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Back in 2015, combat became a smashing (teehee) success as part of Epic Week celebrations. Winning requires a community effort - both in fighting and in collecting items to send to the battlefield! Items go to members fairly randomly, though. This member-made group was created to help everyone more easily share their excess items or take what they need to hit the front lines! Since, we have also started trying to keep track of relevant info to make it a little easier to get into each year.
Warning: Some years have had cartoon representations of spider-like enemies. RPR has settings to hide these from your view in official site-generated pages, but original images are linked to here; non-arachnid versions from 2022 on will also be linked, while older ones will only be labelled as the original MLP replacements have been removed. Some images also may depict cartoon injuries, including blood.
A number of previously-existing links have been broken over time. There are resources and details which have been lost as a result. You may also find broken links that I missed or haven't gotten to yet.
I will try to add in plot references as I am able.
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Plot Summaries
Battle!Epic Week 2015 | Epic Week 2016
Epic Week 2017 | Epic Week 2018
Epic Week 2019| Epic Week 2020
Epic Week 2021
Epic Week Pre-Battle
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2022 in Review
Deep, Dark, Deadly Depths
Overview
Epic Week Central
Epic Week Tutorials!
The tutorials use simulated examples and provide rewards upon completion.
2022 Event Forums
Epic Week Chat | Farm Game Chat
Farm Game | Farm Guide
What is Epic Week?
How to Epic Week
EW 2022 News | Plot Summary
News Post 1 | News Post 2
News Post 3 | News Post 4
Plot Post 1: Adventure Mine!
Plot Post 2: Axolotl of Doom
Plot Post 3: Another One Bites the Dust
Plot Post 4: Deeper Depths
Plot Post 5: Too Deep! TOO DEEP!
Plot Post 7: VICTORY!
Track your score
Combat
2022 gives us a return of superpower-granting crystals! (Previously seen in 2019.) For powers, visit the Super Power Trainer. Note: You can't change your power for a full 48 hours once you make a selection!
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Focused Burst
One super powerful strikeSlow Burn
Hit harder for several movesRegeneration
Regain hitpoints randomlySuper speed
Better dodge for several moves
Or, if you're feeling spicy, you can visit dear Doubutt for CHAOS TRAINING. Who needs control over your power when you could have it all for the low cost of randomly blowing yourself up? (Seriously, this comes with a chance of dealing massive damage to yourself.)
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Notice: The idea that enemies have both a weakness and a resistance is incorrect. They only have a weakness, and will be equally resistance to both other weapon types. I'll try to correct all entries when I can to reflect this.
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Small Cave Spider [Non-Arachnid Image]
Green. 25 HP. Inflicts poison. Weak to piercing damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 10
Attack bonus: 0
Damage: 1d6
Crit Range: 20
Modifier unrecorded.
................................................................
Jumping Cave Spider [Non-Arachnid Image]
Red. 75 HP. Inflicts poison. Weak to slashing damage. Requires approximately 3 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d8
Crit Range: 20
Modifier unrecorded.
................................................................
Weaver Cave Spider [Non-Arachnid Image]
Blue. 100 HP. Inflicts poison. Weak to energy damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 2
Damage: 1d10
Crit Range: 20
Modifier: +2
................................................................
Flesh-eating Hexahedron
Green. 75 HP. Inflicts poison. Weak to piercing damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 2d8
Crit Range: 19
Modifier unrecorded.
................................................................
Red Flesh-eating Hexahedron
Red. 150 HP. Inflicts poison. Weak to slashing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 2d10
Crit Range: 19
Modifier: +4
................................................................
Blue Flesh-eating Hexahedron
Blue. 225 HP. Inflicts poison. Weak to energy damage. Requires approximately 6 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 2d12
Crit Range: 18
Modifier: +6
................................................................
Skeleton
Green. 125 HP. Inflicts bleed. Weak to piercing damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d8
Crit Range: 20
Modifier: +1
................................................................
Fiendish Skeleton
Red. 250 HP. Inflicts bleed. Weak to slashing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 1d10
Crit Range: 20
Modifier unrecorded.
................................................................
Eerie Skeleton
Blue. 375 HP. Inflicts bleed. Weak to energy damage. Requires approximately 6 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 1d12
Crit Range: 19
Modifier: +3
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Shade
Green. 200 HP. Inflicts blight. Weak to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 2d8
Crit Range: 19
Modifier unrecorded.
................................................................
Vicious Shade
Red. 400 HP. Inflicts blight. Weak to slashing damage. Requires approximately 8 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 2d10
Crit Range: 19
Modifier unrecorded.
................................................................
Darkly Enigmatic Shade
Blue. 600 HP. Inflicts blight. Weak to energy damage. Requires approximately 12 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 2d12
Crit Range: 18
Modifier unrecorded.
................................................................
Crawling Purple People Eater [2] [3] [4] [5]
Boss. 12800 HP. Inflicts bleed. No specific resistances or weaknesses. Does not recover each round.
Stats
AC: 15
Attack bonus: 5
Damage: 5d8
Crit Range: 17
Modifier unrecorded.
................................................................
Balrog [2] [3] [4] [enraged] [6]
Boss. 36000 HP. Inflicts blight. No specific resistances or weaknesses. Does not recover each round.
Stats
AC: 16
Attack bonus: 2
Damage: 4d10 (4d12 enraged)
Crit Range: 18 (17 enraged)
Recorded initiative bonus: +5? (+10 enraged) (+3 post-rage)
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2021 in Review
FARMAGEDDON
Plot
EnemiesEnemies (other than bosses) fully head every 5-minute round, making it important to coordinate with others. New enemies appear at the top of every hour and whenever progress is input on the enchantments. Because of this, it's usually best to group up on hard enemies first - any weak enemies left at turnover will take up a space that could have otherwise spawned a stronger enemy! (Assumed based on prior years.)
................................................................
Zombie
Green. 25 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol). Requires approximately 2 appropriately armed players working together in a round.
StatsAC: 10
Attack bonus: 0
Damage: 1d6
Crit Range: 20................................................................
Angry Zombie
Red. 75 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword). Requires approximately 3 appropriately armed players working together in a round.
StatsAC: 11
Attack bonus: 1
Damage: 1d8
Crit Range: 20................................................................
Fast Zombie
Blue. 100 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective. Requires approximately 4 appropriately armed players working together in a round.
StatsAC: 11
Attack bonus: 2
Damage: 1d10
Crit Range: 20
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Skeleton
Green. 125 HP. Inflicts bleed. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol). Requires approximately 2 appropriately armed players working together in a round.
StatsAC: 11
Attack bonus: 1
Damage: 1d8
Crit Range: 20................................................................
Fiendish Skeleton
Red. 250 HP. Inflicts bleed. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword). Requires approximately 4 appropriately armed players working together in a round.
StatsAC: 12
Attack bonus: 2
Damage: 1d10
Crit Range: 20................................................................
Eerie Skeleton
Blue. 375 HP. Inflicts bleed. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
StatsAC: 13
Attack bonus: 3
Damage: 1d12
Crit Range: 19
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Volcanic Imp
Green. 75 HP. Inflicts blight. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol). Requires approximately 2 appropriately armed players working together in a round.
StatsAC: 11
Attack bonus: 1
Damage: 2d8
Crit Range: 19................................................................
Hissing Volcanic Imp
Red. 150 HP. Inflicts blight. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword). Requires approximately 4 appropriately armed players working together in a round.
StatsAC: 12
Attack bonus: 2
Damage: 2d10
Crit Range: 19................................................................
Enchanted Volcanic Imp
Blue. 225 HP. Inflicts blight. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
StatsAC: 13
Attack bonus: 3
Damage: 2d12
Crit Range: 18
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Lava Monster
Green. 200 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol). Requires approximately 4 appropriately armed players working together in a round.
StatsAC: 11
Attack bonus: 1
Damage: 2d8
Crit Range: 19................................................................
Red Hot Lava Monster
Red. 400 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword). Requires approximately 8 appropriately armed players working together in a round.
StatsAC: 12
Attack bonus: 2
Damage: 2d10
Crit Range: 19................................................................
Excessively Hot Lava Monster
Blue. 600 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective. Requires approximately 12 appropriately armed players working together in a round.
StatsAC: 13
Attack bonus: 3
Damage: 2d12
Crit Range: 18
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Ash Elemental [2] [3]
Boss. 24000 HP. Inflicts blight. Does not Recover health each round.
StatsAC: 13
Attack bonus: 4
Damage: 4d8
Crit Range: 18................................................................
Steam Elemental [2][3]
Boss. 10000 HP. Inflicts blight. Does not Recover health each round.
StatsAC: 15
Attack bonus: 5
Damage: 5d8
Crit Range: 17................................................................
Tectonic Titan [2] [3?]
Boss. 40000 HP. Probably inflicts blight. Does not Recover health each round.
StatsAC: 16
Attack bonus: 5
Damage: 4d10
Crit Range: 18
Other LinksEpic Week 2021 Central
Help keep the Armory informed
2021 Event Forums | Epic Week Chat
Epic Farming Discussion | How to Farm Epically
Doubutt Discussion
Raise and maintain hope by caring for refugees or taking on quests!
Help research how to repair the the enchantments!
What is Epic Week?
How to Epic Week
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2020 in Review
Wibbly-Wobbly Timey-Wimey... Stuff
Enemies
Non-boss enemies recover their full HP every 5 minutes, so be sure to coordinate attacks alongside other members! A shaking enemy icon means it's being attacked, but there's also a warrior thread and a discord server to plot out what enemy to go for next.
Dinosaurs................................................................
Archeopteryx
Green. 25 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately # appropriately armed players working together in a round.
Stats
AC: 10
Attack bonus: 0
Damage: 1d4
Crit Range: 20
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Angry Archeopteryx
Red. 75 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 3 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
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Ancient Archeopteryx
Blue. 100 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 1d8
Crit Range: 20
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Utah Raptor
Green. 75 HP. Inflicts bleed. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
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Angry Utah Raptor
Red. 150 HP. Inflicts bleed. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
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Wily Utah Raptor
Blue. 225 HP. Inflicts bleed. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
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Stegosaurus
Green. 125 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
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Angry Stegosaurus
Red. 250 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 1d8
Crit Range: 20
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Ancient Stegosaurus
Blue. 375 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 1d10
Crit Range: 19
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Pachycephalosaurus
Green. 200 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
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Angry Pachycephalosaurus
Red. 400 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 8 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
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Wily Pachycephalosaurus
Blue. 600 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 12 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
Tyrannosaurus Rex [1] [2] [3] [4]
Boss. 13000 HP? Inflicts poison and bleed. Does not recover health each round.
Stats
AC: 15
Attack bonus: 5
Damage: 5d8
Crit Range: 17
Dinobots................................................................
Archeopteryx-borg
Green. 25 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 10
Attack bonus: 0
Damage: 1d8
Crit Range: 20
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Upgraded Archeopteryx-borg
Red. 75 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 3 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d10
Crit Range: 20
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Advanced Archeopteryx-borg
Blue. 100 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 1d12
Crit Range: 20
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Utah Raptor Droid
Green. 75 HP. Inflicts bleed. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 2d10
Crit Range: 19
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Upgraded Utah Raptor Droid
Red. 150 HP. Inflicts bleed. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 2d12
Crit Range: 19
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Advanced? Utah Raptor Droid
Blue. 225? HP. Inflicts bleed. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6? appropriately armed players working together in a round.
Stats
AC: 13?
Attack bonus: 3?
Damage: 2d12?
Crit Range: 18?
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Stegobot
Green. 125 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d10
Crit Range: 20
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Upgraded Stegobot
Red. 250 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 1d12
Crit Range: 20
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Advanced Stegobot
Blue. 375 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 2d8
Crit Range: 19
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Pachycephalosaurinator
Green. 200 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 2d10
Crit Range: 19
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Upgraded Pachycephalosaurinator
Red. 400 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 8 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 2d12
Crit Range: 19
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Advanced Pachycephalosaurinator
Blue. 600 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 12 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 4d8
Crit Range: 18
Imperial Xenobeast on Brontobot [1] [2] [3] [enraged] [4]
Boss. 60000 HP. Inflicts blight & poison. Does not recover health each round.
Stats
AC: 17
Attack bonus: 7
Damage: 4d10
Crit Range: 18
Stats boosted while enraged. (To...?)
Xenobeasts
Warning: "Noisy Cricket" enemies and the Sarpedon have cartoonish arachnid-like appearances.
...............................................................
Aqua enemies function as green................................................................
Pink enemies function as red................................................................
Purple enemies function as blue................................................................
Larval Alien
Aqua. 25 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 10
Attack bonus: 0
Damage: 1d4
Crit Range: ?
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Jumping Larval Alien
Pink. 75 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 3 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
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Levitating Larval Alien
Purple. 100 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 2
Damage: 1d8
Crit Range: 20
Larval Xenobeast Data
Average height: 12" - 16"
Average weight: 50 lbs
The infant form of all Xenobeasts. Though they start small, they grow extremely rapidly. By the time they reach 16" or larger, they have usually begun to exhibit traits of their next form.
Squid-like in appearance, their body is a small head and tentacles beneath a larger mantle. The mantle contains most of their essential organs, but the bulk of it is occupied by a fluid sack containing nutrients and proteins that they need to rapidly grow - almost like an egg, but contained internally in an independent animal.
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"Noisy Cricket" Xenobeast
Aqua. 125 HP. Inflicts poison. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
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Fiendish "Noisy Cricket" Xenobeast
Pink. 250 HP. Inflicts poison. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 1d8
Crit Range: 20
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Acidic "Noisy Cricket" Xenobeast
Purple. 375 HP. Inflicts poison. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 1d10
Crit Range: 19
Noisy Cricket Xenobeast Data
Average height: 24" - 34"
Average weight: 120 lbs
This seems to be the second stage that the Xenobeasts pass through in their life cycle. Nearly all of the larval aliens will develop into the "noisy cricket" form. During this stage, the hive seems to primarily use them as scouts. And no wonder: they are fast moving, capable of climbing vertical and even inverted surfaces even if they are extremely smooth, and our initial tests indicate that their eyesight is excellent.
They are virtually silent when they move, but when threatened, they emit a high pitched shriek that carries for miles to alert the hive to danger.
During this stage, the fluid-sack that once served to nourish the creature has been converted into a venom-sack, allowing the "Noisy Cricket" to spit a vile poison up to seven feet away.
...............................................................
Basilisk Xenobeast
Aqua. 75 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 3 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
...............................................................
Frenzied Basilisk Xenobeast
Pink. 150 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
...............................................................
Toxic Basilisk Xenobeast
Purple. 225 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
Basilisk Xenobeast Data
Average height: 54" - 72"
Average weight: 360 lbs
After an unknown length of time, some "noisy cricket" xenobeasts begin to undergo changes. We don't know what triggers these changes, but they always follow the same pattern:
- The tail begins to shrink, becoming weaker and but more segmented, becoming almost prehensile
- The haunches become more developed, giving the creature the strength to walk on its hind legs roughly 25% of the time
- The front legs begin to grow articulated, allowing the creature to operate machinery.
It is believed that very rarely, a larval alien may skip the noisy cricket stage and jump directly to the basilisk stage. If true, it is not known what might cause this.
This stage seems to be responsible for most of the xenobeast's interactions with technology, such as piloting the ships.
At this stage of life, the xenobeast is not as fast as it was as a noisy cricket, nor as tough as it will be should it go on to become a hulk, but is a devastating balance between dexterity and strength backed up by razor-sharp claws.
...............................................................
Hulking Xenobeast
Aqua. 200 HP. Inflicts blight? Weak to piercing damage. Resistant to energy damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
...............................................................
Heavy Hulking Xenobeast
Pink. 400 HP. Inflicts blight. Weak to slashing damage. Resistant to piercing damage. Requires approximately 8 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
...............................................................
Brutal Hulking Xenobeast
Purple. 600 HP. Inflicts blight? Weak to energy damage. Resistant to slashing, and piercing is also not effective. Requires approximately 12 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
Hulking Xenobeast Data
Average height: 64" - 72"
Average weight: 700 lbs
Although for most xenobeasts, basilisk is their final form, a small number go on to become hulking xenobeasts. They lose their tails entirely and complete their transformation to being bipedal. Their exoskeletons thicken into nearly impenetrable armor and their arms grow to nearly the same length as the creature's standing height, giving it formidable reach in combat.
At this stage, the hulking xenobeast gains such fine control of its bioluminescence that it can pulsate in light patterns that interrupt the neurons of the mammalian neo-cortex, causing their opponents to become clumsy, sickly, or confused.
Slow moving, but devastating opponents in combat, the hulking xenobeasts seem to be used to protect locations, assets or even individuals of particular value to the hive.
...............................................................
The Sarpedon [1] [2]
Boss. 12000 HP. Inflicts poison. Does not recover each round; does not have any specific resistances/weaknesses (despite aqua appearance).
Stats
AC: 13
Attack bonus: 4
Damage: 4d6
Crit Range: 18
...............................................................
The Triarii [1] [2]
Boss. 8000 HP. Inflicts blight, possibly poison. Does not recover each round; no specific weaknesses/resistances (despite pink appearance).
Stats
AC: 15
Attack bonus: 5
Damage: 4d8
Crit Range: 17
...............................................................
Imperial Xenobeast (2020) [1] [Enraged] [2]
Boss. 28000 HP (2020). Inflicts blight and poison. Does not recover each round; no specific weaknesses/resistances (despite purple appearance).
Stats
AC: 16
Attack bonus: 5
Damage: 4d10 (2020)
Crit Range: 18
Old Notes
Organization
Information
Epic Week 2020 Central | Epic Week Discord Server
Plot Review
Kim's Dream | First Boss
Time Travel | Second, Third, Forth Boss | Retreat
Mistakes | Resistance | Epic Battle
VICTORY!
Past Year Summaries
2014/2015 | 2016 | 2017 | 2018 | 2019
Repairs
Weapons low on uses? Go to Moa or Aalto for repairs! (They charge in hats, and may offer a bonus gift if you're loyal to one.) We usually have lots of piercing and slashing weapons, so try to focus on repairing energy weapons (Ray Gun, Flintlock Pistol) - they're super useful!
Support
Play Doubutt to Send Out Weapons!
2016 Guide | 2019 Discussion | 2020 Tips & Discussion
Craft Buff Oils!
Focus on blue & red; we need to keep a supply of herbs/stim packs handy
Score bonus items once every 30 minutes by:
Gazing up at ForOhFor | Exploring for Supplies
Repair used weapons (especially gun types!):
Moa or Aalto
They charge party hats, and may offer a bonus gift if you stay loyal to just one.
Battle PlansNotice!
Dinobots will drain our batteries!
Xenos will damage our gate!
Keep them respectively away from those things!
Aqua-colored enemies function as green. Pink-colored enemies function as red. Purple-colored enemies function as blue.
Battle plan while boss is present
[Image of 2 MHCDs attacking Imperial Xeno on Brontobot]
Also! When attacking, there's a chance the Many-Headed Cyborg Dragons (past and present) will join in your attack, even hitting when you've missed or run out of health.
This means even attacking with almost no health can be useful (the Imperial & Brontobot can one-shot you from full health anyway) since it adds a chance of the MHCDs attacking. If you use a piercing weapon (rapier, whip, energy sword) and/or are buffed with a blue oil, you also have a better chance to dodge, getting in more turns and more chances for the dragons to attack!
Items
Stimspray - Recovery from blight and poison. A 2017 & 2020 item.
Phoenix - A phoenix in your inventory or display case has a 3% chance of dealing an extra 1d8 damage to an enemy. They were available as part of Operation Audacious Phoenix, the fundraiser for updating RPR to version 2.0. They come in several different color schemes, changeable by feeding cinnamon sticks.
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2019 in Review
Mysterious Maze of Mecha-Myth Mayhem
Old LinksEpic Week 2019 Central
Official Guide to EW 2019
Donate ALL my stuff to the Armory!
Warriors Thread | Doubutt Thread
Score bonus items once every 30 minutes by:
Exploring the Labyrinth | Gazing up at ForOhFor
Repair broken weapons with:
Moa | Aalto
Train a skill | Train in chaos
What is Epic Week?
Info v
It's good to target the hardest enemies first! This way, attackers have more resources to take them down with, and if enemies end up left over until the next wave, we'll have easier enemies taking up spaces that stronger enemies might have otherwise filled.
Starting with info scraped from last year. Will be updated with this year's info.
Weapons
Fists - Infinitely usable, but only deals straight 1d4 damage and may be resisted by any enemy.
Using the wrong weapon against an enemy allows the enemy to resist some of the damage.
Piercing Type - Includes Noble Rapier, Energy Sword (2017), High Tech Whip (2019). Slightly improved accuracy and dodging. Ideal against green enemies.
Stats
Max uses: 40
Attack bonus: 3
Damage Dice: 1d8
Damage Bonus: 2
Crit Threshold: 18
Crit Multiplier: 2
AC Bonus: 4
Slashing Type - Includes Wicked Battle Axe, Alien Honor Blade (2017). Ideal against red enemies. Has most uses.
Stats
Max uses: 50
Attack bonus: 5
Damage Dice: 2d8
Damage Bonus: 3
Crit Threshold: 20
Crit Multiplier: 3
Energy Type (Gun Type) - Includes Ray Gun, Flintlock Pistol (2018). Ideal against blue enemies. Most damage potential but fewest uses among multi-use weapons.
Stats
Max uses: 20
Attack bonus: 5
Damage Dice: 3d8
Damage Bonus: 4
Crit Threshold: 19
Crit Multiplier: 3
Single-use items for high damage
Pineapple Grenade - One-use high-damage item. Equally useful against all enemies.
Stats
Damage type: All
Attack bonus: 10
Damage Dice: 6d8
Damage Bonus: 5
Crit Threshold: 20
Crit Multiplier: 3
Portable Cannon - One-use high-damage item. Equally useful against all enemies. A 2018 item.
Stats
Damage type: All
Attack bonus: 10
Damage Dice: 8d10
Damage Bonus: 5
Crit Threshold: 19
Crit Multiplier: 3
Rocket Launcher - One-use high-damage item. Equally useful against all enemies. A 2017 item.
Stats
Damage type: All
Attack bonus: 10
Damage Dice: 8d10
Damage Bonus: 5
Crit Threshold: 19
Crit Multiplier: 3
Healing/Protection
Party Hat of Healing - Heals 5-15 health.
Super Party Hat of Healing - Heals half your total health and a small bit of stamina.
Stimspray - Recovery from blight and poison. A 2017 item.
Medicinal Plant - Recovery from blight and poison.
Walrus - Not a usable item. A walrus in your inventory may randomly absorb some of the damage meant for you. There is only a 3% chance of this.
Boosts
A player can give another active player a boost from inside combat once per 10 stamina (after you've used 10 stamina total, you can give another boost so long as you have at least 1 stamina). Boosts replace each other, but those with oil boosts already will not be listed as an option.
Red (Throwable, Fish) Oil - +4 to melee damage.
"Buffy the Goblin Slayer" Blend Buffing Oil - Slay with confidence and puns! This blend will make you more dangerous in melee combat.
Blue (Throwable, Fish) Oil - +4 to defense.
"Sweet Flips" Blend Buffing Oil - This blend will make you feel so nimble and dextrous, you can do backflips out of the way when a foe tries to hit you!
Yellow (Throwable, Fish) Oil - +4 to damage reduction.
"Ultimate Tanking" Blend Buffing Oil - Useful when you want to be able to withstand multiple blows.
Oils/potions are a craftable item. Crafting them requires an empty bottle. Blue and red oils/potions require 2 of the matching-color item. Yellow oils/potions require one of the colored item, plus two medicinal plants.
A +1 defense boost can be given without oil.
Enemies
Most enemies require multiple people to kill it. All enemies except boss types will fully heal every 5 minutes (so don't start attacking a healthy one if there's just a minute or two left!). New enemies spawn at the top of every hour and whenever a symbol is correctly answered.
................................................................
Labyrinth Sentinel
Green. 25 HP. Probably weak to piercing damage (noble rapier, energy sword, high tech whip). Probably resistant to energy damage (ray gun and flintlock pistol).
Stats
AC: 10
Attack bonus: 0
Damage: 1d4
................................................................
Angry Labyrinth Sentinel
Red. 75 HP. Probably weak to slashing damage (battle axe and alien honor blade). Probably resistant to piercing damage (noble rapier, energy sword, high tech whip). Requires minimum 3 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
................................................................
Advanced Labyrinth Sentinel
Blue. 100 HP. Weak to energy damage (ray gun and flintlock pistol). Probably resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier, energy sword, high tech whip) is also not very effective. Requires minimum 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 2
Damage: 1d8
Crit Range: 20
................................................................
Robot Scorpion (Non-arachnid image)
Green. 125 HP. Inflicts poison. Weak to piercing damage (noble rapier, energy sword, high tech whip). Resistant to energy damage (ray gun and flintlock pistol).
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
................................................................
Angry Robot Scorpion (Non-arachnid image)
Red. 250 HP. Inflicts poison. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier, energy sword, high tech whip).
Stats
AC: 12
Attack bonus: 2
Damage: 1d8
Crit Range: 20
................................................................
Blue Robot Scorpion (Non-arachnid image)
Blue. 375 HP. Inflicts poison. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier, energy sword, high tech whip) is also not very effective.
Stats
AC: 13
Attack bonus: 3
Damage: 1d10
Crit Range: 19
................................................................
Sword Automaton
Green. 75 HP. Inflicts bleed. Weak to piercing damage (noble rapier, energy sword, high tech whip). Resistant to energy damage (ray gun and flintlock pistol).
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
................................................................
Angry Sword Automaton
Red. 150 HP. Inflicts bleed. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier, energy sword, high tech whip).
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
................................................................
Advanced Sword Automaton
Blue. 225 HP. Inflicts bleed. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier, energy sword, high tech whip) is also not very effective.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
................................................................
Labyrinth Guardian
Green. 200 HP. Inflicts blight. Weak to piercing damage (noble rapier, energy sword, high tech whip). Resistant to energy damage (ray gun and flintlock pistol).
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
................................................................
Angry Labyrinth Guardian
Red. 400 HP. Inflicts blight. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier, energy sword, high tech whip).
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
................................................................
Advanced Labyrinth Guardian
Blue. 600 HP. Inflicts blight. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier, energy sword, high tech whip) is also not very effective.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
................................................................
Minor Judgement Bot [2] [3] [4]
Boss. 900 HP.
Stats
AC: 12
Attack bonus: 4
Damage: 4d6
Crit Range: 20
................................................................
Robotic Boulder [2] [3] [4]
Boss. 8000 HP.
Stats
AC: 15
Attack bonus: 5
Damage: 5d6
Crit Range: 17
................................................................
Mechanical Riddle Beast [2] [3] [4] (Different image?)
Boss. 30,000 HP.
Stats
AC: 11
Attack bonus: 4
Damage: 4d6
Crit Range: 18
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2018 in Review
A High Seas Adventure!
In 2018, we decided to take to the seas in search of some new adventure. While out there, our old goblin enemies showed up to stir up trouble again with a ship of their own! They pursued us even underwater, where we also had to face off with a Kraken!
As we fought, we were also able to fish, allowing us to craft oils that enabled us to buff each other's stats. Doubutt continued to send us items from Castle Forohfor, and Moa was around to repair our weapons again.
Available ItemsMulti-Use Weapons - Fists
- Noble Rapier
- Energy Sword
- Wicked Battle Axe
- Alien Honor Blade
- Flintlock Pistol
- Ray Gun
One-Use Weapons - Pineapple Grenade
- Portable Cannon
- Rocket Launcher
Healing/Protection - Party Hat of Healing
- Super Party Hat of Healing
- Stimspray
- Medicinal Plant
- Walrus
Boosts - Red Fish Oil
- Blue Fish Oil
- Yellow Fish Oil
Enemies
Most enemies require multiple people to kill it. All enemies except boss types will fully heal every 5 minutes (so don't start attacking a healthy one if there's just a minute or two left!). New enemies spawn at the top of every hour and whenever a symbol is correctly answered.
................................................................
Goblin Invader (Underwater)
Green. 25 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol).
Stats
AC: 10
Attack bonus: 0
Damage: 1d4
................................................................
Fiendish Invader (Underwater)
Red. 75 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword).
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
................................................................
Blue Invader (Underwater)
Blue. 100 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
Stats
AC: 11
Attack bonus: 2
Damage: 1d8
Crit Range: 20
................................................................
Goblin Mage (Underwater)
Green. 75 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol). Can inflict poison.
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
................................................................
Fiendish Goblin Mage (Underwater)
Red. 150 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword). Can inflict poison.
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
................................................................
Blue Goblin Mage (Underwater)
Blue. 225 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective. Can inflict poison.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
................................................................
Wolf Rider (Underwater)
Green. 125 HP. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol).
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
................................................................
Fiendish Wolf Rider (Underwater)
Red. 250 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword).
Stats
AC: 12
Attack bonus: 2
Damage: 1d8
Crit Range: 20
................................................................
Blue Wolf Rider (Underwater)
Blue. 375 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
Stats
AC: 13
Attack bonus: 3
Damage: 1d10
Crit Range: 19
................................................................
Goblin Pirate
Green. 100 HP. Inflicts bleed. Weak to piercing damage (noble rapier and energy sword). Resistant to energy damage (ray gun and flintlock pistol).
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
................................................................
Fiendish Goblin Pirate
Red. 200 HP. Inflicts bleed. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword).
Stats
AC: 12
Attack bonus: 2
Damage: 1d8
Crit Range: 20
................................................................
Blue Goblin Pirate
Blue. 300 HP. Inflicts bleed. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
Stats
AC: 13
Attack bonus: 3
Damage: 1d10
Crit Range: 19
................................................................
Mech-Pilot Goblin (Underwater)
Green. 200 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
................................................................
Fiendish Mech-Pilot Goblin (Underwater)
Red. 400 HP. Weak to slashing damage (battle axe and alien honor blade). Resistant to piercing damage (noble rapier and energy sword).
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
................................................................
Blue Mech-Pilot Goblin (Underwater)
Blue. 600 HP. Weak to energy damage (ray gun and flintlock pistol). Resistant to slashing (battle axe and alien honor blade), and piercing (noble rapier and energy sword) is also not very effective.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
................................................................
Goblin Corsair [2] [3] [4]
Boss. 8000 HP. Inflicts bleed. Appears to get 2 turns per attack.
Stats
AC: 15
Attack bonus: 5
Damage: 5d6
Crit Range: 17
................................................................
Kraken [2] [3] [Frenzied] [5]
Boss. 1500p HP. Inflicts poison.
Stats
AC: 11
Attack bonus: 4
Damage: 4d6 (4d8 while frenzied)
Crit Range: 18
-
2017 in Review
Invaders from SPAAAAAAACE
The following is what I was able to gather about enemies and combat-relevant items for EW 2017.
In 2017, RPR was invaded by aliens! To fight them off, we needed to gather scrap for a pair of rockets. If we weren't careful enough in combat, missing attacks ran the risk of destroying some of that hard-found scrap and setting us back!
Gazing up at Forohfor Fortress carried the chance of catching a damaged bonus weapon. Moa also helped out, offering to repair weapons in exchange for other items (she is a merchant, after all). As the week progressed, Guardians also starting showing up through randomly-appearing links around the site, offering their wisdom.
Available ItemsWeapons - Fists
- Energy Sword
- Alien Honor Blade
- Ray Gun
- Noble Rapier
- Wicked Battle Axe
- Pineapple Grenade
- Rocket Launcher
Healing/Protection - Party Hat of Healing
- Super Party Hat of Healing
- Stimspray
- Medicinal Plant
- Walrus
Status Effects
Poison - Reduces accuracy, making it harder to hit enemies and more likely you'll destroy scrap for the ships.
Blight - Prevents normal healing users get every 5 minutes.
To remove these, use a stimspray or a medicinal herb.
Formatting needs adjustment.
Enemies
Most enemies require multiple people to defeat. All enemies except boss types will fully heal every 5 minutes (so don't start attacking one if there's just a minute or two left!). New enemies spawn at the top of every hour and whenever a node is correctly answered.
...............................................................
Aqua enemies function as green................................................................
Pink enemies function as red................................................................
Purple enemies function as blue.
...............................................................
Larval Alien
Aqua. 25 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 10
Attack bonus: 0
Damage: 1d4
Crit Range: ?
...............................................................
Jumping Larval Alien
Pink. 75 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 3 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
...............................................................
Levitating Larval Alien
Purple. 100 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 2
Damage: 1d8
Crit Range: 20
Larval Xenobeast Data
Data found in a file named "larvalalien.php"
Average height: 12" - 16"
Average weight: 50 lbs
The infant form of all Xenobeasts. Though they start small, they grow extremely rapidly. By the time they reach 16" or larger, they have usually begun to exhibit traits of their next form.
Squid-like in appearance, their body is a small head and tentacles beneath a larger mantle. The mantle contains most of their essential organs, but the bulk of it is occupied by a fluid sack containing nutrients and proteins that they need to rapidly grow - almost like an egg, but contained internally in an independent animal.
...............................................................
"Noisy Cricket" Xenobeast
Aqua. 125 HP. Inflicts poison. Weak to piercing damage. Resistant to energy damage. Requires approximately 2 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
...............................................................
Fiendish "Noisy Cricket" Xenobeast
Pink. 250 HP. Inflicts poison. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 1d8
Crit Range: 20
...............................................................
Acidic "Noisy Cricket" Xenobeast
Purple. 375 HP. Inflicts poison. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 1d10
Crit Range: 19
Noisy Cricket Xenobeast Data
Data found in a file named "rapier-scout.php"
Average height: 24" - 34"
Average weight: 120 lbs
This seems to be the second stage that the Xenobeasts pass through in their life cycle. Nearly all of the larval aliens will develop into the "noisy cricket" form. During this stage, the hive seems to primarily use them as scouts. And no wonder: they are fast moving, capable of climbing vertical and even inverted surfaces even if they are extremely smooth, and our initial tests indicate that their eyesight is excellent.
They are virtually silent when they move, but when threatened, they emit a high pitched shriek that carries for miles to alert the hive to danger.
During this stage, the fluid-sack that once served to nourish the creature has been converted into a venom-sack, allowing the "Noisy Cricket" to spit a vile poison up to seven feet away.
...............................................................
Basilisk Xenobeast
Aqua. 75 HP. Weak to piercing damage. Resistant to energy damage. Requires approximately 3 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
...............................................................
Frenzied Basilisk Xenobeast
Pink. 150 HP. Weak to slashing damage. Resistant to piercing damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
...............................................................
Toxic Basilisk Xenobeast
Purple. 225 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately 6 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
Basilisk Xenobeast Data
Data found in a file named "devastatingclawrake.php"
Average height: 54" - 72"
Average weight: 360 lbs
After an unknown length of time, some "noisy cricket" xenobeasts begin to undergo changes. We don't know what triggers these changes, but they always follow the same pattern:
- The tail begins to shrink, becoming weaker and but more segmented, becoming almost prehensile
- The haunches become more developed, giving the creature the strength to walk on its hind legs roughly 25% of the time
- The front legs begin to grow articulated, allowing the creature to operate machinery.
It is believed that very rarely, a larval alien may skip the noisy cricket stage and jump directly to the basilisk stage. If true, it is not known what might cause this.
This stage seems to be responsible for most of the xenobeast's interactions with technology, such as piloting the ships.
At this stage of life, the xenobeast is not as fast as it was as a noisy cricket, nor as tough as it will be should it go on to become a hulk, but is a devastating balance between dexterity and strength backed up by razor-sharp claws.
...............................................................
Hulking Xenobeast
Aqua. 200 HP. Inflicts blight? Weak to piercing damage. Resistant to energy damage. Requires approximately 4 appropriately armed players working together in a round.
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
...............................................................
Heavy Hulking Xenobeast
Pink. 400 HP. Inflicts blight. Weak to slashing damage. Resistant to piercing damage. Requires approximately 8 appropriately armed players working together in a round.
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
...............................................................
Brutal Hulking Xenobeast
Purple. 600 HP. Inflicts blight? Weak to energy damage. Resistant to slashing, and piercing is also not effective. Requires approximately 12 appropriately armed players working together in a round.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
Hulking Xenobeast Data
Data found in a file named "f892jd7.php"
Average height: 64" - 72"
Average weight: 700 lbs
Although for most xenobeasts, basilisk is their final form, a small number go on to become hulking xenobeasts. They lose their tails entirely and complete their transformation to being bipedal. Their exoskeletons thicken into nearly impenetrable armor and their arms grow to nearly the same length as the creature's standing height, giving it formidable reach in combat.
At this stage, the hulking xenobeast gains such fine control of its bioluminescence that it can pulsate in light patterns that interrupt the neurons of the mammalian neo-cortex, causing their opponents to become clumsy, sickly, or confused.
Slow moving, but devastating opponents in combat, the hulking xenobeasts seem to be used to protect locations, assets or even individuals of particular value to the hive.
...............................................................
The Sarpedon [1] [2]
Boss. 12000 HP. Inflicts poison. Does not recover each round; does not have any specific resistances/weaknesses (despite aqua appearance).
Stats
AC: 13
Attack bonus: 4
Damage: 4d6
Crit Range: 18
...............................................................
The Triarii [1] [2]
Boss. 8000 HP. Inflicts blight, possibly poison. Does not recover each round; no specific weaknesses/resistances (despite pink appearance).
Stats
AC: 15
Attack bonus: 5
Damage: 4d8
Crit Range: 17
...............................................................
Imperial Xenobeast (2017) [1] [Enraged] [2]
Boss. 32000 HP (appeared as 16000 initially due to a glitch). Inflicts blight and poison. Does not recover; no specific weaknesses/resistances despite appearing purple. Ray guns still recommended.
Stats
AC: 16
Attack bonus: 5
Damage:4d85d83d8
Crit Range: 18
GrandFinale offered up a suggestion on how to prioritize taking out enemies based on HP, allowing us to get the hardest out of the way first and leaving us with more weak enemies if they aren't cleared by respawn! (Warning, cartoonish arachnid-like images are featured.)
The suggestion!1. Purple Hulk
2. Pink Hulk
3. Purple Cricket
4. Pink Cricket
5. Purple Basilisk
6. Green Hulk
7. Pink Basilisk
8. Green Cricket
9. Purple Larva
10. Green Basilisk
11. Pink Larva
12. Green LarvaAn example:
-
2016 in Review
Blight of the Haunted Forest
This year had spiders and we had to replant the forest we'd inadvertently devastated in battle the previous year. This involved collecting seeds and answering riddles to awaken and sustain the three guardians (Fantasy, SciFi, and Non-Fiction) of Forum Forest while battling off enemies. When the Queen Blight Spider (dubbed Blightcilla) arrived, we had a hard fight to deal with, but were aided by out old friend, the Many-Headed Cyborg Dragon!................................................................
[Goblin Ghost]
Green. # HP. [Stat inflictions.] Weak to piercing damage. Resistant to energy damage. Requires approximately # appropriately armed players working together in a round.
Stats
AC: #
Attack bonus: #
Damage: #
Crit Range: #
................................................................
[Red Goblin Ghost]
Red. # HP. [Stat inflictions.] Weak to slashing damage. Resistant to piercing damage. Requires approximately # appropriately armed players working together in a round.
Stats
AC: #
Attack bonus: #
Damage: #
Crit Range: #
................................................................
[Blue Goblin Ghost]
Blue. # HP. [Stat inflictions.] Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately # appropriately armed players working together in a round.
Stats
AC: #
Attack bonus: #
Damage: #
Crit Range: #
................................................................
[Kudzu]
Green. # HP. [Stat inflictions.] Weak to piercing damage. Resistant to energy damage. Requires approximately # appropriately armed players working together in a round. Eats planted seeds.
Stats
AC: #
Attack bonus: #
Damage: #
Crit Range: #
................................................................
[Red Kudzu]
Red. # HP. [Stat inflictions.] Weak to slashing damage. Resistant to piercing damage. Requires approximately # appropriately armed players working together in a round. Eats planted seeds.
Stats
AC: #
Attack bonus: #
Damage: #
Crit Range: #
................................................................
[Blue Kudzu]
Blue. # HP. [Stat inflictions.] Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately # appropriately armed players working together in a round. Eats planted seeds.
Stats
AC: #
Attack bonus: #
Damage: #
Crit Range: #
................................................................
[Spider] [Non-arachnid image]
Green. # HP. Inflicts poison, possibly blight? Weak to piercing damage. Resistant to energy damage. Requires approximately # appropriately armed players working together in a round.
Stats
AC: #
Attack bonus: #
Damage: #
Crit Range: #
................................................................
[Red Spider] [Non-arachnid image]
Red. # HP. Inflicts poison, possibly blight? Weak to slashing damage. Resistant to piercing damage. Requires approximately # appropriately armed players working together in a round.
Stats
AC: #
Attack bonus: #
Damage: #
Crit Range: #
................................................................
[Blue Spider] [Non-arachnid image]
Blue. # HP. Inflicts poison, possibly blight? Weak to energy damage. Resistant to slashing, and piercing is also not very effective. Requires approximately # appropriately armed players working together in a round.
Stats
AC: #
Attack bonus: #
Damage: #
Crit Range: #
[Queen Blight Spider] aka "Blightcilla" [2] [enraged] [4] [Non-arachnid image?]
Boss. # HP. Inflicts blight, possibly poison? Spawned extra spiders? Was defeated with help from the MHCD.
Stats
AC: #
Attack bonus: #
Damage: #
Crit Range: #
-
2015 in Review
Party Invaders!
The first year of BATTLE!
Enemies
Starting this with info from 2018. Will update as I'm able to correct or confirm to 2015 info.
Most enemies require multiple people to kill it. All enemies except boss types will fully heal every 5 minutes (so don't start attacking a healthy one if there's just a minute or two left!). New enemies spawn at the top of every hour and whenever a symbol is correctly answered.
................................................................
Goblin Invader
Green. 25 HP. Weak to piercing damage. Resistant to energy damage.
Stats
AC: 10
Attack bonus: 0
Damage: 1d4
................................................................
Fiendish Invader
Red. 75 HP. Weak to slashing damage. Resistant to piercing damage.
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
................................................................
Blue Invader
Blue. 100 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective.
Stats
AC: 11
Attack bonus: 2
Damage: 1d8
Crit Range: 20
................................................................
Goblin Mage
Green. 75 HP. Inflicts poison. Weak to piercing damage. Resistant to energy damage.
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
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Fiendish Goblin Mage
Red. 150 HP. Inflicts poison. Weak to slashing damage. Resistant to piercing damage.
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
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Blue Goblin Mage
Blue. 225 HP. Inflicts poison. Weak to energy damage. Resistant to slashing, and piercing is also not very effective.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
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Wolf Rider
Green. 125 HP. Weak to piercing damage. Resistant to energy damage.
Stats
AC: 11
Attack bonus: 1
Damage: 1d6
Crit Range: 20
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Fiendish Wolf Rider
Red. 250 HP. Weak to slashing damage. Resistant to piercing damage.
Stats
AC: 12
Attack bonus: 2
Damage: 1d8
Crit Range: 20
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Blue Wolf Rider
Blue. 375 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective.
Stats
AC: 13
Attack bonus: 3
Damage: 1d10
Crit Range: 19
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Mech-Pilot Goblin
Green. 200 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective.
Stats
AC: 11
Attack bonus: 1
Damage: 2d6
Crit Range: 19
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Fiendish Mech-Pilot Goblin
Red. 400 HP. Weak to slashing damage. Resistant to piercing damage.
Stats
AC: 12
Attack bonus: 2
Damage: 2d8
Crit Range: 19
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Blue Mech-Pilot Goblin
Blue. 600 HP. Weak to energy damage. Resistant to slashing, and piercing is also not very effective.
Stats
AC: 13
Attack bonus: 3
Damage: 2d10
Crit Range: 18
Many-Headed Cyborg Dragon
Boss. # HP. Inflicts poison? Was rehabilitated after being subdued and released from goblin enslavement.
Stats
AC: #
Attack bonus: #
Damage: #d#
Crit Range: #