
Health: 763/763
Special: Foul Play – Causes 35 damage and the poisoned by 15-effect to the target.
Drops (varies by roll):
1-2: Orcish Blade (WP:15, suitable to greenskins only; longsword)
4-6: Deadly Venom
Hodgepodge
Type: Beast
Level: 6
Health: 52/52
Special: Roly-poly - The Hodgepodge curls into a spiky ball, protecting itself from all damage and causing 12 damage to anyone that tries to attack it until it gets a chance to attack someone.
Drops (varies by roll):
1-3: Potion
4-6: nothing
Holy Cow
*Immune to blinded, sealed, cursed and doomed* *Blessed*
Type: Beast/Holy
Level: 32
Health: 605/605
Special: Holy Moly! – Restores health to all allies (but not self) equal to own current health.
Drops (varies by roll):
1: Elixir
2-3: Raw Meat (Max. health +5)
4-6: Milk (Restores 15 health and 15 ether)
Decamon Card: Holy Cow (Luminous 4)
Hungry Bear
*Enraged*
Type: Beast
Level: 21
Health: 386/386
Special: Berserk – The bear goes mad and focuses its sight on the attacker, causing 21 damage to the target as well as dealing extra 21 damage each upcoming round to that target until it is defeated.
Drops (varies by roll):
1-3: Raw Meat (max. health +5 upon consumption)
4-6: Bone
Igniphant
*Fire-elemental attacks*
Type: Beast/Fiery
Level: 43
Health: 1510/1510
Special: Meteorain - Causes 22 fire-elemental damage and confused-effect to all opponents.
Drops (varies by roll):
1: Ignis Gear (adds fire-element to physical attacks and protects from fire-elemental damage, accessory)
2-3: Ruby (Fire)
4-6: Fire Bomb
Decamon Card: Igniphant (Fiery 6)
Invader
*Ranged, fights from the back row* *Attacks cause asleep*
Type: Humanoid/Ethereal
Level: 46
Health: 984/984
Special I: Zap Ray – Causes the fast asleep-effect to the target. Used only if there are no opponents who are asleep or fast asleep.
Special II: Abduct – Removes a random sleeping opponents and the Invader from the battle. The abducted opponent will be returned after the battle with 1 health. The Invader drops nothing if it abducts someone.
Drops: Sleep Bomb (Deals 5 damage and the asleep-effect to all opponents when used.)
Decamon Card: Invader (Ethereal 9)
Invader Matriarch
*Ranged, fights from the back row* *Attacks cause asleep* *Immune to stunned, asleep, fast asleep, doomed and sudden death*
Type: Humanoid/Ethereal
Level: 64
Health: 1686/1686
Special I: Minimizing Ray – Causes the minimized-effect to the target. Used only if there are other enemies left in the battle.
Special II: Second Invasion – Summons 2 Invaders and 3 Parasites to join the battle. Used only if there are no other enemies left in the battle.
Drops: Minimizing Dust (Deals the minimized-effect to the target, reducing maximum power/level, HP, and ether to 10% of the normal.)
Decamon Card: Invader (Ethereal 9)
Itsy-Bitsy Spider
Type: Vermin
Level: 4
Health: 48/48
Special: Cobweb – Causes the bound-effect
Drops: nothing
Jun-Chi
*Absorbs earth, fire, light, water and wind*
Type: Beast/Luminous
Level: 50
Health: 1370/1370
Special: Quad-Ray – Shoots four elemental rays at four random opponents regardless of row. First ray causes 50 earth-elemental damage and the stunned-effect. Second ray causes 50 fire-elemental damage and the enraged-effect. Third ray causes 50 water-elemental damage and the sealed-effect. Fourth ray causes 50 wind-elemental damage and the confused-effect.
Drops: Chaotic Bomb (Causes 100 random elemental damage to all opponents)
Decamon Card: Jun-Chi (Luminous 7)
Krakenling
*Attacks cause blindness* *Immune to blinded, sealed, confused, asleep, fast asleep and stunned*
Type: Aquatic
Level: 40
Health: 627/627
Special: Drainbind – Transfers 25 health from the target to self, and causes the bound-effect for the next turn.
Drops: Kraken Fang (Grants hastened- and reinforced-effects when consumed.)
Lich
*Immune to bleeding and sudden death*
Type: Undead/Flying
Level: 19
Health: 362/362
Special: Phylactery – Completely drains the target’s ether and restores health to the Lich equal to the amount of ether drained.
Drops (varies by roll):
1: Lichen Armour (The wearer’s ether is counted as additional health if health is depleted; suitable to classes with ether; bodywear.)
2-3: Skeleton Decoy (Can be set up to absorb enemy Free Hits for up to 20 points of damage before it breaks.)
4-6: Bone
Decamon Card: Lich (Dark 6)
Lucky Rabbit
*Lucky*
Type: Beast/Icy
Level: 17
Health: 195/195
Special: I’m Late! – White Rabbit flees the battle.
Drops (varies by roll):
1-3: 1 Glory Point
4-6: nothing
Decamon Card: Lucky Rabbit (Icy 1)
Mad Cow
Type: Beast
Level: 20
Health: 343/343
Special: Moo! – Causes the confused- and afraid-effect to the target.
Drops (varies by roll):
1-2: Raw Meat (Max. health +5)
3-4: Milk (Restores 15 health and 15 ether)
5-6: Bone
Magic Carp
Type: Aquatic
Level: 66
Health: 66/66
Special: Splash – Nothing happens.
Drops: Ether Core
Decamon Card: Magic Carp (Aquatic 1)
Mandragora
*Wood-elemental attacks*
Type: Plant/Vermin
Level: 5
Health: 35/35
Special: Pollen – Causes the poisoned by 5- and blinded-effects to the target.
Drops (varies by roll):
1-2: Remedy
3-4: Venom
5-6: nothing
Decamon Card: Mandragora (Plant 2)
Mellow Crab
Type: Aquatic
Level: 12
Health: 900/900
Special: Rage Up – The Mellow Crab turns into an Angry Crab.
Drops: Nostrum
Messie
*Immune to all negative effects and sudden death*
Type: Aquatic/Ancient
Level: 58
Health: 1933/1933
Special: Just A Myth - Messie dives underwater, causing all attacks against it to miss for the remainder of the round. Causes the confused-effect to all opponents.
Drops (varies by roll):
1-3: Neptune Bomb (Deals 100 water-elemental damage to all opponents when used.)
4-6: Confuse Bomb (Deals 5 damage and the confused-effect to all opponents when used.)
Note: Messie needs to be defeated with a fire-elemental attack, otherwise it will regenerate with two heads (i.e. two Messies will appear in full health)
Moon Elemental
*Immune to asleep, blinded, sealed and confused*
Type: Icy
Level: 57
Health: 1263/1263
Special: Moonlight Shadow – Deals 57 ice-elemental damage to the target and forces them to return to their basic job class for the duration of the battle. Any equipment that isn’t suitable for the basic job class is automatically de-equipped.
Drops: Skadi Bomb (Cause 100 ice-elemental damage on all enemies when used.)
Decamon Card: Moon Elemental (Icy Cool
Mountain Goat
*Immune to stunned*
Type: Beast/Rock
Level: 24
Defense: 4
Health: 526/526
Special: Rampage – Stuns all opponents.
Drops (varies by roll):
1-2: Golden Fleece (Worth 90 gold)
3-6: nothing
Mud Frog
*Earth-elemental attacks*
Type: Vermin/Rock
Level: 9
Health: 93/93
Special: Muddy Splash – Causes the blinded-effect to all opponents.
Drops (varies by roll):
1-2: Dirt Bomb
3-4: Remedy
5-6: nothing
Decamon Card: Mud Frog (Rock 2)
Mushroomhead
*Immune to sudden death*
Type: Plant/Demon
Level: 20
Health: 250/250
Special: Level Up! – Mushroomhead and all its allies gain one level.
Drops: Level Up Mushroom (+1 full level)
Note: The health of the Mushroomhead must be depleted exactly. If the damage dealt exceeds its remaining health, it will be mushed up and drops nothing.
Decamon Card: Mushroomhead (Plant 5)
Mutterfly
Type: Vermin/Flying
Level: 7
Health: 29/29
Special: Hush Wing – Causes sealed-effect on the target.
Drops: nothing
Night Mare
*Attacks cause jinxed*
Type: Beast/Demon
Level: 27
Health: 907/907
Special: Night Terrors – Causes the fast asleep- and afraid-effects to the target.
Drops (varies by roll):
1: Unlucky Horseshoe (WP:13, retrievable, causes jinxed-effect; throwing weapon)
2-5: Jinxy Juice (Causes the jinxed-effect to the target when used; consumable)
6: nothing
Decamon Card: Night Mare (Dark 5)
Nixie
*Immune to blinded and sudden death*
Type: Aquatic/Humanoid
Level: 35
Defense: 3
Health: 767/767
Special: Skewer - Runs the target and the next hero in the battle order through, dealing damage to both equal to their combined level.
Drops (varies by roll):
1: Nixie Helmet (SP:3, grants immunity to water and blinded; headwear)
2-3: Trident (WP:5, double damage to aquatic enemies; spear)
4-6: Nostrum
Decamon Card: Nixie (Aquatic 7)
Nixie Queen
*Water-elemental attacks* *Immune to blinded, sealed, enamored, doomed and sudden death*
Type: Aquatic/Humanoid
Level: 70
Health: 3104/3104
Ether: 14/14
Special I: Tsunami – Causes 70 water-elemental damage to all opponents regardless of row at the cost of 2 ether. Used only when the Nixie Queen is at full health and has ether left.
Special II: Long Live the Queen! - Nixie Queen sacrifices a Nixie to restore health to herself equal to the Nixie's remaining health. Used only if the Nixie Queen is not at full health or has no ether and there are Nixies in the battle.
Special III: Heed My Call! - Summons 3 Nixies to join the battle. Used only if there are no Nixies in the battle.
Drops (varies by roll):
1-3: Regina Marina (WP:7, double spellpower to water-elemental spells; water-elemental staff)
4-6: Crown (Worth 300 gold)
Decamon Card: Nixie (Aquatic 7)
Nutterfly
Type: Vermin/Flying
Level: 9
Health: 49/49
Special: Addling Circle – Causes confused-effect on the target.
Drops: nothing
Parasite
*Latches onto the target when it attacks, causing hexed for as long as the parasite is latched*
Type: Vermin/Ethereal
Level: 31
Health: 452/452
Special I: Energy Suck – Used when the Parasite has not latched onto anyone. Transfers 31 health from the target to self regardless of defense and row.
Special II: Mind Control – Used when the Parasite has latched onto someone. Makes the victim attack the target with his or her normal power regardless of row.
Drops: nothing
Pegasus
*Ranged, fights from the back row* *Lucky*
Type: Beast/Flying/Holy
Level: 44
Health: 1184/1184
Special I: Holy Gallop – Causes the hastened- and blessed-effects to self and all other beast-type enemies in the battle.
Special II: Holy Swoop – Causes the encouraged- and blessed-effects to self and all other flying-type enemies in the battle.
Special III: Horsepower of Earth and Sky – Causes 44 earth- and wind-elemental damage to all opponents regardless of row.
Drops (varies by roll):
1-2: Baldur Bomb (Deals 100 light-elemental damage to all opponents when used.)
3-6: Neutralizer
Note: Specials alternate
Decamon Card: Pegasus (Luminous Cool
Phoenix
*Ranged, fights from the back row*
Type: Flying/Fiery
Level: 30
Health: 732/732
Special I: Phoenix Pyre – The Phoenix reduces its health to one to bring back all defeated allies with full health. Used only after all allies have been defeated.
Special II: Empyreal Flame - Causes 30 fire-elemental damage to all opponents. Used when there are allies standing.
Drops (varies by roll):
1: Phoenix Incense
2-6: Phoenix Essence
Decamon Card: Phoenix (Fiery 9)
Polar Bear
*Enraged* *Immune to ice, afraid and sealed*
Type: Beast/Icy
Level: 42
Health: 1245/1245
Special I: Spine-chilling Roar – Causes 21 ice-elemental damage and the afraid-effect to all opponents.
Special II: Polar Bear Hug – Grants encouraged-effect to a random ally that is not already encouraged.
Drops (varies by roll):
1: White Fur Coat (SP:4, grants immunity to ice and stunned; allows the user to hide to avoid Free Hits (the effect ends if the user targets an enemy); suitable to barbarians and beast warriors; backwear)
2-3: Raw Meat (max. health +5 upon consumption)
5-6: Bone
Note: Specials alternate.
Decamon Card: Polar Bear (Icy 5)
Poltergeist
*Fire-elemental attacks*
Type: Fiery/Demon
Level: 32
Health: 626/626
Special I: Ring of Fire - Forms an aura of fire around the Poltergeist that causes 16 fire-elemental damage to the next three attackers that score a hit against it.
Special: Burning Rage – Causes 32 fire-elemental damage and the enraged-effect to the target. Used only if the Ring of Fire is in effect.
Drops (varies by roll):
1-2: Demon Repellent (Makes the user impervious to direct attacks from demons during one battle unless the user is the only hero left standing; consumable)
3-4: Fire Bomb
5-6: nothing
Pterodactyl
*Ranged, fights from the back row* *Immune to sealed and petrified*
Type: Flying/Ancient
Level: 63
Health: 1306/1306
Special: Aerial Pursuit – Makes the target prey to all Pterodactyls, so that they direct all attacks and Free Hits on that target until Aerial Pursuit is used again on someone else. The target is unable to hide while being pursued.
Drops (varies by roll):
1-3: Aeolus Bomb (Deals 100 wind-elemental damage to all opponents when used.)
4-6: Ancient Bone (Can be thrown at monsters to distract them for 3 rounds. Worth nothing, except in magic shops where it is worth 50 gold.)
Decamon Card: Pterodactyl (Flying 7)
Pumpkinface
Type: Plant
Level: 7
Health: 58/68
Special: Laughing Gas – Makes the target laugh uncontrollably, stunning it for the next turn.
Drops (varies by roll):
1-3: Tonic
4-6: nothing
Rafflesia
*Immune to stunned, asleep, blinded, poisoned, cursed, bleeding, petrified, doomed and sudden death*
Type: Plant
Level: 61
Health: 1636/1636
Special: Perilous Pollen – Causes 30 wood-elemental damage and poisoned by 30-effect to all opponents.
Drops (varies by roll):
1-3: Demeter Bomb (Causes 100 wood-elemental damage to all enemies when used)
4-6: Poison Bomb (Deals 5 damage and the poisoned by 1-effect to all opponents when used.)
Decamon Card: Rafflesia (Plant Cool
Rainbow Frog
*Attacks cause confused*
Type: Vermin/Aquatic
Level: 19
Health: 259/259
Special: Double Rainbow Toxin – Causes poisoned by 7- and enamored-effects on the target.
Drops: Remedy
Raindeer
*Blessed*
Type: Beast/Aquatic
Level: 18
Health: 292/292
Special: Blessed Drops – Bestows the blessed-effect to all allies.
Drops: Soma
Rat King
*Encourages beasts and vermin as long as it lives* *Encouraged*
Type: Beast/Vermin
Level: 12
Health: 112/112
Special: Reign of Disgust – Causes poisoned by 12-, confused- and afraid-effects to all opponents.
Drops (varies by roll):
1-2: Deadly Venom
3-6: Remedy
Red Rattlesnake
Type: Vermin
Level: 24
Health: 488/488
Special: Constrict – The rattlesnake throttles the target, knocking it out after three rounds have passed unless the rattlesnake is defeated before it. The target can only attack the rattlesnake with close-ranged weapons.
Drops (varies by roll):
1: Phoenix Essence
2-3: Grand Potion
4-6: nothing
Roc
*Immune to sudden death*
Type: Flying/Rock
Level: 58
Health: 2059/2059
Special I: Wings of Might – Causes 29 wind-elemental damage and the stunned and afraid-effects to all enemies. Used only if the Roc is at full health.
Special II: Heavenly Flight – The Roc flies out of reach, avoiding all damage for the remainder of the round, and returns with 500 health restored and all negative effects removed from it. Used only if the Roc is damaged
Drops: Elixir
Decamon Card: Roc (Flying 9)

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Re: contents of the fields

Post by Admin on Wed Apr 19, 2017 1:16 pm

COMMON ENEMIES (S-Z):
Sahuagin
Type: Aquatic/Humanoid
Level: 22
Health: 415/415
Special: Swamp Thing – If the target has an equal or lower level in comparison to the Sahuagin, it will capture the target and both will leave the battle. The captured target will return to the party after the battle is over. If the target is of a higher level, the Sahuagin will flee.
Drops (varies by roll):
1: Trident (WP:5, double damage to aquatic enemies; spear)
2-4: Smoke Bomb
5-6: Potion
Decamon Card: Sahuagin (Aquatic 5)
Sand Devil
*Immune to stunned, sealed, petrified and doomed*
Type: Demon/Rock
Level: 57
Defense: 2
Health: 1437/1437
Special I: Quicksand – All opponents are doomed.
Special II: Rising Dune – Doubles current defense. Used if all opponents are doomed.
Drops: Ambrosia
Decamon Card: Sand Devil (Rock 7)
Sandman
*Attacks cause asleep* *Immune to sealed, asleep and fast asleep*
Type: Ethereal
Level: 32
Health: 629/629
Special I: Sleep Tight – Causes the fast asleep effect to all opponents. Used only if there are no sleeping opponents.
Special II: Bad Dreams – Instantly knocks out all sleeping opponents. Used only if there are sleeping opponents.
Drops (varies by roll):
1-2: Sandman’s Parasol (Protects from asleep- and fast asleep –effects.)
3-6: Sleep Bomb (Deals 5 damage and the asleep-effect to all opponents when used.)
Decamon Card: Sandman (Ethereal 4)
Scarab
Type: Vermin
Level: 8
Health: 165/165
Special: Bury – The scarab digs into the sand, avoiding all attacks for the remainder of the round.
Drops: nothing
Decamon Card: Scarab (Rock 1)
Scarecrow
*Darkness-elemental attacks*
Type: Demon
Level: 15
Health: 210/210
Special I: Murder of Crows – Consume a Scary Crow to restore full health to self.
Special II: Shriek – Causes the afraid-effect. Used only if all Scary Crows are gone.
Drops (varies by roll):
1-3: Skeleton Decoy (Can be set up to absorb enemy Free Hits for up to 20 points of damage before it breaks.)
4-6: nothing
Scary Crow
Type: Flying
Level: 6
Health: 63/63
Special: Shriek – Causes the afraid-effect.
Drops: nothing
Scorched Skeleton
*Immune to doomed and sudden death*
Type: Undead/Fiery
Level: 46
Health: 647/647
Special: Purge – Removes all temporary effects from the target.
Drops (varies by roll):
1: Deluxe Skeleton Decoy (Can be used to absorb enemy Free Hits for up to 100 points of damage before it breaks.)
2-3: Skeleton Decoy (Can be set up to absorb enemy Free Hits for up to 20 points of damage before it breaks.)
4-6: Bone
Scorpiodemon
*Attacks cause poisoned by 14* *Immune to poisoned *
Type: Demon/Vermin
Level: 49
Health: 1053/1053
Special I: Scorpion King – Summon three Crimson Scorpions to join the battle. Used if the target is not poisoned.
Special II: Deadly Dose – Instantly knocks out the target. Used if the target is poisoned.
Drops: Deadly Venom
Serpivine
*Immune to poisoned*
Type: Vermin/Plant
Level: 21
Health: 373/373
Special: Poisonous Coil – Causes poisoned by 6- and bound-effects to the target.
Drops (varies by roll):
1-3: Deadly Venom
4-6: Floral Bomb
Shedu
*Immune to slowed* *Hastened*
Type: Beast/Rock
Level: 33
Health: 641/641
Special I: Fast Stampede – Causes 33 damage with slowed-effect to all opponents. Used unless health below half.
Special II: Healing Hump – Restores full health to self and removes all negative effects. Used when health has dropped below half.
Drops: Health Core
Decamon Card: Shedu (Rock 5)
Shelltoise
Type: Aquatic/Rock
Level: 32
Defense: 6
Health: 631/631
Special: Toughen Shell – Double own defense.
Drops (varies by roll):
1: Mythril Shard (A quarter of a full Mythril Ore)
2-3: Ambrosia
4-6: nothing
Shutterfly
Type: Vermin/Flying
Level: 6
Health: 24/24
Special: Sleepy Swirl – Causes the fast asleep-effect on the target.
Drops: nothing
Shy Shell
*Water-elemental attacks*
Type: Aquatic
Level: 17
Health: 384/384
Special: Shelter – The next attack against the Shy Shell will miss.
Drops (varies by roll):
1-3: Black Pearl (worth 75 gold)
4-6: Smelling Salts
Decamon Card: Shy Shell (Aquatic 2)
Silent Lamb
Type: Beast
Level: 7
Health: 88/88
Special: Cloud of Soft Wool – Causes the asleep- and sealed-effects to the target.
Drops: Bone
Silver Carp
Type: Aquatic
Level: 16
Health: 116/116
Special: Reflection – Causes damage equal to the target’s level, regardless of row and SP.
Drops: Silver Ore (worth 60 gold)
Simsalamander
*Absorbs fire and water*
Type: Fiery/Aquatic
Level: 42
Health: 984/984
Special: Scalding Shower – Causes 42 fire- and water-elemental damage to all opponents.
Drops (varies by roll):
1-2: Ruby (Fire)
3-4: Aquamarine (Water)
5-6: nothing
Decamon Card: Simsalamander (Fiery 3)
Siren Songstress
*Ranged, fights from the back row* *Attacks cause sealed* *Immune to sealed*
Type: Flying/Humanoid
Level: 50
Health: 873/873
Special: True Love Serenade – Restores 50 health to all allies, excluding self.
Drops (varies by roll):
1-3: “True Love Serenade” (restores 50 health to the rest of the party per round; costs 10 ether; Battle Song)
4-6: nothing
Decamon Card: Siren (Flying 5)
Siren Temptress
*Ranged, fights from the back row* *Attacks cause enamored* *Immune to enamored*
Type: Flying/Humanoid
Level: 51
Health: 935/935
Special: Love Hurts – Causes 51 damage to all enamored combatants.
Drops (varies by roll):
1-3: Lovely Perfume (Makes all opponents enamored with the user for 3 rounds when used; consumable)
4-6: nothing
Decamon Card: Siren (Flying 5)
Skeleton Knight
*Immune to bleeding and sudden death*
Type: Undead
Level: 26
Defense: 6
Health: 730/730
Special: Skull Guard – Protects self from all damage and negative effects for the next round.
Drops (varies by roll):
1-2: Skull Shield (SP:6; immunity to dark-elemental damage; suitable to Black Knights only.)
3-6: Potion
Skeleton Mage
*Ranged, fights from the back row* *Immune to bleeding and sudden death*
Type: Undead
Level: 26
Health: 579/579
Ether: 6/6
Special: Dark Magic Burst – Deals 13 darkness-elemental damage to all opponents regardless of row at the cost of 1 ether. If ether is at zero, nothing happens.
Drops (varies by roll):
1-2: Pointy Hat (Max. Ether +2, suitable for mages and clerics.)
3-6: Tonic
Snow Queen
*Absorbs ice* *Immune to all negative effects and sudden death*
Type: Ethereal/Icy
Level: 80
Health: 3513/3513
Special: Let It Go – Conjures a blizzard that causes 20 ice-elemental damage to all opponents regardless of row at the end of the round for 3 rounds and prevents the use of consumables during that time.
Drops (varies by roll):
1: Stella Polaris (Grants immunity to ice and doubles spellpower of ice-elemental spells; accessory)
2-3: Tiara (Worth 150 gold.)
4-6: Skadi Bomb (Deals 100 ice-elemental damage to all opponents when used.)
Decamon Card: Snow Queen (Icy 10)
Snowy Owl
Type: Flying/Icy
Level: 13
Health: 131/131
Special: Frost Beak – Causes 13 ice-elemental damage regardless of defense and the stunned-effect to the target.
Drops: Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.)
Specter
*Immune to bleeding and sudden death*
Type: Icy/Undead
Level: 24
Health: 490/490
Special: Freezing Touch – The target is petrified.
Drops: Ice Bomb
Decamon Card: Specter (Icy 2)
Sphinx
*Absorbs all elements* *Immune to blinded, sealed, minimized, petrified, doomed and sudden death*
Type: Humanoid/Beast/Flying/Ethereal
Level: 75
Health: 2052/2052
Special: Riddle – The Sphinx asks a riddle from the target. If the target answers it correctly, the Sphinx is damaged equal to double the target’s power. If the riddle is answered correctly, the target is damaged equal to double the Sphinx’s power.
Drops (varies by roll):
1: Zirconia (Gem containing all elements; cannot be merged with equipment)
2-6: Sphinx Stratagem (Makes the user absorb all elements for the duration of one battle; consumable)
Decamon Card: Sphinx (Ethereal 7)
Splatterfly
Type: Vermin/Flying
Level: 10
Health: 52/52
Special: Butterfly Effect – Transmits all of the target’s effects (both positive and negative) onto everyone in the battle (if applicable).
Drops (varies by roll):
1-3: Remedy
4-6: nothing
Stalactite
*Immune to all negative effects and sudden death*
Type: Rock
Level: 0
Health: 60/60
Special: Solid As a Rock – The boulder takes no damage from the next hit delivered to it.
Drops: nothing
Steambot
*Immune to bleeding, poisoned, asleep, fast asleep, hexed, petrified and doomed*
Type: Mechanical
Level: 56
Health: 1459/1459
Special I: Full Steam Ahead – Causes 56 damage and the stunned- and blinded-effects to the target. Used if there are allies in the battle.
Special II: Runaway Train – The Steambot flees the battle. Used if there are no allies left in the battle.
Drops (varies by roll):
1-2: Blind Bomb (Deals 5 damage and the blinded-effect to all opponents when used.)
3-4: Stun Bomb (Deals 5 damage and the stunned-effect to all opponents when used.)
5-6: Smoke Bomb
Stone Golem
*Earth-elemental attacks* *Immune to bleeding, poisoned, asleep, fast asleep, petrified and minimized*
Type: Rock
Level: 30
Defense: 30
Health: 658/658
Special I: Stone Wall – Gives all allies the reinforced-effect.
Special II: Earthquake – Causes an earthquake that lasts for three rounds, dealing 10 earth-elemental damage to all combatants regardless of row at the end of each round.
Drops (varies by roll):
1-3: Gaia Bomb (Deals 100 earth-elemental damage to all opponents when used.)
4-6: Ambrosia
Decamon Card: Stone Golem (Rock Cool
Succubus
*Immune to enamored, confused, hexed and cursed*
Type: Demon/Fiery
Level: 44
Health: 1224/1224
Special I: Entice – Causes the enamored-effect to all opponents.
Special II: Forsaken Signs – Causes the sealed-effect to all opponents. Used only if all possible targets are enamored.
Drops (varies by roll):
1-2: Demon Repellent (Makes the user impervious to direct attacks from demons during one battle unless the user is the only hero left standing; consumable)
3-4: Phoenix Essence
5-6: Seal Bomb (Deals 5 damage and the sealed-effect to all opponents when used.)
Decamon Card: Succubus (Fiery 4)
Sun Elemental
*Immune to asleep, blinded, sealed and confused*
Type: Fiery
Level: 55
Health: 1452/1452
Special: Scorching Heat – Deals 55 fire-elemental damage to the target and forces them to unequip all artefacts.
Drops: Agni Bomb (Cause 100 fire-elemental damage on all enemies when used.)
Decamon Card: Sun Elemental (Fiery Cool
Sybaris
*Ranged, fights from the back row* *Fire-elemental attacks*
Type: Demon/Fiery
Level: 68
Health: 1498/1498
Ether: 6/6
Special: Unholy Flames – Deals 34 fire-elemental damage to all living combatants and removes all temporary effects at the cost of 1 ether. If ether is at zero, nothing happens.
Drops: Neutralizer
Decamon Card: Sybaris (Fiery 7)
Sylph
*Wind-elemental attacks*
Type: Electric/Flying
Level: 22
Health: 347/347
Special: Thunderdome – Forms a protective aura of thunder around the allied party for the duration of the next round, causing 22 lightning-elemental damage to any opponent that successfully hits anyone from the allied party.
Drops (varies by roll):
1-2: Topaz (Lightning)
3-4: Ether Core
5-6: nothing
Decamon Card: Sylph (Electric 3)
Tangleweed
Type: Plant
Level: 25
Health: 285/285
Special I: Entangled – Causes the bound-effect to all opponents for the rest of the battle unless the effect is remedied or the Tangleweed is defeated. Used only if none of the opponents are bound.
Special II: Absorb – Transfer 10 health from all bound opponents to self, regardless of row or SP.
Drops (varies by roll):
1-3: Health Core
4-6: nothing
Decamon Card: Tangleweed (Plant 3)
Thug Slug
*Immune to poisoned and petrified*
Type: Vermin
Level: 35
Health: 1134/1134
Special: Jabba’s Legacy – Petrifies the target and steals up to 35 gold from it.
Drops (varies by roll):
1-3: Mulled Wine
4-6: Mead
Thunderbird
*Ranged, fights from the back row* *Absorbs lightning*
Type: Flying/Electric
Level: 39
Health: 698/698
Special: Lightning Speed – The Thunderbird causes 39 lightning-elemental damage to the target, and gets an extra Free Hit at the end of the current round, regardless of other effects. If the special is rolled several times in one round, the Thunderbird gets that many Free Hits.
Drops (varies by roll):
1-3: Rudra Bomb (Deals 100 lightning-elemental damage to all opponents when used.)
4-6: Smelling Salts
Decamon Card: Thunderbird (Electric 3)
Tomb Widow
Type: Vermin/Rock
Level: 33
Health: 663/663
Special: Suffocating Thread – Causes 33 earth-elemental damage and the cursed-effect.
Drops (varies by roll):
1: Gaia Bomb (Deals 100 earth-elemental damage to all opponents when used.)
2-6: Dirt Bomb
Toxic Toad
Type: Vermin/Plant
Level: 13
Health: 114/114
Special: Toxic Tongue – Causes poisoned by 3- and confused-effect to the target.
Drops: Venom
Decamon Card: Toxic Toad (Plant 1)
Treant
*Immune to sudden death*
Type: Plant
Level: 34
Health: 914/914
Special I: Roots of Life – Revives all fallen allies with full health, but they will not drop anything.
Special II: Falling Leaves – Deals 34 wood-elemental damage to all opponents regardless of row. Used if all allies are still standing.
Drops: Demeter Bomb (Causes 100 wood-elemental damage to all opponents when used.)
Decamon Card: Treant (Plant 9)
Tweetybird
*Immune to sealed*
Type: Flying
Level: 10
Health: 99/99
Special: Song of Silence – Causes the sealed-effect to all opponents.
Drops (varies by roll):
1-3: Seal Bomb (Deals 5 damage and the sealed-effect to all opponents when used.)
4-6: nothing
Decamon Card: Tweetybird (Flying 1)
Tygurah
Type: Beast/Electric
Level: 36
Health: 864/864
Special: Thunderous Roar – Causes 36 lightning-elemental damage and afraid-effect to the target.
Drops: Tiger Balm (Grants immunity to all effects for one battle.)
Decamon Card: Tygurah (Electric 7)
Tyrannosaur
Type: Ancient
Level: 92
Health: 3105/3105
Special: Devour – Removes the target from the battle. The devoured target is returned with 1 health after the battle.
Drops (varies by roll):
1: Adamantite Shard (A quarter of a full Adamantite Ore)
2-6: Ancient Bone (Can be thrown at monsters to distract them for 3 rounds. Worth nothing, except in magic shops where it is worth 50 gold.)
Unicorn
Type: Beast/Holy
Level: 28
Health: 363/363
Special I: Healing Horn – Restores 100 health and removes negative effects to self. Used only at reduced health.
Special II: Stampede – Causes 16 damage to all opponents. Used only at full health.
Drops (varies by roll):
1: Unicorn’s Horn (WP:8, healing becomes nurturing, removing negative effects as well; light-elemental staff)
2-6: Remedy
Decamon Card: Unicorn (Luminous 5)
Ursa Minor
*Immune to blinded and sealed*
Type: Beast/Ethereal
Level: 17
Health: 224/224
Ether: 4/4
Special: Twinkle – Protects all allies from taking damage for the remainder of the round at the cost of 1 ether. If ether is at zero, nothing happens.
Drops: Grand Tonic
Decamon Card: Ursa Minor (Ethereal 1)
Vampire Bat
Type: Vermin/Flying
Level: 23
Health: 363/363
Special: Bloodsucker – Transfers 13 health from the target to self, ignoring defense.
Drops (varies by roll):
1-2: Batarang (WP:13, darkness-elemental throwing weapon)
3-6: nothing
Decamon Card: Vampire Bat (Flying 3)
Velociraptor
Type: Ancient
Level: 48
Health: 756/756
Special: On the Hunt - Deals the slowed-effect to the target and the hastened-effect to itself.
Drops: Ancient Bone (Can be thrown at monsters to distract them for 3 rounds. Worth nothing, except in magic shops where it is worth 50 gold.)
Volt Ant
Type: Vermin/Electric
Level: 14
Health: 167/167
Special: Paralyzing Sting – Causes 14 lightning-elemental damage to the target and stuns it for the next round.
Drops (varies by roll):
1-3: Lightning Bomb
4-6: nothing
Decamon Card: Volt Ant (Electric 1)
White Widow
Type: Vermin/Icy
Level: 33
Health: 663/663
Special: Cold Thread – Causes 33 ice-elemental damage and the fragile-effect.
Drops (varies by roll):
1: Skadi Bomb (Deals 100 ice-elemental damage to all opponents when used.)
2-6: Ice Bomb
Decamon Card: White Widow (Icy 3)
Wight
*Immune to stunned, bleeding, cursed, afraid, doomed and sudden death*
Type: Undead
Level: 39
Health: 1226/1226
Special: Unearthly Howl – Causes the stunned-, cursed- and afraid-effect to all opponents.
Drops (varies by roll):
1-3: Crystal Ball (worth 50 gold, except in magic shops where it is worth 100 gold.)
4-6: nothing
Decamon Card: Wight (Dark 4)
Will-o´-the-Wisp
*Fire-elemental attacks* *Absorbs fire*
Type: Fiery
Level: 21
Health: 166/166
Special: Self-Explode – Depletes the remaining health to cause fire-elemental damage to all opponents and restore health to all other allies by dividing the value of the sacrificed health equally among them all. Will-o´-the-Wisp drops nothing in this case.
Drops (varies by roll):
1: Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.)
2-6: nothing
Decamon Card: Will-o´-the-Wisp (Fiery 1)
Wintersprite
*Ice-elemental attacks* *Immune to sealed*
Type: Icy/Flying
Level: 36
Health: 843/843
Special: Frozen - Freezes the hero solid and causes them to be unable to act until a fire-elemental attack is used to thaw them out or the battle ends.
Drops (varies by roll):
1-3: Opal (Ice)
4-6: Ether Core
Decamon Card: Wintersprite (Icy 6)
Wishing Starfish
Type: Aquatic/Luminous
Level: 27
Health: 381/381
Special: Three Wishes – One of three things happens: 1) up to 270 health is restored to all allies, 2) 27 light-elemental damage is caused to all opponents, or 3) all combatants fall asleep.
Drops (varies by roll):
1: Wishing Wand (WP:12; each successful hit has ½ chance of inflicting either asleep-, blinded-, sealed- or confused-effect, according to what the user wishes)
2-3: Cosmic Essence (Revives a knocked out ally with full health and ether and gives them the blessed-effect)
4-6: nothing
Decamon Card: Wishing Starfish (Aquatic 4)
Woodwose
*Attacks cause poisoned by 10*
Type: Plant/Humanoid
Level: 26
Health: 453/453
Special: Entangling Vines – Causes the slowed and bound-effects to all opponents.
Drops: Deadly Venom
Decamon Card: Woodwose (Plant 7)
Yeti Outcast
*Immune to weakened and fragile*
Type: Icy/Humanoid
Level: 63
Defense: 10
Health: 1409/1409
Special I: Abominable Snowman - Causes the weakened- and fragile-effects to the target.
Special II: Scare Away – Removes the target from the battle. Used only if the target is already weakened and fragile. The target returns after the battle.
Drops (varies by roll):
1-2: White Fur Coat (SP:4, grants immunity to ice and stunned; allows the user to hide to avoid Free Hits (the effect ends if the user targets an enemy); suitable to barbarians and beast warriors; backwear.)
3-6: Health Core
Decamon Card: Yeti (Icy 4)
Zombie Peasant
*Immune to sudden death*
Type: Undead/Humanoid
Level: 13
Health: 132/132
Special: Bone Gnaw – Causes 13 damage and fragile-effect to the target, and restores 13 health to self.
Drops (varies by roll):
1: Peasant’s Hood (Max. Health +1; headwear.)
2-6: Bone


ROAMING MONSTERS
CURRENT
Mirage Knight
*Immune to all negative effects and sudden death* *Lucky*
Type: Humanoid
Level: ??
Health: ????/????
Special I: It's Just a Mirage - Negates all damage dealt by the enemy party until the Mirage Knight can act again. Used only if the Mirage Knight has more than ???? health.
Special II: Did I Get Him? - The Mirage Knight gains health equal to the total amount of damage dealt by all combatants since he was last targeted. Used only if the Mirage Knight has less than ???? health.
Passive: Mirage Mirror - The Mirage Knight's level is equal to the power of the target.
Drops: Mirage Scythe (WP: X, WP is equal to the level of the targeted enemy, cannot be upgraded; scythe), to each hero 10 Glory Points and the title of "Mirage Breaker".
PAST
Chameleon Serpent
*Absorbs Darkness*
*Absorbs Earth*
*Absorbs Fire*
*Absorbs Ice*
*Absorbs Light*
*Absorbs Lightning*
*Absorbs Water*
*Absorbs Wind*
*Absorbs Wood*

*Immune to Poisoned, Petrified, Doomed, and Instant Kill* *Absorbs the last element it is hit with*
Type: Vermin
Level: 75
Health: 2882/2882
Special I: Camouflage Coil - The Chameleon Serpent coils around the target, dealing 75 damage regardless of row. The Chameleon Serpent then vanishes with its prey, both it and the target avoiding all action until the end of the next round.
Special II: Confusing Coloration - The Chameleon Serpent blends into the background and creates images of the heroes on its scaly skin, causing confused to all heroes.
Drops: Chameleon Vest (Max. Health +10, the user absorbs the last element it is hit with; bodywear), to each hero 10 GP and the title of "Serpent Skinner"
Note: Specials are randomly chosen.

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Re: contents of the fields

Post by Admin on Wed Apr 19, 2017 1:16 pm

Here's pictures of the uncommon loot that are dropped by various monsters in the Fields:

Adamantite Shard (One quarter of a full Adamantite ore, used for adamantizing equipment.)
Aeolus Bomb (Deals 100 wind-elemental damage to all opponents when used.)
Agni Bomb (Cause 100 fire-elemental damage on all enemies when used.)
Amethyst (Enables darkness-elemental spells; gem.)
Ancient Bone (Can be thrown at monsters to distract them for 3 rounds. Worth nothing, except in magic shops where it is worth 50 gold.)
Angelic Trumpet (WP:5, user is blessed, instrument.)
Aqua Gear (Adds water-element to physical attacks and protects from water-elemental damage, accessory.)
Aquamarine (Enables water-elemental spells; gem.)
Baldur Bomb (Deals 100 light-elemental damage to all opponents when used.)
Batarang (WP:13, darkness-elemental throwing weapon.)
Black Pearl (Worth 75 gold.)
Blind Bomb (Deals 5 damage and the blinded-effect to all opponents when used.)
Bone (Can be thrown at monsters to distract them for a turn. Worth nothing, except in magic shops where it is worth 5 gold.)
Chameleon Vest (Max. Health +10, the user becomes able to absorb the last element it was damaged with; bodywear)
Chaotic Bomb (Causes 100 random elemental damage to all opponents.)
Chicken Drumstick (Max. health +1 upon consumption.)
Cobweb Cowl (Immunity to sudden death; backwear.)
Confuse Bomb (Deals 5 damage and the confused-effect to all opponents when used.)
Cosmic Essence (Revives a knocked out ally with full health and ether and gives them the blessed-effect.)
Crown (Worth 300 gold.)
Crown of the Sea Kings (Gives the wearer +20 SP, +20 max. health and +20 max. ether when fighting at a sea, lake or river; headwear.)
Crystal Ball (worth 50 gold, except in magic shops where it is worth 100 gold.)
Crystal Mace (WP:5 multiplied by the amount of gems imbued; cannot be upgraded otherwise; mace.)
Deluxe Skeleton Decoy (Can be set up to absorb enemy Free Hits for up to 100 points of damage before it breaks.)
Demeter Bomb (Deals 100 wood-elemental damage to all opponents when used.)
Demon Repellent (Makes the user impervious to direct attacks from demons during one battle unless the user is the only hero left standing; consumable)
Diamond (Enables light-elemental spells; gem.)
Doom Stinger (WP:13, has 1/2 chance to cause doomed-effect upon a hit; whip.)
Dragon Scale (Grants lucky- and blessed-effects when consumed.)
Dragon Skull (Worth 250 gold, except in Magic Shops where it is worth 500 gold.)
Dragonsbane Lance (WP:20, triple damage to enemies with “Dragon” in their names; lance.)
Electro Gear (Adds lightning-element to physical attacks and protects from lightning-elemental damage, accessory.)
Emerald (Enables wood-elemental spells; gem.)
Emergency Essence (Automatic revive with half HP when knocked out, can be used like a normal Phoenix Essence.)
Ether Core (Restores full ether to the target.)
Everlasting Venom (Adds the poisoned by 10-effect to one weapon permanently.)
Fang Dagger (WP:5, deals double damage to beasts; dagger.)
Feather of Flight (Allows the user to flee from the battle when used.)
Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.)
Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.)
Fenghuang Essence (After being consumed, automatically revives the target with full health once when knocked out; cannot revive targets that are already knocked out.)
Fenghuang Incense (After being consumed, automatically revives all party members with full health once when knocked out; cannot revive targets that are already knocked out.)
Gaia Bomb (Deals 100 earth-elemental damage to all opponents when used.)
Garnet (Enables earth-elemental spells; gem.)
Gilded Boneaxe (WP:20, causes double damage to targets carrying gold; axe.)
Golden Blade (WP:15, greatsword.)
Golden Fleece (Worth 90 gold.)
Golden Scarab Shield (SP:15, immunity to light-elemental damage.)
Golden Kopesh (WP:18, increases the amount of gold stolen by 25% (rounded up); longsword.)
Gold Bar (Worth 50 gold.)
Gold Ore (Worth 80 gold.)
Gold Ring (Worth 15 gold; can be given to someone to make them enamored with the giver.)
Health Core (Restores full health to target.)
Ignis Gear (Adds fire-element to physical attacks and protects from fire-elemental damage, accessory.)
Jinxy Juice (Causes the jinxed-effect to the target when used; consumable.)
Kraken Fang (Grants hastened- and reinforced-effects when consumed.)
Level Up Mushroom (+1 full level.)
Lichen Armour (The wearer’s ether is counted as additional health if health is depleted; suitable to classes with ether; bodywear.)
Lovely Perfume (Makes all opponents enamored with the user for 3 rounds when used; consumable)
Manafont (Raises max. ether by 5)
Milk (Restores 15 health and 15 ether.)
Minimizing Dust (Deals the minimized-effect to the target, reducing maximum power/level, HP, and ether to 10% of the normal.)
Mythril Shard (One quarter of a full Mythril ore, used for mythrilizing weapons.)
Neptune Bomb (Deals 100 water-elemental damage to all opponents when used.)
Nixie Helmet (SP:3, grants immunity to water and blinded; headwear)
Opal (Enables ice-elemental spells; gem.)
Orcish Blade (WP:15, suitable to greenskins only; longsword.)
Peasant's Hood (Max. Health +1; headwear.)
Phoenix Incense (Revives all knocked out party members to full health during a battle.)
Pointy Hat (Max. Ether +2, suitable for mages and clerics.)
Poison Bomb (Deals 5 damage and the poisoned by 1-effect to all opponents when used.)
Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.)
Raw Meat (Max. health +5.)
Regina Marina (WP:7, double spellpower to water-elemental spells; water-elemental staff.)
Ruby (Enables fire-elemental spells; gem.)
Rudra Bomb (Deals 100 lightning-elemental damage to all opponents when used.)
Sandman’s Parasol (Protects from asleep- and fast asleep-effects; accessory.)
Sapphire (Enables wind-elemental spells; gem.)
Scrap Metal (Worth 25 gold.)
Seal Bomb (Deals 5 damage and the sealed-effect to all opponents when used.)
Sharkjaw Scythe (WP:15, double damage against aquatic enemies; scythe.)
Silver Ore (Worth 60 gold.)
Skadi Bomb (Cause 100 ice-elemental damage on all enemies when used.)
Skeleton Decoy (Can be set up to absorb enemy Free Hits for up to 20 points of damage before it breaks.)
Skull Shield (SP:6; immunity to dark-elemental damage; suitable to Black Knights only; shield.)
Sleep Bomb (Deals 5 damage and the asleep-effect to all opponents when used.)
Smelly Hide (Makes beasts and humanoids cause half damage to the wearer when “5” is rolled; suitable for barbarians and beast warriors; bodywear.)
Snake Eye Charm (Protects from petrified-effect.)
Sphinx Stratagem (Makes the user absorb all elements for the duration of one battle; consumable)
Stella Polaris (Grants immunity to ice and doubles spellpower of ice-elemental spells; accessory)
Stun Bomb (Deals 5 damage and the stunned-effect to all opponents when used.)
Tiara (Worth 150 gold.)
Tiger Balm (Grants immunity to all effects for one battle.)
Titan Heart (Grants encouraged- and inspired-effects when consumed.)
Topaz (Enables lightning-elemental spells; gem.)
Trident (WP:5, double damage against aquatic enemies; spear.)
Unicorn’s Horn (WP:8, healing becomes nurturing, removing negative effects as well; light-elemental staff.)
Unlucky Horseshoe (WP:13, retrievable, causes jinxed-effect; throwing weapon.)
White Fur Coat (SP:4, grants immunity to ice and stunned; allows the user to hide to avoid Free Hits (the effect ends if the user targets an enemy); suitable to barbarians and beast warriors; backwear.)
Winged Sandals (Protects from bound- and slowed-effects; footwear.)
Wishing Wand (WP:12; each successful hit has 1/2 chance of inflicting either asleep-, blinded-, sealed- or confused-effect, according to what the user wishes; wand.)
Wooden Shield (SP:5, immunity to wood-element; shield.)
Zirconia (Gem containing all elements; cannot be merged with equipment.)

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Re: contents of the fields

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