Krab, in its last moments of life, throws a punch at Zephil.
Zephil's evasion roll: 20 (critical success!)
Krab's roll: 3.
Zephil masterfully evades the strike and retaliates by sinking one of his knives into Krab's chest, landing the mortal blow. He gains 6 XP, and everyone gains 65 XP from killing Krab!
I warp back into existence from the 5th dimension, and discharge a powerful spell infused with all my exams at the enemy.
You return to existence and reclaim your inventory. Welcome back!
==[Combat complete!]==
Krab collapses to the ground lifelessly. After a moment, its physical form begins to dissipate, fading away into several shimmering blue particles. The particles then take on a new form, merging together into a small, bright blue orb. It emanates a soft glow as it hovers in place.
"I guess this is what we're after," Zephil says as he reaches out to grab it.
The orb is warm to the touch and pulses rhythmically. Zephil stores it away.
Quest updated: The Seer of Ironhaven
With the item in your possession, what will you do now?
Zephil levels up!
+2 skill points!
Seymour levels up!
+2 skill points!
Morgan levels up!
+1 strength! +1 attunement!
John the Sentient levels up!
+2 skill points!
Searchable items:
Johnathan's inventory
Points of interest:
Seer's house (home of Ironhaven's famous seer)
Local armorer (manufactures and sells weapons and armor)
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (possible location of Krab, Cracker of Shells) [Everyone is here]
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
==[The Seer of Ironhaven]== Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
[√] Obtain a boat from the docks
[√] Visit the seer
[ ] Defeat Mechacrab, the Cyborg Crustacean
[ ] Defeat Crabbell, Ringer of the Tides
[ ] Defeat Scubaron, Shark Thrower of the Deep
[√] Defeat Krab, Cracker of shells
==[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.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
[√] Find out more about the brigands
[√] Question the detained brigand
[ ] Investigate the brigand hideout in the woods
[√] Investigate the brigand hideout in Acrus
[√] Investigate the brigand hideout along the country road
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
[√] Visit the seer at Ironhaven
[ ] Obtain the herbs and elixirs
[ ] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
==[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.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
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.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
I boost Vitality and Charisma. Despite the beating I just took, the experience left me feeling much better, even looking better somehow. Weird how that works.
The Crafter's right, so I point out that he's right and vote we take this soul to our seer friend.
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.
Increase Vitality and Magic by 1! I say we go see the seer.
You increase vitality and magic, gaining +7 HP, +1 physical resistance, and +1 vitality status resistance, as well as improving your overall magic skills!
I boost Vitality and Charisma. Despite the beating I just took, the experience left me feeling much better, even looking better somehow. Weird how that works.
The Crafter's right, so I point out that he's right and vote we take this soul to our seer friend.
You upgrade vitality and charisma, gaining +7 HP, +1 physical resistance, +1 vitality status resistance, and +5 persuasion score!
You decide to bring Krab's soul to the seer.
As the seer lets you into the building, Zephil presents the soul to her.
"Excellent," she says, taking it and storing it in a glass jar. "I hope the beast did not give you too much trouble."
Seymour winces slightly and says, "No, not at all..."
The seer places the jar on a table covered in strange markings, at one corner of a square drawn in red. You notice each corner of the square is marked with a different symbol. You notice a crab with a cannon in the place of a claw, a crab with a silver bell on its shell, some sort of war machine with crab pincers, and a whirlwind of sharks.
"Three more creatures remain," the seer reminds you. "I have full confidence in your ability to slay them."
She begins looking closely at the soul in the jar, seemingly shutting out the world around her.
You glance at your map. The seer has marked several locations on your map: Ironhaven, a nameless location along Aekran's shores, the town of Coastline, and the grand city of Moonbright. You remember hearing stories about how exclusive Moonbright is, and briefly wonder how you're even supposed to get in.
What now?
Searchable items:
Johnathan's inventory
Points of interest:
Seer's house (home of Ironhaven's famous seer) [Everyone is here]
Local armorer (manufactures and sells weapons and armor)
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a quiet place for serene reflection)
Party (well rested for 12 turns):
Zephil Solstrider, Bard [Level 4 Bard|==========] 115/300 XP
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
==[The Seer of Ironhaven]== Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
[√] Obtain a boat from the docks
[√] Visit the seer
[ ] Defeat Mechacrab, the Cyborg Crustacean
[ ] Defeat Crabbell, Ringer of the Tides
[ ] Defeat Scubaron, Shark Thrower of the Deep
[√] Defeat Krab, Cracker of shells
==[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.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
[√] Find out more about the brigands
[√] Question the detained brigand
[ ] Investigate the brigand hideout in the woods
[√] Investigate the brigand hideout in Acrus
[√] Investigate the brigand hideout along the country road
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
[√] Visit the seer at Ironhaven
[ ] Obtain the herbs and elixirs
[ ] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
==[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.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
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.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
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 go to the lake and take a look at my Lute’s markings. On the side, it says, “Believe in yourself. - Your Mentor”. I sigh and say, “I... think I am.” Afterwards, I regroup with the party and follow the most requested action.
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
I go to the lake and take a look at my Lute’s markings. On the side, it says, “Believe in yourself. - Your Mentor”. I sigh and say, “I... think I am.” Afterwards, I regroup with the party and follow the most requested action.
You head to the lake for a moment of quiet reflection, recollect your thoughts, and return to the party.
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
==[The Seer of Ironhaven]== Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
[√] Obtain a boat from the docks
[√] Visit the seer
[ ] Defeat Mechacrab, the Cyborg Crustacean
[ ] Defeat Crabbell, Ringer of the Tides
[ ] Defeat Scubaron, Shark Thrower of the Deep
[√] Defeat Krab, Cracker of shells
==[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.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
[√] Find out more about the brigands
[√] Question the detained brigand
[ ] Investigate the brigand hideout in the woods
[√] Investigate the brigand hideout in Acrus
[√] Investigate the brigand hideout along the country road
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
[√] Visit the seer at Ironhaven
[ ] Obtain the herbs and elixirs
[ ] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
==[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.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
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.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
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
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
==[The Seer of Ironhaven]== Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
[√] Obtain a boat from the docks
[√] Visit the seer
[ ] Defeat Mechacrab, the Cyborg Crustacean
[ ] Defeat Crabbell, Ringer of the Tides
[ ] Defeat Scubaron, Shark Thrower of the Deep
[√] Defeat Krab, Cracker of shells
==[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.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
[√] Find out more about the brigands
[√] Question the detained brigand
[ ] Investigate the brigand hideout in the woods
[√] Investigate the brigand hideout in Acrus
[√] Investigate the brigand hideout along the country road
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
[√] Visit the seer at Ironhaven
[ ] Obtain the herbs and elixirs
[ ] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
==[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.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
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.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
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 sell The Negotiator, then use the money to buy a new helmet, chestplate and legging.
OOC: are the Loaded Dice and Old Iron Coin just vendor trash?
You sell the Negotiator and buy the black iron helmet, chestplate, and leggings. You then equip all of them.
The coin is vendor trash, but the loaded dice can be used to influence a dice roll once per combat.
You decide to head to the training academy. One of the instructors informs you of the types of training available to you. You immediately notice their regiments are rather expensive...
Basic training:
[50 gold] Aggression training: Temporarily increases damage dealt in combat.
[50 gold] Assassin's training: Temporarily boosts crit rolls in combat.
[50 gold] Perseverance training: Temporarily increases survivability in combat.
Attribute training:
[150 gold] Endurance training: Permanently gain +1 endurance.
[150 gold] Vitality training: Permanently gain +1 vitality.
Weapon training:
[125 gold] Straight sword training: Allows you to become proficient in wielding straight swords.
[125 gold] Greatsword training: Allows you to become proficient in wielding greatswords.
Points of interest:
Seer's house (home of Ironhaven's famous seer)
Local armorer (manufactures and sells weapons and armor) [The Crafter is here]
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a quiet place for serene reflection)
Local inn (a good place to rest and recover from an arduous journey) [Everyone is here]
Party (well rested for 28 turns):
Zephil Solstrider, Bard [Level 4 Bard|==========] 115/300 XP
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: none
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
==[The Seer of Ironhaven]== Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
[√] Obtain a boat from the docks
[√] Visit the seer
[ ] Defeat Mechacrab, the Cyborg Crustacean
[ ] Defeat Crabbell, Ringer of the Tides
[ ] Defeat Scubaron, Shark Thrower of the Deep
[√] Defeat Krab, Cracker of shells
==[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.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
[√] Find out more about the brigands
[√] Question the detained brigand
[ ] Investigate the brigand hideout in the woods
[√] Investigate the brigand hideout in Acrus
[√] Investigate the brigand hideout along the country road
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
[√] Visit the seer at Ironhaven
[ ] Obtain the herbs and elixirs
[ ] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
==[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.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
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.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Enough!"
I charge toward Krab for a finishing blow.
You attempt to finish off Krab.
Krab's evasion roll: 19.
Your roll: 13.
Krab blocks your attack.
You strike a fancy pose in midair and launch a fire bolt into Krab's core.
Krab's evasion roll: 17.
Your roll: 13.
You partially hit Krab, dealing 17 damage to it. You gain 11 XP.
You charge at Krab and strike at it.
Krab's evasion roll: 9.
Your roll: 8.
You hit Krab for 25 damage. You gain 16 XP.
==[Enemy action]==
Krab, in its last moments of life, throws a punch at Zephil.
Zephil's evasion roll: 20 (critical success!)
Krab's roll: 3.
Zephil masterfully evades the strike and retaliates by sinking one of his knives into Krab's chest, landing the mortal blow. He gains 6 XP, and everyone gains 65 XP from killing Krab!
Their cursed champion falls!
You return to existence and reclaim your inventory. Welcome back!
==[Combat complete!]==
Krab collapses to the ground lifelessly. After a moment, its physical form begins to dissipate, fading away into several shimmering blue particles. The particles then take on a new form, merging together into a small, bright blue orb. It emanates a soft glow as it hovers in place.
"I guess this is what we're after," Zephil says as he reaches out to grab it.
The orb is warm to the touch and pulses rhythmically. Zephil stores it away.
Quest updated: The Seer of Ironhaven
With the item in your possession, what will you do now?
Zephil levels up!
+2 skill points!
Seymour levels up!
+2 skill points!
Morgan levels up!
+1 strength! +1 attunement!
John the Sentient levels up!
+2 skill points!
Searchable items:
Johnathan's inventory
Points of interest:
Seer's house (home of Ironhaven's famous seer)
Local armorer (manufactures and sells weapons and armor)
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (possible location of Krab, Cracker of Shells) [Everyone is here]
Party (well rested for 13 turns):
Zephil Solstrider, Bard [Level 4 Bard|==========] 115/300 XP {Skill points: 2}
[HP|==========] 37/45 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute +1] [Right weapon: Katana +1] [Helmet: Bard's cap +1] [Chestplate: Bard's garb +1] [Gauntlets: Bard's gloves +1] [Boots: Bard's boots +1]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 25
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>"Zweilander +1 (weight: 5) (value: 110)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
Items:
>Lagavulin shell fragment x5 (weight: 2.5 [0.5 each]) (value: 50 [10 each])
>Healing potion x2 (weight: 0.50 [0.25 each]) (value: 20 [10 each])
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Iron x3 (weight: 3 [1 each]) (value: 75 [25 each])
>Soul of Krab, Cracker of Shells (weight: 0) (quest item)
Mana: 50 (regen: 10)
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 +4
Slash defense: 0 +4
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +15
Light defense: 0 +10
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
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 4 Rogue|==========] 79/300 XP {Skill points: 2}
[HP|==========] 40/50 | [Mana|==========] 16/36 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Rogue's longcoat +1] [Gauntlets: Rogue's gloves +1] [Boots: Rogue's boots +1]
Status effects: None
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 100
Weapons:
>Scimitar (weight: 3) (value: 10)
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's longcoat +1 (weight: 2) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Rogue's boots +1 (weight: 1) (value: 15)
Items:
>Unknown substance (weight: 0.5) (value: 30)
Mana: 36 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 2
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +4
Slash defense: 0 +10
Puncture defense: 0 +4
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: 3
Strength: 2
Dexterity: 8
Intelligence: 5
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 3 Knight|==========] 234/250 XP
[HP|==========] 87/87 | [Mana|==========] 30/40 | Equip load: 16/54 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Knight's helmet +1] [Chestplate: Knight's chestplate +1] [Gauntlets: Knight's gauntlets +1] [Boots: Knight's boots +1]
Status effects: none
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Gold: 55
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Negotiator (weight: 2) (value: 100)
Armor:
>Knight's helmet +1 (weight: 2) (value: 15)
>Knight's chestplate +1 (weight: 4) (value: 15)
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Knight's boots +1 (weight: 2) (value: 15)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x2 (weight: 0.2 [0.1 each]) (value: 50 [25 each])
>Escape rope (weight: 1) (value: 35)
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Old iron coin (weight: 1) (value: 15)
>Firewood (weight: 2) (value: 40)
Mana: 40 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 20
Elemental resistance: 7
Vitality status resistance: 28
Endurance status resistance: 28
Persuasion score: 15
Impact defense: 0 +10
Slash defense: 0 +10
Puncture defense: 0 +10
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +6
Light defense: 0 +10
Dark defense: 0 +10
Vitality: 8
Endurance: 7
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 3 Sorcerer|==========] 116/250 XP
[HP|==========] 45/45 | [Mana|==========] 39/78 | 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
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Gold: 35
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
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)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Firebolt spellbook (weight: 1) (value: 50)
Mana: 66 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 21
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: 8
Strength: 2
Dexterity: 2
Intelligence: 7
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
Morgan, Reformed Thief [Level 3 Bounty Hunter|==========] 49/250 XP
[HP|==========] 40/40 | [Mana|==========] 36/36 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Axe] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 2 turns.
Gold: 100
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 10
Elemental resistance: 11
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 10
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
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: 4
Endurance: 4
Attunement: 4
Strength: 6
Dexterity: 5
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
John the Sentient, Warlock [Level 3 Warlock|==========] 43/250 XP {Skill points: 2}
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 10/30 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: Silver plated pistol] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Summon Minion II (active: costs 20 mana)
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Gold: 150
Weapons:
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Silver plated pistol (weight: 2) (value: 25)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Golden dagger (weight: 1) (value: 60)
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Items:
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 50 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
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: 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
Current location:
Ironhaven
Current quests:
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
[√]
Obtain a boat from the docks[√]
Visit the seer[ ] Defeat Mechacrab, the Cyborg Crustacean
[ ] Defeat Crabbell, Ringer of the Tides
[ ] Defeat Scubaron, Shark Thrower of the Deep
[√]Defeat Krab, Cracker of shellsOn 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.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
[√]
Find out more about the brigands[√]
Question the detained brigand[ ] Investigate the brigand hideout in the woods
[√]
Investigate the brigand hideout in Acrus[√]
Investigate the brigand hideout along the country road==[Magical Artifacts]==
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
[√]
Visit the seer at Ironhaven[ ] Obtain the herbs and elixirs
[ ] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
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.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
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.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"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!
Increase Vitality and Magic by 1! I say we go see the seer.
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
"Probably not a good idea to carry Krab's Soul with us all the time. We should give it to the Seer for safekeeping."
I boost Vitality and Charisma. Despite the beating I just took, the experience left me feeling much better, even looking better somehow. Weird how that works.
The Crafter's right, so I point out that he's right and vote we take this soul to our seer friend.
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!
You increase vitality and magic, gaining +7 HP, +1 physical resistance, and +1 vitality status resistance, as well as improving your overall magic skills!
You upgrade vitality and charisma, gaining +7 HP, +1 physical resistance, +1 vitality status resistance, and +5 persuasion score!
You decide to bring Krab's soul to the seer.
As the seer lets you into the building, Zephil presents the soul to her.
"Excellent," she says, taking it and storing it in a glass jar. "I hope the beast did not give you too much trouble."
Seymour winces slightly and says, "No, not at all..."
The seer places the jar on a table covered in strange markings, at one corner of a square drawn in red. You notice each corner of the square is marked with a different symbol. You notice a crab with a cannon in the place of a claw, a crab with a silver bell on its shell, some sort of war machine with crab pincers, and a whirlwind of sharks.
"Three more creatures remain," the seer reminds you. "I have full confidence in your ability to slay them."
She begins looking closely at the soul in the jar, seemingly shutting out the world around her.
You glance at your map. The seer has marked several locations on your map: Ironhaven, a nameless location along Aekran's shores, the town of Coastline, and the grand city of Moonbright. You remember hearing stories about how exclusive Moonbright is, and briefly wonder how you're even supposed to get in.
What now?
Searchable items:
Johnathan's inventory
Points of interest:
Seer's house (home of Ironhaven's famous seer) [Everyone is here]
Local armorer (manufactures and sells weapons and armor)
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a quiet place for serene reflection)
Party (well rested for 12 turns):
Zephil Solstrider, Bard [Level 4 Bard|==========] 115/300 XP
[HP|==========] 49/52 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute +1] [Right weapon: Katana +1] [Helmet: Bard's cap +1] [Chestplate: Bard's garb +1] [Gauntlets: Bard's gloves +1] [Boots: Bard's boots +1]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 25
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>"Zweilander +1 (weight: 5) (value: 110)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
Items:
>Lagavulin shell fragment x5 (weight: 2.5 [0.5 each]) (value: 50 [10 each])
>Healing potion x2 (weight: 0.50 [0.25 each]) (value: 20 [10 each])
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Iron x3 (weight: 3 [1 each]) (value: 75 [25 each])
>Soul of Krab, Cracker of Shells (weight: 0) (quest item)
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +4
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +15
Light defense: 0 +10
Dark defense: 0
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 5
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 4 Rogue|==========] 79/300 XP
[HP|==========] 52/57 | [Mana|==========] 26/36 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Rogue's longcoat +1] [Gauntlets: Rogue's gloves +1] [Boots: Rogue's boots +1]
Status effects: None
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 100
Weapons:
>Scimitar (weight: 3) (value: 10)
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's longcoat +1 (weight: 2) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Rogue's boots +1 (weight: 1) (value: 15)
Items:
>Unknown substance (weight: 0.5) (value: 30)
Mana: 36 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 6
Elemental resistance: 2
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +10
Puncture defense: 0 +4
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: 4
Endurance: 3
Attunement: 3
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
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 3 Knight|==========] 234/250 XP
[HP|==========] 87/87 | [Mana|==========] 40/40 | Equip load: 16/54 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Knight's helmet +1] [Chestplate: Knight's chestplate +1] [Gauntlets: Knight's gauntlets +1] [Boots: Knight's boots +1]
Status effects: none
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Gold: 55
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Negotiator (weight: 2) (value: 100)
Armor:
>Knight's helmet +1 (weight: 2) (value: 15)
>Knight's chestplate +1 (weight: 4) (value: 15)
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Knight's boots +1 (weight: 2) (value: 15)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x2 (weight: 0.2 [0.1 each]) (value: 50 [25 each])
>Escape rope (weight: 1) (value: 35)
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Old iron coin (weight: 1) (value: 15)
>Firewood (weight: 2) (value: 40)
Mana: 40 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 20
Elemental resistance: 7
Vitality status resistance: 28
Endurance status resistance: 28
Persuasion score: 15
Impact defense: 0 +10
Slash defense: 0 +10
Puncture defense: 0 +10
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +6
Light defense: 0 +10
Dark defense: 0 +10
Vitality: 8
Endurance: 7
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 3 Sorcerer|==========] 116/250 XP
[HP|==========] 45/45 | [Mana|==========] 49/78 | 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
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Gold: 35
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
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)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Firebolt spellbook (weight: 1) (value: 50)
Mana: 66 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 21
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: 8
Strength: 2
Dexterity: 2
Intelligence: 7
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
Morgan, Reformed Thief [Level 3 Bounty Hunter|==========] 49/250 XP
[HP|==========] 40/40 | [Mana|==========] 36/36 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Axe] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 2 turns.
Gold: 100
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 10
Elemental resistance: 11
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 10
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
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: 4
Endurance: 4
Attunement: 4
Strength: 6
Dexterity: 5
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
John the Sentient, Warlock [Level 3 Warlock|==========] 43/250 XP {Skill points: 2}
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 10/30 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: Silver plated pistol] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Summon Minion II (active: costs 20 mana)
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Gold: 150
Weapons:
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Silver plated pistol (weight: 2) (value: 25)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Golden dagger (weight: 1) (value: 60)
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Items:
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 50 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
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: 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
Current location:
Ironhaven
Current quests:
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
[√]
Obtain a boat from the docks[√]
Visit the seer[ ] Defeat Mechacrab, the Cyborg Crustacean
[ ] Defeat Crabbell, Ringer of the Tides
[ ] Defeat Scubaron, Shark Thrower of the Deep
[√]Defeat Krab, Cracker of shellsOn 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.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
[√]
Find out more about the brigands[√]
Question the detained brigand[ ] Investigate the brigand hideout in the woods
[√]
Investigate the brigand hideout in Acrus[√]
Investigate the brigand hideout along the country road==[Magical Artifacts]==
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
[√]
Visit the seer at Ironhaven[ ] Obtain the herbs and elixirs
[ ] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
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.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
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.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"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!
"Wait, what kind of town name is Coastline? That's just a geographic feature!"
Which one's the closest? We should head there first, I think...and maybe look for some of that sparkling water on the way.
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 go to the lake and take a look at my Lute’s markings. On the side, it says, “Believe in yourself. - Your Mentor”. I sigh and say, “I... think I am.” Afterwards, I regroup with the party and follow the most requested action.
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
"Well, since there's going to be a lot of things to do, we should get some rest first before we continue..."
Classic RPG Strategy #??: Rest whenever you get the option to, especially before/after a boss fight. [insert citation]
I decide that we should probably make sure that our Well Rested buff doesn’t disappear on us during a boss fight.
Some people are just really bad at names. Just take a look at Waterfall from Undertale.
The closest area of interest is the nameless location along the shore. Coastline isn't too far from there, and Moonbright is the furthest away.
You head to the lake for a moment of quiet reflection, recollect your thoughts, and return to the party.
You suggest resting.
You decide to get some rest before venturing out again. You stop at the local inn, rent a room, and quickly fall asleep.
Mercifully, you are not presented with any nightmarish, incomprehensible visions.
The party is now well rested!
You wake up the next morning, feeling reinvigorated. What will you do now?
Searchable items:
Johnathan's inventory
Points of interest:
Seer's house (home of Ironhaven's famous seer)
Local armorer (manufactures and sells weapons and armor)
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a quiet place for serene reflection)
Local inn (a good place to rest and recover from an arduous journey) [Everyone is here]
Party (well rested for 30 turns):
Zephil Solstrider, Bard [Level 4 Bard|==========] 115/300 XP
[HP|==========] 49/52 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute +1] [Right weapon: Katana +1] [Helmet: Bard's cap +1] [Chestplate: Bard's garb +1] [Gauntlets: Bard's gloves +1] [Boots: Bard's boots +1]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 25
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>"Zweilander +1 (weight: 5) (value: 110)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
Items:
>Lagavulin shell fragment x5 (weight: 2.5 [0.5 each]) (value: 50 [10 each])
>Healing potion x2 (weight: 0.50 [0.25 each]) (value: 20 [10 each])
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Iron x3 (weight: 3 [1 each]) (value: 75 [25 each])
>Soul of Krab, Cracker of Shells (weight: 0) (quest item)
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +4
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +15
Light defense: 0 +10
Dark defense: 0
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 5
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 4 Rogue|==========] 79/300 XP
[HP|==========] 52/57 | [Mana|==========] 26/36 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Rogue's longcoat +1] [Gauntlets: Rogue's gloves +1] [Boots: Rogue's boots +1]
Status effects: None
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 100
Weapons:
>Scimitar (weight: 3) (value: 10)
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's longcoat +1 (weight: 2) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Rogue's boots +1 (weight: 1) (value: 15)
Items:
>Unknown substance (weight: 0.5) (value: 30)
Mana: 36 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 6
Elemental resistance: 2
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +10
Puncture defense: 0 +4
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: 4
Endurance: 3
Attunement: 3
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
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 3 Knight|==========] 234/250 XP
[HP|==========] 87/87 | [Mana|==========] 40/40 | Equip load: 16/54 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Knight's helmet +1] [Chestplate: Knight's chestplate +1] [Gauntlets: Knight's gauntlets +1] [Boots: Knight's boots +1]
Status effects: none
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Gold: 55
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Negotiator (weight: 2) (value: 100)
Armor:
>Knight's helmet +1 (weight: 2) (value: 15)
>Knight's chestplate +1 (weight: 4) (value: 15)
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Knight's boots +1 (weight: 2) (value: 15)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x2 (weight: 0.2 [0.1 each]) (value: 50 [25 each])
>Escape rope (weight: 1) (value: 35)
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Old iron coin (weight: 1) (value: 15)
>Firewood (weight: 2) (value: 40)
Mana: 40 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 20
Elemental resistance: 7
Vitality status resistance: 28
Endurance status resistance: 28
Persuasion score: 15
Impact defense: 0 +10
Slash defense: 0 +10
Puncture defense: 0 +10
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +6
Light defense: 0 +10
Dark defense: 0 +10
Vitality: 8
Endurance: 7
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 3 Sorcerer|==========] 116/250 XP
[HP|==========] 45/45 | [Mana|==========] 49/78 | 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
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Gold: 35
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
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)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Firebolt spellbook (weight: 1) (value: 50)
Mana: 66 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 21
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: 8
Strength: 2
Dexterity: 2
Intelligence: 7
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
Morgan, Reformed Thief [Level 3 Bounty Hunter|==========] 49/250 XP
[HP|==========] 40/40 | [Mana|==========] 36/36 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Axe] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 2 turns.
Gold: 100
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 10
Elemental resistance: 11
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 10
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
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: 4
Endurance: 4
Attunement: 4
Strength: 6
Dexterity: 5
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
John the Sentient, Warlock [Level 3 Warlock|==========] 43/250 XP {Skill points: 2}
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 10/30 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: Silver plated pistol] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Summon Minion II (active: costs 20 mana)
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Gold: 150
Weapons:
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Silver plated pistol (weight: 2) (value: 25)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Golden dagger (weight: 1) (value: 60)
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Items:
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 50 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
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: 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
Current location:
Ironhaven
Current quests:
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
[√]
Obtain a boat from the docks[√]
Visit the seer[ ] Defeat Mechacrab, the Cyborg Crustacean
[ ] Defeat Crabbell, Ringer of the Tides
[ ] Defeat Scubaron, Shark Thrower of the Deep
[√]Defeat Krab, Cracker of shellsOn 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.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
[√]
Find out more about the brigands[√]
Question the detained brigand[ ] Investigate the brigand hideout in the woods
[√]
Investigate the brigand hideout in Acrus[√]
Investigate the brigand hideout along the country road==[Magical Artifacts]==
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
[√]
Visit the seer at Ironhaven[ ] Obtain the herbs and elixirs
[ ] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
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.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
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.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"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’ll take any consumables from the inventory of Jon, and I’ll follow the party’s next move. Probably to a different town.
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
Let's head to the nameless shore spot first.
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 head to the armorer first. See if there's anything useful.
You take his gold, but that's about everything worth holding onto.
You head to the armorer and browse his stock.
Weapons:
[45 gold] Knife Gauntlet: A steel gauntlet with a sharp, hidden blade. Requires 2 strength and 4 dexterity.
[45 gold] Crossbow: A basic crossbow. Hits harder than a standard bow. Requires 1 strength and 4 dexterity.
[70 gold] Nunchucks: Hard hitting and flashy, if you don't mind accidentally breaking your fingers. Requires 2 strength and 5 dexterity.
[100 gold] Skull Splitter: A marksman's rifle that has perfected the art of cracking skulls. Requires 2 strength and 5 dexterity.
Armor:
[40 gold] Black iron helmet: A helmet cast in sturdy black iron. Heavy, but protective.
[40 gold] Black iron chestplate: A chestplate cast in sturdy black iron. Engraved with ornate patterns.
[35 gold] Black iron leggings: A set of leggings cast in sturdy black iron.
[35 gold] Black iron boots: A pair of boots cast in sturdy black iron. Comes with pointed shin guards.
Points of interest:
Seer's house (home of Ironhaven's famous seer)
Local armorer (manufactures and sells weapons and armor) [The Crafter is here]
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a quiet place for serene reflection)
Local inn (a good place to rest and recover from an arduous journey) [Everyone is here]
Party (well rested for 29 turns):
Zephil Solstrider, Bard [Level 4 Bard|==========] 115/300 XP
[HP|==========] 49/52 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute +1] [Right weapon: Katana +1] [Helmet: Bard's cap +1] [Chestplate: Bard's garb +1] [Gauntlets: Bard's gloves +1] [Boots: Bard's boots +1]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 75
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>"Zweilander +1 (weight: 5) (value: 110)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
Items:
>Lagavulin shell fragment x5 (weight: 2.5 [0.5 each]) (value: 50 [10 each])
>Healing potion x2 (weight: 0.50 [0.25 each]) (value: 20 [10 each])
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Iron x3 (weight: 3 [1 each]) (value: 75 [25 each])
>Soul of Krab, Cracker of Shells (weight: 0) (quest item)
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +4
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +15
Light defense: 0 +10
Dark defense: 0
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 5
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 4 Rogue|==========] 79/300 XP
[HP|==========] 52/57 | [Mana|==========] 26/36 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Rogue's longcoat +1] [Gauntlets: Rogue's gloves +1] [Boots: Rogue's boots +1]
Status effects: None
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 100
Weapons:
>Scimitar (weight: 3) (value: 10)
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's longcoat +1 (weight: 2) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Rogue's boots +1 (weight: 1) (value: 15)
Items:
>Unknown substance (weight: 0.5) (value: 30)
Mana: 36 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 6
Elemental resistance: 2
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +10
Puncture defense: 0 +4
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: 4
Endurance: 3
Attunement: 3
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
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 3 Knight|==========] 234/250 XP
[HP|==========] 87/87 | [Mana|==========] 40/40 | Equip load: 16/54 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Knight's helmet +1] [Chestplate: Knight's chestplate +1] [Gauntlets: Knight's gauntlets +1] [Boots: Knight's boots +1]
Status effects: none
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Gold: 55
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Negotiator (weight: 2) (value: 100)
Armor:
>Knight's helmet +1 (weight: 2) (value: 15)
>Knight's chestplate +1 (weight: 4) (value: 15)
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Knight's boots +1 (weight: 2) (value: 15)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x2 (weight: 0.2 [0.1 each]) (value: 50 [25 each])
>Escape rope (weight: 1) (value: 35)
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Old iron coin (weight: 1) (value: 15)
>Firewood (weight: 2) (value: 40)
Mana: 40 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 20
Elemental resistance: 7
Vitality status resistance: 28
Endurance status resistance: 28
Persuasion score: 15
Impact defense: 0 +10
Slash defense: 0 +10
Puncture defense: 0 +10
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +6
Light defense: 0 +10
Dark defense: 0 +10
Vitality: 8
Endurance: 7
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 3 Sorcerer|==========] 116/250 XP
[HP|==========] 45/45 | [Mana|==========] 49/78 | 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
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Gold: 35
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
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)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Firebolt spellbook (weight: 1) (value: 50)
Mana: 66 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 21
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: 8
Strength: 2
Dexterity: 2
Intelligence: 7
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
Morgan, Reformed Thief [Level 3 Bounty Hunter|==========] 49/250 XP
[HP|==========] 40/40 | [Mana|==========] 36/36 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Axe] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 2 turns.
Gold: 100
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 10
Elemental resistance: 11
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 10
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
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: 4
Endurance: 4
Attunement: 4
Strength: 6
Dexterity: 5
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
John the Sentient, Warlock [Level 3 Warlock|==========] 43/250 XP {Skill points: 2}
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 10/30 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: Silver plated pistol] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Summon Minion II (active: costs 20 mana)
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Gold: 150
Weapons:
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Silver plated pistol (weight: 2) (value: 25)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Golden dagger (weight: 1) (value: 60)
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Items:
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 50 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
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: 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
Current location:
Ironhaven
Current quests:
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
[√]
Obtain a boat from the docks[√]
Visit the seer[ ] Defeat Mechacrab, the Cyborg Crustacean
[ ] Defeat Crabbell, Ringer of the Tides
[ ] Defeat Scubaron, Shark Thrower of the Deep
[√]Defeat Krab, Cracker of shellsOn 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.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
[√]
Find out more about the brigands[√]
Question the detained brigand[ ] Investigate the brigand hideout in the woods
[√]
Investigate the brigand hideout in Acrus[√]
Investigate the brigand hideout along the country road==[Magical Artifacts]==
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
[√]
Visit the seer at Ironhaven[ ] Obtain the herbs and elixirs
[ ] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
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.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
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.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"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 wanna check the training academy, actually :/
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
Yeah, let's do that first. Should be interesting.
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 finally get around to studying the Firebolt book.
I sell The Negotiator, then use the money to buy a new helmet, chestplate and legging.
OOC: are the Loaded Dice and Old Iron Coin just vendor trash?
You use the book to learn Firebolt!
You sell the Negotiator and buy the black iron helmet, chestplate, and leggings. You then equip all of them.
The coin is vendor trash, but the loaded dice can be used to influence a dice roll once per combat.
You decide to head to the training academy. One of the instructors informs you of the types of training available to you. You immediately notice their regiments are rather expensive...
Basic training:
[50 gold] Aggression training: Temporarily increases damage dealt in combat.
[50 gold] Assassin's training: Temporarily boosts crit rolls in combat.
[50 gold] Perseverance training: Temporarily increases survivability in combat.
Attribute training:
[150 gold] Endurance training: Permanently gain +1 endurance.
[150 gold] Vitality training: Permanently gain +1 vitality.
Weapon training:
[125 gold] Straight sword training: Allows you to become proficient in wielding straight swords.
[125 gold] Greatsword training: Allows you to become proficient in wielding greatswords.
Points of interest:
Seer's house (home of Ironhaven's famous seer)
Local armorer (manufactures and sells weapons and armor) [The Crafter is here]
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a quiet place for serene reflection)
Local inn (a good place to rest and recover from an arduous journey) [Everyone is here]
Party (well rested for 28 turns):
Zephil Solstrider, Bard [Level 4 Bard|==========] 115/300 XP
[HP|==========] 52/52 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute +1] [Right weapon: Katana +1] [Helmet: Bard's cap +1] [Chestplate: Bard's garb +1] [Gauntlets: Bard's gloves +1] [Boots: Bard's boots +1]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 75
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>"Zweilander +1 (weight: 5) (value: 110)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
Items:
>Lagavulin shell fragment x5 (weight: 2.5 [0.5 each]) (value: 50 [10 each])
>Healing potion x2 (weight: 0.50 [0.25 each]) (value: 20 [10 each])
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Iron x3 (weight: 3 [1 each]) (value: 75 [25 each])
>Soul of Krab, Cracker of Shells (weight: 0) (quest item)
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +4
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +15
Light defense: 0 +10
Dark defense: 0
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 5
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 4 Rogue|==========] 79/300 XP
[HP|==========] 57/57 | [Mana|==========] 36/36 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Rogue's longcoat +1] [Gauntlets: Rogue's gloves +1] [Boots: Rogue's boots +1]
Status effects: None
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 100
Weapons:
>Scimitar (weight: 3) (value: 10)
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's longcoat +1 (weight: 2) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Rogue's boots +1 (weight: 1) (value: 15)
Items:
>Unknown substance (weight: 0.5) (value: 30)
Mana: 36 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 6
Elemental resistance: 2
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +10
Puncture defense: 0 +4
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: 4
Endurance: 3
Attunement: 3
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
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 3 Knight|==========] 234/250 XP
[HP|==========] 87/87 | [Mana|==========] 40/40 | Equip load: 20/54 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: none
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Gold: 40
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)Armor:
>Knight's helmet +1 (weight: 2) (value: 15)
>Knight's chestplate +1 (weight: 4) (value: 15)
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Knight's boots +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x2 (weight: 0.2 [0.1 each]) (value: 50 [25 each])
>Escape rope (weight: 1) (value: 35)
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Old iron coin (weight: 1) (value: 15)
>Firewood (weight: 2) (value: 40)
Mana: 40 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 20
Elemental resistance: 7
Vitality status resistance: 28
Endurance status resistance: 28
Persuasion score: 15
Impact defense: 0 +15
Slash defense: 0 +15
Puncture defense: 0 +15
Water defense: 0 +6
Fire defense: 0 +15
Earth defense: 0 +9
Wind defense: 0 +9
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +9
Magic defense: 0 +9
Light defense: 0 +13
Dark defense: 0 +16
Vitality: 8
Endurance: 7
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 3 Sorcerer|==========] 116/250 XP
[HP|==========] 45/45 | [Mana|==========] 78/78 | 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
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 35
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
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)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
Mana: 66 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 21
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: 8
Strength: 2
Dexterity: 2
Intelligence: 7
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
Morgan, Reformed Thief [Level 3 Bounty Hunter|==========] 49/250 XP
[HP|==========] 40/40 | [Mana|==========] 36/36 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Axe] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 2 turns.
Gold: 100
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 10
Elemental resistance: 11
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 10
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
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: 4
Endurance: 4
Attunement: 4
Strength: 6
Dexterity: 5
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
John the Sentient, Warlock [Level 3 Warlock|==========] 43/250 XP {Skill points: 2}
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 10/30 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: Silver plated pistol] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Summon Minion II (active: costs 20 mana)
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Gold: 150
Weapons:
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Silver plated pistol (weight: 2) (value: 25)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Golden dagger (weight: 1) (value: 60)
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Items:
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 50 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
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: 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
Current location:
Ironhaven
Current quests:
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
[√]
Obtain a boat from the docks[√]
Visit the seer[ ] Defeat Mechacrab, the Cyborg Crustacean
[ ] Defeat Crabbell, Ringer of the Tides
[ ] Defeat Scubaron, Shark Thrower of the Deep
[√]Defeat Krab, Cracker of shellsOn 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.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
[√]
Find out more about the brigands[√]
Question the detained brigand[ ] Investigate the brigand hideout in the woods
[√]
Investigate the brigand hideout in Acrus[√]
Investigate the brigand hideout along the country road==[Magical Artifacts]==
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
[√]
Visit the seer at Ironhaven[ ] Obtain the herbs and elixirs
[ ] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
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.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
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.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"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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