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Enemy Name: "Allmacht"
Stats: HP: 7
MP: 6
STR: 4
CON: 3
DEX: 4
INT: 7
WIS: 6
Element Efficiency: STRONG: Holy
WEAK: None
Status Efficiency: STRONG: Death, Silence, Confusion, Blindness, Paralysis, Time.
WEAK: None
Tactic: Protected by a flock of Cultists Elites. (2 of each type)
Cultist Paladin - Heavily armored, can use stun and weak heal.
Cultist Archmage - Nukes party members with random elemental spells.
Cultist Archbishop - Removes ailments and heals Allmacht.
Allmacht uses following skills:
-Smites random party member with a devastating HOLY-element attack.
(Uses once Paladins are dead) -Smites entire party with a HOLY-element attack, may cause blindness.
-Drains party's MP. Always does that if running out of MP.
(Uses once Archbishops are dead) -Drains party's HP.
(Uses once Archmages are dead) -Showers the party with status effects: Blindness, Confusion, Silence, Paralysis.
Dungeon Info:
Dungeon itself takes the form of a tall spire, players have to ascend it in order to challenge Allmacht.
There is a large number of floors, but each floor is only about as wide as the screen.
While ascending the tower, the players are beset by weaker variations of Paladins, Archbishops and Archmages, power of which increases every X floors as following:
Disciple > Zealot > Crusader
Monk > Priest > Bishop
Adept > Sorceler > Diviner
Disciples do not posses any extra abilities.
Zealots gain the ability to stun, death of allies buffs their ATP.
Crusaders gain the ability to heal and shield allies.
Monks are able to heal allies.
Priests are capable of mass status cure and heal over time spells.
Bishops actively place protective/enhancing buffs on allies they heal.
Adepts use spells of Fire/Ice/Earth variety.
Sorcelers gain access to Light/Order spells and leave status effects with them. (Blindness/Paralysis/Stun/Confusion)
Diviners' spells automaticly exploit element/status weakness of targets. Low HP Diviners sacrifice themselves by casting Instant Death spell.
Typical encounters always include at least 1 Disciple~etc or Monk~etc, but may have more than one.
Additionally, Every X levels the stairs are guarded by a miniboss, those are typically accompained by 1 enemy of each type of current power.
Miniboss 1: Immovable Navarro
An imposing sentinel of stone, that channels Allmacht's words through power.
It's highly defensive, continously refreshing DEF/RES increasing buffs on it's party, but also always acts last.
It's attacks depend entirely on enemy input, as it attacks with either physical/magical damage dealt to either single/all enemies.
The damage is equal to the damage it has received in the last round, so if it received 5000 physical damage last round, it will attack with 5000 damage. The storage for physical/magical damage is indefinite and indeed, stacks until Navarro attacks, at that point that damage is set to 0.
If the target are all enemies, the damage is split among them.
Not attacking Navarro at all is unwise. If Navarro doesn't receive damage in a turn, it's next action will be to cast a mass Instant Death spell, resisting which still deals massive damage.
Miniboss 2: Eternal Fortitude
Enormous suit of glowing armor, it is the holy aura of Allmacht.
This boss constantly refreshes a unique status effect on the entire player party, the effect of which reverses all healing to damage. It then proceeds to troll the player by "healing" and casting regenerative magic on everyone in the battle. This boss starts out with incredible resistance to damage and rather weak heal, but as it takes damage it's heals become progressively more powerful and it becomes more and more susceptible to damage.
Miniboss 3: Xqzarch
Torn hull of the darkener is all that remains of Allmacht's former warden, now in blind, eternal servitude.
Extremelly agressive boss that spams multiple spells per action, invariably leaving nasty status effects. Xqzarch mainly casts Dark/Order/Fire/Ice/Earth spells, leaving following on targets (Either of the 2 status effects):
Dark - Blind/Stun
Order - Silence/Paralysis
Fire - DEF down/ATP down
Ice - RES down/Whatever is the full magic stat down
Earth - Damage over time/MP drain
Additionally, he continually removes positive buffs from entire party. While he starts off casting only 1 spell per turn, the less HP he has, the more (Up to 4 times per turn) spells he will cast. This causes a massive strain on his MP, which he resolves by using Essence Drain when he cant cast anything else, this mass spell drains party's MP, more exactly the amount needed for him to reach max mp capacity. If the party doesnt have enough MP, the rest will be drained from their HP.
When Allmacht is defeated, the access to the second spire is granted (It levitates above the bottom spire). This is entirely a bonus dungeon, filled with appropriate Light/Order enemies and reward items.