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Unread 12-16-2010, 06:40 PM   #11
Geminex
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Join Date: Jun 2009
Posts: 4,606
Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay! Geminex slew the jabberwocky! Callooh! Callay!
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Quote:
Boss monsters might have more than 13 strength. Maybe.
Oh, it uses the stat? I thought it used the modifier.
NEVERMIND.
CARRY ON.

Quote:
Sure.
Okay...
So, we acquire some highly illegal dream dust with what little gil we have and we buy enough rope and chains to tie the thing up.
Then we start tracking it. When we reach its general area, we set up a base camp and start looking for dingo packs. When we find one, we attack it and take some of the corpses as bait. We set up a trap/ambush with the bait.
When the thing falls for it, we hit it with the dream dust, tie it up. Then what? I'll either have to get it to come with us under its own power, or we'll have to carry it. Or some sort of cheap cart or wagon?
And if the dream dust fails, what's plan b? Just focus fire?

Quote:
Float is a different spell.
Ah, yeah. I got confused because the float spell mentions 'air currents'.
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