Robots

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Robots

Advanced Level Invasion

Primary Objective: a steam driven overmind
Secondary Objective: total annihilation of attacking parties

Posing the most serious threat to Xaventry to date, the steam overmind has assembled a fearsome legion of warbots. Automata crafted out of the highest quality materials, programmed with the most advanced proto-AI to date and infused with lost magic compatible with high technology, these soldiers are walking marvels of metallurgy, cognitive science and the arcane. They represent the greatest extent of the overmind's genius and stand poised to take Xaventry instantly at their master's whim. Yet for all we know on the mechanized mastermind and its cunning methods, we do not know of its origins whatsoever. Was it and its minions created by an even greater (and insane) mind or was it autonomous, self-aware and self-replicating? In either case, nobody can deny the awesome power it wields against hundreds of innocents. What is obvious is that Order of Chaos must end its reign of terror.


Battle Strategy

This is not a foe to be taken lightly. All able bodied scouts (LV. 180+) are to participate in combat as an auxiliary fighting force. Lower level scouts will continue in their regular duties.

Therefore, the minimum defending loadout is as follows:

2 main formations ..... (9 LV. 240+ members, max archons preferred)
1 backup formation .... (6 or more LV. 180+ members, heroes and extra archons preferred)

NPC descriptions below.


Common Groups and Strategy

Golems

  1. Kill impenetrable golem(s) (archon form) - DO NOT BASH IT (it heals when you bash), web to prevent dirt kick blindness
  2. Kill giant golem(s) - web to prevent dirt kick blindness
  3. Kill kobold(s) - blinds and deafens entire form (watch your own HP, use emotes to talk, use area of effect spells to hit while blind)

Glaring Gargoyles

  1. Kill airborne gargoyle(s) (archon form) - YOU MUST NOT BE LEVITATED, or you'll get fully dispelled
  2. Kill bronze golem(s) - spams blind on whole form
  3. Kill glaring gargoyle(s) (archon form) - SILENCE will prevent their special attacks, they instantly cast poison/plague combos, extinction, energy orb and bolts otherwise. The frequency goes up the more people you have in formation.


Automatons

  1. Kill sentient automaton(s) - must be killed first or it will form with other automatons, heals every NPC in the room every round while in combat
  2. Kill rusty automaton(s) - can form dispel, form color spray, hit hard, break bones in arms and legs
  3. Kill spastic automaton(s) - each player can only cast each spell ONCE against a spastic. A second cast of the same spell causes you to take damage.
  4. Kill well-oiled automaton(s) - watch out for entropion, form leader should transfer lead and leave room to prevent being blinded


Fountain and Friends

  1. Kill fountain(s) (archon form) - designate one, and only one, tank for these (preferably someone with low damage), due to their massive damage debuffs that they place on the tank
  2. Kill rhinoceros - heavy damage emote (~500 HP worth)
  3. Kill statue(s) - heavy damage emote that hits form (~300 HP worth)
  4. Kill mindflayer(s) last (archon form) - it can summon elementals; psionics should spook them, emotes curse and malediction


Gargoyles and Spawn

  1. Form leader should transfer lead and sit out of the room, so s/he doesn't get slowed/impeded/immobilized
  2. Kill chipped gargoyle(s) - they cast slow/impede movement/immobilize on the entire form
  3. Kill deepspawn(s) (archon form) - they can bolt the tank, emote two air evocations on tank, emote many casts of spark spread across everybody in form


Trees and Wolves and Gorgons Oh My!

  1. Kill tree(s) - keep sanctuary on (they cast kill), watch for disarm
  2. Kill gorgon(s) - watch for form poison and stone curse on tank
  3. Kill wolverine(s) - watch out for entropion on random target, can cast impede movement, suggest that form leader transfer lead and leave room when fighting this


Individual NPCs:

A mindflayer mimic is rapidly changing forms, pondering which to assume.

 This creature has developed a definite knack for changing its form. 
Unconstrained by even size, it changes from woodland creature to man to
demon.  Interestingly, there is a large metal collar near the neck.  It has
a single red spot, and is otherwise unremarkable.  The mindflayer must have
massive psychic energy, as even when not exerting itself, there is a
stifling, constant pressure on the mind.  A single image occasionally
reappears, a mouth with rows upon rows of teeth.  
She is a mindflayer approximately 7'1" tall.
A mindflayer mimic has several minor scratches.

Mindflayer mimic attacks:

Poisonous bite

A mindflayer mimic grows in size, turning into a towering demon, and casts a horrific curse on you!
You feel a crushing weight throughout your entire being, and stagger slightly.
You feel a crushing weight throughout your entire being, and stagger slightly.

A mindflayer mimic changes into a bearded human elementalist, and summons assistance!
A field of shimmering golden energy silently appears, coalescing into a cyclonic column of air.
A cyclonic column of air joins a mindflayer mimic's formation.
A field of shimmering golden energy silently appears, coalescing into a fire elemental.
A fire elemental joins a mindflayer mimic's formation.
A field of shimmering golden energy silently appears, coalescing into a fire elemental.
A fire elemental joins a mindflayer mimic's formation.
A field of shimmering golden energy silently appears, coalescing into a cyclonic column of air.
A cyclonic column of air joins a mindflayer mimic's formation.

A mindflayer mimic rapidly shifts into the form of a grizzly bear, and viciously mauls you!

----


Peering over its shoulder, a worried statue watches for its custodians.

Because it has not yet been chiseled into the likeness of a legend, this
statue has a blocky, androgynous appearance.  Its face is blank and square,
with a bald head.  It is made out of the highest quality marble in Alyria,
and its escape has caused little damage.  It moves with a plodding,
deliberate stride, its rectangular limbs suggestive of the peg leg of a
pirate.  Considering there are no organs to pierce, no blood to spill,
felling this opponent could be quite a task.  
It is an animated statue approximately 4'5" tall.
An escaped statue of Honor is in good health.

Escaped statue of Honor attacks:

The statue of Honor takes note of your dishonorable combat, and lashes out accordingly.   (hits everybody for minor damage, ~100)

----


A metal rhino wipes its horn on the ground, ready to charge.

Crafted of steel and bolts, this beast is somehow even more menacing than
its natural counterparts.  Its horn has been replaced with a sawed off pike,
both shaft and point made of metal.  Its legs, however, are the most
impressive aspect of design.  A sophisticated piston drives the legs up and
down, and works in concert with an odd mechanical joint.  A strong second
plate adds additional armor to its upper body.  As a last touch, the
designer apparently mixed up bull and rhino, adding two holes for steam
release on the nose.  
It is a robot approximately 7'0" tall.
An artificial rhinoceros has several minor scratches.

Artificial rhinoceros attacks:

An artificial rhinoceros stamps its hooves, lowers it horns, and prepares to charge.
An artificial rhinoceros gores you viciously! (minor damage ~100)

----


A fountain walks on spindly legs, ready to shoot deadly jets of water.

This fountain is a novice adventurer's worst nightmare.  It looks at first
glance like it would fit perfectly in a town square, but anyone attempting
to drink from it would likely end up - at the least - wet.  Three holes are
arranged triangularly around a larger, central one.  The outside of its
basin is a smooth stone, and would be able to crack even the most persistent
skulls.  A pair of strange, cartoonish legs were attached by the mage who
animated this fountain, allowing for slow, deliberate movement. 
It is an animated statue approximately 4'6" tall.
An animate fountain is in good health.

Animate fountain attacks:

Designate one, and only one, tank for these due to their massive debuffs that they place on the tank.

An animate fountain tips down towards you, and douses you with a splash of water!   (Immutable nimbus affect for -48 damage and ~100 damage)

----


Floating above the ground, a small gargoyle waits for its prey.

With a wingspan that would put a dragon to shame, this gargoyle floats
contentedly above the ground.  Like a bat, it has a relatively small body
but wings that just keep expanding and expanding.  It has long stone fangs
and claws, perfect for dive-bombing victims who do not expect an enormous
bloodthirsty gargoyle.  Its wings are framed with long rods of steel.  
It is a gargoyle approximately 7'0" tall.
An airborne gargoyle is in good health.

Airborne gargoyle attacks:

MUST NOT BE WEARING LEVITATION

An airborne gargoyle sees you walking, and dives down, delivering a crushing stone hammerblow.   (moderately powerful attack)

An airborne gargoyle sees you floating on his level, and sends a burst of magic to attempt to sink you.   (instant full dispel, only occurs if levitating)

----


An enormous stoic gargoyle stomps around the room, glaring.


Like a demon of stone, the gargoyle has horns, claws, wings, and blazing red
eyes.  The claws are long, the horns sharp, and the wings enormous - but the
eyes are the worst.  Their color is such an anomaly among the dark grey,
their stare so unchanging, it becomes difficult to avert one's own gaze. 
There is an occasional twinkle, like a gem, and never a blink.  Even if the
eyes do nothing, their effect of focusing attention away from the rest of
its chiseled, deadly features is enough.  
It is a gargoyle approximately 6'11" tall.
A glaring gargoyle is in good health.

SILENCE will prevent their special attacks, they instantly cast poison/plague combos, extinction, energy orb and bolts otherwise.
The frequency goes up the more people you have in formation.


Glaring gargoyle attacks:

You feel a horrific, crushing weight press throughout your entire being.
A crackling orb of electrical energy shoots from a glaring gargoyle's fingertips toward you.
You catch a glaring gargoyle's lightning on a circular mirror shield.
A glaring gargoyle's eyes glow a deathly grey as it stares at you for a brief moment.
Ruthgul glows briefly with a maleficent citrine aura.
A crackling orb of electrical energy shoots from a glaring gargoyle's fingertips toward Ruthgul.
The electrical energy pulses and arcs throughout Ruthgul's body!
A glaring gargoyle's eyes glow a deathly grey as it stares at you for a brief moment.
A glaring gargoyle rotates his head, casting a different gaze on everyone in the room.

Also known to bolt. This will be cumulative according to how big the formation is fighting the gargoyle. Attacks with reduced frequency if you're the only attacker.
Scripted attacks will have no effect if it's silenced.

----


A bronze golem with the legs of a titan stands here stationary.

A short, stocky figure, this golem has surprisingly skinny arms, but each
leg is the size of a tree trunk.  Its movement is like molasses, but its
ability to absorb a hit would be almost unparalleled.  Animated with a mix
of magic and engineering, it moves with mechanical parts, but is controlled
by an animator.  A chink in its chest shows a few firing pistons, and the
occasional bent wire.  The small head seems almost superfluous, with no
distinguishing features besides the tiny black eyes.  
It is a golem approximately 6'11" tall.
A bronze golem is in good health.

Bronze golem attacks:

A brilliant flare of white light erupts in front of your eyes!
A brilliant flare of white light erupts in front of someone's eyes!
A bronze golem's core heats up, turning his hide into a blinding burst of bronze.

----


A golem whose hide is impenetrable by nearly any standad waits for his orders.

This figure would be average - by golem standards - were it not for the
strange material it is composed of.  It has a strange, liquid quality,
staying within the framework of the body but simultaneously flowing. 
Nevertheless, it is very much metallic, and looks capable of deflecting just
about anything - there isnt so much as a scratch anywhere on its form.  Its
outer shell looks to be magic, but a few of its features are very much
mechanical.  Its hands are conventional metal pincers, with a solid lower
block for bashing.  
It is a golem approximately 6'11" tall.
An impenetrable golem is in good health.

Impenetrable golem attacks:
An impenetrable golem shakes off your attack, and is rejuvenated by its swirling biomechanical ichor. (after it's bashed)
An impenetrable golem, angered at your impudence, delivers a crushing hammerblow. (after it's kicked)

Don't bash it.

----


Tall to the point of ridiculousness, a giant golem moves as best it can.

Though it is lumbering and awkward, the sheer size of this golem makes it a
formidable opponent.  A creature this size would have to be called forth
from one of the largest rock formations of Alyria.  Its fist is the size of,
and made from the same material as, a boulder.  At the same time, its head
is so far off the ground it is difficult to see what is happening up there. 
At a more viewable height, its shins are plated with a beautifully crafted
piece of forged metal, even more durable than the stone it covers. 
It is a golem approximately 6'11" tall.
A giant golem is in good health.

Giant golem attacks:
A giant golem shrugs at your mediocre size, and stomps the ground with all his weight.
A giant golem begins muttering an incantation...   (tremor)

----


Living through mechanics, a clockwork kobold walks about, fists clenched.

 Strips of metal run up and down this kobold's frame, reinforcing his
occasionally weak muscles with implants.  One of his eyes has been brutally
gouged out, and replaced with a strange, wholly white orb, connected to his
tiny kobold brain.  The effect as a whole is one of strange unlife, like
that of a zombie or skeleton.  He has life and robotics, but a little bit of
both and not enough of either.  A small tunic covers from shoulders to
knees, but the occasional bit of metal shines through.  
He is a kobold approximately 5'5" tall.
A clockwork kobold is in good health.

Clockwork kobold attacks:

A clockwork kobold claps his hand, releasing biomechanical power as a deafening shockwave.
There is a low rumble of thunder as a tightly-contained and directed energy shockwave blasts through the area.
Demovibutler stumbles and shakes his head, as if in pain.
There is a low rumble of thunder as a tightly-contained and directed energy shockwave blasts through the area.
Tyrex stumbles and shakes his head, as if in pain.
There is a low rumble of thunder as a tightly-contained and directed energy shockwave blasts through the area.
You stumble and shake your head as the shockwave temporarily overloads your eardrums.
There is a low rumble of thunder as a tightly-contained and directed energy shockwave blasts through the area.
Ruthgul stumbles and shakes her head, as if in pain.

A clockwork kobold sends a burst of blinding light from his mechanical eyesockets.
A brilliant flare of white light erupts in front of Demovibutler's eyes!
A brilliant flare of white light erupts in front of Tyrex's eyes!
A brilliant flare of white light erupts in front of your eyes!
A brilliant flare of white light erupts in front of someone's eyes!

Dirt kick

----


Frowning, a sentient automaton looks for a victim for his newfound emotion.

A way to create a robot able to reason and adapt to situations has long been
sought, but based on this robot, it may not be worth it.  The face it was
engineered with has taken an apparently permanent frown.  Its shoulders are
slumped, not even looking for human throats to throttle.  Perhaps it has
reasoned out the immorality of its actions, or had its heart broken by a
fembot.  In any case, an automaton created with this amount of skill should
be a formidable opponent.  
It is a robot approximately 7'1" tall.
A sentient automaton is in good health.

Sentient automaton attacks:

A sentient automaton holds its pincers over a mindflayer mimic's 'head', and unleashes a bolt of curative lightning.
A sentient automaton holds its pincers over an artificial rhinoceros's 'head', and unleashes a bolt of curative lightning.
A sentient automaton holds its pincers over an escaped statue of Honor's 'head', and unleashes a bolt of curative lightning.
A sentient automaton holds its pincers over an animate fountain's 'head', and unleashes a bolt of curative lightning.
A sentient automaton holds its pincers over a well-oiled automaton's 'head', and unleashes a bolt of curative lightning.
A sentient automaton holds its pincers over a spastic automaton's 'head', and unleashes a bolt of curative lightning.
A sentient automaton holds its pincers over a spastic automaton's 'head', and unleashes a bolt of curative lightning.
A sentient automaton holds its pincers over a rusty automaton's 'head', and unleashes a bolt of curative lightning.
A sentient automaton holds its pincers over a rusty automaton's 'head', and unleashes a bolt of curative lightning.

All other automata can form on the sentient, he must be taken out first.

----


A shiny, well-oiled automaton shows off its new iron body.

 Every inch of this automaton looks to have been polished ceaselessly.  It
has a luster rarely seen on steel, the metallic sheen almost blinding.  Its
arms are attached with ball and socket joints, allowing a near-human range
of motion.  It rolls effortlessly on two large, heavy-duty wheels which can
rotate fully.  There is a a fashionable exhaust pipe in the rear, which
sends out an occasional puff.  Two holes in its head allow for input of
commands from an approved voice.  
It is a robot approximately 6'11" tall.
A well-oiled automaton is in good health.

Well-oiled automaton attacks:

Spinning like an overlubricated gimbal, a well-oiled automaton swivels around in manic circles, spraying lubricant all over Izayoi.
A brilliant flare of white light erupts in front of your eyes!   (entropion)

FYI - entropion is similar to blindness, but is not cureable.

----


With an occasional burst of steam, a robot haltingly walks back and forth.

Somewhere along the line, the complex wiring needed to control such a
refined piece of metal proved not up to the task.  The thing moves with no
pattern or predictability, its head snapping back and forth, looking at
absolutely nothing.  Its body occasionally follows.  Its a shame the
programming of this automaton has failed so spectacularly, as the rest of
its build is impressive.  It has pseudo-legs, large triangular blocks which
give a steady base.  It has a tacky gold finish, closer to the color of
urine than the precious metal.  
It is a robot approximately 7'1" tall.
A spastic automaton is in good health.

Spastic automaton attacks:

Sizing up your spellcasting routines, a spastic automaton memorizes it to a database, to combat future such movements.   (first spellcast)
Anticipating the outcome of your cure light, a spastic automaton preempts the cast completion with a painfully radiant lightbeam.   (subsequent spellcasts, ~400 damage)

Only cast a given spell once against a given spastic automaton. That means each fighter only has a single chance at a debuff, attack spell, heal, etc. Casting said spell again will result in a lot of pain. Only do so in emergencies and if you feel your sacrifice won't be in vain, although it would almost always be better to flee and cast or use physical attacks.

----


An automaton, yellowed with rust, rolls about looking for victims.

This automaton has two rapidly swinging arms, or at least it did.  Now, its
robotic armpits - if there are such things - are completely rusted and
flaky.  There is an awful grinding as it moves, and it has trouble moving
them past a ninety degree angle.  There are patches of yellow everywhere,
and its body has a strange similarity to that of a leopard.  Except it's an
angry, clanking robot.  It moves on tracks, one of the few unaffected parts
of its build.  If it weren't still a proficient killing machine, one could
feel sorry for it.  
It is a robot approximately 6'11" tall.
A rusty automaton is in good health.

Rusty automaton attacks:

A rusty automaton makes a chopping towards you, but its arm squeals to a halt mid-motion, leaving 100 ergs of force left in its rachet.

A rusty automaton chops at you furiously, expending 100 ergs of force in a solid smash!

A heavy claw containing several dozens ivory scrolls shoots out a hole in a rusty automaton's back.
The claw rapidly holds each scroll and consumes them, as a loudspeaker in a rusty automaton's recites the spells!
The now-empty claw retracts back over a rusty automaton's shoulder and into its back.   (group dispel magic)

The snub-nosed barrel of a miniature artillery device silently comes out of a rusty automaton's left shoulder.
A massive slug erupts from the barrel, hitting you square in the chest!
The barrel descends into a rusty automaton's shoulder, and its protective hatch closes over it.   (~500 damage)

A small, cubical box whirrs as it slowly propels itself out of a rusty automaton's right shoulder. (form color spray)

----


A horrible deepspawn stands perfectly still here, shifting its appearance.

A shifting amalgam of tentacles, blowholes, suckers, puckers, and stingers
jump in and out of reality on this metallic denizen of the deep sea.  He may
be an artifact of some deep civilization, or had the metal attached when he
reached land.  His shifting powers seem either hampered or not fully
developed, as a core of scales remains.  The metal may be a controlling
device, since it would be nearly impossible to keep track of a shapeshifter
otherwise.  
It is a deepspawn approximately 6'11" tall.
A deepspawn doppelganger is in good health.

Deepspawn doppelganger attacks:

A deepspawn doppelganger attempts to shift, but its main valve breaks, spewing vicious blasts of air.
Dust and debris are whipped into a frenzy as a small cyclone whips about you.
You are impacted on the head by a deepspawn doppelganger's whirlwind causing great damage.
Dust and debris are whipped into a frenzy as a small cyclone whips about you.
You are impacted on the leg by a deepspawn doppelganger's whirlwind causing moderate damage.

A deepspawn doppelganger attempts to shift, but its oil tank catches fire and bursts forth.
A roaring bolt of fire darker than the deadliest crimson shoots from a deepspawn doppelganger's outstretched hand toward you.   (seems to be single target)

A deepspawn doppelganger attempts to shift, but its fusebox blows, blasting sparks everywhere.
A brilliant, orange-red spark arcs from a deepspawn doppelganger's fingertips to you!
You are burned on the head by a deepspawn doppelganger's flames causing mild damage.
A brilliant, orange-red spark arcs from a deepspawn doppelganger's fingertips to Ruthgul.
A brilliant, orange-red spark arcs from a deepspawn doppelganger's fingertips to you!
You are burned on the head by a deepspawn doppelganger's flames causing mild damage.
A brilliant, orange-red spark arcs from a deepspawn doppelganger's fingertips to Ruthgul.
A brilliant, orange-red spark arcs from a deepspawn doppelganger's fingertips to you!
You are burned on the arm by a deepspawn doppelganger's flames causing minimal damage.
A brilliant, orange-red spark arcs from a deepspawn doppelganger's fingertips to Ruthgul.
A brilliant, orange-red spark arcs from a deepspawn doppelganger's fingertips to you!
You are burned on the head by a deepspawn doppelganger's flames causing mild damage.
A brilliant, orange-red spark arcs from a deepspawn doppelganger's fingertips to Ruthgul.
A brilliant, orange-red spark arcs from a deepspawn doppelganger's fingertips to you!
You are burned on the leg by a deepspawn doppelganger's flames causing minimal damage.
A brilliant, orange-red spark arcs from a deepspawn doppelganger's fingertips to Ruthgul.

----


A gargoyle, significantly damaged, continues to stand here, defiant.

A damaged specimen, this gargoyle will likely spend the rest of his days
doing what damage he can to his enemies, even though a significant portion
of his leg has been broken off.  His head is a small oval, with grooves for
eyes that likely only operate from a significant magical presence.  Its
wings also have a fair amount of damage, but they seem to be relics of its
old, decorative pass, with no current use.  His feet have three toes, each
with a sharpened stone nail, ending in a point.  
It is a gargoyle approximately 7'1" tall.
A chipped gargoyle is in good health.

Chipped gargoyle attacks:

WARNING: will cast slow, immobilize and impede movement on all form members. Designate a formation leader to drag everybody around. Have the leader rest or leave the room when you clear the gargoyles. Fight the gargoyles last so you don't contend with deepspawns with a slowed formation.


A chipped gargoyle accepts his approaching death, and breaks as many legs as possible!
You feel sluggish.
Ruthgul is moving in slow motion.

A chipped gargoyle accepts his approaching death, and breaks as many legs as possible!
A chipped gargoyle turns its malevolent gaze upon you, with one hand outstretched, pointing.
You feel as if your feet have grown roots, and can only move with great difficulty!
A chipped gargoyle turns its malevolent gaze upon Ruthgul, with one hand outstretched, pointing.
Ruthgul gasps as the power of a chipped gargoyle's gaze affects her!

A chipped gargoyle accepts his approaching death, and breaks as many legs as possible!
You feel a sudden weight crushing down upon your every movement, making it more difficult to walk.

----


A wolverine of stainless steel prowls about here, jaw snapping.

Oversized and entirely steel, it is difficult to recognize this small tank
as the same furry creature one can find in more than a few woodlands.
Though wolverines of nature lack claws, this one has been augmented with two
small blades on each of its front paws.  Its head is now the size of a large
orange, and the usual pointy ears have been replaced with plain circular
holes.  It has a mechanically powered jaw, capable of shutting in
milliseconds, and snapping just about anything in two.
It is a robot approximately 7'0" tall.
A high-precision steel wolverine is in good health.

High-precision steel wolverine attacks:

A high-precision steel wolverine clenches its fist, and uses a single blade to gouge one of your eyes.   (entropion)

A high-precision steel wolverine spins, claws out, raking and tearing everything in his path.   (minor damage to everybody)

A high-precision steel wolverine turns its malevolent gaze upon *, with one hand outstretched, pointing. (impede movement)

----


A portly gorgon sits here, letting her metallic hair wave and strike.

A woman of great size and girth, there is the occasional clanking of
internal parts as she paces about.  Gorgons are rare creatures, but Alyrians
do know of them, and the snakes which erupt from their skull.  This gorgon,
however, is something special.  Her hair is indeed snakes, but of the
metallic variety.  They have bendable artificial spines, giving them motion
equal to that of their real counterparts.  Instead of fangs, each ends in a
simple needle, with a miniscule hole, filled with poison.
She is a gorgon approximately 6'11" tall.
A clockwork gorgon has several minor scratches.

Clockwork gorgon attacks:

Every single snake on a clockwork gorgon's head rears up, and spits a deadly bile!
A noxious cloud of green gas pours from a clockwork gorgon's fingertips, swirling about you.
You have been poisoned!
A noxious cloud of green gas pours from a clockwork gorgon's fingertips, swirling about Ruthgul.

A clockwork gorgon, and all of her snakes, gaze at you with a great dread.
You feel a shocking, unexpected weight throughout your entire being, and stagger slightly.
Something terrible has happened! You find yourself slowing in place... slower...
You can no longer do anything but think - your body has been turned into stone.

----


A dead tree lives on, moving with the assistance of iron and gears.

Depending on one's viewpoint, this is either a sacrilege or genius hybrid.
A quintessential mix of nature, technology, and magic, this treant is a
wonder to look upon.  It fights with the combination of swinging branches
and the blades attached to a few of them.  Its leaves have all fallen,
leaving a tree that could be found during the heart of winter.
It is a treant approximately 5'6" tall.
A tick-tock treant is in good health.

A tick-tock treant attacks:

A tick-tock treant's dark power stops your heartbeat for the space of seven seconds!
You are drained on the torso by a tick-tock treant's negative energy causing massive damage.
A tick-tock treant's dark power stops Ruthgul's heartbeat for the space of seven seconds!
A tick-tock treant emits a ripple of mechanical magic, attempting to stop every heartbeat.

A tick-tock treant's powers deftly knock * from *'s grasp. (disarm)


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