Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)

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Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)

Post by Spriterkid »

Dragon Hunters: The Deux of Halincia


The second Dragon Hunters sucessfully defeated Unknown. They were powerful, thanks to the first Dragon Hunters. They protected the world with power, respect, and most of all, peace.
However, not all was safe. A council of dukes conspired against these Dragon Hunters, fearing that they might turn into dragons if they're cursed. A long time passed, and they agreed on what they would do.

They would slay these Dragon Hunters.
Before doing so, they would kidnap them and take their powers in order to sucessfully prevent them from becoming too powerful. No Dragon Hunter escaped.
A long time passed in fear that the dukes would use their powers for evil....
...and they did.

Even the Slime Gang, who had trained a whole lot, couldn't do much against these new monsters that were suddenly appearing: Dimensional Creatures.
The world needs the help of a new generation of Dragon Hunters, that will conquer the dukes and sucessfully free the Second Dragon Hunters from doom!

------------------------------------------------------------------------------------------------------------------------------------------------

Hey guys, Spriterkid here. Yep, I'm bringing an oldie "back". It's Dragon Hunters again, and it's back in black with a smack intact. (why did you let me write this god)



Boring stuff time!


Stats explanation:
Every level up, you get SP (and at the start as well). You may spend these in any way you like, but you must put 1 in every stat at the start.

How SP Spending works:


HP: 1 Point Translates to 1 SP

MP: 1 Point Translates to 1 SP

AGI: 1 Point Translates to 1 SP

ATK: 1 Point Translates to 2 SP

DEF: 1 Point Translates to 3 SP

MA: 1 Point Translates to 2 SP

MD: 1 Point Translates to 2 SP



HP - Hit Points. If these reach 0, you die.
MP - Mana/Magic/Mordio(/reference) Points. Needed to cast spells/use abilities.
AGI - Agility. Determines Turn Order.
ATK - Attack. Damage from physical attacks.
DEF - Defense. Determines how much physical damage is shielded. You'll always take at least 1 damage even if you have more DEF than the attacker's ATK.
MA - Magic Attack. Damage from magic attacks.
MD - Magic Defense. Determines how much magic damage is shielded. You'll always take at least 1 damage even if you have more MD than the attacker's MA.

You get 30 SP at start, with + 10 SP per extra level. Every 10 levels, it becomes +30 SP.


How to level up stats:

<stat you are upgrading>: Previous > New | <no> SP Spent



e.g.

ATK: 4 > 6 | 4 SP Spent



Then follow with a table of all your stats including the upgrades, such as follows.




STAT: Normal + Weapon Bonuses = Total


e.g.


MHP: 4 + 5 = 9

MMP: 2 + 6 = 8

AGI: 4 + 1 = 5

ATK: 6 + 12 = 18

DEF: 2 + 31 = 33

MA: 7 + 6 = 13

MD: 2 + 20 = 22



How damage works:
ATK - DEF = Damage


MA - MD = Damage


(Certain attacks don't follow this rule.)


-- Effectiveness Formula --
Roll d13 when someone attacks. Result determines effectiveness.
1 - Miss
2 - 50% Damage
3 - 80% Damage
4 - 85% Damage
5 - 90% Damage
6 - 95% Damage
7 - 100% Damage
8 - 105% Damage
9 - 110% Damage
10 - 115% Damage
11 - 120% Damage
12 - 150% Damage
13 - 200% Damage

What about the guys who joined before?

Those start at level 5. They'll have 70 SP to spend instead.
If Dicearm, AlexMdle, MintE, Snipe/Remilia/Captain Euphonium, Flandre (if she ends up joining from the IRC), SS, Rumia, SPIDER and whoever I'm forgetting who was in the original DH decide to join, THEY HAVE 70 SP TO SPEND AND NOT 30.

How do you join?

Fill this format:

Name:
Class: Warrior/Thief/Mage/Archer
Story (optional):
Appearence:
Map colors (letter color and bg color):
Stats:

MHP:
MMP:
ATK:
DEF:
AGI:
MA:
MD:

Class explanation:


In levels 20 and 40, you upgrade your class. You can choose your split based on the class you chose, and the sub-split depending on the split you chose.

Warrior: You want to put more HP, ATK and DEF here. They don't use spells unless they go Magic Knight.
Splits of Warrior:

Knight: He'll have more ATK and DEF.
Knight Sub-splits:
Magic Knight: He's as strong as the Knight, but with Spells.
Dragon Knight: His skills envolve the power of original Knight Dragon Hunters.

Paladin: Has more HP and DEF.
Paladin Sub-splits:
Templar: Can now use light and healing spells, while possessing the same power as the Paladin.
Guardian: Can taunt enemies into attacking him, while also raising his defenses a lot.

Thief: Quick and damaging. He'll do a lot of damage fast, but a breeze kills him.
Splits of Thief:

Ancient Thief: Knows how to use swords. Can do a lot of damage later on.
Ancient Thief Sub-splits:
Samurai: Switches his weapon for Swords instead. Can easily go one vs one against most powerful enemies.
Ninja: Quick and stealthy. Disappears, throws smoke bombs, anything you can imagine a ninja does. Should possess the highest AGI in the game.

Mafia:Knows his guns. Helpful on a big party.
Mafia Sub-splits:
Hitman: Hired to kill people with guns. He's proficient at close combat if needed.
Boss: You can call some Mafia NPCs to come with you. They'll have their own equipment, and if they die, they stay dead.
They can level up as well, and they always end up Hitmans if the class is upgraded.


Mage: It's a mage. MA and AGI. Don't bother trying to shield them a lot. They have more splits.
Splits of Mage:
Black Mage: Specializes in Black Magic, which is every element but Light.
Black Mage Sub-splits:
Elementalist: Specializes in one single element, and they can deal massive damage of said element.
Summoner: Can summon things to his own will.
Sage: Stronger version of Black Mage.

White Mage: Specializes in White Magic, which is Light and healing spells.
White Mage Sub-splits:
Cleric: Healing Spell Specialist. Can go far enough to cast Sacrifice to kill him/herself to revive and fully heal a party. Invaluable in a big party.
Battle Healer: Can heal decently, and also fight with whips and the like.
Bard: Plays songs to buff, heal a party, debuff the enemy and put status effects.

Blue Mage: The weird split of the Mage. Learns spells cast around him.
Blue Mage Sub-splits:
Fraxian Mage: This mage knows spells from the future, mainly lasers and psychic powers.
Joker: His spells have random effects, from hurting himself to instantly killing a boss. Hope the RNG doesn't screw you over.
Pulse Mage: His spells involve messing with the time-space to summon creatures from space or destroy time for an enemy.


Archer: Shoots from behind his teammates to be able to hit enemies without getting hit himself. (He will get hit anyways)
Splits of Archer:
Ranger: Can wield a gun instead of a bow. His shots are usually very precise.
Ranger Sub-splits:
Tamer: Can tame monsters. Becomes more powerful towards the end, where there are Dimensional Creatures.
Gunslinger: Has the best shot precision. Usually doesn't miss.

Bowyer: Very good at shooting different kinds of arrows. Expect him to shoot many at a time.
Bowyer Sub-splits:
Sniper: Uses special kinds of arrows to down the enemy in one shot if he connects.
Raider: The Raider shoots a flurry of arrows that can put one enemy down or hurt many. Usually the one that deals the most damage in one enemy.


(Note: Red Mage would show up here, but why would you want to not heal as much and not deal as much damage with spells?)
Last edited by Spriterkid on Mon Jul 25, 2011 12:36 am, edited 2 times in total.
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Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)

Post by SnipeHeart »

Name: Geoffrey
Class: Warrior
Story:

A young and studious man who studied wizardry. He enjoyed magic that revolved around things such as barriers, but he also enjoyed the thrill of battling from close up. He took up a sword and trained with it in conjunction with his routine studies, collaborating the two of them together. He soon realized that barriers were very annoying to deal with when you applied a sword to them, so he studied the nature of the barriers, trying to learn the ways to smash them apart with ease and weaken the defenses of his enemies. Now at the age of 20, he left the wizards he stayed with to stop the Dukes, who's carelessness with their power has brought the wizards into a desperate state.

Appearance:

A very thin and slender man with little muscle tone. He wears pitch black robes with a dark purple trim, his cloak is of similar coloring. His sword is holstered in a crude, handmade leather holster which dangles lazily on the left side of his hip. His face is fairly slender and has short, spiky brown hair and blue eyes.

Map colors (letter color and bg color):

Letter Color - Dark Purple
Background Color - Yellow

Stats:

MHP: 16 (16)
MMP: 8 (8)
ATK: 9 (18)
DEF: 2 (6)
AGI: 2 (2)
MA: 8 (16)
MD: 2 (4)

Hope I got the values right.

Landmark Skills:

Level 5: Defensive Stance - Damage taken and dealt next turn is reduced by 50%. Counts as a normal attack. 1 MP.

Level 15: Barrier - Reduces damage for the party by 40% for 4 turns. Takes a turn to use. Can be selected as an attack target, which case its health is (MA x 20). Cost 4 MP. Cannot be used in conjunction with Reflective Barrier. DOES stack with Defensive Aura.

Level 25: Defense Smash - Attack an enemy with a 50% chance to lower the DEF and MD of the enemy by 1/2 the damage dealt. Takes a turn to use. Cost 6 MP.

Level 35: Reflective Barrier - Reduce damage for the party by 60%, 20% of the original damage is reflected back to the enemy. Takes a turn to use. Lasts 5 turns. Can be selected as an attack target, in which case, its health is (MA x 30). Costs 8 MP. Cannot be used in conjunction with Barrier. DOES stack with Defensive Aura.

Level 45: Sap Strike - Attack the enemy for 120% of your ATK and 120% of your MA, first attack drains DEF by (Damage inflicted / 5). Second attack increases party defense by (Damage inflicted / 5). Boost lasts for three turns. Costs 12 MP.

Level 55: Defensive Aura - Every turn, Geoffrey takes 20% more damage and his team takes 30% less damage. Geoffrey also gains defense every turn equal to what he rolls for his actions. 4MP per turn. Always activated unless canceled by another skill.

Level 65: Breaker - Select one team member or yourself. That team member deals double damage for the next turn and attacks the enemy(s) DEF and MD directly instead of their health. Cooldown: 5 turns. Costs: 15 MP.

Level 75: Invigoration - Double the cost for all spells and abilities that require MP but reduce the cooldown for any spells and abilities to 0. Costs 5 MP per turn of activation.

Level 85: Leeching Barrier - Blocks 70% of all damage directed at Geoffrey and the team and drains DEF and MD. The amount drained is based off of a separate roll multiplied by 2. This barrier can be attacked directly, in which case, its health is (MA x 50). It naturally heals itself by the amount that it drains multiplied by five. It also transfers the stats drained to the team's defense. This does not stack with any other barrier. DOES stack with Defensive Aura.

Level 95: Castle - All stats of the party are boosted by 50%. All damage taken is reduced by 50%. All allied rolls receive a +3 Boost and all enemy rolls receive a -3 penalty. Castle automatically restores 10% of MP to everyone every turn. It's health is equal to all the Mana used to activate this spell times 20. Cooldown: 10 Turns. Cost: All remaining MP, must be higher than 50% of original MP.
Last edited by SnipeHeart on Fri Jul 29, 2011 7:21 pm, edited 8 times in total.

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Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)

Post by Halico »

Name:Darus Klota
Class:thief > Ancient thief > Samurai
Story:The third biggest in the Klota family, he started the adventure because his master, Toofas Klota, is one of the first dragon hunter. Then Pina Klota joined second dragon hunter long after second dragon hunters is formed. Now they're gone missing, it is his quest to find them.
Appearance:A guy wears dark blue clothes with face covered, and he's thin. He have a long sword that is about his height on right hand.
Map colors:
letter:white
background:black
Stats:
MHP:5 (5 SP)
MMP:3 (3 SP)
ATK:2 (4 SP)
DEF:2 (6 SP)
AGI:6 (6 SP)
MA:1 (2 SP)
MD:2 (4 SP)

normal attack:
MP cost:0
target:single enemy
attack type:physical non-elemental
power:ATK
special:if user's level is 40+, 10% chance to get an extra turn(9 on a d10)
if user's level is 70+, attack is automatically changed to monster's weakness(random weakness, if monster have no weakness, it'll be non-elemental)
if user's level is 100, a killed mob will give user a all stats+200% buff, stackable and unremovable until battle ends
-----landmark skills-----
lv5:Weaken
MP cost:3
target:single enemy
attack type:debuff
power:none
special:If user's level is higher than target, the target's roll will decrease by level difference for 3 turns, the roll must decrease by atleast 1 no matter what, if enemy gets rolls 0 or below, it gets confused, unstackable, if enemy is confused, roll d6 for confusion time
1:3 turns
2:3 turns
3:3 turns
4:4 turns
5:4 turns
6:5 turns

lv15:Multi strike
MP cost:AGI/6
target:single enemy
attack type:physical, non-elemental
power:ATK each hit
special:AGI/3 is the number of strikes

lv25:Once more
MP cost:none
target:user
attack type:passive
power:none
special:leaves the user 1HP remaining if got hit by a killing blow, then will be invincible until turn ends, works once in a battle

lv35:Immunity
MP cost:none
target:user
attack type:passive
power:none
special:immune to all negative status effects, cannot be cancelled

lv45:Dragon dive
MP cost:20
target:all foes
attack type:magical FIAH
power:(ATK+AGI)*5
special:burns the enemy, no effect on bosses

lv55:Death's anger
MP cost:30%MMP
target:single enemy
attack type:physical, non-elemental
power:MMP*15
special:none

lv65:Dark fang
MP cost:35
target:all foes
attack type:physical, dark
power:(ATK+AGI)*5
special:stuns target for 3 turns, a turn if target is boss
cooldown:3 turns

lv75:Holy fang
MP cost:35
target:all foes
attack type:physical, holy
power:(ATK+AGI)*5
special:reduces enemy all stats by 30%(except MHP and MMP), 10%(except MHP and MMP) if target is boss, stackable
cooldown:3 turns

lv85:Fang upgrade
MP cost:none
target:user
attack type:passive
power:none
special:Dark and Holy fang deals (ATK+AGI)*10 damage instead

lv95:Full area massacre
MP cost:MMP and 30% MHP
target:all foes
attack type:physical and magical, non-elemental
power:(MMP+ATK+AGI+HP wasted)*25
special:user's DEF and MD 25% down for a turn
cooldown:3 turns
Last edited by Halico on Fri Aug 19, 2011 5:34 am, edited 25 times in total.
Whee.

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Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)

Post by Infinity's End »

Name: Valkar

Class: Mage

Story: N/A, might write one up later.

Appearance: Black robes, face cloaked in shadow. Actual appearance unknown.
Map colors: Letter - Yellow, Background - Black

MHP: 5 (5 SP)
MMP:6 (6 SP)
ATK: 1 (2 SP)
DEF: 1 (3 SP)
AGI: 2 (2 SP)
MA: 4 (8 SP)
MD: 2 (4 SP)

Is this right?
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Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)

Post by Halico »

Infinity's End wrote:Name: Valkar

Class: Mage

Story: N/A, might write one up later.

Appearance: Black robes, face cloaked in shadow. Actual appearance unknown.
Map colors: Letter - Yellow, Background - Black

MHP: 5 (5 SP)
MMP:6 (6 SP)
ATK: 1 (1 SP)
DEF: 1 (3 SP)
AGI: 3 (3 SP)
MA: 4 (8 SP)
MD: 2 (4 SP)

Is this right?
ATK is 2SP each, not 1
Whee.

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Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)

Post by Infinity's End »

Should be fixed now.
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Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)

Post by [][][][] »

Name: Xterminion
Class: Mage
Story (optional):
Xterminion was once part of the second Dragon Hunters, but disappeared without a trace soon after a time, for reasons unknown.
Hearing the desperate state of the second Dragon Hunters, he returned to swear revenge for them.

Appearence:
Xterminion is a somewhat matured man, with a red cloak that changes color with his class change.
His staff is blue, with strange markings around it, changing color according to mood, currently Calm.
He also has a book along with him. What is inside? Nobody knows.

Letter Color: Blue
BG Color: Green
Stats:

MHP: 7
MMP: 8
ATK: 1
DEF: 4
AGI: 3
MA: 6
MD: 3

Landmark Skills:
Level 5: Blast Wave
Creates a massive wave of pure mana, striking all enemies for MA + MP used.
Uses up all MP available.

Level 15: Mana Fists
Summons two massive fists out of pure mana, making all physical attacks deal MA + ATK.
The user can fire them off to deal MA * 4 damage.
Lasts for 5 turns or until the user fires them.
Costs 5 mana.

Level 25: ???
Level 35: ???
Level 45: ???
Level 60: ???
Level 75: ???
Level 85: ???
Level 100: ???
Last edited by [][][][] on Sat Aug 06, 2011 9:37 am, edited 4 times in total.
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Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)

Post by MintE »

Name: Simon
Class: Archer
Story (optional): N/A
Appearence: Aged 18. Typical appearance brown hair
Map colors (letter color and bg color): Letter Color: Teal BG Color: White
//hint: Think: :ME:
Stats:

MHP: 12 (12)
MMP: 3 (3)
ATK: 8 (16)
DEF: 3 (9)
AGI: 12 (12)
MA: 4 (8)
MD: 5 (10)

Total 70
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Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)

Post by Scionox »

WHEREVER DID YOU PUT?

WHAT ARE YOU SEEING?




Name: The Unnamed 771
Class: Mage
Story: Brought into this dimension by unknown forces. She lost memory and most of her powers.
Started learning powers of this dimension, and searching way back...
Appearence: The Unnamed 771 and Lost Property 771
Theme: http://www.youtube.com/watch?v=44ffwSL8VAg" onclick="window.open(this.href);return false;
Map colors: Letter: White ,BG: Pink
Stats:

MHP: 10
MMP: 10
ATK: 3
DEF: 2
AGI: 6
MA: 9
MD: 7

~~~~~Landmark skills~~~~~
Level 5 - Summon Lost Property 771
Cost: 5 MP
Limit: 1 (obv.)
Cooldown: 2 turns after disapearing
[
Stats:
MHP: (Owner's MHP)-(Owner's MHP/5)
MMP: (Owner's MMP)-(Owner's MMP/5)
ATK: (Owner's ATK)*2
DEF: (Owner's DEF)*2
AGI: (Owner's AGI)+(Owner's AGI/2)
MA: (Owner's MA)/2
MD: (Owner's MD)
Abilites:
Undestructible:
Can't be killed, just vanishes on 0 HP
Psi attack:
Passive
Makes attack ranged and enemy on each attack have chance to get random negative statuses.
Mistletoe Stream:
Cost: 10 MP
Target Group Damage (Or AoE): MA+MD
Cooldown: 1 turn
??? (unlocked when owner reaches level 15):
??? (unlocked when owner reaches level 25):
??? (unlocked when owner reaches level 35):
??? (unlocked when owner reaches level 45):
]
Level 15: ???
Level 25: ???
Level 35: ???
Level 45: ???
Last edited by Scionox on Mon Jul 25, 2011 10:14 pm, edited 4 times in total.
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Re: Dragon Hunters: The Deux Of Halincia (Dragon Hunters 2)

Post by Ex-Rumia »

Name: Saneol Ocafer
Class: Mage
Story: A sorceress of little renown, Saneol is from a small family in a desert region. Her name means "Black Sand".
Appearence: A young woman with light brown skin and matching short brown hair. Her eyes are an unusual shade of brownish red. She stands around four foot eleven inches. Her usual outfit is a loose fitting white blouse with yellow highlights on the short sleeves, her shorts match it to a point, as they do not have highlights.
Map colors (letter color and bg color): Letter color: Blue BG: Dark Yellow
Starting Stats:

MHP: 12 (12 SP)
MMP: 15 (15 SP)
ATK: 4 (8 SP)
DEF: 2 (6 SP)
AGI: 5 (5 SP)
MA: 7 (14 SP)
MD: 5 (10 SP)

Personal Skills:
Level 5: Grom MP: 5; 1 Turn Cooldown Element: None
Summons a mass of magic missiles.
Roll two d6 for each target, result is the rolls added together.
(Lowest possible damage would be 2, highest would be 12.)

[strike]Level 15: Ocafer MP: 8; 5 Turn Cooldown Element: Earth
Wraps and crushes an enemy in black "sand"
d6
1: Damage = MA+2
2: Damage = MA+4
3: Damage = MA+8
4: Damage = MA+16
5: Damage = MA+32
6: Instant Kill[/strike]
Unsure about it/still planning it

Level 35: Sturm MP: 10; 3 Turn Cooldown
Forms a kinetic barrier over all allies along with a small healing enchantment.
Roll d6
1: Increases Physical attack damage by 10%, Lasts for 2 Turns.
2: Reduces Physical attack damage by 10%, Lasts for 2 Turns.
3: Reduces Physical attack damage by 20%, Lasts for 2 Turns.
4: Reduces Physical attack damage by 50%, Lasts for 2 Turn(s).
5: Reduces Physical attack damage by 75%, and recovers the party's HP by 20%. Lasts for 2 Turns, Heal is instant.
6: Reduces Physical attack damage to 0, negates secondary effects excluding instant death and recovers the party's HP by 50%. Lasts for 2 Turn(s), Heal is instant.
(More later)
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