recursal/Fanatic-Fandom huggingface dataset:
Patchnotes for 21 Sep 2013

Go back to: Home | Patchnotes for 2013

## Status of the Server

Hello everyone.

I hate to be the bearer of bad news but the server has been taken offline by the provider after repeated DDOS attacks due to people having nothing better to do then DDOS the server for unknown reasons. I am still trying to get more details about what can be done about this from the provider. At this stage I'm still working out whats happened and trying to plan forward for the future.

There is currently no estimated time on when the server will be back up and online.

I will try and keep this post updated with the current status as I get it.

Anyone that wants to join the chat heres the link http://xat.com/mazey\_flyff

**UPDATE #1**

The databases have been retrieved from the current dedicated server. There will be NO wipe.
I have approached a few providers for further information on the services they offer. I will wait to hear back from them before making any more decisions.

**UPDATE #2**

New dedicated server with DDOS protection has been purchased. Waiting for the new provider to set this up so I can begin setting up the new dedicated server with the required files to run the server.

**UPDATE #3**

New dedicated server has been prepared by the provider. I am now in the process of uploading the required files to run the server and then I need to get it setup and working.

**UPDATE #4/Final**

Server is back online.

Mazey

**Credits:**

http://mazeyflyff.forumotion.net/t795-current-status-of-the-server
Hobo Family

## Small Hobo

**Name: Small Hobo**

**Class:** Small

**Level:** 35

**Element:** Wind

**Health Points (HP):**6,309 / 6,309

**Description:** Becareful, just because he has one arm doesn't mean he can't attack with crippling damage. This red head is always hunched over and likes to drag his weapon of choice over his shoulder in-case anyone were to cross his path. If you're not intimidated by his charming mustache, his ridiculously large sword might do the trick.

**Location:** The most largest grouping of Hobos is in Southwestern of Saint Morning towards the coast just South of the Tableland of Silence.

## Hobo

**Name: Hobo**

**Class:** Normal

**Level:** 35

**Element:** Water

**Health Points (HP):**6,309 / 6,309

**Description:** Becareful, just because he has one arm doesn't mean he can't attack with crippling damage. This red head is always hunched over and likes to drag his weapon of choice over his shoulder in-case anyone were to cross his path. If you're not intimidated by his charming mustache, his ridiculously large sword might do the trick.

**Location:** The most largest grouping of Hobos is in Southwestern of Saint Morning towards the coast just South of the Tableland of Silence.

## Captain Hobo

**Name: Captain Hobo**

**Class:** Captain

**Level:** 36

**Element:** Wind

**Health Points (HP):**6,457 / 6,457

**Description:** Becareful, just because he has one arm doesn't mean he can't attack with crippling damage. This red head is always hunched over and likes to drag his weapon of choice over his shoulder in-case anyone were to cross his path. If you're not intimidated by his charming mustache, his ridiculously large sword might do the trick.

**Location:** The most largest grouping of Hobos is in Southwestern of Saint Morning towards the coast just South of the Tableland of Silence.

## Giant Hobo

**Name: Giant Hobo**

**Class:** Boss

**Level:** 39

**Element:** Water

**Health Points (HP):**118,131 / 118,131

**Description:** If that big sword doesn't mean danger to you.. Then look at that big orange mustache. Are you trembling in fear now?

**Location:** It is in Southwestern of Saint Morning towards the coast just South of the Tableland of Silence.
Ivillis Poisoner

**Name: Ivillis Poisoner**

**Class:** Normal

**Level:** 50

**Element:** Wind

**Health Points (HP):**18,200 / 18,200

**Description:** Resembling a scorpion, this monster will clip you down to size with his huge claws. Don’t blink cause he can also impale you with his huge stinger. This dungeon monster is aggravated.

**Location:** Can be found on the area on the upper left side of the navigator inside the Ivillis Temple. Some can be found roaming around the mid area of the dungeon.
Patchnotes for 29 Jul 2013

Go back to: Home | Patchnotes for 2013

## Server is back!

We are back online!!

Make sure you run the patcher.

Register with your old account names to receive any vPoints you had back onto your account.
As for donors send an email to mazeyflyff1@gmail.com with the following format. Please allow for up to 24 hours for me to process it, I am but one person.

I will be looking at getting something to stop people from bringing down the server from ddos attacks. I will be looking into it over the next few days.

Anyhow here are the changes.

For the first week only:

* 3x normal Red Chip drop rate.
* 1 minute cool down on dungeons. (10 minutes normally)
* Gms/Admins will be able to hold double the amount of events they can normally.

What's changed:

* Added Toms Antihack to the game. This will work with the current antihack.
* Improved the ability to detect and stop someone when they attempt to dupe items.
* Fixed a few things that people could try and use to crash others.
* Removed Item link for now, as Toms Antihack doesn't work well with item link. I will see what
* Fixed the websites security vulnerability.
* Increased the movement speed to 200%.
* Lowered the awakes for speed that are possible. (10, 20, 30)
* Removed speed from cards.
* Doubled the amount of kingpins in guilds to 10.

Have fun and I apologize for the wait.

Mazey

**Credits:**

http://mazeyflyff.forumotion.net/t158-server-is-back
Remantis Laccotte

Back to Home page.

**Name: Remantis Laccotte**

**Item Type:** Recovery

**Info:** A favorite of fine food connoisseurs throughout Madrigal, this delectable dish completely restores your Health Points (HP). Delicious!!

**Stat Effected:** Health Points

**Recovery Rate:** 999,999,999 HP

**NPC Price:** 100 Red Chip

**Item Shop Price:** 15 vPoint or 5 dPoint (999 pcs)

**Stack Size:** 9999

## Obtained from

* Collecting Area
* Colosseum Treasure Chest
* Item Shop
* Monster Clash
* (RC Merchat) Wafor
* Rock-Paper-Scissors
Premium Scroll

Go back to: Home

## Premium Scroll (1 hour)

**Info:** This item gives you Premium status for an hour. You will be able to use premium commands and will enjoy some bonuses. Drops/Exp + 50%

**NPC Price:** 20,000 Red Chip

* This scroll can be purchased at (RC Merchant) Wafor and also obtain from Collecting Area.

## Premium Scroll (1 day)

**Info:** This item gives you Premium status for a day. You will be able to use premium commands and will enjoy some bonuses. Drops/Exp + 50%

**NPC Price:** 400,000 Red Chip

* This scroll can be purchased at (RC Merchant) Wafor.

## Premium Scroll (3 day)

**Info:** This item gives you Premium status for 3 days. You will be able to use premium commands and will enjoy some bonuses. Drops/Exp + 50%

**Item Shop Price:** 15 vPoint

* This scroll can be purchased at Item Shop on the site.

## Related Pages

* Collecting Poki
* Premium System
* Rock-Paper-Scissors
* Item Shop
Patchnotes for 25 Dec 2013

Go back to: Home | Patchnotes for 2013

## Santa has visited!

Santa has visited Mazey Flyff and brought with him his reindeer, some gifts and Christmas joy.

Each and every player should find a little surprise in their inventories from Santa. He has also delivered 300 Custom Title scrolls and 400 packages of 5 Red Perin to people on his nice list. He didn't let me know who was on his nice list this year so if you did get one then I guess you were on his nice list.

He also asked me to check if players had seen any of Rudolph's red backup noses as he has misplaced a box of them and they may of fallen from his sleigh on his trip home. So check around and let Santa know if you happen to come across one.

On a side note, since many people have been asking, there will be 36 hours double dPoints to ring in the new year starting at 12pm on the 31st of December through till 11:59pm on the 1st of January. These times are based off server time.

From all the staff at Mazey Flyff we hope you enjoy the festive season, have fun and stay safe

**Credits:**

http://mazeyflyff.forumotion.net/t1905-santa-has-visited
Patchnotes for 24 Oct 2013

Go back to: Home | Patchnotes for 2013

## Halloween Event + October 24th Patch Notes

**Mazey Flyff Halloween 2013 Event**

Staff will be summoning Zombies randomly around the place. It is up to the players of Mazey Flyff to stop these zombies reaching the main cities and infecting our towns. The event will run from the 24th of October and finish on the 4th of November.

Zombies are very tough to kill, remember head shots normally do the trick!

The drops from these monsters can be traded in to the Mayor of Flaris for some Halloween themed prizes.

5k Zombie Hunter Tokens - Survivors Cloak (800 All stats, 500% hp, 500% Attack)

10k Zombie Hunter Tokens - Zombie Hunters Cloak (800 All stats, 500% hp, 200% PvE damage)

15k Zombie Hunter Tokens - Ghastly Ghoul Set (M/F) (This is the same set obtainable though vote rewards)

5 Zombie Corpses - Braaaains ~ Your very own zombie follower

* 1 Zombie Corpse is made up of a Zombie Head, Zombie Chest, Zombie Left Arm, Zombie Right Arm, Zombie Left Leg and Zombie Right Leg. These come from Zombie Boxes which can be collected from killing zombies.

**New private shops!**

Something that many many many people have been requesting is finally here!

* Sell items for your choice of Penya, Perin, Red Chips or Red Perin in the brand new private shops!

**Premium Item Changes**

* Fixed to be brought from the RC store. (It had the same thing as the buff breaker had wrong with it)
* 100% Attack added. (500 All Stats, 250% hp, 100% attack)
* Donation version changed to 3 days (72 hours game play) duration. Anyone that purchased them from the Item store will get a new one sent to the char that purchased it over the next day or so.

**Bug fixes/changes**

* Long Range Skills Small Fix, when someone attempts to use the method that a few people have been abusing they will find their character bugged, unable to use their mouse or wasd (keyboard) to move, they will also be unable to cast skills. Have fun in siege/arena being a sitting duck.
* Ivory and Ebony Gun's base damage decreased as it was far higher then it should of been. (10k down to 1k base damage)
* Scroll of Velocity removed from RC store, getting bugged in siege generally happens if you die while being mid jump. Using Scrolls of Velocity in siege greatly increases the chances of getting bugged. Any Scrolls of Velocity left in players inventories use at your own risk in sieges.

Mazey

**Credits:**

http://mazeyflyff.forumotion.net/t1173-halloween-event-october-24th-patch-notes
Peakyturtle Family

## Small Peakyturtle

**Name: Small Peakyturtle**

**Class:** Small

**Level:** 8

**Element:** Water

**Health Points (HP):**1,370 / 1,370

**Description:** These monsters are turtle-like creatures with a spiked shell that can roll up like an armadillo. They attack by rolling their spiked shell towards adventurers if they are frightened or aggravated. They can occasionally be temperamental. These are relatively easy monsters for newer characters to fight while adventuring in Flaris.

**Location:** The first of the two largest groupings of Peakyturtles can be found to the west of the path leading north of Flaris just to the east of the lake. The second can be found in a small gap in the western Leren Mountains to the west of that same lake.

## Peakyturtle

**Name: Peakyturtle**

**Class:** Normal

**Level:** 8

**Element:** Electric

**Health Points (HP):**1,370 / 1,370

**Description:** These monsters are turtle-like creatures with a spiked shell that can roll up like an armadillo. They attack by rolling their spiked shell towards adventurers if they are frightened or aggravated. They can occasionally be temperamental. These are relatively easy monsters for newer characters to fight while adventuring in Flaris.

**Location:** The first of the two largest groupings of Peakyturtles can be found to the west of the path leading north of Flaris just to the east of the lake. The second can be found in a small gap in the western Leren Mountains to the west of that same lake.

## Captain Peakyturtle

**Name: Captain Peakyturtle**

**Class:** Captain

**Level:** 9

**Element:** Water

**Health Points (HP):**1,445 / 1,445

**Description:** These monsters are turtle-like creatures with a spiked shell that can roll up like an armadillo. They attack by rolling their spiked shell towards adventurers if they are frightened or aggravated. They can occasionally be temperamental. These are relatively easy monsters for newer characters to fight while adventuring in Flaris.

**Location:** The first of the two largest groupings of Peakyturtles can be found to the west of the path leading north of Flaris just to the east of the lake. The second can be found in a small gap in the western Leren Mountains to the west of that same lake.

## Giant Peakyturtle

**Name: Giant Peakyturtle**

**Class:** Boss

**Level:** 12

**Element:** Electric

**Health Points (HP):**1,370 / 1,370

**Description:** This monster is a giant turtle-like creature with a spiked shell that can roll up like an armadillo. It attacks by rolling its spiked shell towards adventurers if they are frightened or aggravated. He's very temperamental and aggressive.

**Location:** He can be found in the Plain of Bubble.
Ivillis Red Otem

**Name: Ivillis Red Otem**

**Class:** Normal

**Level:** 53

**Element:** Fire

**Health Points (HP):**10,900 / 10,900

**Description:** You are not dreaming, yes you have seen him before. This is the dungeon version of the Totemia. If you can cut him down he will fill your pockets. This dungeon monster is aggravated.

**Location:** These creatures can be found on pathways that connects the dungeon rooms together, waiting to ambush unsuspecting and less experienced adventurers.
Ivillis Quaker

**Name: Ivillis Quaker**

**Class:** Boss

**Level:** 55

**Element:** Fire

**Health Points (HP):**200,000 / 200,000

**Description:** Second giant in this dungeon he is a master of earthquake. His humongous feet will stomp you into the ground. Watch out cause he’s going to rock your world. This dungeon monster is not aggravated.

**Location:** This giant can be found on the left upper room on the navigator inside the Ivillis Temple.
Ivillis Thief

**Name: Ivillis Thief**

**Class:** Normal

**Level:** 70

**Element:** Water

**Health Points (HP):**56,200 / 56,200

**Description:** He will take your life if you let him. Sharing the burden of his load he will crush you under his stone. This dungeon monster is aggravated.

**Location:** These monsters are located on the uppermost room on the right side of the navigator inside the Ivillis Temple.
Skills

There are 6 total skills in uL DayZ that can greatly increase your gameplay experience. Skills are viewable through /skills.

You first start off with 1 point in each skill. It is recommended to remove 1 point from each skill and put it all into one skill. 1 skill point is given everytime you level up your account.

## **Skills**

1. **Mechanic** - Decreases the time it takes to fix a vehicle.
2. **Marksman** - Increased rifle/sniper damage.
3. **Endurance** - Decreases rates of hunger.
4. **Stamina** - Decreases rates of thirst.
5. **Toughness** - Increased damage for melee weapons.
6. **Willpower** - Decreases blood loss rate.
Grilled Eel

Back to Home page.

**Name: Grilled Eel**

**Item Type:** Enhancer

**Info:** Provides +50% HP for 30 minutes.

**Stat Effected:** Health Points

**Enhancement Rate:** +50% HP for 30 minutes

**NPC Price:** 100 Red Chip

**Item Shop Price:** 15 vPoint or 5 dPoint (999 pcs)

**Stack Size:** 9999

## Obtained from

* Collecting Area
* Item Shop
* (RC Merchat) Wafor
Armageddon

**Level:** Baciel 8

**Spell Resistance:** yes

Known as one of the most powerful moves in the Baciel's arsenal, The
creature grabs hold of it's prey, flinging it high above it's head and
decimating it with a powerful blast of energy before it comes crashing
down to the ground. As a Standard action, A Baciel must first make a an
attack against the creature's Grapple CMD with a +4 circumstance bonus,
if successful they roll damage normally. The opponent is launched a
number of feet into the air equal to the damage dealt. The Baciel then
makes another attack with it's weapon, if it hits it deals Critical
damage along with an additional 1d6 Force damage per level (Max 20d6 at
20th level) A successful fortitude saving throw DC: 19+Strength modifier
 halves the damage. The opponent falls to the ground within the same
round and takes falling damage normally.
Mazey Quest Chip

Go back to: Home

**Name: Mazey Quest Chip**

**Item Type:** Currency

**Tradable**: Yes

**Consumable:** No

**Info:** This item is obtained from completing quests and defeating clockworks. You can Exchange Mazey Quest Chips for exciting rewards!

**Stack Size:** 10,000

## Quest Related to:

* Clockworks War
* Collect All the Things
* Dekane Mine Quest
* Hunt of the Mighty Beasts
* Lost Shipment
* Find the Thief
* The Riddle
* Speed Run
* Trolololol
Mazey Flyff Wiki

Template:UnderConstruction

This WIKI page is still under construction and being worked on. Some pages may be empty or incomplete. Thank you for your understanding.

## Welcome to Official Flyff Wiki

* Ingame Rules
* Forum Rules
* Chat Rules
* System Requirements
* Installation Guide
* Client Download
* Official Website
* Staffs
* Chat Room
* Forum
* Flyff Fanpage
* Flyff  Group
* Editors Corner
* Patchnotes for 2015
* Patchnotes for 2014
* Code: 0 Result: 4
* Code: 0 Result: 7
* Code: 0 Result: 9
* Code: 2 Result: 2
* Code: 3 Result: 6
* Code: 5 Result: 6
* Code: 12002
* Code: 12002 Result: 7
* Code: 12029
* Code: 12029 Result: 2
* Code: 12150 RESULT: 4
* Code: 12031 Result: 7
* Code: Denied
* Client Window Auto-Close
* Cannot Connect Issue
* Cheat Engine Detected
* IP Banned Bug
* Classes
* Madrigal
* Dungeon
* Masquerpets
* Ambassador Program
* Colosseum
* Fame Titles
* FFA Siege
* Collecting System
* Guild Siege (w/ Game Modes)
* Monster Clash
* PK System
* Player Event System
* Premium System
* PVP Games
* PVP System
* Rock-Paper-Scissors
* Clockworks War
* Collect All the Things
* Confession
* Dekane Mine Quest
* Hunt of the Mighty Beasts
* Lost Shipment
* Find the Thief
* The Riddle
* Speed Run
* Trolololol

Questions, comments and suggestions? If you have questions, suggestions or comments about the Flyff Wiki, please visit us at our Official basicFlyff Forum
Patchnotes for 31 Oct 2014

The server has been rolled back due to Bloody Mary Boxes spawning every second in players inventories, we have decided to remove that portion of the Halloween Event altogether earlier then planned - to avoid the situation possibly happening again.
The server has been rollbacked 7 hours (back to 11:32pm on the 30th October 2014 Server Time).
As a way to compensate for this, we will be running 2x Mazey Quest Chip and 2x Colosseum Chip Event until 23:59pm on Saturday 1st November 2014.

Please note that all the dPoints and vPoints used in that time have been restored back into your accounts.

We apologize for any inconvenience this has caused.

Daily and Mazey FlyFF Staff Team.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Credits:
http://mazeyflyff.forumotion.net/t5209-server-rollback-and-compensation
Mushpang Family

## Small Mushpang

**Name: Small Mushpang**

**Class:** Small

**Level:** 3

**Element:** Earth

**Health Points (HP):**305 / 305

**Description:** Bobbling back and fourth, left and right is the Mushpang. Having no legs does not deter this little forest creature from pounding you in the snot box when needed. On the pink shroom of the Mushpang lay one pair deceiving angry looking eyes. Underneath on the pale yellow skin is the stub of a body where the real eyes hide, protected by it's hood. Since the moss covered Mushpang is so small and defenseless it relies on only its fists and intimidating shroom deco to keep predators away. That includes Vagrants!

**Location:** Just north of Flarine.

## Mushpang

**Name: Mushpang**

**Class:** Normal

**Level:** 3

**Element:** Earth

**Health Points (HP):**348 / 348

**Description:** Bobbling back and fourth, left and right is the Mushpang. Having no legs does not deter this little forest creature from pounding you in the snot box when needed. On the pink shroom of the Mushpang lay one pair deceiving angry looking eyes. Underneath on the pale yellow skin is the stub of a body where the real eyes hide, protected by it's hood. Since the moss covered Mushpang is so small and defenseless it relies on only its fists and intimidating shroom deco to keep predators away. That includes Vagrants!

**Location:** Just north of Flarine.

## Captain Mushpang

**Name: Captain Mushpang**

**Class:** Captain

**Level:** 4

**Element:** Earth

**Health Points (HP):**373 / 373

**Description:** Bobbling back and fourth, left and right is the Mushpang. Having no legs does not deter this little forest creature from pounding you in the snot box when needed. On the pink shroom of the Mushpang lay one pair deceiving angry looking eyes. Underneath on the pale yellow skin is the stub of a body where the real eyes hide, protected by it's hood. Since the moss covered Mushpang is so small and defenseless it relies on only its fists and intimidating shroom deco to keep predators away. That includes Vagrants!

**Location:** Just north of Flarine.

## Giant Mushpang

**Name: Giant Mushpang**

**Class:** Boss

**Level:** 7

**Element:** Water

**Health Points (HP):**19,764 / 19,764

**Description:** Big and purple this guy is a challenge for beginners. He is not agro

**Location:** Just north of Flarine.
Seraph

Go back to: Home | Classes

- An evolution class for Ringmasters. They are capable of mending any wound and can bless their companions and invoke the power of temporary immortality by awakening your strength, skill, and abilities. They can even make a great PvE damage like Slayers and Crackshooters. They can equip stick with shield.
Patchnotes for 2013

Go back to: Home

**Below are patch notes for the year 2013:**

* Patchnotes for 25 Dec 2013
* Patchnotes for 21 Dec 2013
* Patchnotes for 19 Dec 2013
* Patchnotes for 13 Dec 2013
* Patchnotes for 29 Nov 2013
* Patchnotes for 13 Nov 2013
* Patchnotes for 08 Nov 2013
* Patchnotes for 24 Oct 2013
* Patchnotes for 16 Oct 2013
* Patchnotes for 21 Sep 2013
* Patchnotes for 20 Sep 2013
* Patchnotes for 05 Sep 2013
* Patchnotes for 16 Aug 2013
* Patchnotes for 07 Aug 2013
* Patchnotes for 29 Jul 2013
* Patchnotes for 26 Jul 2013
* Patchnotes for 23 Jul 2013
* Patchnotes for 19 Jul 2013
* Patchnotes for 09 Jul 2013
Levels

Levels are used to upgrade your skills , levels also determine your score on the scoreboard.

1 level = 1 score.

1 level = 1 skillpoint which can be used to upgrade skills in /skills.

## **Trivia**

*25 levels are required to max out every skill.*
*You start off with 1 skillpoint in each skill.* *After your skills are maxed, you will no longer receive skillpoints.*
Items

Items are found all over in San Andreas. Las Venturas and San Fierro are not yet done. Items will help the player in many different ways. This page will give you detailed descriptions for all the items.

*In alphabetical order.*

Apple - Link

Apple seeds - Link

Assault ammo -  Link

Blood bag - Link

Cluster bomb - Link

Empty gas can - Link

Fertilizer -

GPS -

Helmet -

Handcuffs -
Astral Intervention

**Level: Soulforging 6**

**Spell Resistance:** yes

By extending your spirit from your body, it forms a wall that protects you and your allies. As a standard action, by inflicting 4 negative levels on yourself, you can grant a number of allies equal to your charisma modifier a +6 bonus to armor class and saving throws so long as they are within 30 feet of you. If the technique soul extension is active, add it’s reach increase to the area this can effect targets. This lasts for 1 round per level and targets creatures within your soul radius.

This can alternatively be used as an instant action by inflicting 6 negative levels. The bonus granted to ac and saving throws is increased by +1 for every 2 levels the user possesses. Creatures within the area are treated as having evasion, mettle, and Evasive Mind, and if they already possess one of those, they gain the improved version for this attack. This only lasts for a single attack however.

If used on a creature that is being possessed or during an attempted possession attempt, creatures in the area of the Astral Intervention gain a new saving throw to attempt to purge the creature from them.
Catastrophe

**Level** Hammer/Axe/Flail 6

**Spell Resistance:** no

You turn the area around you into a blazing inferno before summoning the
 fire to your weapon and releasing the power into your foes. As a full
attack action, Creatures within 30 feet must succeed in a DC:16+
Strength modifier reflex saving throw or take 1d6 fire damage for every
level you possess (Maximum 20d6 at 20th level). In addition, you select
one creature within that area and make an attack roll on it at your
highest base attack bonus. If the attack hits, you deal normal damage
and they take damage again from the initial effect of this technique. A
successful fortitude saving throw halves that damage.
Advanced Spirit Fusion: Masamune

**Level:** Patches 6

**Spell**
Resistance: **no**

You tap into
your latent skills with the Legendary blade Masamune and use them to stand
strong against all of your foes. When activating this technique as a standard action,
you gain a +4 bonus to Dexterity.

You gain immunity to stunning and paralysis effects and
Damage reduction 10/-. You gain 10 additional temporary hitpoints, as well as
an additional +5 hitpoints for every 4 levels you possess. As a swift action,
you can move up to 1/2 of your land speed. In addition you gain a +4 bonus to
all checks to parry an attack roll. If you have multiple chances to parry
attacks within a round, you can sacrifice the additional uses for the round
during a parry attempt to increase the bonus you gain by +8 for every one
sacrificed.

Finally, if struck by an attack that would defeat you while
in this form, you are granted a single attack against your enemy, so long as
that enemy is within reach. You gain a +1 per level to the attack and damage
roll for this attack. This attack can be a vital strike. If the attack slays
your enemy, you are left with 1 hit point instead. If Azure reaper is active,
you can utilize it's ability to immediately end the technique as this final
attack instead of a normal attack. Regardless of if the attack worked, the
technique ends immediately after using that.

This technique
lasts for 1 round per 2 levels.
Boar

* +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom.
* Humanoid
* Medium: As Medium creatures, Boars have no special bonuses or penalties due to their size.
* Boar base land speed is 30 feet.
* Low-Light Vision: A Boar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Automatic Languages: English or Japanese
* Boars possess two claws and a bite. The claws deal 1d4 damage and the bite deals 1d6.
* **Ferocity:** Boars can remain conscious and continue fighting even if their hit point totals fall below 0. Boars are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
* **Powerful Nose:** Boars are immune to scent based special qualities (Such as stench).
* **Scent:** Boars gain the Scent special quality.
* Boars gain a +4 bonus on survival checks. This becomes +6 when tracking someone.
Boulder Crush

**Level** Hammer/Axe/Flail 2

**Spell Resistance:** no

Upon activating this technique, you can use it in one of the following ways.

*Boulder Crush Classic:* Summoning up a righteous fury within your soul, you gain a fierce swiftness, striking your foe and leaping into the air, tumbling and falling down swinging with your momentum, allowing you to make a second attack. As a standard action, you make a single attack at your highest base attack bonus. If this attack hits, it deals normal damage, and you gain a second attack at the same bonus. This second attack can be a vital strike. If this hits, you deal damage again, as well as +1d6 fire damage per 5 levels (Max +6d6). If using this technique while under the effects of the rage ability, or if you have weapon training for Hammers/Axes/Flails, You ignore 5 of the enemy’s damage reduction for both attacks.

*Boulder Crush 6:* Knocking your foe into the air with the back of your weapon, you slam it into the ground and encase it in stone before leaping into the air and slamming it down on your foe, shattering the boulder into the ground. As a standard action, you can make an attack against a single enemy within reach, this can be a vital strike. If the attack hits, you deal normal damage, and create a patch of rough terrain in any 5 foot square adjacent to you. Afterward, your weapon is encased in stone and deals an additional +1 damage dice. This increases by a further +1 damage dice at levels 10 and 20. This additional damage is treated as bases weapon damage for the purpose of  abilities such as vital strike or critical hits. Whenever you land a vital strike or a critical hit against an enemy, the technique ends and the enemy must make a fortitude saving throw DC: 12+ Strength damage or be stunned for 1 round. Otherwise this technique lasts for 1 round per level or until expended. If using this technique while under the effects of the rage ability, or if you have weapon training for Hammers/Axes/Flails, You gain an additional expenditure of this technique before it ends.
UL 420 DayZ Wiki

Welcome to the uL 420 DayZ SA-MP server wikipedia page!

Devoted to the uL 420 DayZ SA-MP server.

**The 420 DayZ server is a SA-MP server which is set in a post apocalyptic world where the entire San Andreas has been overrun by zombies. You must travel and supply yourself with many different items to survive. You decide how you play! Do you have what it takes?**

## **Server Basics**

In uL DayZ your goal is to survive and collect as many supplies you possibly can. Make your choices, you choose how YOU want to play the server! Unlike in the original DayZ game, this server is hardcore deathmatch/survival.
Battle Conservation

School Universal;

**Level** Cleric 5, Oracle 5, Witch 5, Magus 5, Wizard/Sorcerer 5

CASTING

Casting Time 1 full round action

Components V, S

EFFECT

Range Personal

Duration 1 minute per level

Saving Throw no (Harmless)

**Spell Resistance** no

DESCRIPTION

You utilize your arcane arts to better cast spells. After casting this spell, during it's duration, it applies to the next touch attack spell of at least 4th level, you can maintain the charge even after striking an enemy. If used for a 1st level spell, you can maintain the charge for up to 5 attacks. If for a 2nd level spell, for up to 4 attacks, for 3rd level up to 3 attacks and for 4th level 2 attacks. You can spend spell slots of higher levels to allow 1 additional attack for spells of 5th-8th level too, but a spell slot must be used when casting this spell of one level higher than the intended spell you plan to cast.

*Mana Burn:* By casting this spell using mana as per the Manacaster feat, you can gain additional effects by spending more mana. These effects are cumulative.

·         Extra Attack: By spending 15 additional mana when you cast this, you can increase the number of attacks you can make with a spell by 1. You can do this up to 3 times.
Cameo Storm

**Level: Asagi 3**

**Spell**
Resistance: no

Flinging a spinning mace head into the air, you pull out a gun and fire at
the mace, causing the bullets to ricochet off and rain down on the enemies
below the mace head, filling them with hot led before the mace slams down,
creating a crater. As a standard action, you deal critical damage as well as an
additional 1d4 per level (Max 10d4) to all creatures in a 30 foot cone
extending from you. Creatures in that area must make a DC: 14+Relevant ability
modifier reflex saving throw to take 1/2 damage. The area where this technique
is used becomes rough terrain once the technique is over.
Bullet Storm

**Level:** Crossbows/Firearms Light and Heavy 7

**Spell Resistance:** yes

Leaping above your foe and aiming downward, you release a flurry of
energy blasts that explode on impact. Make a full attack action against
your enemies, you deal normal damage as well as an additional 4d6 fire
damage for every creature you strike. If you strike a single creature
twice you deal an additional amount of damage equal to your normal
damage +1 1/2 your dexterity modifier.
Annuit Coeptis

**Level: Illuminati 6**

**Spell Resistance: yes**

Activating this technique, you summon one to three glowing golden pyramids within 30 feet of you. By activating this technique as a move action you can summon 1 pyramid, as a standard action 2 pyramids, and as a full round action you can summon 3. These pyramids last for 1 round per 3 levels and must be within 30 feet of one another. As an instant action, you can immediately destroy one to teleport to it's location. As a move action, you can have them move up to 60 feet in any direction. If they end in a square with a creature, or if a creature touches one, the creature must make a fortitude saving throw DC: 16+Strength modifier or take 1d6 damage per level (Max 10d6). A successful saving throw halves the damage. If a creature is between 3 of them. They can all 3 be detonated as an instant action. The creature in the area must make one fortitude save or take normal damage, as well as 3d6 damage per level (Max 60d6). While standing in the triangle, he can also expend the pyramids to apply them to his natural attacks. Creatures struck by the damage of one of these, are knocked back 10 feet per 3 levels if they fail their saving throw. If they are knocked into another pyramid, or through the creature's threatened space, they provoke an attack of opportunity.

This technique can only be active while Your Crown Chakra is active, or while using E Pluribus Unum, or if you possess a Golden Eye Implant.
Cat's Rays of Searing Light

**Level: Catherine 6**

**Spell Resistance: Yes**

You surround
yourself with glowing cat paw motes that hover around you. These give you
immense protection from enemy attacks. As a standard action, you gain 1 cat
mote per 2 levels that surround you. While these motes surround you, you gain a
+1 bonus to armor class for every mote. When a creature strikes you in melee
combat, that creature takes 1d4 fire damage for each fire mote surrounding you,
this is treated as a single attack for the purpose of applying fire resistance.
While these motes float around you, you can choose to expend one of them to
gain one of the following.

*Scorching Ray:* You can expend one of
them to gain a scorching ray spell as a swift action. Each ray applies your
strength modifier to the damage it deals.

*Destroying Firebolt:* You can expend one
of them to increase your reach to 100 feet for a single attack roll. This
increases your damage by +6d6 fire damage. This damage is multiplied on a
critical hit.

*Retaliation:* If an enemy targets you for
an attack, you can choose to expend one of the motes as an immediate action to
make a touch or ranged touch attack against that enemy, if it hits you deal
4d6+weapon damage in damage to that enemy. All damage is fire damage. This has
a range of 120 feet.
Burning Hairball

**Level:** Slumbercat 2

**Spell Resistance:** Yes

Setting your yarn ball ablaze you rear back and peg them in the forehead
 with it. As a standard action, make a single ranged touch attack
against any enemy within 60 feet. If this attack hits it deals normal
damage as well as an additional 1d8+1 per level (Max 1d8+20). The enemy
must make a reflex saving throw DC: 12+ Dexterity modifier or be set on
fire taking 1d8 damage every round until the fire goes out, or until
they take a full round action to put the fire out.
Aura Shattering Darkness

**Level: Demon 6**

**Spell**
Resistance: yes

Summoning up a powerful burst of energy that explodes outward from you, you
subdue the energies of all enemies that stand against you. As a standard
action, all creatures within a 60 foot burst must make a will saving throw DC:
16+ Charisma modifier, or all aura techniques you are under the effects of are
automatically brought to an end. This also suppresses a divine caster with an
aura, and forces their aura to dispel for 1d6+2 minutes. Creatures that succeed
in their saving throw have the duration of their aura cut in half still, and
divine casters lose their aura for 1 round on a successful saving throw.
Angler Lift

**Level: Spear/polearm 3**

**Spell Resistance: no**

Diving deep into the ground with your weapon, you tunnel beneath your
foe before bursting out and piercing through them. As a full attack,
Make a charge attack against a single enemy that is in contact with the
ground. You gain a +6 bonus to this attack roll due to attacking them
from beneath the ground, and from it being a charge attack. If this
attack hits, you deal normal damage as well as 1d6 damage per level (Max
 10d6).
Baciel Techniques

This is a list of all of the Baciel's "Monster" techniques it can acquire.

# **LEVEL 3**

Extinctor Cannon

Launcher Punch (Magichange)

# **LEVEL 4**

Reflection Beam (Magichange)

Bastard Black

# **LEVEL 5**

Extinction Beam

Catapult

# **LEVEL 7**

Genocide Saber

Rifle Death

Space Galaxy Kick (Magichange)

# **LEVEL 8**

Armageddon

Parallell Cannon (Magichange)

# **LEVEL 9**

Destructo Launcher

Manual Barrel (Magichange)
0034

Date Published
 URL

## Summary

There is a pause in the fight as Aries sends a message back to Bluejay

## Transcript

### Panel 1

* Mallory: You know what it's like to feel trapped, like there's no way out and you're going to die no matter what to do. You can sympathize with this bird.

* Mallory, it probably wants you, so try to make a deal so the rest can go free (then make a badass escape when possible)

Mallory: ...hey.

### Panel 2

Mallory: Um... I always have bad luck, so it's probably me, right? I'll make a deal. You want me, you can have me!! But I need you to return the favor. You let my friends go and put down the "lock", whatever it is!!

### Panel 3

Aries: ...not ***you.***

WAVE

### Panel 4

SLUMP

Mallory: agh! HEY!!!

Quinn: Mallory!! Are you okay?!

Mallory: urk Ye, I'm good... It was just... A wind..? The window was pretty hard, tho... hahaha, ow

### Panel 5

Aries: THERE'S *NO REASON* TO BE SO EAGER TO TAKE YOUR FRIEND'S PLACE. ***I REALLY*** DON'T UNDERSTAND PEOPLE...SAVE *YOURSELF* FIRST.

Mallory (Internal): Damn it... I can't truth-read it at all...What's going on?... It's almost like there's *no intent* at all behind the words...but that's *not possible*. ...I've never felt this before...

### Panel 6

Aries: ...I WAS ONLY MEANT TO GET THE BLOODHOUND. ...I DIDN'T KNOW THEY WEREN'T ALONE...THIS ISN'T EASY AT ALL... ...THERE'S TOO MANY VARIABLES HERE... ...I MAY HAVE TO RETREAT NOW. THIS IS HARD FOR ME, YOU KNOW.

### Panel 7

Aries: YOU'RE WAITING HERE WITH ME FOR A RESPONSE. ...IT SHOULDN'T TAKE LONG. If you try anything funny in the meantime, I'll be forced to carve you to pieces.

Crow: ...Same to you. You do anything funny, we both come after you.

Aries: ...SORRY.

### Panel 8

Raccoon: ...Bluejay! It's a messenger from Aries.

### Panel 9

Raccoon: Wanna bet on whether she's asking to retreat?

Bluejay: Pffhahaha, so mean! ...But no, I wouldn't take that bet. That poor bird is so easily overwhelmed. Let's see this message, please.

FLASH

Bluejay: !

### Panel 10

Bluejay: I- I have to go. Get Aries out of there, ***now.***

Raccoon: Bluejay--?

SLAM

### Panel 12

OOF, THAT WAS A ROUGH RIDE, HUH? WELL, YOU MADE IT. CONGRATS! ...I CAN'T SAY I'M NOT CONCERNED. BUT. AT LEAST. ORI'S STILL ALIVE. YEAH! COME WHAT MAY!! WE DID IT! WELL, LET'S GET A MOVE ON, THEN. NO USE WASTING TIME ON THE STATS SCREEN.

<**THE CROW'S NEST**>

STAGE COMPLETE

CHAOS 54%

**S RANK**

NEXT STAGE

<**BIRDS OF A FEATHER**>

**>>START**

### Caption

NARRATOR: Well. Here we go again.

NARRATOR: Ugh, I’m getting too old for this, Ori.

NARRATOR: But. It’s my job to oversee that you get to grow old at all, so…

NARRATOR: Can’t complain. :o)
Atomic Age

**Level: Kanen 6**

**Spell Resistance: No**

Harnessing the burning powers of the hell beast Mogaru, or the calamitous energies of the 3 fold titan Varklops, your capabilities are infused with radioactive destructiveness.

As a standard action, you irradiate yourself greatly and bind titan energy to yourself. While this is active, any fire or electricity damage that you deal can be 1/2 or full radiation damage, and deal +1 damage per damage dice. This damage is still treated as it's original type for the purpose of weaknesses, or abilities that apply only to fire or electricity damage. If you use an ability on an enemy that requires an attack roll and deals electricity or fire damage and you land a critical hit, or deal that kind of damage in an area effect and an enemy critically fails their saving throw, they take 1d4 constitution damage.

When using a technique or spell that qualifies for this technique's effects, instead of dealing it's damage, you can instead choose to heal a creature with the Kaiju subtype an amount equal to the damage you deal.

When activating this technique, you can apply it's effects to one kaiju per 4 levels as part of the technique's activation, so long as the kaiju are within 120 feet.

This technique lasts for 1 minute per level.
Bazooka Suplex

**Level:** Misaki 3

**Spell Resistance:** no

Firing a rocket into your enemy, it lifts them into the air and slams
them down onto their head before exploding on top of them. As a standard
 action, make a single touch attack against an enemy within 60 feet. If
this attack hits you deal normal damage as well as 1d6+1 per level (Max
1d6+20). The enemy must make a fortitude saving throw DC: 13+Dexterity
modifier or be knocked prone.
Blasphemous Body Evolution

**Transmutation;**

**Level** Witch 9

**CASTING**

**Casting Time** 10 minutes

**Components** V, S, M (a portion of a demon lord or god's body)

**EFFECT**

**Range** personal

**Target** self

**Duration** 1 minute per level

**Saving Throw** none

**Spell Resistance** no

**DESCRIPTION**

Harnessing dark energies from beyond our world, the witch imbues it's
self with the strength of a powerful demon god forever sealed away
within a medea world. Upon completion of this ritual the Witch grows to a
 massive size and it's body becomes warped and transformed. The Witch
increases in size by 1 category and gains a +2 bonus to Strength and
Constitution as well as a -2 penalty to dexterity. The Witch also gains
10 evolution points as if it were an eidolon. It uses it's witch level
to determine what it qualifies for as a summoner for selecting
evolutions, These apply to the witch. The Witch also gains 6 temporary
hitpoints per witch level (Max +120). For every minute the witch retains
 this form it must make a percentile roll. It begins at 10% and
increases by 10% every minute. If the percentile or below is rolled the
creature loses it's mind completely and gains the Dark Witch Template
permenantly, it is ejected from this form and no longer has access to
this spell.
Advanced Spirit Fusion: Thousand Blade Master

**Level:** Patches 6

**Spell Resistance:** no

You tap into your latent skills with many blades and use them to stand
strong against all of your foes. When activating this technique as a standard
action, you gain a +4 bonus to Dexterity, as well as one of the following
abilities from the list. Only one can be active at a time, however you can
sacrifice 1 round of this technique and a swift action to switch them. This
technique lasts for 1 round per 2 levels.

***Masamune:*** You gain immunity to
stunning effects and Damage reduction 5/-. As a swift action, you can move up
to 1/2 of your land speed. Finally, if struck by an attack that would defeat
you while in this form, you are granted a single attack against your enemy, so
long as that enemy is within reach. You gain a +10 to the attack and damage
roll for this attack. If the attack slays your enemy, you are left with 1 hit
point instead. If Azure reaper is active, you can end it's effects to attack
them as the final part of that technique. Regardless of if the attack worked,
the technique ends immediately after using that.

***Hyberbolic Blue Sky:*** You gain immunity to
confusion effects. At the beginning of every round, roll 1d6, if  the number is even, you add the number to
attack rolls, if the number is odd, you add it to your armor class as a dodge
bonus.  When you hit an enemy, they must
make a DC 16+ Dexterity modifier will saving throw or be teleported 30 feet in
a random direction. When landing a critical hit with this weapon, you deal X4
damage and impose a -2 penalty to all d20 rolls for 1 minute, however you can
only land a critical hit on a 20 regardless of what your normal critical hit
range is. This does not stack with it's self. By ending the technique
immediately, you can make a single attack against a single creature anywhere,
so long as you know it's exact location in the galaxy. If the enemy does not
know the attack is coming, it's flat footed.

***Excalibur:*** You become immune to
blinding effects. Your critical hit range is increased by 1, after applying
abilities like improved critical hit or keen. When landing a critical hit, you
roll 1d4 to determine it's critical multiplier. You deal +6 damage on all
attacks, this damage can be of any energy type (Fire, Acid, Electricity, Cold,
Sonic, Force, Disintegration). Creatures within 60 feet whom can see you must
make a fortitude saving throw DC: 16+ Dexterity modifier or be blinded for 1d4
rounds. Whenever you successfully strike a creature in combat, you learn if it
has any energy resistances, immunities, or weaknesses. Finally, by ending the
technique immediately, you can negate 1 damage per level (Max 30) for 1 round.
This is applied before damage reduction.
Aster Knight Reincarnation

**Versatile Spear Master:** This grants no additional ability.

**Starborn Battler:** This grants no additional ability.

**Guiding Star:** You gain no additional abilities from this ability.

**Strength of the Stars:** If you had Strength of the Stars as a class feature previously, you gain an additional 4 rounds of Strength of the Stars on top of any rounds of Strength of the Stars you possessed from previous classes.

**Greater Strength of the Stars:** You gain a further +15 force resistance.

**Mighty Strength of the Stars:** You gain a further +15 force resistance. The force damage increases by +1d6 and the damage per damage die increases by +1 per damage die, and the fly speed is increased by 30 feet.

**Fast movement:** A Barbarian gains fast movement just as they did before, it stacks with any previous fast movement abilities they had received.

**Rage Powers:** You gain new rage powers, however you must meet all prerequisites to select them, using your new level as your class level to select the rage powers. You cannot select a rage power you already possess.

**Uncanny Dodge:**  If you already possessed Uncanny dodge, you gain improved uncanny dodge, if you possessed improved uncanny dodge, you gain nothing.

**Damage Reduction:** Your damage reduction increases by the listed amount.

**Indomitable Will:** Your bonus to Indomitable Will increases by +2.

**Tireless Rage:** If you possessed Tireless rage already, you gain nothing.