P R I M O R D I A L
T H U N D E R K I N G
H E A D A N D B O D Y
S K I L L S & S P E L L S
Passive Skill:
Bastion of the Mind
Status effects that are meant to influence the Thunder King's mind, such as psychic damage, and unconscious, as well as effects that are controlled by Intelligent Wisdom, can only affect this section. All other sections are immune.
If this section is blinded, charmed, deafened, frightened, incapacitated, stunned or unconscious, all the other sections will receive the same status effects.
Eye of the Storm
When this section is reduced to 0 hit points, the Thunder King will be slain. As long as any of the other sections have at least one hit point, this section is resistant to all damage.
Towering Thunder Head
The Thunder King turns the weather within a 10 kilometers radius into a perpetual thunderstorm.
It may cause one of the following effects to those within the storm area. The Thunder King cannot cause the same effect twice in a row.
Hurricane Winds
Hurricane winds will sweep the area. Arrows, bolts, and other ordinary projectiles fired from a ranged weapon will be blown off course and automatically miss.
Additionally, the area is considered a difficult terrain for flying creatures.
Lightning Strike
A bolt of lightning descends from the sky and smashes onto a wide area. Every affected creature will suffer lightning damage and Stun.
Rolling Thunder
Peals of thunder resonate throughout the area, dealing multiple damages to affected creatures and causing stun.
Sleet and Hail
Thick hailstone rains down throughout the area. Everything exposed to the sky will take continuous, cold damage and may cause Freeze.
Passive and Active Skills:
Mighty Resilience
If the Thunder King suffers damage that will allow it to defend, its DEF increases to 10%.
Voice of Thunder LV.7
The Thunder King bellows at a deafening volume in a 1-kilometer radius cone. Each creature in the area will suffer continuous thunder damage and stun.
Cooldown 2 minutes
Cost 1 000 MP
E N D
P R I M O R D I A L
T H U N D E R K I N G
L E F T A N D R I G H T A R M
S K I L L S & S P E L L S
Active Skill:
Crush LV.5
The arm squeezes creatures in its grasp. Everyone affected will suffer bludgeoning damage equal to half of their HP.
Cost 100 MP
Slam LV.5
The Thunder King's giant weapon will smash into the ground, causing AoE damage to every creature in range.
Cooldown 2 minutes
Cost 200 MP
Throw LV.4
The arm hurls creatures or objects it is holding up to half a kilometer away. The creatures will suffer bludgeoning and blunt damage, as well as stun.
Cooldown 2 minutes
Cost 200 MP
Two-Handed Fighting LV.6
When the Thunder King attacks with its weapon, it deals additional 30% damage upon a successful hit.
Cooldown 2 minutes
Cost 300 MP
Cleaving Strike LV. 5
The arm makes a single Titan Blade attack against the creatures within its reach. On a successful hit, the attack deals half damage no matter what.
Cooldown 2 minute
Cost 200 MP
Devastation LV. 7
the arm thrusts its weapon into the ground, channeling the fury of the storm into the earth. Every creature affected will suffer from unbalance and dizziness, and the entire affected area will become difficult terrain.
Cooldown 5 minutes
Cost 500 MP
Lightning Surge LV.6
A ranged spell attack that targets an area with Slow. All affected will suffer lightning damage, and their AGL will turn zero for ten seconds.
Cooldown 5 minutes
Cost 500 MP
Titan Blade LV.5
a melee attack that deals AoE damage and critical hit.
Cooldown 2 minute
Cost 200 MP
E N D
P R I M O R D I A L
T H U N D E R K I N G
L E G S
S K I L L S & S P E L L S
Passive and Active Skill:
Mighty Thread
When the Thunder King moves, every creature within a hundred-meter radius will suffer from bludgeoning damage and be knocked back.
Powerful Strides
The Thunder King ignored difficult terrain.
Leap LV. 7
The Thunder King jumps a distance and height up to its speed. Every creature suffers AoE damage and stun within the space it lands.
Cooldown 2 minute
Cost 200 MP
E N D
All of its attacks were instant death, so it was crucial for everyone to have presence of mind at all times. They must be aware of their positioning and have a basic perception of where the attacks would land and strike.
Stun and Freeze were also going to be a problem, as well as the apparent fact that they couldn't get too close within its range.
As soon as the door closed, the [Engaged] prompted, but the Thunder King didn't mind the players. It did not do battle so much as it got to work. It was in the demolition business, and everything it did was in service to that goal. There was no way to prevent catastrophic collateral damage with any conflict involving a Thunder King.
Eric and Erica took this window of time to remind their players about their strategy.
"The mechanics of a Thunder King represents its ponderous and massive nature," stated Eric. "Each of its sections takes a turn, and they won't attack simultaneously, so we can breathe easy."
"With the creature being this big, it is unable to take all actions in a single turn," added Erica. "If one of the Thunder King's sections reaches 0 hit points, it would start to consider the players as a primary threat and would focus all its efforts on destroying us."
Eric's face turned serious. "Before that happens, we must reduce its arms and legs' hit points near 0. By doing so, we wouldn't suffer as much of its attacks, and we would last longer in fighting its head and body.
( . . . continuation on NOTES)