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.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Arrow Charge (active, no cost)
John is capable of firing magically charged arrows of any element. The arrows' element can be changed at will as a free action.
==[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.
[ ] Obtain a boat from the docks
==[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.
[√] 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.
[ ] Visit the seer at Ironhaven
==[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.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I follow everyone, careful not to bump into anything/anyone, or otherwise make any sounds.
You move in silence.
Morgan grabs everyone who hasn't already moved past and ushers them past the guards. As the invisibility field dissipates, you find yourself on a long, winding path with no guards. You move on, until eventually you reach another open area, this one much smaller than the last one. You see two people in this area, one sitting at a desk, and the other watching the entrance to the "room". He doesn't notice you.
What do you do?
Points of interest:
City of Acrus (the capital city of the empire)
Brigand hideout (an underground cave infested with brigands) [Everyone is here]
Party (well rested for 21 turns):
Zephil Solstrider, Bard [Level 3 Bard|==========] 58/250 XP
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Arrow Charge (active, no cost)
John is capable of firing magically charged arrows of any element. The arrows' element can be changed at will as a free action.
==[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.
[ ] Obtain a boat from the docks
==[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.
[√] 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.
[ ] Visit the seer at Ironhaven
==[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.
What do I require to wield the Zweihander effectively? Also, I'll prematurely rename it the Zweilander. I summon a small gust of wind to distract the man guarding the door. "Someone get him."
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His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
"That guy behind the desk must be the boss of this group. However, once we knock out the guard, we'll have to quickly silence him before he can call for help..."
Rollback Post to RevisionRollBack
Ironically, I seem to have lost interest in Minecraft. So have a taste of my Heavy Machine Gun.
What do I require to wield the Zweihander effectively? Also, I'll prematurely rename it the Zweilander. I summon a small gust of wind to distract the man guarding the door. "Someone get him."
You need 7 strength and 3 dexterity. Just don't tell anyone you leveled dex.
You rename the weapon, then create a gust of wind. The guard comes over to investigate.
"That guy behind the desk must be the boss of this group. However, once we knock out the guard, we'll have to quickly silence him before he can call for help..."
You mention what must be done. You begin to move toward the guy behind the desk, staying out of sight.
You stay hidden as the guard comes to investigate the strange noise. He turns his back to you, leaving himself vulnerable to a silent attack.
Points of interest:
City of Acrus (the capital city of the empire)
Brigand hideout (an underground cave infested with brigands) [Everyone is here]
Party (well rested for 20 turns):
Zephil Solstrider, Bard [Level 3 Bard|==========] 58/250 XP
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Arrow Charge (active, no cost)
John is capable of firing magically charged arrows of any element. The arrows' element can be changed at will as a free action.
==[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.
[ ] Obtain a boat from the docks
==[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.
[√] 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.
[ ] Visit the seer at Ironhaven
==[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.
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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
If the guard isn't taken down, I pull him down silently with a rag and some medieval-fast-acting-chloroform. Otherwise, I prepare to assist if things get dicey.
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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.
You go for the backstab, but you slip and fall to the side. Your sword hits a rock, and end up jabbing yourself in the eye on the pommel. You take 10 damage, but at least manage to suppress the urge to scream in pain. You gain 5 XP.
If the guard isn't taken down, I pull him down silently with a rag and some medieval-fast-acting-chloroform. Otherwise, I prepare to assist if things get dicey.
Your roll: 4.
You attempt to subdue the guard, but it turns out he's got a lot of life in him. He begins fighting back in slow motion, lethargically flailing at you and attempting to cry out.
Morgan attempts to assist Seymour.
Morgan's roll: 8.
He clubs the guard over the head with his axe pommel, knocking him out. The leader notices nothing. Morgan and Seymour gain 13 XP.
You're all alone with the leader. What do you do?
Points of interest:
City of Acrus (the capital city of the empire)
Brigand hideout (an underground cave infested with brigands) [Everyone is here]
Party (well rested for 19 turns):
Zephil Solstrider, Bard [Level 3 Bard|==========] 63/250 XP
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Arrow Charge (active, no cost)
John is capable of firing magically charged arrows of any element. The arrows' element can be changed at will as a free action.
==[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.
[ ] Obtain a boat from the docks
==[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.
[√] 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.
[ ] Visit the seer at Ironhaven
==[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.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Arrow Charge (active, no cost)
John is capable of firing magically charged arrows of any element. The arrows' element can be changed at will as a free action.
==[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.
[ ] Obtain a boat from the docks
==[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.
[√] 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.
[ ] Visit the seer at Ironhaven
==[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.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I try to listen in to what they are saying. Not sure what else to do here honestly... just kinda wanna listen.
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 snag the vial and safely store in, padding my pocket with some cloth to keep it safe.
When I said "take" I meant steal, of course. I'm a rogue, not a scientist; we can find an alchemist to see what this is later.
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 listen in on their conversation.
"So, why do you think we're stationed in this freaking cave?"
"No idea. Boss is paranoid and thinks no one'll notice the armed guards protecting a random cave in the middle of nowhere."
"We're not even in the middle of nowhere. We're right outside the capital city of Aekran."
"Boss is paranoid and stupid. Maybe we need a change in leadership."
"Are you saying we should stage a coup?"
"...Maybe."
You keep the vial.
Not much has changed. What will you do?
Points of interest:
City of Acrus (the capital city of the empire)
Brigand hideout (an underground cave infested with brigands) [Everyone is here]
Party (well rested for 22 turns):
Zephil Solstrider, Bard [Level 3 Bard|==========] 58/250 XP
[HP|==========] 45/45 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute +1] [Right weapon: Katana +1] [Helmet: Bard's cap +1] [Chestplate: Bard's garb +1] [Gauntlets: Bard's gloves +1] [Boots: Bard's boots +1]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Gold: 75
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Zweihander +1 (weight: 5) (value: 110)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
Items:
>Lagavulin shell fragment x5 (weight: 2.5 [0.5 each]) (value: 50 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +4
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +15
Light defense: 0 +10
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 3 Rogue|==========] 54/250 XP
[HP|==========] 50/50 | [Mana|==========] 36/36 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Rogue's longcoat +1] [Gauntlets: Rogue's gloves +1] [Boots: Rogue's boots +1]
Status effects: none
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 100
Weapons:
>Scimitar (weight: 3) (value: 10)
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's longcoat +1 (weight: 2) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Rogue's boots +1 (weight: 1) (value: 15)
Items:
>Unknown substance (weight: 0.5) (value: 30)
Mana: 36 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 2
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +4
Slash defense: 0 +10
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 3
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 3 Knight|==========] 8/250 XP
[HP|==========] 87/87 | [Mana|==========] 40/40 | Equip load: 16/54 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Knight's helmet +1] [Chestplate: Knight's chestplate +1] [Gauntlets: Knight's gauntlets +1] [Boots: Knight's boots +1]
Status effects: none
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Gold: 95
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)Armor:
>Knight's helmet +1 (weight: 2) (value: 15)
>Knight's chestplate +1 (weight: 4) (value: 15)
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Knight's boots +1 (weight: 2) (value: 15)
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)
Mana: 40 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 20
Elemental resistance: 7
Vitality status resistance: 28
Endurance status resistance: 28
Persuasion score: 15
Impact defense: 0 +10
Slash defense: 0 +10
Puncture defense: 0 +10
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +6
Light defense: 0 +10
Dark defense: 0 +10
Vitality: 8
Endurance: 7
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 2 Sorcerer|==========] 190/200 XP
[HP|==========] 45/45 | [Mana|==========] 66/66 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Gold: 35
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Firebolt spellbook (weight: 1) (value: 50)
Mana: 66 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 17
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 6
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
John the Sentient, Warlock [Level 2 Warlock|==========] 151/200 XP
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 10/30 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: Silver plated pistol] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Summon Minion II (active: costs 20 mana)
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Gold: 150
Weapons:
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Silver plated pistol (weight: 2) (value: 25)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Golden dagger (weight: 1) (value: 60)
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Items:
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 50 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 3
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 4
Luck: 3
Charisma: 2
Magic: 5
Hydromancy: 3
Pyromancy: 4
Geomancy: 3
Aeromancy: 2
Cryomancy: 3
Electromancy: 3
Necromancy: 5
Polymancy: 3
Light magic: 1
Dark magic: 4
Morgan, Reformed Thief [Level 2 Bounty Hunter|==========] 31/200 XP
[HP|==========] 40/40 | [Mana|==========] 30/30 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Axe] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 2 turns.
Gold: 100
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 10
Elemental resistance: 10
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 10
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 4
Endurance: 4
Attunement: 3
Strength: 5
Dexterity: 5
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 3
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Johnathan, Sorcerer [Level 1 Sorcerer|==========] 135/150 XP
[HP|==========] 45/45 | [Mana|==========] 60/60 | Equip load: 6/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Bow] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
John is capable of firing magically charged arrows of any element. The arrows' element can be changed at will as a free action.
Gold: 50
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Bow (weight: 1) (value: 10)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Mana: 60 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Current location:
Woods outside of Acrus
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.
[ ] Obtain a boat from the docks
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.
[√]
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.
[ ] Visit the seer at Ironhaven
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.
"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!
"These guys don't seem particularly loyal. If we got into a fight, we could easily talk them out of it...let's try and sneak by first though."
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 concur. Invisibility field is still up." I recast if it isn't up anymore, then attempt to sneak by.
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 carefully follow the party.
I follow everyone, careful not to bump into anything/anyone, or otherwise make any sounds.
You utilize the invisibility field and sneak past.
You sneak past.
You follow along cautiously.
You move in silence.
Morgan grabs everyone who hasn't already moved past and ushers them past the guards. As the invisibility field dissipates, you find yourself on a long, winding path with no guards. You move on, until eventually you reach another open area, this one much smaller than the last one. You see two people in this area, one sitting at a desk, and the other watching the entrance to the "room". He doesn't notice you.
What do you do?
Points of interest:
City of Acrus (the capital city of the empire)
Brigand hideout (an underground cave infested with brigands) [Everyone is here]
Party (well rested for 21 turns):
Zephil Solstrider, Bard [Level 3 Bard|==========] 58/250 XP
[HP|==========] 45/45 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute +1] [Right weapon: Katana +1] [Helmet: Bard's cap +1] [Chestplate: Bard's garb +1] [Gauntlets: Bard's gloves +1] [Boots: Bard's boots +1]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Gold: 75
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Zweihander +1 (weight: 5) (value: 110)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
Items:
>Lagavulin shell fragment x5 (weight: 2.5 [0.5 each]) (value: 50 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +4
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +15
Light defense: 0 +10
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 3 Rogue|==========] 54/250 XP
[HP|==========] 50/50 | [Mana|==========] 36/36 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Rogue's longcoat +1] [Gauntlets: Rogue's gloves +1] [Boots: Rogue's boots +1]
Status effects: none
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 100
Weapons:
>Scimitar (weight: 3) (value: 10)
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's longcoat +1 (weight: 2) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Rogue's boots +1 (weight: 1) (value: 15)
Items:
>Unknown substance (weight: 0.5) (value: 30)
Mana: 36 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 2
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +4
Slash defense: 0 +10
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 3
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 3 Knight|==========] 8/250 XP
[HP|==========] 87/87 | [Mana|==========] 40/40 | Equip load: 16/54 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Knight's helmet +1] [Chestplate: Knight's chestplate +1] [Gauntlets: Knight's gauntlets +1] [Boots: Knight's boots +1]
Status effects: none
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Gold: 95
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)Armor:
>Knight's helmet +1 (weight: 2) (value: 15)
>Knight's chestplate +1 (weight: 4) (value: 15)
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Knight's boots +1 (weight: 2) (value: 15)
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)
Mana: 40 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 20
Elemental resistance: 7
Vitality status resistance: 28
Endurance status resistance: 28
Persuasion score: 15
Impact defense: 0 +10
Slash defense: 0 +10
Puncture defense: 0 +10
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +6
Light defense: 0 +10
Dark defense: 0 +10
Vitality: 8
Endurance: 7
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 2 Sorcerer|==========] 190/200 XP
[HP|==========] 45/45 | [Mana|==========] 66/66 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Gold: 35
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Firebolt spellbook (weight: 1) (value: 50)
Mana: 66 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 17
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 6
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
John the Sentient, Warlock [Level 2 Warlock|==========] 151/200 XP
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 10/30 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: Silver plated pistol] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Summon Minion II (active: costs 20 mana)
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Gold: 150
Weapons:
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Silver plated pistol (weight: 2) (value: 25)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Golden dagger (weight: 1) (value: 60)
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Items:
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 50 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 3
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 4
Luck: 3
Charisma: 2
Magic: 5
Hydromancy: 3
Pyromancy: 4
Geomancy: 3
Aeromancy: 2
Cryomancy: 3
Electromancy: 3
Necromancy: 5
Polymancy: 3
Light magic: 1
Dark magic: 4
Morgan, Reformed Thief [Level 2 Bounty Hunter|==========] 31/200 XP
[HP|==========] 40/40 | [Mana|==========] 30/30 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Axe] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 2 turns.
Gold: 100
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 10
Elemental resistance: 10
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 10
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 4
Endurance: 4
Attunement: 3
Strength: 5
Dexterity: 5
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 3
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Johnathan, Sorcerer [Level 1 Sorcerer|==========] 135/150 XP
[HP|==========] 45/45 | [Mana|==========] 60/60 | Equip load: 6/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Bow] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
John is capable of firing magically charged arrows of any element. The arrows' element can be changed at will as a free action.
Gold: 50
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Bow (weight: 1) (value: 10)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Mana: 60 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Current location:
Woods outside of Acrus
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.
[ ] Obtain a boat from the docks
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.
[√]
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.
[ ] Visit the seer at Ironhaven
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.
"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!
What do I require to wield the Zweihander effectively? Also, I'll prematurely rename it the Zweilander. I summon a small gust of wind to distract the man guarding the door. "Someone get him."
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
"That guy behind the desk must be the boss of this group. However, once we knock out the guard, we'll have to quickly silence him before he can call for help..."
You need 7 strength and 3 dexterity. Just don't tell anyone you leveled dex.
You rename the weapon, then create a gust of wind. The guard comes over to investigate.
You mention what must be done. You begin to move toward the guy behind the desk, staying out of sight.
You stay hidden as the guard comes to investigate the strange noise. He turns his back to you, leaving himself vulnerable to a silent attack.
Points of interest:
City of Acrus (the capital city of the empire)
Brigand hideout (an underground cave infested with brigands) [Everyone is here]
Party (well rested for 20 turns):
Zephil Solstrider, Bard [Level 3 Bard|==========] 58/250 XP
[HP|==========] 45/45 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute +1] [Right weapon: Katana +1] [Helmet: Bard's cap +1] [Chestplate: Bard's garb +1] [Gauntlets: Bard's gloves +1] [Boots: Bard's boots +1]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Gold: 75
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>"Zweilander +1 (weight: 5) (value: 110)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
Items:
>Lagavulin shell fragment x5 (weight: 2.5 [0.5 each]) (value: 50 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +4
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +15
Light defense: 0 +10
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 3 Rogue|==========] 54/250 XP
[HP|==========] 50/50 | [Mana|==========] 36/36 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Rogue's longcoat +1] [Gauntlets: Rogue's gloves +1] [Boots: Rogue's boots +1]
Status effects: none
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 100
Weapons:
>Scimitar (weight: 3) (value: 10)
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's longcoat +1 (weight: 2) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Rogue's boots +1 (weight: 1) (value: 15)
Items:
>Unknown substance (weight: 0.5) (value: 30)
Mana: 36 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 2
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +4
Slash defense: 0 +10
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 3
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 3 Knight|==========] 8/250 XP
[HP|==========] 87/87 | [Mana|==========] 40/40 | Equip load: 16/54 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Knight's helmet +1] [Chestplate: Knight's chestplate +1] [Gauntlets: Knight's gauntlets +1] [Boots: Knight's boots +1]
Status effects: none
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Gold: 95
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)Armor:
>Knight's helmet +1 (weight: 2) (value: 15)
>Knight's chestplate +1 (weight: 4) (value: 15)
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Knight's boots +1 (weight: 2) (value: 15)
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)
Mana: 40 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 20
Elemental resistance: 7
Vitality status resistance: 28
Endurance status resistance: 28
Persuasion score: 15
Impact defense: 0 +10
Slash defense: 0 +10
Puncture defense: 0 +10
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +6
Light defense: 0 +10
Dark defense: 0 +10
Vitality: 8
Endurance: 7
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 2 Sorcerer|==========] 190/200 XP
[HP|==========] 45/45 | [Mana|==========] 66/66 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Gold: 35
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Firebolt spellbook (weight: 1) (value: 50)
Mana: 66 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 17
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 6
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
John the Sentient, Warlock [Level 2 Warlock|==========] 151/200 XP
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 10/30 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: Silver plated pistol] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Summon Minion II (active: costs 20 mana)
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Gold: 150
Weapons:
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Silver plated pistol (weight: 2) (value: 25)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Golden dagger (weight: 1) (value: 60)
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Items:
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 50 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 3
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 4
Luck: 3
Charisma: 2
Magic: 5
Hydromancy: 3
Pyromancy: 4
Geomancy: 3
Aeromancy: 2
Cryomancy: 3
Electromancy: 3
Necromancy: 5
Polymancy: 3
Light magic: 1
Dark magic: 4
Morgan, Reformed Thief [Level 2 Bounty Hunter|==========] 31/200 XP
[HP|==========] 40/40 | [Mana|==========] 30/30 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Axe] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 2 turns.
Gold: 100
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 10
Elemental resistance: 10
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 10
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 4
Endurance: 4
Attunement: 3
Strength: 5
Dexterity: 5
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 3
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Johnathan, Sorcerer [Level 1 Sorcerer|==========] 135/150 XP
[HP|==========] 45/45 | [Mana|==========] 60/60 | Equip load: 6/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Bow] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
John is capable of firing magically charged arrows of any element. The arrows' element can be changed at will as a free action.
Gold: 50
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Bow (weight: 1) (value: 10)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Mana: 60 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Current location:
Woods outside of Acrus
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.
[ ] Obtain a boat from the docks
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.
[√]
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.
[ ] Visit the seer at Ironhaven
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.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I happen to suspend the guard in time, making him unable to move
I back stab him. Yeeesssss.
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 prepare to fire an arcane missile at any intercom-esque system transmitters if the boss tries to use one.
If the guard isn't taken down, I pull him down silently with a rag and some medieval-fast-acting-chloroform. Otherwise, I prepare to assist if things get dicey.
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!
Your roll: 10.
You dilate time around the guard, leaving him suspended. You gain 8 XP.
Your roll: 1 (critical failure!)
You go for the backstab, but you slip and fall to the side. Your sword hits a rock, and end up jabbing yourself in the eye on the pommel. You take 10 damage, but at least manage to suppress the urge to scream in pain. You gain 5 XP.
You notice an era-appropriate communications device, and quickly neutralize it with an arcane missile. You gain 8 XP.
Your roll: 4.
You attempt to subdue the guard, but it turns out he's got a lot of life in him. He begins fighting back in slow motion, lethargically flailing at you and attempting to cry out.
Morgan attempts to assist Seymour.
Morgan's roll: 8.
He clubs the guard over the head with his axe pommel, knocking him out. The leader notices nothing. Morgan and Seymour gain 13 XP.
You're all alone with the leader. What do you do?
Points of interest:
City of Acrus (the capital city of the empire)
Brigand hideout (an underground cave infested with brigands) [Everyone is here]
Party (well rested for 19 turns):
Zephil Solstrider, Bard [Level 3 Bard|==========] 63/250 XP
[HP|==========] 35/45 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute +1] [Right weapon: Katana +1] [Helmet: Bard's cap +1] [Chestplate: Bard's garb +1] [Gauntlets: Bard's gloves +1] [Boots: Bard's boots +1]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Gold: 75
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>"Zweilander +1 (weight: 5) (value: 110)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
Items:
>Lagavulin shell fragment x5 (weight: 2.5 [0.5 each]) (value: 50 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +4
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +15
Light defense: 0 +10
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 3 Rogue|==========] 67/250 XP
[HP|==========] 50/50 | [Mana|==========] 36/36 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Rogue's longcoat +1] [Gauntlets: Rogue's gloves +1] [Boots: Rogue's boots +1]
Status effects: none
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 100
Weapons:
>Scimitar (weight: 3) (value: 10)
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's longcoat +1 (weight: 2) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Rogue's boots +1 (weight: 1) (value: 15)
Items:
>Unknown substance (weight: 0.5) (value: 30)
Mana: 36 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 2
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +4
Slash defense: 0 +10
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 3
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 3 Knight|==========] 8/250 XP
[HP|==========] 87/87 | [Mana|==========] 40/40 | Equip load: 16/54 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Knight's helmet +1] [Chestplate: Knight's chestplate +1] [Gauntlets: Knight's gauntlets +1] [Boots: Knight's boots +1]
Status effects: none
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Gold: 95
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)Armor:
>Knight's helmet +1 (weight: 2) (value: 15)
>Knight's chestplate +1 (weight: 4) (value: 15)
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Knight's boots +1 (weight: 2) (value: 15)
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)
Mana: 40 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 20
Elemental resistance: 7
Vitality status resistance: 28
Endurance status resistance: 28
Persuasion score: 15
Impact defense: 0 +10
Slash defense: 0 +10
Puncture defense: 0 +10
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +6
Light defense: 0 +10
Dark defense: 0 +10
Vitality: 8
Endurance: 7
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 2 Sorcerer|==========] 198/200 XP
[HP|==========] 45/45 | [Mana|==========] 57/66 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Gold: 35
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Firebolt spellbook (weight: 1) (value: 50)
Mana: 66 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 17
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 6
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
John the Sentient, Warlock [Level 2 Warlock|==========] 159/200 XP
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 10/30 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: Silver plated pistol] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Summon Minion II (active: costs 20 mana)
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Gold: 150
Weapons:
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Silver plated pistol (weight: 2) (value: 25)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Golden dagger (weight: 1) (value: 60)
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Items:
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 50 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 3
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 4
Luck: 3
Charisma: 2
Magic: 5
Hydromancy: 3
Pyromancy: 4
Geomancy: 3
Aeromancy: 2
Cryomancy: 3
Electromancy: 3
Necromancy: 5
Polymancy: 3
Light magic: 1
Dark magic: 4
Morgan, Reformed Thief [Level 2 Bounty Hunter|==========] 44/200 XP
[HP|==========] 40/40 | [Mana|==========] 30/30 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Axe] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 2 turns.
Gold: 100
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 10
Elemental resistance: 10
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 10
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 4
Endurance: 4
Attunement: 3
Strength: 5
Dexterity: 5
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 3
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Johnathan, Sorcerer [Level 1 Sorcerer|==========] 135/150 XP
[HP|==========] 45/45 | [Mana|==========] 60/60 | Equip load: 6/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Bow] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
John is capable of firing magically charged arrows of any element. The arrows' element can be changed at will as a free action.
Gold: 50
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Bow (weight: 1) (value: 10)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Mana: 60 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Current location:
Woods outside of Acrus
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.
[ ] Obtain a boat from the docks
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.
[√]
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.
[ ] Visit the seer at Ironhaven
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.
"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!
"Ow... how did I fail so badllllyyyy..." Let's confront him?
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 quietly walk up to the leader and aim my pistol at his head. If he turns around and notices us, he should get the message to shut up.
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!
Standing next to Seymour, I touch the tip of my sword against the brigand leader's neck.
"Don't move a muscle or make a sound, unless you want a sword-shaped hole in your neck."
You shake off your injury and move to confront the leader.
You step up to the leader, your pistol readied.
The leader mumbles, "Well, this is quite the predicament."
"Might I at least ask who has the nerve to threaten me?" the leader asks.
"We go by the Blades of Virtue," Connor answers.
"Ah, the legendary mercenaries of Aekran. I'm guessing I made someone angry enough to hire a band of hitmen?"
"We're actually here on our own business," John the Sentient says.
"Hm. Since when do you go after random organizations? Falling on hard times, are we?"
"Don't make me pull this trigger," Seymour threatens.
"Alright, alright. Tell me, what is it you want?"
How will you answer?
Points of interest:
City of Acrus (the capital city of the empire)
Brigand hideout (an underground cave infested with brigands) [Everyone is here]
Party (well rested for 18 turns):
Zephil Solstrider, Bard [Level 3 Bard|==========] 63/250 XP
[HP|==========] 35/45 | [Mana|==========] 50/50 | Tune points: 2 | Active auras: Regeneratos Ballad, Anthem of Blood | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute +1] [Right weapon: Katana +1] [Helmet: Bard's cap +1] [Chestplate: Bard's garb +1] [Gauntlets: Bard's gloves +1] [Boots: Bard's boots +1]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Gold: 75
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>"Zweilander +1 (weight: 5) (value: 110)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
Items:
>Lagavulin shell fragment x5 (weight: 2.5 [0.5 each]) (value: 50 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +4
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +15
Light defense: 0 +10
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 3 Rogue|==========] 67/250 XP
[HP|==========] 50/50 | [Mana|==========] 36/36 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Rogue's longcoat +1] [Gauntlets: Rogue's gloves +1] [Boots: Rogue's boots +1]
Status effects: none
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 100
Weapons:
>Scimitar (weight: 3) (value: 10)
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's longcoat +1 (weight: 2) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Rogue's boots +1 (weight: 1) (value: 15)
Items:
>Unknown substance (weight: 0.5) (value: 30)
Mana: 36 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 2
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +4
Slash defense: 0 +10
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 3
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 3 Knight|==========] 8/250 XP
[HP|==========] 87/87 | [Mana|==========] 40/40 | Equip load: 16/54 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Knight's helmet +1] [Chestplate: Knight's chestplate +1] [Gauntlets: Knight's gauntlets +1] [Boots: Knight's boots +1]
Status effects: none
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Gold: 95
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)Armor:
>Knight's helmet +1 (weight: 2) (value: 15)
>Knight's chestplate +1 (weight: 4) (value: 15)
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Knight's boots +1 (weight: 2) (value: 15)
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)
Mana: 40 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 20
Elemental resistance: 7
Vitality status resistance: 28
Endurance status resistance: 28
Persuasion score: 15
Impact defense: 0 +10
Slash defense: 0 +10
Puncture defense: 0 +10
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +6
Light defense: 0 +10
Dark defense: 0 +10
Vitality: 8
Endurance: 7
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 2 Sorcerer|==========] 198/200 XP
[HP|==========] 45/45 | [Mana|==========] 57/66 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Lightning Storm (active: costs 25 mana)
Call down a lightning storm from above, dealing 16 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Gold: 35
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Firebolt spellbook (weight: 1) (value: 50)
Mana: 66 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 17
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 6
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
John the Sentient, Warlock [Level 2 Warlock|==========] 159/200 XP
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 10/30 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: Silver plated pistol] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Summon Minion II (active: costs 20 mana)
Summons a minion with 20 HP, capable of dealing 14-16 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 18-21 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Gold: 150
Weapons:
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Silver plated pistol (weight: 2) (value: 25)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Golden dagger (weight: 1) (value: 60)
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Items:
>Unknown substance x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 50 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 3
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 4
Luck: 3
Charisma: 2
Magic: 5
Hydromancy: 3
Pyromancy: 4
Geomancy: 3
Aeromancy: 2
Cryomancy: 3
Electromancy: 3
Necromancy: 5
Polymancy: 3
Light magic: 1
Dark magic: 4
Morgan, Reformed Thief [Level 2 Bounty Hunter|==========] 44/200 XP
[HP|==========] 40/40 | [Mana|==========] 30/30 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Axe] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 2 turns.
Gold: 100
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 4
Spell slots: 2
Physical resistance: 10
Elemental resistance: 10
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 10
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 4
Endurance: 4
Attunement: 3
Strength: 5
Dexterity: 5
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 3
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Johnathan, Sorcerer [Level 1 Sorcerer|==========] 135/150 XP
[HP|==========] 45/45 | [Mana|==========] 60/60 | Equip load: 6/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Bow] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
John is capable of firing magically charged arrows of any element. The arrows' element can be changed at will as a free action.
Gold: 50
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Bow (weight: 1) (value: 10)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Mana: 60 (regen: 10)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Current location:
Woods outside of Acrus
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.
[ ] Obtain a boat from the docks
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.
[√]
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.
[ ] Visit the seer at Ironhaven
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.
"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!