"He is a human... hmm... wonder if I could silence him. Maybe that'd make his powers disappear, even temporarily?" I will slice at the neck of Mr. Shark Man.
You slice at Scubaron's neck.
Scubaron's evasion roll: 11.
Your roll: 13.
Your crit roll: 7 (failed).
You hit him for 25 damage and cause him to bleed! Unfortunately, sharks are attracted to blood... You gain 16 XP and 16 greatsword affinity.
Greatsword skill increased!
Attacks with greatswords gain +1 to their accuracy roll!
Status effects: Bleeding (takes 10 damage every turn for 2 turns), Marked for Death (takes 25% more damage from all sources for 2 turns), Blinded (suffers -2 to accuracy rolls for 1 turn), Blocked Sharknado (suffers -1 to evasion rolls for 2 turns)
A former baron by the name of Ron, now malformed with misintent.
Points of interest:
Grand fountain (the pride of the city, and Scubaron's current location) [Everyone is here]
[Left weapon: Lute +1] [Right weapon: Ballad of One] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the rest of combat)
Bardic Tunes II (passive)
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.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
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.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spend. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
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.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
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.
==[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.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
[√] 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.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√] 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.
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"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
wow, cool stuff. i joined apknite on the other day and they have been discussing about this idea for a while and never got any executed. can i join please
I conjure a sword of ice to stab Scubaron dead in the foot. I do this by conjuring it in the water, and forcing it upwards with magic. I’m not sure where said magic falls in the magic type list.
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
wow, cool stuff. i joined apknite on the other day and they have been discussing about this idea for a while and never got any executed. can i join please
You can absolutely join! Just pick a class and get started!
I conjure a sword of ice to stab Scubaron dead in the foot. I do this by conjuring it in the water, and forcing it upwards with magic. I’m not sure where said magic falls in the magic type list.
By combining your hydromancy and cryomancy skills, you conjure a blade of ice.
Scubaron's evasion roll: 20 (critical success!)
Your roll: 14.
Scubaron avoids the blade and counters by throwing a shark at you. You're able to swing the ice sword to deflect it. You gain 5 XP.
==[Enemy action]==
Scubaron takes 17 bleed damage, then surrounds himself with a swarm of sharks. They will retaliate whenever he gets targeted by a melee attack.
Status effects: Bleeding (takes 17 damage every turn for 2 turns), Marked for Death (takes 25% more damage from all sources for 1 turn), Blinded (suffers -2 to accuracy rolls for 1 turn), Blocked Sharknado (suffers -1 to evasion rolls for 1 turn), Shark Cyclone (when targeted by a melee attack, deals 10 damage back for 3 turns)
A former baron by the name of Ron, now malformed with misintent.
Points of interest:
Grand fountain (the pride of the city, and Scubaron's current location) [Everyone is here]
[Left weapon: Lute +1] [Right weapon: Ballad of One] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the rest of combat)
Bardic Tunes II (passive)
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.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
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.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spend. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
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.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
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.
==[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.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
[√] 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.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√] 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
Status effects: Bleeding (takes 24 damage every turn for 2 turns), Shark Cyclone (when targeted by a melee attack, deals 10 damage back for 1 turn), Physical Vulnerability (takes 10% more damage from physical attacks for 1 turn), Marked for Death (takes 25% more damage from all sources for 2 turns), Bloodthirsty Sharks (sharks deal 10% more damage for 2 turns)
A former baron by the name of Ron, now malformed with misintent.
Points of interest:
Grand fountain (the pride of the city, and Scubaron's current location) [Everyone is here]
[Left weapon: Lute +1] [Right weapon: Ballad of One] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the rest of combat), Bleeding (takes 10 damage every turn for 3 turns)
Bardic Tunes II (passive)
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.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
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.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spend. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
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.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
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.
==[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.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
[√] 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.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√] 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
Status effects: Bleeding (takes 28 damage every turn for 3 turns), Shark Cyclone (when targeted by a melee attack, deals 10 damage back for 1 turn), Physical Vulnerability (takes 10% more damage from physical attacks for 1 turn), Marked for Death (takes 25% more damage from all sources for 2 turns), Bloodthirsty Sharks (sharks deal 10% more damage for 2 turns), Have at You, Seymour! (deals 25% less damage to everyone except Seymour for 2 turns)
A former baron by the name of Ron, now malformed with misintent.
Points of interest:
Grand fountain (the pride of the city, and Scubaron's current location) [Everyone is here]
[Left weapon: Lute +1] [Right weapon: Ballad of One] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the rest of combat), Bleeding (takes 10 damage every turn for 3 turns)
Bardic Tunes II (passive)
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.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Status effects: Have at You, Scubaron! (deals 25% more damage to Scubaron and 25% less damage to other enemies for 2 turns), Steps of Wind (gains +1 to evasion rolls against Scubaron for 2 turns)
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.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
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.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
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.
==[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.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
[√] 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.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√] 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
"Heh. These sharks aren't biting that hard. You should have chosen a different power." I continue ruining this man's day by further festering his wounds, to a point where they are unable to close through his own bodily means.
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
You slice at Scubaron's neck.
Scubaron's evasion roll: 11.
Your roll: 13.
Your crit roll: 7 (failed).
You hit him for 25 damage and cause him to bleed! Unfortunately, sharks are attracted to blood... You gain 16 XP and 16 greatsword affinity.
Greatsword skill increased!
Attacks with greatswords gain +1 to their accuracy roll!
You strafe around Scubaron and take a few shots at him.
Scubaron's evasion roll: 7.
Your roll: 3.
The sharks shield him from your shot. You gain 5 XP.
==[Ally action]==
Morgan marks Scubaron for death.
==[Enemy action]==
Scubaron takes 10 bleed damage, accompanied by the roar of a shark. He then throws a shark directly at Zephil.
Zephil's evasion roll: 8.
Scubaron's roll: 1 (critical failure!)
Zephil swings his sword like a baseball bat, sending the shark back at Scubaron. He takes 14 damage.
==[Ally action]==
Junia projects a bright flash of light in an attempt to blind Scubaron.
Scubaron's evasion roll: 1 (critical failure!)
Junia's roll: 4.
Scubaron suffers an accuracy penalty. Junia gain 13 XP.
You create a spiked ice wall within the sharknado, weakening its efficacy! You gain 13 XP!
You stab at one of the sharks.
Your roll: 5.
You catch it at an odd angle, so you only manage to injure it a bit. You gain 5 XP.
==[Turn 2]==
You see more sharks swirling in the fountain, attracted by the shedding of blood.
Turn order:
Zephil: >>
Junia: >>
Seymour: >>
The Crafter: >>
Morgan: >>
Connor: >>
Scubaron: >>
Enemies:
Points of interest:
Grand fountain (the pride of the city, and Scubaron's current location) [Everyone is here]
Party (well rested for 26 turns):
Zephil Solstrider, Bard [Level 5 Bard|==========] 305/350 XP [Greatsword affinity 4/5|==========] 2/175 affinity
[HP|==========] 72/72 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of One] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the rest of combat)
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.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
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)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Ballad of One (weight: 2) (value: 25)
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)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>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])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
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: 30
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 6
Magic: 6
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 5 Rogue|==========] 215/350 XP
[HP|==========] 61/61 | [Mana|==========] 40/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
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.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spend. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
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: 20
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
-----
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
-----
>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 (weight: 0.5) (value: 30)
>Ethereal bell (quest item)
-----
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
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 5 Knight|==========] 96/350 XP
[HP|==========] 92/92 | [Mana|==========] 48/48 | Equip load: 20/55 (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.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Gold: 30
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>Claw of Mechacrab (weight: 6) (value: 75)
Armor:
>Knight's gauntlets +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)
>Potion creation starter kit (weight: 2) (value: 50)
>Iron (weight: 2 [1 each]) (value: 30 [15 each])
Mana: 48 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 22
Elemental resistance: 10
Vitality status resistance: 29
Endurance status resistance: 30
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: 9
Endurance: 8
Attunement: 5
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 4 Sorcerer|==========] 209/300 XP
[HP|==========] 45/45 | [Mana|==========] 74/89 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Golden 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: 10
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
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)
>Iron trimmed coat (weight: 2) (value: 35)
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])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Iron (weight: 3 [1 each]) (value: 45 [15 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
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 4 Bounty Hunter|==========] 83/300 XP
[HP|==========] 40/40 | [Mana|==========] 21/36 | 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 II (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 3 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: 15
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: 6
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
Junia, Cleric [Level 4 Cleric|==========] 193/300 XP
[HP|==========] 35/35 | [Mana|==========] 53/53 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Holy scriptures] [Right weapon: Silver plated pistol] [Helmet: Cleric's hood] [Chestplate: Rogue's longcoat +1] [Gauntlets: White gloves] [Boots: Rogue's boots +1]
Status effects: none
Divine Grace (active: costs 15 mana)
Heal a target with divine power, restoring 15% of their HP.
Gold: 50
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 3
Endurance: 3
Attunement: 7
Strength: 3
Dexterity: 3
Intelligence: 6
Faith: 8
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 5
Dark magic: 1
Current location:
Moonbright
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.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
[√]
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.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√]
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!
"Bleed... aha! Let's use that!" I will NOT go for a more damaging hit, and instead, cut open more wounds with Wind Magic!
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
"Bullets aren't accurate enough for this barrier...let's try something else!"
I fire a Firebolt between the sharks to hit the boss.
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!
wow, cool stuff. i joined apknite on the other day and they have been discussing about this idea for a while and never got any executed. can i join please
nice one bro! very like it!
I conjure a sword of ice to stab Scubaron dead in the foot. I do this by conjuring it in the water, and forcing it upwards with magic. I’m not sure where said magic falls in the magic type list.
I attempt to use my shield as a paddle to bump one of the sharks at Scubaron.
You attempt to use your wind magic to worsen Scubaron's bleeding!
Your roll: 13.
You open more wounds, intensifying his bleeding! You gain 13 XP and 6 greatsword affinity!
==[Ally action]==
Junia hesitantly takes a shot at Scubaron with her pistol.
Scubaron's evasion roll: 4.
Junia's roll: 2.
She fumbles with the weapon a bit, and ends up firing a shot directly into the ground. She gains 5 XP.
You try to finesse a firebolt between the sharks.
Scubaron's evasion roll: 7.
Your roll: 7.
You hit Scubaron for 21 damage. You gain 14 XP.
You can absolutely join! Just pick a class and get started!
You, too, can join at any time! All you need is a class selection!
You try to reflect one of the sharks with your shield.
Scubaron's evasion roll: 17.
Your roll: 18.
Your crit roll: 2 (failed).
The shark bounces into Scubaron, scraping him with its teeth for 19 damage. You gain 13 XP.
==[Ally action]==
Morgan decisively cleaves into Scubaron.
Scubaron's evasion roll: 14.
Morgan's roll: 18.
Morgan's crit roll: 6 (failed).
Morgan hits for 29 damage, worsening Scubaron's bleeding in the process. The sharks are going wild. Morgan gains 19 XP.
By combining your hydromancy and cryomancy skills, you conjure a blade of ice.
Scubaron's evasion roll: 20 (critical success!)
Your roll: 14.
Scubaron avoids the blade and counters by throwing a shark at you. You're able to swing the ice sword to deflect it. You gain 5 XP.
==[Enemy action]==
Scubaron takes 17 bleed damage, then surrounds himself with a swarm of sharks. They will retaliate whenever he gets targeted by a melee attack.
==[Turn 3]==
The Jaws music plays softly in the distance.
Turn order:
Seymour: >>
Connor: >>
Morgan: >>
Junia: >>
The Crafter: >>
Zephil: >>
Scubaron: >>
Enemies:
Points of interest:
Grand fountain (the pride of the city, and Scubaron's current location) [Everyone is here]
Party (well rested for 25 turns):
Zephil Solstrider, Bard [Level 5 Bard|==========] 318/350 XP [Greatsword affinity 4/5|==========] 8/175 affinity
[HP|==========] 72/72 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of One] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the rest of combat)
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.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
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)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Ballad of One (weight: 2) (value: 25)
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)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>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])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
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: 30
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 6
Magic: 6
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 5 Rogue|==========] 240/350 XP
[HP|==========] 61/61 | [Mana|==========] 20/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
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.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spend. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
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: 20
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
-----
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
-----
>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 (weight: 0.5) (value: 30)
>Ethereal bell (quest item)
-----
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
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 5 Knight|==========] 109/350 XP
[HP|==========] 92/92 | [Mana|==========] 48/48 | Equip load: 20/55 (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.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Gold: 30
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>Claw of Mechacrab (weight: 6) (value: 75)
Armor:
>Knight's gauntlets +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)
>Potion creation starter kit (weight: 2) (value: 50)
>Iron (weight: 2 [1 each]) (value: 30 [15 each])
Mana: 48 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 22
Elemental resistance: 10
Vitality status resistance: 29
Endurance status resistance: 30
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: 9
Endurance: 8
Attunement: 5
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 4 Sorcerer|==========] 214/300 XP
[HP|==========] 45/45 | [Mana|==========] 84/89 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Golden 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: 10
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
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)
>Iron trimmed coat (weight: 2) (value: 35)
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])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Iron (weight: 3 [1 each]) (value: 45 [15 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
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 4 Bounty Hunter|==========] 102/300 XP
[HP|==========] 40/40 | [Mana|==========] 31/36 | 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 II (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 3 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: 15
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: 6
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
Junia, Cleric [Level 4 Cleric|==========] 198/300 XP
[HP|==========] 35/35 | [Mana|==========] 53/53 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Holy scriptures] [Right weapon: Silver plated pistol] [Helmet: Cleric's hood] [Chestplate: Rogue's longcoat +1] [Gauntlets: White gloves] [Boots: Rogue's boots +1]
Status effects: none
Divine Grace (active: costs 15 mana)
Heal a target with divine power, restoring 15% of their HP.
Gold: 50
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 3
Endurance: 3
Attunement: 7
Strength: 3
Dexterity: 3
Intelligence: 6
Faith: 8
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 5
Dark magic: 1
Current location:
Moonbright
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.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
[√]
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.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√]
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!
"Once more! Make the bleeding COPIOUS!" I throw a wind scythe right as the wounds, further increasing their intensity.
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
“Da-na! Da-na! Da-na Da-na da dadadadadadadada dadada dadada dadadadadadadada DA!” *shark attack ensues*
Armor Breaker! Take this! *Strikes*
I slash at Scubaron, hoping to hit him or a shark.
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 slash at Scubaron.
Scubaron's evasion roll: 4.
Your roll: 13.
Your crit roll: 8 (failed).
You hit for 24 damage, worsening his bleeding even further! You gain 15 XP! The sharks bite you back, dealing 1 damage!
All this bloodshed is driving the sharks wild. One of them lashes out at Scubaron...
Scubaron's evasion roll: 8.
Your roll: 15.
Your crit roll: 7 (failed).
It bites him for 16 damage! You gain 10 XP!
"Wait, what?!" Scubaron is surprised. "You're supposed to follow my commands!"
==[Ally action]==
Morgan sinks his axe into Scubaron.
Scubaron's evasion roll: 14.
Morgan's roll: 1 (critical failure!)
A shark chomps on Morgan's arm, dealing 11 damage to him. He gains 5 XP.
Junia casts Divine Grace on Morgan.
Junia's crit roll: 4 (failed).
Morgan recovers 8 HP. Junia gains 5 XP.
You strike at Scubaron with Armor Breaker!
Scubaron's evasion roll: 9.
Your roll: 10.
Your crit roll: 17 (failed).
You hit for 35 damage, worsen his bleeding, and leave him vulnerable! You gain 23 XP! A shark bites you, dealing 1 damage.
You throw a scythe of wind at Scubaron in an attempt to worsen his bleeding.
Scubaron's evasion roll: 1.
Your roll: 17.
Your crit roll: 16 (failed).
His wounds open even wider, blood flowing freely from them! You gain 13 XP!
==[Enemy action]==
Scubaron takes 24 bleed damage, then sends a trio of sharks after Zephil.
Zephil's evasion roll: 16.
Scubaron's roll: 17.
Scubaron's crit roll: 16 (failed).
They bite Zephil for a total of 27 damage. He begins to bleed.
==[Turn 4]==
Everyone recovers 7 HP from Regeneratos Ballad.
Baby Shark gets overlayed with the Jaws music. It sounds terrible.
==[Ally action]==
Morgan marks Scubaron for death again.
==[Enemy action]==
Scubaron takes 24 bleed damage, then allows his sharks to inhale the blood, increasing their efficacy. Then, he sends one of them after Junia.
Junia's evasion roll: 8.
Scubaron's roll: 3.
She rolls out of the way.
Turn order:
Morgan: >
Scubaron:
Seymour: >>
Connor: >>
Zephil: >>
Junia: >>
The Crafter: >>
Enemies:
Points of interest:
Grand fountain (the pride of the city, and Scubaron's current location) [Everyone is here]
Party (well rested for 24 turns):
Zephil Solstrider, Bard [Level 5 Bard|==========] 331/350 XP [Greatsword affinity 4/5|==========] 8/175 affinity
[HP|==========] 52/72 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of One] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the rest of combat), Bleeding (takes 10 damage every turn for 3 turns)
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.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
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)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Ballad of One (weight: 2) (value: 25)
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)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>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])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
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: 30
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 6
Magic: 6
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 5 Rogue|==========] 255/350 XP
[HP|==========] 61/61 | [Mana|==========] 33/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
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.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spend. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
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: 20
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
-----
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
-----
>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 (weight: 0.5) (value: 30)
>Ethereal bell (quest item)
-----
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
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 5 Knight|==========] 132/350 XP
[HP|==========] 92/92 | [Mana|==========] 33/48 | Equip load: 20/55 (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.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Gold: 30
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>Claw of Mechacrab (weight: 6) (value: 75)
Armor:
>Knight's gauntlets +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)
>Potion creation starter kit (weight: 2) (value: 50)
>Iron (weight: 2 [1 each]) (value: 30 [15 each])
Mana: 48 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 22
Elemental resistance: 10
Vitality status resistance: 29
Endurance status resistance: 30
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: 9
Endurance: 8
Attunement: 5
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 4 Sorcerer|==========] 224/300 XP
[HP|==========] 45/45 | [Mana|==========] 89/89 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Golden 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: 10
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
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)
>Iron trimmed coat (weight: 2) (value: 35)
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])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Iron (weight: 3 [1 each]) (value: 45 [15 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
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 4 Bounty Hunter|==========] 107/300 XP
[HP|==========] 40/40 | [Mana|==========] 21/36 | 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 II (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 3 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: 15
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: 6
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
Junia, Cleric [Level 4 Cleric|==========] 198/300 XP
[HP|==========] 35/35 | [Mana|==========] 38/53 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Holy scriptures] [Right weapon: Silver plated pistol] [Helmet: Cleric's hood] [Chestplate: Rogue's longcoat +1] [Gauntlets: White gloves] [Boots: Rogue's boots +1]
Status effects: none
Divine Grace (active: costs 15 mana)
Heal a target with divine power, restoring 20% of their HP.
Gold: 50
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 3
Endurance: 3
Attunement: 7
Strength: 3
Dexterity: 3
Intelligence: 6
Faith: 8
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 5
Dark magic: 1
Current location:
Moonbright
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.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
[√]
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.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√]
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!
“THE BLOOD RUNS DEEPER YET!” I continue using wind magic, causing even more wounds to open and pre-existing ones to fester.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
"I hate this soundtrack."
I point at Scubaron and tell him, "Have at You!", and with a fresh breeze in my steps, further slice open his wounds.
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 grab a shark by its tail, then swing it at Scubaron.
I use a modified Arcane Missile with arcane thread to painlessly stitch shut Zephil’s (Gold’s) wounds.
You activate Have at You, then deepen Scubaron's wounds!
Scubaron's evasion roll: 3.
Your roll: 1 (critical failure!)
A shark catches you off guard as you approach him, throwing you off. Fortunately, its bite only deals 1 damage. You gain 5 XP.
You cast a modified arcane missile.
Your roll: 4.
It doesn't have much healing power, but it restores 5 HP to Zephil. You gain 5 XP.
"Fear the old blood. By the gods, fear it, Laurence."
You worsen Scubaron's wounds even further!
Scubaron's evasion roll: 2.
Your roll: 18.
Your crit roll: 6 (failed).
More wounds burst open, and existing wounds grow more dire! You gain 13 XP and 6 greatsword affinity!
==[Ally action]==
Junia casts Divine Grace on Zephil, restoring 14 HP to him. She gains 9 XP.
You grab a shark by the tail and swing it at Scubaron.
Scubaron's evasion roll: 4.
Your roll: 16.
Your crit roll: 1 (failed).
The shark's teeth scrape across Scubaron, dealing 20 damage! You gain 13 XP! Another shark bites at you, dealing 1 damage.
==[Turn 5]==
Everyone recovers 6 HP from Regeneratos Ballad.
The coppery scent of blood permeates the air.
Turn order:
Connor: >>
Zephil: >>
Morgan: >>
Junia: >>
Seymour: >>
Scubaron: >>
The Crafter: >>
Enemies:
Points of interest:
Grand fountain (the pride of the city, and Scubaron's current location) [Everyone is here]
Party (well rested for 24 turns):
Zephil Solstrider, Bard [Level 5 Bard|==========] 344/350 XP [Greatsword affinity 4/5|==========] 14/175 affinity
[HP|==========] 72/72 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of One] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the rest of combat), Bleeding (takes 10 damage every turn for 3 turns)
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.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
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)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Ballad of One (weight: 2) (value: 25)
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)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>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])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
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: 30
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 6
Magic: 6
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 5 Rogue|==========] 260/350 XP
[HP|==========] 61/61 | [Mana|==========] 31/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: Have at You, Scubaron! (deals 25% more damage to Scubaron and 25% less damage to other enemies for 2 turns), Steps of Wind (gains +1 to evasion rolls against Scubaron for 2 turns)
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.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
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: 20
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
-----
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
-----
>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 (weight: 0.5) (value: 30)
>Ethereal bell (quest item)
-----
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
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 5 Knight|==========] 145/350 XP
[HP|==========] 92/92 | [Mana|==========] 43/48 | Equip load: 20/55 (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.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Gold: 30
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>Claw of Mechacrab (weight: 6) (value: 75)
Armor:
>Knight's gauntlets +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)
>Potion creation starter kit (weight: 2) (value: 50)
>Iron (weight: 2 [1 each]) (value: 30 [15 each])
Mana: 48 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 22
Elemental resistance: 10
Vitality status resistance: 29
Endurance status resistance: 30
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: 9
Endurance: 8
Attunement: 5
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 4 Sorcerer|==========] 229/300 XP
[HP|==========] 45/45 | [Mana|==========] 80/89 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Golden 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: 10
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
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)
>Iron trimmed coat (weight: 2) (value: 35)
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])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Iron (weight: 3 [1 each]) (value: 45 [15 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
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 4 Bounty Hunter|==========] 107/300 XP
[HP|==========] 40/40 | [Mana|==========] 21/36 | 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 II (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 3 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: 15
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: 6
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
Junia, Cleric [Level 4 Cleric|==========] 207/300 XP
[HP|==========] 35/35 | [Mana|==========] 33/53 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Holy scriptures] [Right weapon: Silver plated pistol] [Helmet: Cleric's hood] [Chestplate: Rogue's longcoat +1] [Gauntlets: White gloves] [Boots: Rogue's boots +1]
Status effects: none
Divine Grace (active: costs 15 mana)
Heal a target with divine power, restoring 20% of their HP.
Gold: 50
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 3
Endurance: 3
Attunement: 7
Strength: 3
Dexterity: 3
Intelligence: 6
Faith: 8
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 5
Dark magic: 1
Current location:
Moonbright
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.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
[√]
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.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√]
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!
Luckily, these sharks seem fairly weak. I dash in for another slash attack.
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!
"Heh. These sharks aren't biting that hard. You should have chosen a different power." I continue ruining this man's day by further festering his wounds, to a point where they are unable to close through his own bodily means.
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