"Maybe you've heard of it before, the land Aekran. It's a strange land, but a beautiful one. It's a pretty large continent, with a benevolent empire ruling most of it. The scenery is lovely, the people are friendly, and there's no shortage of variety in climate or aesthetic if you're interested in that sort of thing. Seems like the perfect place to live, right? Well, there's just one catch, and that's the fact that the Aekranian empire is almost always locked in some sort of conflict.
"See, Aekranian history is filled with battle, bloodshed, and chaos, with each incident more unusual than the last. Time after time, the empire has been besieged by forces that don't even seem like they should exist in this world. Aekran has seen strife and conflict from warlords on a bloody conquest, otherworldly demons, empires that refused to fall in line, and even the weakening of reality itself. All the world's best scholars and scientists have spent hundreds of years trying to make sense of it all, to no avail. I'm honestly wondering when they're gonna give up.
"But I'm not here to talk about Aekranian history as a whole. I'm here to talk about a specific story, and it's a damn good one. Unless you've been living under a rock for the past few years, you've probably heard of a mercenary group called the Blades of Virtue. These guys are absolutely legendary. They eliminated threats to the empire that would've slaughtered almost any army in the world, and they made it look easy. Even before that, these guys made a name for themselves as the best mercenary group in Aekran. Their story really got interesting the day they were hired by Emperor Cerinthus himself..."
- Excerpt from The Virtuous Blades of Aekran, by Edward of Acrus
Gameplay can be compared to Dungeons and Dragons. There's turn-based combat with character classes, dice rolls, leveling up and increasing stats, and much more. All players are part of the same team, and will work together to complete their quests. The rulebook will be a part of every update post, and it will constantly update to present all information available. However, don't be afraid to experiment and do whatever comes to mind; essentially, you can do anything you want as long as there's not a rule explicitly saying you can't do that.
Here's the current rulebook, as of its last update.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can join the game at any time, but to do so you'll need to choose a class. There are several classes available, all of which can be outfitted to fulfill different roles in the team. If you're unhappy with your class selection, you can change your class whenever you're in a training hall, which will also retain your level, though changing classes may be more costly if you're high level.
Here is a list of all of the available classes, and their base stats.
=====[Knight]=====
Ironclad and fierce, the knight is a highly versatile warrior with a place in nearly any team. With respectable attack power and the durability to sustain significant punishment, they can be adapted to fit into nearly any role.
Fast, silent, and deadly. The rogue prefers finesse and stealth to brute force, displaying great skill with lighter weapons, as well as an uncanny ability to evade incoming blows. They also happen to have a certain roguish charm about them.
The archer specializes in long range combat, delivering precise, deadly shots from a distance. Their skill with a bow is nearly unmatched, but the archers themselves are rather fragile.
The warrior is a merciless, unrelenting combatant capable of dealing significant amounts of damage with heavy weapons. What they lack in magic skill and agility they more than make up for in raw strength.
==[Weapon proficiencies]==
Greatswords
Hammers
Great hammers
Halberds
When spirits are low, the bard steps in. Using magically enhanced music pieces, they can strengthen their allies or weaken their foes to turn the tide of battle. Bards are also known for being extremely charismatic.
The sorcerer is a master of magical arts. While they lack in physical damage output, they are highly skilled in all aspects of magic, which also grants them a significant degree of versatility.
The bounty hunter specializes in executing priority targets with an uncanny ability to identify their targets' weak points. They are skilled in wielding a variety of weapons, while also having respectable magic skills.
==[Weapon proficiencies]==
Straight swords
Curved swords
Axes
Great axes
Spears
The tactician is a battlefield commander with extensive combat knowledge. They assist their allies and debilitate their enemies with on-the-fly tactical analyses, while also delivering the occasional heavy blow on a priority target.
==[Weapon proficiencies]==
Greatswords
Great axes
Hammers
Great hammers
Pious and unrelenting, the cleric is a master of light magic. Equally skilled in performing emergency healing or warding off the forces of darkness, they are a valuable asset to any team.
The warlock does more than simply stare into the abyss; they harness its dark powers. Utilizing the forbidden dark magic, they can destroy their opponents in a wide variety of ways, and even use necromancy to control a twisted army of corpses.
As you travel along the country roads, you glance over the imperial summons in your hand. For whatever reason, you and your team have been summoned by Emperor Cerinthus himself. You're not sure what use the emperor could have for mercenaries, but you'll never turn down a contract. It's been a boring trip so far, but you're almost at Acrus. You start to think about what kind of job this could be. Whatever it is, it has to pay well if it's from the emperor...
(bang!) (crash!)
Fiery explosions ravage your carriage and send it flying off the road. You pull yourself from the burning wreckage and quickly assess the situation. Your attackers are nowhere in sight, but you know they're around here somewhere. You're not too far from Acrus, but whoever bombed the carriage is definitely not willing to stop there. For one reason or another, they want you dead. You'll probably have to deal with them.
You must gather your party before venturing forth.
Players:
None.
Current location:
Outskirts of Acrus
Current quests:
==[An Imperial Contract]==
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
[ ] Make your way to Acrus
None.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
I join in as a Rogue. Not as a sneaky, shadowy, backstabbing assassin, but as a swashbuckler who fights out in the open with grace, charm, and a few dirty tricks. After all, all you need to succeed is a silver tongue and a scimitar at your side (and maybe a pistol up your sleeve).
Also, WHAT JUST HAPPENED!? I jump out of the wreckage and quickly look for survivors.
(if we have names, I'll go with Seymour Hogsworth. Get it, hogs...bacon...eh. Also, how do we learn magic?)
Rollback Post to RevisionRollBack
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
I join in as a Rogue. Not as a sneaky, shadowy, backstabbing assassin, but as a swashbuckler who fights out in the open with grace, charm, and a few dirty tricks. After all, all you need to succeed is a silver tongue and a scimitar at your side (and maybe a pistol up your sleeve).
Also, WHAT JUST HAPPENED!? I jump out of the wreckage and quickly look for survivors.
(if we have names, I'll go with Seymour Hogsworth. Get it, hogs...bacon...eh. Also, how do we learn magic?)
You join as a rogue!
You pull yourself from the wreckage and take a look around. You see some of your companions around you - they seem to be alright. If there's anyone else, they may have been scattered by the explosion. Among the nearby foliage, you see some movement...
You can learn magic by leveling up and finding spellbooks.
"Name? Don't need one. Just call me The Crafter..."
You join as a knight!
Now that you've regrouped, it's time to keep moving. Acrus isn't too far away. Maybe you'll run into the rest of your team, or find the attackers.
Tip: looking around
At any time, you can look around the area. By doing so, you can find items, notice interesting people, get your bearings, and more. In combat, looking around counts as a minor action.
Tip: levels up encumbrance
Equipping heavier gear can raise your level of encumbrance, which affects you ability to evade attacks. If you're below 30% of your equip load, you'll have low encumbrance, which gives you +1 to your evasion dice rolls. Between 30% and 60%, you'll have medium encumbrance, which doesn't affect you at all. Over 60%, and you'll have high encumbrance, which gives you -1 your evasion rolls. If you go over 100%, you'll be overencumbered, at which point you won't be able to evade attacks at all.
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 0/150 XP
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
[ ] Make your way to Acrus
None.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
I keep an eye out for any suspicious-looking individuals.
As you all move along the road, you catch sight of some unsavory-looking fellows, armed with guns and knives. They're lurking among the bushes, watching you intently. They don't seem to notice that you noticed them.
I immediately check my surroundings, hoping to find either something interesting, or an enemy.
Welcome! You join as a sorcerer!
You look around. You see a small, unlocked chest sitting beside the carriage wreckage. It's slightly scorched, but otherwise in good condition. The woods are to your left, and there's some thick foliage to the right of the road. You also catch a glimpse of the possible brigands hiding in the bushes. They still don't notice you noticing them.
I notice a twitch in the shrubbery, and draw my sword, holding it at the ready.
OOC: How many actions do we get per turn in this game?
You draw your sword and keep it ready, proceeding cautiously.
By default, you get one minor action and one major action every turn. There will be ways to gain more of each type of action in the future, either through equipment or abilities.
Tip: the numbers in parentheses are comparisons to your current right hand weapon.
As you travel along the road, a group of brigands leap from the bushes to attack you! A few of them point their guns at you threateningly. Seymour readies his pistol in response.
"Well, look what we have here," one of the brigands says, walking to the front of the group. "If it isn't the legendary Blades of Virtue."
"What do you want from us?" Zephil asks.
The brigand at the front begins absentmindedly swinging his knife back and forth, "C'mon, I think you already know the answer. Give us all of your gold, and maybe we'll let you walk."
"Not happening," Seymour says, narrowing his eyes.
"Well, that's a shame," the brigand says. "Guess we'll just have to kill you, then."
==[Combat encounter!]==
Three brigands attack you. One of them seems to be their leader.
Neither side is surprised.
Tip: the > symbols are your action points. Bolded ones are your major action points, normal ones are your minor action points.
Tip: you can post in any order, but your actions will go through in the turn order. For example, Gold could post before Miner, but Miner's action will take effect first.
Tip: you'll learn more about the enemies you face in the future.
Quest updated: An Imperial Contract
Turn order:
Connor: >>
Seymour: >>
Zephil: >>
Level 2 brigand: >
The Crafter: >>
Level 1 brigand: >
Level 1 brigand: >
Enemies:
Brigand [Level 1]
[HP| 40/40] [Mana| 10/10]
Status effects: none
Brigand [Level 1]
[HP| 40/40] [Mana| 10/10]
Status effects: none
Brigand [Level 2]
[HP| 45/45] [Mana| 12/12]
Status effects: none
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 0/150 XP
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
[ ] Make your way to Acrus
[ ] Defeat the brigands
None.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
First rule of the duel; always pick the biggest guy first; it would almost be dishonorable not to. Taking a moment to size up the bandit leader, I suddenly rush and attack them with a running slash.
OOC: Do guns/other ranged weapons in this game need to be reloaded for gameplay purposes, or is reloading them just a flavor action?
Rollback Post to RevisionRollBack
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
I pull out my Whip (straight sword, dang it) and give a good old fashioned whipping to the Brigand boys. "Funny. Last time I whipped someone, they were also wearing leather." I also use my Minor Action to look for a more "curved" sword.
First rule of the duel; always pick the biggest guy first; it would almost be dishonorable not to. Taking a moment to size up the bandit leader, I suddenly rush and attack them with a running slash.
OOC: Do guns/other ranged weapons in this game need to be reloaded for gameplay purposes, or is reloading them just a flavor action?
Ranged weapons don't need to be reloaded. It's just flavor.
Enemy's evasion roll: 10 (failed).
Your roll: 6.
Your crit roll: 11 (failed).
You make a minor misstep while charging, but still graze the brigand for 21 damage. You gain 11 XP.
I pull out my Whip (straight sword, dang it) and give a good old fashioned whipping to the Brigand boys. "Funny. Last time I whipped someone, they were also wearing leather." I also use my Minor Action to look for a more "curved" sword.
Enemy's evasion roll: 17 (success)
Your roll: 5.
You crack your whip at the brigand leader, but he dodges it with a quick jump to the side. He laughs at your comment, though. You gain 5 XP.
You look around. You notice what looks like a curved sword sitting on the side of the road, but you can't quite reach it yet. You'll have to get it after combat.
==[Enemy action]==
The brigand leader swings his knife at Seymour.
Seymour's evasion roll: 16 (success).
Brigand's roll: 1 (critical failure!).
Seymour quickly ducks under the knife, and the brigand trips and stabs himself in the neck. He dies. Seymour and Connor gain 15 XP, and everyone else gains 10 XP.
"Just who do you brigands think you are, attempting to rob the Kingdom's finest mercenaries with such low-grade equipment..." I tell off the brigands.
Then to tell them that they've picked the wrong people to rob, I charged toward the first LV1 Brigand with my shield raised.
OOC: are these guns supposed to be medieval flintlocks/matchlocks?
Something along those lines. Picture the guns in Bloodborne, and you'll be pretty spot-on.
Enemy's evasion roll: 16 (success).
Your roll: 17.
You charge the brigand, but he rolls mostly out of the way. You do manage to clip his shoulder, dealing 7 damage. You gain 4 XP.
==[Enemy action]==
One of the brigands tries to stab the Crafter in retaliation.
The Crafter's evasion roll: 12 (success).
Brigand's roll: 10.
The Crafter steps to the side to dodge the knife.
The other brigand takes aim at Zephil and fires.
Zephil's evasion roll: 8 (neutral).
Brigand's roll: 5.
The shot slightly grazes Zephil for 5 damage.
Tip: you can search the bodies of enemies you kill to find loot. Their bodies will also remain on the battlefield in case you have any reason to interact with them.
==[Turn 2]==
Turn order:
The Crafter: >>
Seymour: >>
Zephil: >>
Connor: >>
Level 1 brigand: >
Level 1 brigand: >
Enemies:
Brigand [Level 1]
[HP| 33/40] [Mana| 10/10]
Status effects: none
Brigand [Level 1]
[HP| 40/40] [Mana| 10/10]
Status effects: none
Dead brigand [Level 2]
Unsearched.
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 15/150 XP
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
[ ] Make your way to Acrus
[ ] Defeat the brigands
None.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I jump at the first Brigand in the enemies list and slash at him before jumping back.
Enemy's evasion roll: 13 (success)
Your roll: 1 (critical failure!)
As you jump, you land a large rock at a weird angle, causing you to lose your footing and fall. You accidentally stab yourself in the shoulder, taking 12 damage. You gain 3 XP.
==[Enemy action]==
The brigand laughs at Connor's misstep, but then realizes he's alone and about to die. He runs off into the woods.
==[Combat complete!]==
+10 XP to all players!
"To hell with this, I'm outta here!" the brigand shouts as he runs off into the woods.
"Who were those guys?" Seymour asks to no one in particular.
Zephil notices the runaway brigand dropped something. He takes quick look at it. It's some sort of badge, depicting a hawk in flight, with two swords impaled through it.
"Identification, maybe?" Zephil says.
Whoever they were, you decide to worry about that later. The path to Acrus should be clear now. However, you decide to keep your abilities at the ready, just in case.
All players obtained a new ability!
Tip: whenever you obtain an ability that doesn't come from a spellbook or something similar, you can create your own custom ability. Everyone can create a new ability for themselves now. You'll be able to get more custom abilities every 5 levels.
Tip: Healing
You will slowly heal over time when out of combat, though you can accelerate the process by using items or abilities. Items and abilities can also be used to heal in combat.
Quest updated: An Imperial Contract
New quest: Gangbusters
Searchable objects:
Dead brigand [Level 1]
Unsearched
Slightly burned chest
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 46/150 XP {Ability available!}
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
[ ] Make your way to Acrus
[√] Defeat the brigands
==[Gangbusters]== On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
[ ] Find out more about the brigands
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
"Maybe you've heard of it before, the land Aekran. It's a strange land, but a beautiful one. It's a pretty large continent, with a benevolent empire ruling most of it. The scenery is lovely, the people are friendly, and there's no shortage of variety in climate or aesthetic if you're interested in that sort of thing. Seems like the perfect place to live, right? Well, there's just one catch, and that's the fact that the Aekranian empire is almost always locked in some sort of conflict.
"See, Aekranian history is filled with battle, bloodshed, and chaos, with each incident more unusual than the last. Time after time, the empire has been besieged by forces that don't even seem like they should exist in this world. Aekran has seen strife and conflict from warlords on a bloody conquest, otherworldly demons, empires that refused to fall in line, and even the weakening of reality itself. All the world's best scholars and scientists have spent hundreds of years trying to make sense of it all, to no avail. I'm honestly wondering when they're gonna give up.
"But I'm not here to talk about Aekranian history as a whole. I'm here to talk about a specific story, and it's a damn good one. Unless you've been living under a rock for the past few years, you've probably heard of a mercenary group called the Blades of Virtue. These guys are absolutely legendary. They eliminated threats to the empire that would've slaughtered almost any army in the world, and they made it look easy. Even before that, these guys made a name for themselves as the best mercenary group in Aekran. Their story really got interesting the day they were hired by Emperor Cerinthus himself..."
Gameplay can be compared to Dungeons and Dragons. There's turn-based combat with character classes, dice rolls, leveling up and increasing stats, and much more. All players are part of the same team, and will work together to complete their quests. The rulebook will be a part of every update post, and it will constantly update to present all information available. However, don't be afraid to experiment and do whatever comes to mind; essentially, you can do anything you want as long as there's not a rule explicitly saying you can't do that.
Here's the current rulebook, as of its last update.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can join the game at any time, but to do so you'll need to choose a class. There are several classes available, all of which can be outfitted to fulfill different roles in the team. If you're unhappy with your class selection, you can change your class whenever you're in a training hall, which will also retain your level, though changing classes may be more costly if you're high level.
Here is a list of all of the available classes, and their base stats.
=====[Knight]=====
Ironclad and fierce, the knight is a highly versatile warrior with a place in nearly any team. With respectable attack power and the durability to sustain significant punishment, they can be adapted to fit into nearly any role.
==[Weapon proficiencies]==
Straight swords
Greatswords
Curved swords
Curved greatswords
==[Base stats]==
HP: 75
Mana: 40
Speed: 3
Spell slots: 2
Equip load: 50
Carry weight: 100 lbs
Physical defense: 15
Elemental defense: 5
Vitality status resistance: 25
Endurance status resistance: 25
Vitality: 6
Endurance: 5
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
=====[Rogue]=====
Fast, silent, and deadly. The rogue prefers finesse and stealth to brute force, displaying great skill with lighter weapons, as well as an uncanny ability to evade incoming blows. They also happen to have a certain roguish charm about them.
==[Weapon proficiencies]==
Daggers
Curved swords
Gauntlets
Pistols
==[Base stats]==
HP: 50
Mana: 30
Speed: 6
Spell slots: 2
Equip load: 40
Carry weight: 70 lbs
Physical defense: 5
Elemental defense: 0
Vitality status resistance: 10
Endurance status resistance: 10
Vitality: 3
Endurance: 3
Attunement: 2
Strength: 2
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
=====[Archer]=====
The archer specializes in long range combat, delivering precise, deadly shots from a distance. Their skill with a bow is nearly unmatched, but the archers themselves are rather fragile.
==[Weapon proficiencies]==
Bows
Greatbows
Crossbows
Rifles
==[Base stats]==
HP: 35
Mana: 30
Speed: 3
Spell slots: 2
Equip load: 40
Carry weight: 70 lbs
Physical defense: 0
Elemental defense: 0
Vitality status resistance: 10
Endurance status resistance: 10
Vitality: 2
Endurance: 2
Attunement: 2
Strength: 3
Dexterity: 5
Intelligence: 4
Faith: 3
Luck: 3
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 2
=====[Warrior]=====
The warrior is a merciless, unrelenting combatant capable of dealing significant amounts of damage with heavy weapons. What they lack in magic skill and agility they more than make up for in raw strength.
==[Weapon proficiencies]==
Greatswords
Hammers
Great hammers
Halberds
==[Base stats]==
HP: 60
Mana: 25
Speed: 3
Spell slots: 2
Equip load: 55
Carry weight: 125 lbs
Physical defense: 15
Elemental defense: 10
Vitality status resistance: 25
Endurance status resistance: 25
Vitality: 4
Endurance: 4
Attunement: 1
Strength: 6
Dexterity: 2
Intelligence: 2
Faith: 3
Luck: 3
Charisma: 3
Magic: 1
Hydromancy: 1
Pyromancy: 2
Geomancy: 2
Aeromancy: 1
Cryomancy: 1
Electromancy: 1
Necromancy: 1
Polymancy: 2
Light magic: 1
Dark magic: 1
=====[Bard]=====
When spirits are low, the bard steps in. Using magically enhanced music pieces, they can strengthen their allies or weaken their foes to turn the tide of battle. Bards are also known for being extremely charismatic.
==[Weapon proficiencies]==
Curved swords
Whips
Gauntlets
==[Base stats]==
HP: 45
Mana: 50
Speed: 5
Spell slots: 3
Equip load: 35
Carry weight: 65 lbs
Physical defense: 5
Elemental defense: 5
Vitality status resistance: 10
Endurance status resistance: 10
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
=====[Sorcerer]=====
The sorcerer is a master of magical arts. While they lack in physical damage output, they are highly skilled in all aspects of magic, which also grants them a significant degree of versatility.
==[Weapon proficiencies]==
Magic catalysts
Daggers
Whips
==[Base stats]==
HP: 45
Mana: 60
Speed: 4
Spell slots: 3
Equip load: 35
Carry weight: 65 lbs
Physical defense: 5
Elemental defense: 15
Vitality status resistance: 15
Endurance status resistance: 15
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
=====[Bounty Hunter]=====
The bounty hunter specializes in executing priority targets with an uncanny ability to identify their targets' weak points. They are skilled in wielding a variety of weapons, while also having respectable magic skills.
==[Weapon proficiencies]==
Straight swords
Curved swords
Axes
Great axes
Spears
==[Base stats]==
HP: 40
Mana: 30
Speed: 4
Spell slots: 2
Equip load: 45
Carry weight: 90 lbs
Physical defense: 10
Elemental defense: 10
Vitality status resistance: 15
Endurance status resistance: 15
Vitality: 4
Endurance: 4
Attunement: 3
Strength: 4
Dexterity: 4
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 3
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
=====[Tactician]=====
The tactician is a battlefield commander with extensive combat knowledge. They assist their allies and debilitate their enemies with on-the-fly tactical analyses, while also delivering the occasional heavy blow on a priority target.
==[Weapon proficiencies]==
Greatswords
Great axes
Hammers
Great hammers
==[Base stats]==
HP: 60
Mana: 40
Speed: 3
Spell slots: 2
Equip load: 45
Carry weight: 90 lbs
Physical defense: 10
Elemental defense: 10
Vitality status resistance: 15
Endurance status resistance: 15
Vitality: 4
Endurance: 4
Attunement: 4
Strength: 4
Dexterity: 2
Intelligence: 4
Faith: 4
Luck: 3
Charisma: 3
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 4
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 3
Dark magic: 2
=====[Cleric]=====
Pious and unrelenting, the cleric is a master of light magic. Equally skilled in performing emergency healing or warding off the forces of darkness, they are a valuable asset to any team.
==[Weapon proficiencies]==
Magic catalysts
Hammers
Whips
==[Base stats]==
HP: 35
Mana: 45
Speed: 4
Spell slots: 3
Equip load: 30
Carry weight: 60 lbs
Physical defense: 5
Elemental defense: 10
Vitality status resistance: 10
Endurance status resistance: 10
Vitality: 3
Endurance: 3
Attunement: 5
Strength: 3
Dexterity: 3
Intelligence: 4
Faith: 6
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 5
Dark magic: 1
=====[Warlock]=====
The warlock does more than simply stare into the abyss; they harness its dark powers. Utilizing the forbidden dark magic, they can destroy their opponents in a wide variety of ways, and even use necromancy to control a twisted army of corpses.
==[Weapon proficiencies]==
Magic catalysts
Hammers
Gauntlets
Curved swords
==[Base stats]==
HP: 35
Mana: 50
Speed: 4
Spell slots: 3
Equip load: 30
Carry weight: 50 lbs
Physical defense: 5
Elemental defense: 15
Vitality status resistance: 10
Endurance status resistance: 10
Vitality: 3
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 4
Luck: 3
Charisma: 2
Magic: 5
Hydromancy: 3
Pyromancy: 4
Geomancy: 3
Aeromancy: 2
Cryomancy: 3
Electromancy: 3
Necromancy: 5
Polymancy: 3
Light magic: 1
Dark magic: 4
As you travel along the country roads, you glance over the imperial summons in your hand. For whatever reason, you and your team have been summoned by Emperor Cerinthus himself. You're not sure what use the emperor could have for mercenaries, but you'll never turn down a contract. It's been a boring trip so far, but you're almost at Acrus. You start to think about what kind of job this could be. Whatever it is, it has to pay well if it's from the emperor...
(bang!) (crash!)
Fiery explosions ravage your carriage and send it flying off the road. You pull yourself from the burning wreckage and quickly assess the situation. Your attackers are nowhere in sight, but you know they're around here somewhere. You're not too far from Acrus, but whoever bombed the carriage is definitely not willing to stop there. For one reason or another, they want you dead. You'll probably have to deal with them.
You must gather your party before venturing forth.
Players:
None.
Current location:
Outskirts of Acrus
Current quests:
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
[ ] Make your way to Acrus
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I join in as the Bard Zephil Solstrider.
"Let me tell you a story from legends long past."
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I join in as a Rogue. Not as a sneaky, shadowy, backstabbing assassin, but as a swashbuckler who fights out in the open with grace, charm, and a few dirty tricks. After all, all you need to succeed is a silver tongue and a scimitar at your side (and maybe a pistol up your sleeve).
Also, WHAT JUST HAPPENED!? I jump out of the wreckage and quickly look for survivors.
(if we have names, I'll go with Seymour Hogsworth. Get it, hogs...bacon...eh. Also, how do we learn magic?)
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
I join as a knight.
"Name? Don't need one. Just call me The Crafter..."
You join in as a bard!
You join as a rogue!
You pull yourself from the wreckage and take a look around. You see some of your companions around you - they seem to be alright. If there's anyone else, they may have been scattered by the explosion. Among the nearby foliage, you see some movement...
You can learn magic by leveling up and finding spellbooks.
You join as a knight!
Now that you've regrouped, it's time to keep moving. Acrus isn't too far away. Maybe you'll run into the rest of your team, or find the attackers.
Tip: looking around
At any time, you can look around the area. By doing so, you can find items, notice interesting people, get your bearings, and more. In combat, looking around counts as a minor action.
Tip: levels up encumbrance
Equipping heavier gear can raise your level of encumbrance, which affects you ability to evade attacks. If you're below 30% of your equip load, you'll have low encumbrance, which gives you +1 to your evasion dice rolls. Between 30% and 60%, you'll have medium encumbrance, which doesn't affect you at all. Over 60%, and you'll have high encumbrance, which gives you -1 your evasion rolls. If you go over 100%, you'll be overencumbered, at which point you won't be able to evade attacks at all.
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 0/150 XP
[HP|==========] 45/45 | [Mana|==========] 50/50 | Equip load: 9/35 (low encumbrance)
[Left weapon: Lute] [Right weapon: Whip] [Helmet: Bard's cap] [Chestplate: Bard's garb] [Gauntlets: Bard's gloves] [Boots: Bard's boots]
Status effects: none
Weapons:
>Whip (weight: 2) (value: 10)
>Lute (weight: 2) (value: 10)
Armor:
>Bard's cap (weight: 1) (value: 10)
>Bard's garb (weight: 2) (value: 10)
>Bard's gloves (weight: 1) (value: 10)
>Bard's boots (weight: 1) (value: 10)
Mana: 50
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 1 Rogue|==========] 0/150 XP
[HP|==========] 50/50 | [Mana|==========] 30/30 | Equip load: 9/40 (low encumbrance)
[Left weapon: Flintlock pistol] [Right weapon: Scimitar] [Helmet: Rogue's scarf] [Chestplate: Rogue's longcoat] [Gauntlets: Rogue's gloves] [Boots: Rogue's boots]
Status effects: none
Weapons:
>Scimitar (weight: 3) (value: 10)
>Flintlock pistol (weight: 1) (value: 10)
Armor:
>Rogue's scarf (weight: 1) (value: 10)
>Rogue's longcoat (weight: 2) (value: 10)
>Rogue's gloves (weight: 1) (value: 10)
>Rogue's boots (weight: 1) (value: 10)
Mana: 30
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 0
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +2
Slash defense: 0 +5
Puncture defense: 0 +2
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 2
Strength: 2
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 1 Knight|==========] 0/150 XP
[HP|==========] 75/75 | [Mana|==========] 40/40 | Equip load: 14/50 (low encumbrance)
[Left weapon: Shield] [Right weapon: Longsword] [Helmet: Knight's helmet] [Chestplate: Knight's chestplate] [Gauntlets: Knight's gauntlets] [Boots: Knight's boots]
Status effects: none
Weapons:
>Longsword (weight: 2) (value: 10)
>Shield (weight: 2) (value: 10)
Armor:
>Knight's helmet (weight: 2) (value: 10)
>Knight's chestplate (weight: 4) (value: 10)
>Knight's gauntlets (weight: 2) (value: 10)
>Knight's boots (weight: 2) (value: 10)
Mana: 40
Speed: 3
Spell slots: 2
Physical resistance: 15
Elemental resistance: 5
Vitality status resistance: 25
Endurance status resistance: 25
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0 +3
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +3
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 6
Endurance: 5
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Current location:
Outskirts of Acrus
Current quests:
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
[ ] Make your way to Acrus
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I keep an eye out for any suspicious-looking individuals.
Connor joined the game as a Sorcerer
I immediately check my surroundings, hoping to find either something interesting, or an enemy.
"Ok, cool, Connor's alive too."
I notice a twitch in the shrubbery, and draw my sword, holding it at the ready.
OOC: How many actions do we get per turn in this game?
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
Zephil looks around for a more sword like weapon of sorts. He likes whips and all, but swords are better.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
As you all move along the road, you catch sight of some unsavory-looking fellows, armed with guns and knives. They're lurking among the bushes, watching you intently. They don't seem to notice that you noticed them.
Welcome! You join as a sorcerer!
You look around. You see a small, unlocked chest sitting beside the carriage wreckage. It's slightly scorched, but otherwise in good condition. The woods are to your left, and there's some thick foliage to the right of the road. You also catch a glimpse of the possible brigands hiding in the bushes. They still don't notice you noticing them.
You draw your sword and keep it ready, proceeding cautiously.
By default, you get one minor action and one major action every turn. There will be ways to gain more of each type of action in the future, either through equipment or abilities.
You notice a burned straight sword lying on the road. You take it.
Burned straight sword [common straight sword]
A simple straight sword, slightly burned by intense heat.
Accuracy modifier: 0 (-1)
Critical modifier: 0 (-1)
Critical multiplier: 1.4x (-0.2)
Attribute requirements: 2 strength, 2 dexterity
Damage:
Impact: 0 (-13)
Slash: 25 (+25)
Puncture: 0 (-8)
This item has no perks.
Tip: the numbers in parentheses are comparisons to your current right hand weapon.
As you travel along the road, a group of brigands leap from the bushes to attack you! A few of them point their guns at you threateningly. Seymour readies his pistol in response.
"Well, look what we have here," one of the brigands says, walking to the front of the group. "If it isn't the legendary Blades of Virtue."
"What do you want from us?" Zephil asks.
The brigand at the front begins absentmindedly swinging his knife back and forth, "C'mon, I think you already know the answer. Give us all of your gold, and maybe we'll let you walk."
"Not happening," Seymour says, narrowing his eyes.
"Well, that's a shame," the brigand says. "Guess we'll just have to kill you, then."
==[Combat encounter!]==
Three brigands attack you. One of them seems to be their leader.
Neither side is surprised.
Tip: the > symbols are your action points. Bolded ones are your major action points, normal ones are your minor action points.
Tip: you can post in any order, but your actions will go through in the turn order. For example, Gold could post before Miner, but Miner's action will take effect first.
Tip: you'll learn more about the enemies you face in the future.
Quest updated: An Imperial Contract
Turn order:
Connor: >>
Seymour: >>
Zephil: >>
Level 2 brigand: >
The Crafter: >>
Level 1 brigand: >
Level 1 brigand: >
Enemies:
Brigand [Level 1]
[HP| 40/40] [Mana| 10/10]
Status effects: none
Brigand [Level 1]
[HP| 40/40] [Mana| 10/10]
Status effects: none
Brigand [Level 2]
[HP| 45/45] [Mana| 12/12]
Status effects: none
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 0/150 XP
[HP|==========] 45/45 | [Mana|==========] 50/50 | Equip load: 9/35 (low encumbrance)
[Left weapon: Lute] [Right weapon: Whip] [Helmet: Bard's cap] [Chestplate: Bard's garb] [Gauntlets: Bard's gloves] [Boots: Bard's boots]
Status effects: none
Weapons:
>Whip (weight: 2) (value: 10)
>Lute (weight: 2) (value: 10)
>Burned straight sword (weight: 3) (value: 12)
Armor:
>Bard's cap (weight: 1) (value: 10)
>Bard's garb (weight: 2) (value: 10)
>Bard's gloves (weight: 1) (value: 10)
>Bard's boots (weight: 1) (value: 10)
Mana: 50
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 1 Rogue|==========] 0/150 XP
[HP|==========] 50/50 | [Mana|==========] 30/30 | Equip load: 9/40 (low encumbrance)
[Left weapon: Flintlock pistol] [Right weapon: Scimitar] [Helmet: Rogue's scarf] [Chestplate: Rogue's longcoat] [Gauntlets: Rogue's gloves] [Boots: Rogue's boots]
Status effects: none
Weapons:
>Scimitar (weight: 3) (value: 10)
>Flintlock pistol (weight: 1) (value: 10)
Armor:
>Rogue's scarf (weight: 1) (value: 10)
>Rogue's longcoat (weight: 2) (value: 10)
>Rogue's gloves (weight: 1) (value: 10)
>Rogue's boots (weight: 1) (value: 10)
Mana: 30
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 0
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +2
Slash defense: 0 +5
Puncture defense: 0 +2
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 2
Strength: 2
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 1 Knight|==========] 0/150 XP
[HP|==========] 75/75 | [Mana|==========] 40/40 | Equip load: 14/50 (low encumbrance)
[Left weapon: Shield] [Right weapon: Longsword] [Helmet: Knight's helmet] [Chestplate: Knight's chestplate] [Gauntlets: Knight's gauntlets] [Boots: Knight's boots]
Status effects: none
Weapons:
>Longsword (weight: 2) (value: 10)
>Shield (weight: 2) (value: 10)
Armor:
>Knight's helmet (weight: 2) (value: 10)
>Knight's chestplate (weight: 4) (value: 10)
>Knight's gauntlets (weight: 2) (value: 10)
>Knight's boots (weight: 2) (value: 10)
Mana: 40
Speed: 3
Spell slots: 2
Physical resistance: 15
Elemental resistance: 5
Vitality status resistance: 25
Endurance status resistance: 25
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0 +3
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +3
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 6
Endurance: 5
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 1 Sorcerer|==========] 0/150 XP
[HP|==========] 45/45 | [Mana|==========] 60/60 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Mana: 60
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Current location:
Outskirts of Acrus
Current quests:
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
[ ] Make your way to Acrus
[ ] Defeat the brigands
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Note: Do I have any starter spells?
OT: Ok, so what happens if the leader is defeated? *attacks the leader*
I also make note of the chest in the wreckage of our carriage, and make sure to open it after the encounter is over.
"Just who do you brigands think you are, attempting to rob the Kingdom's finest mercenaries with such low-grade equipment..." I tell off the brigands.
Then to tell them that they've picked the wrong people to rob, I charged toward the first LV1 Brigand with my shield raised.
OOC: are these guns supposed to be medieval flintlocks/matchlocks?
First rule of the duel; always pick the biggest guy first; it would almost be dishonorable not to. Taking a moment to size up the bandit leader, I suddenly rush and attack them with a running slash.
OOC: Do guns/other ranged weapons in this game need to be reloaded for gameplay purposes, or is reloading them just a flavor action?
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
I pull out my Whip (straight sword, dang it) and give a good old fashioned whipping to the Brigand boys. "Funny. Last time I whipped someone, they were also wearing leather." I also use my Minor Action to look for a more "curved" sword.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
You'll all get an ability after this encounter.
Enemy's evasion roll: 7 (failed).
Your roll: 10.
Your crit roll: 13 (failed).
You stab the leader with your dagger, dealing 16 damage to him. You gain 8 XP.
Ranged weapons don't need to be reloaded. It's just flavor.
Enemy's evasion roll: 10 (failed).
Your roll: 6.
Your crit roll: 11 (failed).
You make a minor misstep while charging, but still graze the brigand for 21 damage. You gain 11 XP.
Enemy's evasion roll: 17 (success)
Your roll: 5.
You crack your whip at the brigand leader, but he dodges it with a quick jump to the side. He laughs at your comment, though. You gain 5 XP.
You look around. You notice what looks like a curved sword sitting on the side of the road, but you can't quite reach it yet. You'll have to get it after combat.
==[Enemy action]==
The brigand leader swings his knife at Seymour.
Seymour's evasion roll: 16 (success).
Brigand's roll: 1 (critical failure!).
Seymour quickly ducks under the knife, and the brigand trips and stabs himself in the neck. He dies. Seymour and Connor gain 15 XP, and everyone else gains 10 XP.
Carelessness will find no clemency in this place.
Something along those lines. Picture the guns in Bloodborne, and you'll be pretty spot-on.
Enemy's evasion roll: 16 (success).
Your roll: 17.
You charge the brigand, but he rolls mostly out of the way. You do manage to clip his shoulder, dealing 7 damage. You gain 4 XP.
==[Enemy action]==
One of the brigands tries to stab the Crafter in retaliation.
The Crafter's evasion roll: 12 (success).
Brigand's roll: 10.
The Crafter steps to the side to dodge the knife.
The other brigand takes aim at Zephil and fires.
Zephil's evasion roll: 8 (neutral).
Brigand's roll: 5.
The shot slightly grazes Zephil for 5 damage.
Tip: you can search the bodies of enemies you kill to find loot. Their bodies will also remain on the battlefield in case you have any reason to interact with them.
==[Turn 2]==
Turn order:
The Crafter: >>
Seymour: >>
Zephil: >>
Connor: >>
Level 1 brigand: >
Level 1 brigand: >
Enemies:
Brigand [Level 1]
[HP| 33/40] [Mana| 10/10]
Status effects: none
Brigand [Level 1]
[HP| 40/40] [Mana| 10/10]
Status effects: none
Dead brigand [Level 2]
Unsearched.
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 15/150 XP
[HP|==========] 40/45 | [Mana|==========] 50/50 | Equip load: 9/35 (low encumbrance)
[Left weapon: Lute] [Right weapon: Whip] [Helmet: Bard's cap] [Chestplate: Bard's garb] [Gauntlets: Bard's gloves] [Boots: Bard's boots]
Status effects: none
Weapons:
>Whip (weight: 2) (value: 10)
>Lute (weight: 2) (value: 10)
>Burned straight sword (weight: 3) (value: 12)
Armor:
>Bard's cap (weight: 1) (value: 10)
>Bard's garb (weight: 2) (value: 10)
>Bard's gloves (weight: 1) (value: 10)
>Bard's boots (weight: 1) (value: 10)
Mana: 50
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 1 Rogue|==========] 26/150 XP
[HP|==========] 50/50 | [Mana|==========] 30/30 | Equip load: 9/40 (low encumbrance)
[Left weapon: Flintlock pistol] [Right weapon: Scimitar] [Helmet: Rogue's scarf] [Chestplate: Rogue's longcoat] [Gauntlets: Rogue's gloves] [Boots: Rogue's boots]
Status effects: none
Weapons:
>Scimitar (weight: 3) (value: 10)
>Flintlock pistol (weight: 1) (value: 10)
Armor:
>Rogue's scarf (weight: 1) (value: 10)
>Rogue's longcoat (weight: 2) (value: 10)
>Rogue's gloves (weight: 1) (value: 10)
>Rogue's boots (weight: 1) (value: 10)
Mana: 30
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 0
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +2
Slash defense: 0 +5
Puncture defense: 0 +2
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 2
Strength: 2
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 1 Knight|==========] 14/150 XP
[HP|==========] 75/75 | [Mana|==========] 40/40 | Equip load: 14/50 (low encumbrance)
[Left weapon: Shield] [Right weapon: Longsword] [Helmet: Knight's helmet] [Chestplate: Knight's chestplate] [Gauntlets: Knight's gauntlets] [Boots: Knight's boots]
Status effects: none
Weapons:
>Longsword (weight: 2) (value: 10)
>Shield (weight: 2) (value: 10)
Armor:
>Knight's helmet (weight: 2) (value: 10)
>Knight's chestplate (weight: 4) (value: 10)
>Knight's gauntlets (weight: 2) (value: 10)
>Knight's boots (weight: 2) (value: 10)
Mana: 40
Speed: 3
Spell slots: 2
Physical resistance: 15
Elemental resistance: 5
Vitality status resistance: 25
Endurance status resistance: 25
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0 +3
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +3
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 6
Endurance: 5
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 1 Sorcerer|==========] 23/150 XP
[HP|==========] 45/45 | [Mana|==========] 60/60 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Mana: 60
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Current location:
Outskirts of Acrus
Current quests:
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
[ ] Make your way to Acrus
[ ] Defeat the brigands
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I check the body of the leader. Then, I do a mass whipping on one of the smaller bois.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
"Such carelessness..." I mock the dead Brigand leader.
I approach a Brigand and take a slash at his head.
I jump at the first Brigand in the enemies list and slash at him before jumping back.
"...wow. Your leader kinda sucked. Oh well, guess I win that duel."
Before the bandits can react, I raise my pistol and take a shot at the weakened Brigand.
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
Enemy's evasion roll: 12 (failed).
Your roll: 15.
Your crit roll: 16 (failed).
You slash the brigand across the face, dealing 33 damage to him. You gain 17 XP.
Enemy's evasion roll: 5 (failed).
Your roll: 8.
Your crit roll: 9 (failed).
You hit the brigand in the chest for 23 damage. You gain 12 XP.
You loot the leader's body, obtaining 35 gold and his knife.
Tip: don't forget to inspect your weapons and armor to view their stats. You can do this any time for no action cost.
First brigand's evasion roll: 1 (critical failure!).
Second brigand's evasion roll: 6 (failed).
Your roll: 12.
You crit roll: 7 (failed).
You whip both of the remaining brigands, killing one and dealing 12 damage to the other. You gain 21 XP, and everyone else gains 10 XP.
Enemy's evasion roll: 13 (success)
Your roll: 1 (critical failure!)
As you jump, you land a large rock at a weird angle, causing you to lose your footing and fall. You accidentally stab yourself in the shoulder, taking 12 damage. You gain 3 XP.
==[Enemy action]==
The brigand laughs at Connor's misstep, but then realizes he's alone and about to die. He runs off into the woods.
==[Combat complete!]==
+10 XP to all players!
"To hell with this, I'm outta here!" the brigand shouts as he runs off into the woods.
"Who were those guys?" Seymour asks to no one in particular.
Zephil notices the runaway brigand dropped something. He takes quick look at it. It's some sort of badge, depicting a hawk in flight, with two swords impaled through it.
"Identification, maybe?" Zephil says.
Whoever they were, you decide to worry about that later. The path to Acrus should be clear now. However, you decide to keep your abilities at the ready, just in case.
All players obtained a new ability!
Tip: whenever you obtain an ability that doesn't come from a spellbook or something similar, you can create your own custom ability. Everyone can create a new ability for themselves now. You'll be able to get more custom abilities every 5 levels.
Tip: Healing
You will slowly heal over time when out of combat, though you can accelerate the process by using items or abilities. Items and abilities can also be used to heal in combat.
Quest updated: An Imperial Contract
New quest: Gangbusters
Searchable objects:
Dead brigand [Level 1]
Unsearched
Slightly burned chest
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 46/150 XP {Ability available!}
[HP|==========] 40/45 | [Mana|==========] 50/50 | Equip load: 9/35 (low encumbrance)
[Left weapon: Lute] [Right weapon: Whip] [Helmet: Bard's cap] [Chestplate: Bard's garb] [Gauntlets: Bard's gloves] [Boots: Bard's boots]
Status effects: none
Gold: 35
Weapons:
>Whip (weight: 2) (value: 10)
>Lute (weight: 2) (value: 10)
>Burned straight sword (weight: 3) (value: 12)
>Brigand's knife (weight: 2) (value: 13)
Armor:
>Bard's cap (weight: 1) (value: 10)
>Bard's garb (weight: 2) (value: 10)
>Bard's gloves (weight: 1) (value: 10)
>Bard's boots (weight: 1) (value: 10)
Mana: 50
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 1 Rogue|==========] 58/150 XP {Ability available!}
[HP|==========] 50/50 | [Mana|==========] 30/30 | Equip load: 9/40 (low encumbrance)
[Left weapon: Flintlock pistol] [Right weapon: Scimitar] [Helmet: Rogue's scarf] [Chestplate: Rogue's longcoat] [Gauntlets: Rogue's gloves] [Boots: Rogue's boots]
Status effects: none
Weapons:
>Scimitar (weight: 3) (value: 10)
>Flintlock pistol (weight: 1) (value: 10)
Armor:
>Rogue's scarf (weight: 1) (value: 10)
>Rogue's longcoat (weight: 2) (value: 10)
>Rogue's gloves (weight: 1) (value: 10)
>Rogue's boots (weight: 1) (value: 10)
Mana: 30
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 0
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +2
Slash defense: 0 +5
Puncture defense: 0 +2
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 2
Strength: 2
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 1 Knight|==========] 51/150 XP {Ability available!}
[HP|==========] 75/75 | [Mana|==========] 40/40 | Equip load: 14/50 (low encumbrance)
[Left weapon: Shield] [Right weapon: Longsword] [Helmet: Knight's helmet] [Chestplate: Knight's chestplate] [Gauntlets: Knight's gauntlets] [Boots: Knight's boots]
Status effects: none
Weapons:
>Longsword (weight: 2) (value: 10)
>Shield (weight: 2) (value: 10)
Armor:
>Knight's helmet (weight: 2) (value: 10)
>Knight's chestplate (weight: 4) (value: 10)
>Knight's gauntlets (weight: 2) (value: 10)
>Knight's boots (weight: 2) (value: 10)
Mana: 40
Speed: 3
Spell slots: 2
Physical resistance: 15
Elemental resistance: 5
Vitality status resistance: 25
Endurance status resistance: 25
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0 +3
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +3
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 6
Endurance: 5
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 1 Sorcerer|==========] 46/150 XP {Ability available!}
[HP|==========] 33/45 | [Mana|==========] 60/60 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Mana: 60
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Current location:
Outskirts of Acrus
Current quests:
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
[ ] Make your way to Acrus
[√]
Defeat the brigandsOn the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
[ ] Find out more about the brigands
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
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