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- Chronospace Raid
- This raid is a multi-wave raid with multiple waves of enemies, recommended 10+ players, including Daelax and smelliott. After each raid, everyone will be healed completely and revived by the pulsating Chronospatial pulses emanating throughout the area.
- Wave 1:
- Chronospace Minion x5
- These monsters are meant to be small fries, easily defeated even by one person.
- 50hp 20atk 5def 5spd
- Skills:
- If rolling a 10 on it's attack choosing roll, it's roll will do TD instead of normal damage. Every other roll (1-9) is a basic attack
- Worth: 1/1 each
- Wave 2:
- Chronospace Minionx3
- Chronospace Warriorx2
- Chronospace Warriors are a lot more threatening than Chronospace Minions.
- 100hp 45atk 8def 15spd
- Skills:
- Here's where it gets fun.
- 1-8: basic attack
- 9: Attack roll will deal TD instead of normal damage.
- 10: Explosion: an AoE attack that will be a !roll 30. Result will be dealt as TD to ALL other entities (including allies). Kills the unit.
- Worth: 1/2 each
- Wave 3:
- 3x Chronospace Bender
- These enemies are annoying, stunning and slowing the players constantly.
- 80hp 30atk 5def 15speed
- Skills:
- 1-5 : basic attack
- 6: stuns target for 1 turn. 35% chance to succeed
- 7: places a 10% chance for the target's action to fail. stacks.
- 8: heals a random ally for 15hp. Can heal itself.
- 9: decreases the target's speed by 5
- 10: decreases the target's speed by 15, 30% chance to succeed.
- Worth: 1/2 each
- Wave 4:
- Chronospace Bender x2
- Chronospace Master x1
- This guy right here is the Master of Chronospace. If you're here to beat him, GOOD LUCK.
- 1000hp 90atk 10def 25speed
- Passive Skills(oh yeah, he has em.)
- 1. CANNOT be multihit.
- 2. Regens 5% of max hp at the end of every turn
- 3: 25% chance to completely dodge an attack
- 4. HP counts as full for all %-based attacks, and they affect him even when he is at 50% HP or lower
- 5. basic attacks have a 40% chance to stun target for 1 turn, even if they miss.
- Attacks:
- 1-5: basic attack
- 6: Summons 3 Chronospace Minions to his side
- 7: Stuns entire party for 1 turn, cannot miss.
- 8: Heals himself for 100hp
- 9: Rolls a 1d9 and applies as TD to all players
- 10: rolls a 1d20 and applies the result as Energy Drain to all players.
- Worth: 5/5 each
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