You decide to leave the ever-growing creature alone for now, and head through the hallway. It's unusually long, and its walls and ceiling are adorned with several bizarre paintings. They make you feel uneasy. Almost as if they're watching you...
"I wish to leave this room immediately," Junia says.
"Have we seen that painting before?" Morgan questions, looking at it closely. He steps back, shuddering a bit. "Yeah, definitely seen this one before."
"Gregory is not the type of person to reuse decorations," Alessandra mentions. "Something is wrong with this hallway..."
You walk through the hallway for what feels like hours. It just keeps going. The paintings seem to become even more disturbing, and you swear you've seen that exact same cabinet before...
Suddenly, Alessandra gestures for you all to stop. "I understand now," she says. "We are in one of his accursed puzzles."
"He's a puzzle master?" the Crafter asks.
"Yes, indeed. Surely, he would want to protect himself from any potential intruders." She starts searching for some sort of hint. "There must be something around here..."
"Like this?" Seymour points to a large, framed text passage mounted on the wall.
"Um... yes." She sheepishly approaches, studying the passage.
"Listen up, brother. If you want to get up to the inner chamber, you'll have to get a few things right. Don't get down on yourself if you get left behind. It's not that hard to keep up. Right?"
"What could that mean...?" Junia ponders.
There are four paths you can take: two staircases, leading up and down, and two branching hallways to the left and right.
Which way will you go?
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 16 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 346/450 XP
[HP|==========] 52/52 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: None
Bardic Tunes III (passive)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
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 rolls. NOTE: Does not have any effect 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.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Status effects: Wind Waltz (gains +3 to evasion rolls for 1 turn)
Have At You! II (active: costs 15 mana)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
With the Snowbound defeated, you continued your pursuit of Gregory.
[√] Locate Gregory's fortress
[√] Defeat the Snowbound
[ ] Find Gregory
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
With an eldritch being's heart in hand, you should be able to track Kar-nthal the Formless. Return to the seer when you have an opportunity.
[√] Visit the seer at Ironhaven
[√] Obtain the herbs and elixirs
[√] Obtain a case of sparkling water
[√] Obtain the heart of an eldritch beast
[ ] Return to the seer
==[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.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
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
"Hm. Perhaps this passage is a clue to which path we should take. A password in the form of directions in a magical hallway. Perhaps we should follow the directions as given in the passage: up, up, right, down, left, up, right..."
Rollback Post to RevisionRollBack
Ironically, I seem to have lost interest in Minecraft. So have a taste of my Heavy Machine Gun.
*rereads the clue* “Oh yea, that actually makes sense! The clue does use four different directions, so it shouldn’t be a stretch to assume that the answer is in the details.”
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
"Hm. Perhaps this passage is a clue to which path we should take. A password in the form of directions in a magical hallway. Perhaps we should follow the directions as given in the passage: up, up, right, down, left, up, right..."
*rereads the clue* “Oh yea, that actually makes sense! The clue does use four different directions, so it shouldn’t be a stretch to assume that the answer is in the details.”
You follow the path. Up, up, right, down, left, up, right.
You find yourself in a large antechamber, with a large, ornate door ahead of you. There are no guards.
"Gregory must be in this room," Alessandra says, stepping to the door. She turns back, "If you have any preparations to make, now is the time."
If you fight Gregory now, you'll be occupied for a while. Take any time you need to prepare.
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 15 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 346/450 XP
[HP|==========] 52/52 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: None
Bardic Tunes III (passive)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
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 rolls. NOTE: Does not have any effect 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.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Status effects: Wind Waltz (gains +3 to evasion rolls for 1 turn)
Have At You! II (active: costs 15 mana)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
With the Snowbound defeated, you continued your pursuit of Gregory.
[√] Locate Gregory's fortress
[√] Defeat the Snowbound
[ ] Find Gregory
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
With an eldritch being's heart in hand, you should be able to track Kar-nthal the Formless. Return to the seer when you have an opportunity.
[√] Visit the seer at Ironhaven
[√] Obtain the herbs and elixirs
[√] Obtain a case of sparkling water
[√] Obtain the heart of an eldritch beast
[ ] Return to the seer
==[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.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
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
"He definitely won't make this easy for us. We need to be prepared for anything..." I remind everyone as I draw my sword.
You ready your weapon.
Morgan polishes his spear. Junia recites a quick prayer. Alessandra steps up to the door, looking back at everyone. They nod.
She throws the door open, stepping into the room with her dagger in hand.
"The time has come to pay for your crimes, sinner!" she declares, only to stop dead in her tracks when she realizes no one's in the room.
"Where's the sinner?" Zephil asks, looking around.
You assess your surroundings. The room is large, with mahogany floors and walls, decorated with fancy rugs and paintings. There's a large plate glass window at the back of the room, spanning over the entire wall. There's a large table with about a dozen chairs to one side, and a sacrificial altar to the other. It's stained with multiple colors, including blue, green, and red. Gregory himself is nowhere to be seen.
"Hey, I came here to kill a heretical wizard," Morgan complains. "If he's not here, then what are we doing?"
"What the hell?!" a familiar baritone comes from behind you. You turn to see Gregory, standing dumbfounded with a broken wine bottle at his feet.
"I though you were dead!" he says.
"That was part of the plan," Seymour grins.
He sighs angrily. "I guess it was too much to hope that you'd go down so easily." He eyeballs Alessandra. "Still carrying that worthless knife around?"
"It is not worthless. You will see that soon enough," she retorts.
"Is that a threat?"
"No. It is a promise."
"Well, you know how much I hate people who can't keep their promises." He claps his hands together, and they surge with power. "What do you say, old friend? Let's go another round."
"One last time." She takes up a battle stance. The rest of you follow suit.
Status effects: Aqua Field (immune to fire damage)
Exiled from Semiland for heretical summoning acts. Controls the power of an antediluvian horror.
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 15 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 346/450 XP
[HP|==========] 72/72 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +20 HP and +2 to all attributes for the rest of the battle)
Bardic Tunes III (passive)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
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 rolls. NOTE: Does not have any effect 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.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Status effects: Wind Waltz (gains +3 to evasion rolls for 1 turn)
Have At You! II (active: costs 15 mana)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
With the Snowbound defeated, you continued your pursuit of Gregory.
After searching Gregory's fortress, you cornered the wizard himself. You engage him in battle, intending to make him answer for his crimes.
[√] Locate Gregory's fortress
[√] Defeat the Snowbound
[√] Find Gregory
[ ] Defeat Gregory the Fire Resistant
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
With an eldritch being's heart in hand, you should be able to track Kar-nthal the Formless. Return to the seer when you have an opportunity.
[√] Visit the seer at Ironhaven
[√] Obtain the herbs and elixirs
[√] Obtain a case of sparkling water
[√] Obtain the heart of an eldritch beast
[ ] Return to the seer
==[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.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
Status effects: Aqua Field (immune to fire damage), Bleeding (takes 13 damage every turn for 2 turns), Physical Vulnerability (takes 10% more damage from physical sources for 3 turns), Blinded (suffers -2 to accuracy rolls for 2 turns), Marked for Death (takes 25% more damage from all sources for 3 turns)
Exiled from Semiland for heretical summoning acts. Controls the power of an antediluvian horror.
Shade of Gregory [Level 5 | Human]
[HP| 90/90] [Mana| 50/50]
Status effects: none
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 15 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 359/450 XP
[HP|==========] 72/72 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +20 HP and +2 to all attributes for the rest of the battle)
Bardic Tunes III (passive)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
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 rolls. NOTE: Does not have any effect 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.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Have At You! II (active: costs 15 mana)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
With the Snowbound defeated, you continued your pursuit of Gregory.
After searching Gregory's fortress, you cornered the wizard himself. You engage him in battle, intending to make him answer for his crimes.
[√] Locate Gregory's fortress
[√] Defeat the Snowbound
[√] Find Gregory
[ ] Defeat Gregory the Fire Resistant
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
With an eldritch being's heart in hand, you should be able to track Kar-nthal the Formless. Return to the seer when you have an opportunity.
[√] Visit the seer at Ironhaven
[√] Obtain the herbs and elixirs
[√] Obtain a case of sparkling water
[√] Obtain the heart of an eldritch beast
[ ] Return to the seer
==[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.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
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
"Slimes? Fleshy Slimes? Let's leave this alone..." I head back up the stairs slowly, and head to the other staircase.
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
"Uh...let's leave whatever is in there alone. Don't want to unleash another eldritch horror into the world..."
“Yea, let’s... not go in there. Those chains are definitely there for a VERY good reason.”
"Like, let's get out of here, Scoob..."
Other staircase it is!
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 decide not to mess with whatever's on the other side, and head back up.
You step away.
You head back up the stairs.
You head back up the stairs.
You decide to leave the ever-growing creature alone for now, and head through the hallway. It's unusually long, and its walls and ceiling are adorned with several bizarre paintings. They make you feel uneasy. Almost as if they're watching you...
"I wish to leave this room immediately," Junia says.
"Have we seen that painting before?" Morgan questions, looking at it closely. He steps back, shuddering a bit. "Yeah, definitely seen this one before."
"Gregory is not the type of person to reuse decorations," Alessandra mentions. "Something is wrong with this hallway..."
You walk through the hallway for what feels like hours. It just keeps going. The paintings seem to become even more disturbing, and you swear you've seen that exact same cabinet before...
Suddenly, Alessandra gestures for you all to stop. "I understand now," she says. "We are in one of his accursed puzzles."
"He's a puzzle master?" the Crafter asks.
"Yes, indeed. Surely, he would want to protect himself from any potential intruders." She starts searching for some sort of hint. "There must be something around here..."
"Like this?" Seymour points to a large, framed text passage mounted on the wall.
"Um... yes." She sheepishly approaches, studying the passage.
"Listen up, brother. If you want to get up to the inner chamber, you'll have to get a few things right. Don't get down on yourself if you get left behind. It's not that hard to keep up. Right?"
"What could that mean...?" Junia ponders.
There are four paths you can take: two staircases, leading up and down, and two branching hallways to the left and right.
Which way will you go?
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 16 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 346/450 XP
[HP|==========] 52/52 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather 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. Also allows you to fuel into an aura to enhance its effects.
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 rolls. NOTE: Does not have any effect 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.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 275
Weapons:
>Lute +1 (weight: 2) (value: 15)
>Ballad of Two (weight: 2) (value: 35)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 40
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 8
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 7 Rogue|==========] 129/450 XP
[HP|==========] 56/61 | [Mana|==========] 40/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: Wind Waltz (gains +3 to evasion rolls for 1 turn)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
Gold: 356
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
Items:
>Crimson x4 (weight: 2 [0.5 each]) (value: 100 [25 each])
>Loaded dice (weight: 1) (value: 20)
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 9
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 7 Knight|==========] 82/450 XP
[HP|==========] 92/92 | [Mana|==========] 47/52 | Equip load: 20/56 (low encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Gold: 375
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Crafter's Mark (weight: 2) (value: 20)
Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x17 (weight: 1.7 [0.1 each]) (value: 425 [25 each])
>Potion base x10 (weight: 1 [0.1 each]) (value: 100 [10 each])
>Blue orchid x10 (weight: 1 [0.1 each]) (value: 150 [15 each])
>Northstar flower x5 (weight: 0.5 [0.1 each]) (value: 60 [15 each])
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Firewood (weight: 2) (value: 40)
>Crimson (weight: 0.5) (value: 30)
>Bottle of Semilean Red wine (weight: 1) (value: 50)
Potion recipes:
>Minor healing potion
Requirements: 1 potion base, 2 medicinal herbs
>Minor mana potion
Requirements: 1 potion base, 2 blue orchids
>Night vision potion
Requirements: 1 potion base, 2 northstar flowers
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 31
Persuasion score: 15
Impact defense: 0 +15
Slash defense: 0 +15
Puncture defense: 0 +15
Water defense: 0 +6
Fire defense: 0 +15
Earth defense: 0 +9
Wind defense: 0 +9
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +9
Magic defense: 0 +9
Light defense: 0 +13
Dark defense: 0 +16
Vitality: 9
Endurance: 9
Attunement: 6
Strength: 5
Dexterity: 4
Intelligence: 3
Faith: 3
Luck: 3
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 6 Sorcerer|==========] 235/400 XP
[HP|==========] 45/45 | [Mana|==========] 49/89 | Equip load: 9.5/35 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: The Jagged Edge] [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.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 305
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Wizard staff +1 (weight: 2) (value: 12)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
>The Jagged Edge (weight: 1.5) (value: 70)
>The Master Key (weight: 1.5) (value: 70)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Crimson x2 (weight: 1 [0.5 each]) (value: 60 [30 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 3
Dexterity: 3
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 6 Bounty Hunter|==========] 39/400 XP
[HP|==========] 45/45 | [Mana|==========] 40/40 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Barbed spear] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death II (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 3 turns.
Searing Uppercut (active: costs 20 mana)
Deliver a flame-infused uppercut, dealing 12 impact damage and 14 fire damage, with a greatly improved chance to stagger the target.
Gold: 300
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
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)
>Bottle of Semilean White wine (weight: 1) (value: 50)
Mana: 40 (regen: 10)
Speed: 5
Spell slots: 2
Physical resistance: 11
Elemental resistance: 13
Vitality status resistance: 17
Endurance status resistance: 16
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 5
Endurance: 5
Attunement: 5
Strength: 6
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 4
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Junia, Cleric [Level 6 Cleric|==========] 98/400 XP
[HP|==========] 40/40 | [Mana|==========] 47/53 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Holy scriptures] [Right weapon: Silver plated pistol] [Helmet: Cleric's hood] [Chestplate: Rogue's longcoat +1] [Gauntlets: White gloves] [Boots: Rogue's boots +1]
Status effects: None
Divine Grace (active: costs 15 mana)
Heal a target with divine power, restoring 22% of their HP.
Divine Comfort (active: costs 25 mana)
Soothe all allies with divine power, restoring 11% HP to everyone.
Gold: 250
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 4
Endurance: 3
Attunement: 7
Strength: 3
Dexterity: 3
Intelligence: 6
Faith: 10
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 6
Dark magic: 1
Alessandra of Semiland, Seer of Ironhaven [Level 5 Sorcerer]
[HP|==========] 45/45 | [Mana|==========] 19/68 | Equip load: 5/35 (low encumbrance)
[Left weapon: Seer's gauntlet] [Right weapon: Bronze dagger] [Helmet: Seer's hood] [Chestplate: Seer's robes] [Gauntlets: None] [Boots: Seer's boots]
Status effects: None
Defensive Ward (active: costs 25 mana)
Project a magical barrier that blocks incoming enemy attacks and has 70 HP.
Protect (active: costs 25 mana)
Shield a single ally, granting them 30 block.
Pride of Semiland (passive)
Deals 50% more damage to Gregory the Fire Resistant, as well as his summons.
Gold: 150
Weapons:
>Seer's gauntlet (weight: 1) (value: 100)
>Bronze dagger (weight: 1) (value: 15)
Armor:
>Seer's hood (weight: 1) (value: 10)
>Seer's robes (weight: 1) (value: 10)
>Seer's boots (weight: 1) (value: 10)
Mana: 60 (regen: 13)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 25
Impact defense: 0 +3
Slash defense: 0 +3
Puncture defense: 0 +3
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 +9
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 4
Endurance: 3
Attunement: 7
Strength: 2
Dexterity: 2
Intelligence: 8
Faith: 4
Luck: 3
Charisma: 5
Magic: 8
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Caustic Caroline (weight: 1.5) (value: 100)
>Toxic Tracy (weight: 1.5) (value: 100)
>Whip +1 (weight: 2) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Potion creation starter kit (weight: 2) (value: 50)
Current location:
Frostfall
Current quests:
==[Old Hatreds]==
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
With the Snowbound defeated, you continued your pursuit of Gregory.
[√]
Locate Gregory's fortress[√]
Defeat the Snowbound[ ] Find Gregory
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
With an eldritch being's heart in hand, you should be able to track Kar-nthal the Formless. Return to the seer when you have an opportunity.
[√]
Visit the seer at Ironhaven[√]
Obtain the herbs and elixirs[√]
Obtain a case of sparkling water[√]
Obtain the heart of an eldritch beast[ ] Return to the seer
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.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"Hm. Perhaps this passage is a clue to which path we should take. A password in the form of directions in a magical hallway. Perhaps we should follow the directions as given in the passage: up, up, right, down, left, up, right..."
"I agree! Up, Up, Right, Down, Left, Up, Right."
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
"Gregory sure likes his wordplay..."
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!
*rereads the clue* “Oh yea, that actually makes sense! The clue does use four different directions, so it shouldn’t be a stretch to assume that the answer is in the details.”
You suggest the path.
You agree.
That he does.
You follow the path. Up, up, right, down, left, up, right.
You find yourself in a large antechamber, with a large, ornate door ahead of you. There are no guards.
"Gregory must be in this room," Alessandra says, stepping to the door. She turns back, "If you have any preparations to make, now is the time."
If you fight Gregory now, you'll be occupied for a while. Take any time you need to prepare.
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 15 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 346/450 XP
[HP|==========] 52/52 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather 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. Also allows you to fuel into an aura to enhance its effects.
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 rolls. NOTE: Does not have any effect 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.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 275
Weapons:
>Lute +1 (weight: 2) (value: 15)
>Ballad of Two (weight: 2) (value: 35)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 40
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 8
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 7 Rogue|==========] 129/450 XP
[HP|==========] 61/61 | [Mana|==========] 40/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: Wind Waltz (gains +3 to evasion rolls for 1 turn)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
Gold: 356
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
Items:
>Crimson x4 (weight: 2 [0.5 each]) (value: 100 [25 each])
>Loaded dice (weight: 1) (value: 20)
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 9
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 7 Knight|==========] 82/450 XP
[HP|==========] 92/92 | [Mana|==========] 52/52 | Equip load: 20/56 (low encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Gold: 375
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Crafter's Mark (weight: 2) (value: 20)
Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x17 (weight: 1.7 [0.1 each]) (value: 425 [25 each])
>Potion base x10 (weight: 1 [0.1 each]) (value: 100 [10 each])
>Blue orchid x10 (weight: 1 [0.1 each]) (value: 150 [15 each])
>Northstar flower x5 (weight: 0.5 [0.1 each]) (value: 60 [15 each])
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Firewood (weight: 2) (value: 40)
>Crimson (weight: 0.5) (value: 30)
>Bottle of Semilean Red wine (weight: 1) (value: 50)
Potion recipes:
>Minor healing potion
Requirements: 1 potion base, 2 medicinal herbs
>Minor mana potion
Requirements: 1 potion base, 2 blue orchids
>Night vision potion
Requirements: 1 potion base, 2 northstar flowers
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 31
Persuasion score: 15
Impact defense: 0 +15
Slash defense: 0 +15
Puncture defense: 0 +15
Water defense: 0 +6
Fire defense: 0 +15
Earth defense: 0 +9
Wind defense: 0 +9
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +9
Magic defense: 0 +9
Light defense: 0 +13
Dark defense: 0 +16
Vitality: 9
Endurance: 9
Attunement: 6
Strength: 5
Dexterity: 4
Intelligence: 3
Faith: 3
Luck: 3
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 6 Sorcerer|==========] 235/400 XP
[HP|==========] 45/45 | [Mana|==========] 89/89 | Equip load: 9.5/35 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: The Jagged Edge] [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.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 305
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Wizard staff +1 (weight: 2) (value: 12)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
>The Jagged Edge (weight: 1.5) (value: 70)
>The Master Key (weight: 1.5) (value: 70)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Crimson x2 (weight: 1 [0.5 each]) (value: 60 [30 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 3
Dexterity: 3
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 6 Bounty Hunter|==========] 39/400 XP
[HP|==========] 45/45 | [Mana|==========] 40/40 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Barbed spear] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death II (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 3 turns.
Searing Uppercut (active: costs 20 mana)
Deliver a flame-infused uppercut, dealing 12 impact damage and 14 fire damage, with a greatly improved chance to stagger the target.
Gold: 300
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
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)
>Bottle of Semilean White wine (weight: 1) (value: 50)
Mana: 40 (regen: 10)
Speed: 5
Spell slots: 2
Physical resistance: 11
Elemental resistance: 13
Vitality status resistance: 17
Endurance status resistance: 16
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 5
Endurance: 5
Attunement: 5
Strength: 6
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 4
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Junia, Cleric [Level 6 Cleric|==========] 98/400 XP
[HP|==========] 40/40 | [Mana|==========] 52/53 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Holy scriptures] [Right weapon: Silver plated pistol] [Helmet: Cleric's hood] [Chestplate: Rogue's longcoat +1] [Gauntlets: White gloves] [Boots: Rogue's boots +1]
Status effects: None
Divine Grace (active: costs 15 mana)
Heal a target with divine power, restoring 22% of their HP.
Divine Comfort (active: costs 25 mana)
Soothe all allies with divine power, restoring 11% HP to everyone.
Gold: 250
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 4
Endurance: 3
Attunement: 7
Strength: 3
Dexterity: 3
Intelligence: 6
Faith: 10
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 6
Dark magic: 1
Alessandra of Semiland, Seer of Ironhaven [Level 5 Sorcerer]
[HP|==========] 45/45 | [Mana|==========] 68/68 | Equip load: 5/35 (low encumbrance)
[Left weapon: Seer's gauntlet] [Right weapon: Bronze dagger] [Helmet: Seer's hood] [Chestplate: Seer's robes] [Gauntlets: None] [Boots: Seer's boots]
Status effects: None
Defensive Ward (active: costs 25 mana)
Project a magical barrier that blocks incoming enemy attacks and has 70 HP.
Protect (active: costs 25 mana)
Shield a single ally, granting them 30 block.
Pride of Semiland (passive)
Deals 50% more damage to Gregory the Fire Resistant, as well as his summons.
Gold: 150
Weapons:
>Seer's gauntlet (weight: 1) (value: 100)
>Bronze dagger (weight: 1) (value: 15)
Armor:
>Seer's hood (weight: 1) (value: 10)
>Seer's robes (weight: 1) (value: 10)
>Seer's boots (weight: 1) (value: 10)
Mana: 60 (regen: 13)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 25
Impact defense: 0 +3
Slash defense: 0 +3
Puncture defense: 0 +3
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 +9
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 4
Endurance: 3
Attunement: 7
Strength: 2
Dexterity: 2
Intelligence: 8
Faith: 4
Luck: 3
Charisma: 5
Magic: 8
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Caustic Caroline (weight: 1.5) (value: 100)
>Toxic Tracy (weight: 1.5) (value: 100)
>Whip +1 (weight: 2) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Potion creation starter kit (weight: 2) (value: 50)
Current location:
Frostfall
Current quests:
==[Old Hatreds]==
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
With the Snowbound defeated, you continued your pursuit of Gregory.
[√]
Locate Gregory's fortress[√]
Defeat the Snowbound[ ] Find Gregory
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
With an eldritch being's heart in hand, you should be able to track Kar-nthal the Formless. Return to the seer when you have an opportunity.
[√]
Visit the seer at Ironhaven[√]
Obtain the herbs and elixirs[√]
Obtain a case of sparkling water[√]
Obtain the heart of an eldritch beast[ ] Return to the seer
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.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I pull out Ballad of Two and say, “Ready when you are.”
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
Sword? Drawn. Pistol? Hidden up my sleeve. Shoelaces? Tied. Yep, it's gamer time.
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!
"He definitely won't make this easy for us. We need to be prepared for anything..." I remind everyone as I draw my sword.
You draw your blade and prepare for battle.
It's time for the gamers to rise up.
You ready your weapon.
Morgan polishes his spear. Junia recites a quick prayer. Alessandra steps up to the door, looking back at everyone. They nod.
She throws the door open, stepping into the room with her dagger in hand.
"The time has come to pay for your crimes, sinner!" she declares, only to stop dead in her tracks when she realizes no one's in the room.
"Where's the sinner?" Zephil asks, looking around.
You assess your surroundings. The room is large, with mahogany floors and walls, decorated with fancy rugs and paintings. There's a large plate glass window at the back of the room, spanning over the entire wall. There's a large table with about a dozen chairs to one side, and a sacrificial altar to the other. It's stained with multiple colors, including blue, green, and red. Gregory himself is nowhere to be seen.
"Hey, I came here to kill a heretical wizard," Morgan complains. "If he's not here, then what are we doing?"
"What the hell?!" a familiar baritone comes from behind you. You turn to see Gregory, standing dumbfounded with a broken wine bottle at his feet.
"I though you were dead!" he says.
"That was part of the plan," Seymour grins.
He sighs angrily. "I guess it was too much to hope that you'd go down so easily." He eyeballs Alessandra. "Still carrying that worthless knife around?"
"It is not worthless. You will see that soon enough," she retorts.
"Is that a threat?"
"No. It is a promise."
"Well, you know how much I hate people who can't keep their promises." He claps his hands together, and they surge with power. "What do you say, old friend? Let's go another round."
"One last time." She takes up a battle stance. The rest of you follow suit.
Quest updated: Old Hatreds
Zephil breaks his limits!
==[Turn 1]==
Alessandra and Gregory lock eyes.
Turn order:
Seymour: >>
Zephil: >>
Gregory: >>>
Alessandra: >>
Connor: >>
The Crafter: >>
Junia: >>
Morgan: >>
Enemies:
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 15 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 346/450 XP
[HP|==========] 72/72 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +20 HP and +2 to all attributes for the rest of the battle)
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. Also allows you to fuel into an aura to enhance its effects.
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 rolls. NOTE: Does not have any effect 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.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 275
Weapons:
>Lute +1 (weight: 2) (value: 15)
>Ballad of Two (weight: 2) (value: 35)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 40
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 8
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 7 Rogue|==========] 129/450 XP
[HP|==========] 61/61 | [Mana|==========] 40/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: Wind Waltz (gains +3 to evasion rolls for 1 turn)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
Gold: 356
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
Items:
>Crimson x4 (weight: 2 [0.5 each]) (value: 100 [25 each])
>Loaded dice (weight: 1) (value: 20)
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 9
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 7 Knight|==========] 82/450 XP
[HP|==========] 92/92 | [Mana|==========] 52/52 | Equip load: 20/56 (low encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Gold: 375
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Crafter's Mark (weight: 2) (value: 20)
Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x17 (weight: 1.7 [0.1 each]) (value: 425 [25 each])
>Potion base x10 (weight: 1 [0.1 each]) (value: 100 [10 each])
>Blue orchid x10 (weight: 1 [0.1 each]) (value: 150 [15 each])
>Northstar flower x5 (weight: 0.5 [0.1 each]) (value: 60 [15 each])
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Firewood (weight: 2) (value: 40)
>Crimson (weight: 0.5) (value: 30)
>Bottle of Semilean Red wine (weight: 1) (value: 50)
Potion recipes:
>Minor healing potion
Requirements: 1 potion base, 2 medicinal herbs
>Minor mana potion
Requirements: 1 potion base, 2 blue orchids
>Night vision potion
Requirements: 1 potion base, 2 northstar flowers
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 31
Persuasion score: 15
Impact defense: 0 +15
Slash defense: 0 +15
Puncture defense: 0 +15
Water defense: 0 +6
Fire defense: 0 +15
Earth defense: 0 +9
Wind defense: 0 +9
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +9
Magic defense: 0 +9
Light defense: 0 +13
Dark defense: 0 +16
Vitality: 9
Endurance: 9
Attunement: 6
Strength: 5
Dexterity: 4
Intelligence: 3
Faith: 3
Luck: 3
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 6 Sorcerer|==========] 235/400 XP
[HP|==========] 45/45 | [Mana|==========] 89/89 | Equip load: 9.5/35 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: The Jagged Edge] [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.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 305
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Wizard staff +1 (weight: 2) (value: 12)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
>The Jagged Edge (weight: 1.5) (value: 70)
>The Master Key (weight: 1.5) (value: 70)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Crimson x2 (weight: 1 [0.5 each]) (value: 60 [30 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 3
Dexterity: 3
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 6 Bounty Hunter|==========] 39/400 XP
[HP|==========] 45/45 | [Mana|==========] 40/40 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Barbed spear] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death II (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 3 turns.
Searing Uppercut (active: costs 20 mana)
Deliver a flame-infused uppercut, dealing 12 impact damage and 14 fire damage, with a greatly improved chance to stagger the target.
Gold: 300
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
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)
>Bottle of Semilean White wine (weight: 1) (value: 50)
Mana: 40 (regen: 10)
Speed: 5
Spell slots: 2
Physical resistance: 11
Elemental resistance: 13
Vitality status resistance: 17
Endurance status resistance: 16
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 5
Endurance: 5
Attunement: 5
Strength: 6
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 4
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Junia, Cleric [Level 6 Cleric|==========] 98/400 XP
[HP|==========] 40/40 | [Mana|==========] 52/53 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Holy scriptures] [Right weapon: Silver plated pistol] [Helmet: Cleric's hood] [Chestplate: Rogue's longcoat +1] [Gauntlets: White gloves] [Boots: Rogue's boots +1]
Status effects: None
Divine Grace (active: costs 15 mana)
Heal a target with divine power, restoring 22% of their HP.
Divine Comfort (active: costs 25 mana)
Soothe all allies with divine power, restoring 11% HP to everyone.
Gold: 250
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 4
Endurance: 3
Attunement: 7
Strength: 3
Dexterity: 3
Intelligence: 6
Faith: 10
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 6
Dark magic: 1
Alessandra of Semiland, Seer of Ironhaven [Level 5 Sorcerer]
[HP|==========] 45/45 | [Mana|==========] 68/68 | Equip load: 5/35 (low encumbrance)
[Left weapon: Seer's gauntlet] [Right weapon: Bronze dagger] [Helmet: Seer's hood] [Chestplate: Seer's robes] [Gauntlets: None] [Boots: Seer's boots]
Status effects: None
Defensive Ward (active: costs 25 mana)
Project a magical barrier that blocks incoming enemy attacks and has 70 HP.
Protect (active: costs 25 mana)
Shield a single ally, granting them 30 block.
Pride of Semiland (passive)
Deals 50% more damage to Gregory the Fire Resistant, as well as his summons.
Gold: 150
Weapons:
>Seer's gauntlet (weight: 1) (value: 100)
>Bronze dagger (weight: 1) (value: 15)
Armor:
>Seer's hood (weight: 1) (value: 10)
>Seer's robes (weight: 1) (value: 10)
>Seer's boots (weight: 1) (value: 10)
Mana: 60 (regen: 13)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 25
Impact defense: 0 +3
Slash defense: 0 +3
Puncture defense: 0 +3
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 +9
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 4
Endurance: 3
Attunement: 7
Strength: 2
Dexterity: 2
Intelligence: 8
Faith: 4
Luck: 3
Charisma: 5
Magic: 8
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Caustic Caroline (weight: 1.5) (value: 100)
>Toxic Tracy (weight: 1.5) (value: 100)
>Whip +1 (weight: 2) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Potion creation starter kit (weight: 2) (value: 50)
Current location:
Frostfall
Current quests:
==[Old Hatreds]==
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
With the Snowbound defeated, you continued your pursuit of Gregory.
After searching Gregory's fortress, you cornered the wizard himself. You engage him in battle, intending to make him answer for his crimes.
[√]
Locate Gregory's fortress[√]
Defeat the Snowbound[√]
Find Gregory[ ] Defeat Gregory the Fire Resistant
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
With an eldritch being's heart in hand, you should be able to track Kar-nthal the Formless. Return to the seer when you have an opportunity.
[√]
Visit the seer at Ironhaven[√]
Obtain the herbs and elixirs[√]
Obtain a case of sparkling water[√]
Obtain the heart of an eldritch beast[ ] Return to the seer
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.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"Immune to fire eh? Let's see if we can't FIX THAT!" I slice at the machine causing the fire resist, attempting to disable it.
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's a lot of water." I make a note about Gregory. "Which means he should be weak against electricity."
I strike Gregory over his helmet with an Armor Breaker.
I feel out Gregory with a safe cut. Last time I got cocky I got my ribcage stomped on, so...
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 cautiously slice at Gregory.
Gregory's evasion roll: 9.
Your roll: 6.
Your slice only deals 14 damage, but you don't get countered in any way. You gain 9 XP.
You slice at the source of Gregory's aqua field.
Gregory's evasion roll: 16.
Your roll: 15.
You miss the machine, but you still deal 20 damage to him and inflict bleeding! You gain 13 XP!
==[Enemy action]==
Gregory takes 10 bleed damage, then creates a spectral image of himself. Then, he sprays highly pressurized water at the Crafter.
The Crafter's evasion roll: 19.
Gregory's roll: 7.
The Crafter dodges easily.
The Crafter delivers a counter attack.
Gregory's evasion roll: 3.
The Crafter's roll: 17.
He hits for 25 damage. He gains 16 XP.
==[Ally action]==
Alessandra creates a defensive ward.
You bash Gregory over the head with an armor breaker.
Gregory's evasion roll: 19.
Your roll: 17.
You land an edge hit, dealing 18 damage, making him vulnerable, and worsening his bleeding! You gain 11 XP!
==[Ally action]==
Junia attempts to blind Gregory with a bright flash of light.
Gregory's evasion roll: 1 (critical failure!)
Junia's roll: 15.
The flash burns his eyes, harshly impacting his accuracy.
Morgan marks Gregory for death.
==[Turn 2]==
Smells like rain.
Alessandra's defensive ward: 70/70 HP
Turn order:
Seymour: >>
Junia: >>
Gregory: >>>
Zephil: >>
Alessandra: >>
Connor: >>
The Crafter: >>
Shade of Gregory: >>
Morgan: >>
Enemies:
Shade of Gregory [Level 5 | Human]
[HP| 90/90] [Mana| 50/50]
Status effects: none
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 15 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 359/450 XP
[HP|==========] 72/72 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +20 HP and +2 to all attributes for the rest of the battle)
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. Also allows you to fuel into an aura to enhance its effects.
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 rolls. NOTE: Does not have any effect 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.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 275
Weapons:
>Lute +1 (weight: 2) (value: 15)
>Ballad of Two (weight: 2) (value: 35)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 40
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 8
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 7 Rogue|==========] 138/450 XP
[HP|==========] 61/61 | [Mana|==========] 40/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: None
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
Gold: 356
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
Items:
>Crimson x4 (weight: 2 [0.5 each]) (value: 100 [25 each])
>Loaded dice (weight: 1) (value: 20)
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 9
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 7 Knight|==========] 109/450 XP
[HP|==========] 92/92 | [Mana|==========] 37/52 | Equip load: 20/56 (low encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Gold: 375
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Crafter's Mark (weight: 2) (value: 20)
Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x17 (weight: 1.7 [0.1 each]) (value: 425 [25 each])
>Potion base x10 (weight: 1 [0.1 each]) (value: 100 [10 each])
>Blue orchid x10 (weight: 1 [0.1 each]) (value: 150 [15 each])
>Northstar flower x5 (weight: 0.5 [0.1 each]) (value: 60 [15 each])
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Firewood (weight: 2) (value: 40)
>Crimson (weight: 0.5) (value: 30)
>Bottle of Semilean Red wine (weight: 1) (value: 50)
Potion recipes:
>Minor healing potion
Requirements: 1 potion base, 2 medicinal herbs
>Minor mana potion
Requirements: 1 potion base, 2 blue orchids
>Night vision potion
Requirements: 1 potion base, 2 northstar flowers
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 31
Persuasion score: 15
Impact defense: 0 +15
Slash defense: 0 +15
Puncture defense: 0 +15
Water defense: 0 +6
Fire defense: 0 +15
Earth defense: 0 +9
Wind defense: 0 +9
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +9
Magic defense: 0 +9
Light defense: 0 +13
Dark defense: 0 +16
Vitality: 9
Endurance: 9
Attunement: 6
Strength: 5
Dexterity: 4
Intelligence: 3
Faith: 3
Luck: 3
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 6 Sorcerer|==========] 235/400 XP
[HP|==========] 45/45 | [Mana|==========] 89/89 | Equip load: 9.5/35 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: The Jagged Edge] [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.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 305
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Wizard staff +1 (weight: 2) (value: 12)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
>The Jagged Edge (weight: 1.5) (value: 70)
>The Master Key (weight: 1.5) (value: 70)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Crimson x2 (weight: 1 [0.5 each]) (value: 60 [30 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 3
Dexterity: 3
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 6 Bounty Hunter|==========] 39/400 XP
[HP|==========] 45/45 | [Mana|==========] 25/40 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Barbed spear] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death II (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 3 turns.
Searing Uppercut (active: costs 20 mana)
Deliver a flame-infused uppercut, dealing 12 impact damage and 14 fire damage, with a greatly improved chance to stagger the target.
Gold: 300
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
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)
>Bottle of Semilean White wine (weight: 1) (value: 50)
Mana: 40 (regen: 10)
Speed: 5
Spell slots: 2
Physical resistance: 11
Elemental resistance: 13
Vitality status resistance: 17
Endurance status resistance: 16
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 5
Endurance: 5
Attunement: 5
Strength: 6
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 4
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Junia, Cleric [Level 6 Cleric|==========] 98/400 XP
[HP|==========] 40/40 | [Mana|==========] 52/53 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Holy scriptures] [Right weapon: Silver plated pistol] [Helmet: Cleric's hood] [Chestplate: Rogue's longcoat +1] [Gauntlets: White gloves] [Boots: Rogue's boots +1]
Status effects: None
Divine Grace (active: costs 15 mana)
Heal a target with divine power, restoring 22% of their HP.
Divine Comfort (active: costs 25 mana)
Soothe all allies with divine power, restoring 11% HP to everyone.
Gold: 250
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 4
Endurance: 3
Attunement: 7
Strength: 3
Dexterity: 3
Intelligence: 6
Faith: 10
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 6
Dark magic: 1
Alessandra of Semiland, Seer of Ironhaven [Level 5 Sorcerer]
[HP|==========] 45/45 | [Mana|==========] 43/68 | Equip load: 5/35 (low encumbrance)
[Left weapon: Seer's gauntlet] [Right weapon: Bronze dagger] [Helmet: Seer's hood] [Chestplate: Seer's robes] [Gauntlets: None] [Boots: Seer's boots]
Status effects: None
Defensive Ward (active: costs 25 mana)
Project a magical barrier that blocks incoming enemy attacks and has 70 HP.
Protect (active: costs 25 mana)
Shield a single ally, granting them 30 block.
Pride of Semiland (passive)
Deals 50% more damage to Gregory the Fire Resistant, as well as his summons.
Gold: 150
Weapons:
>Seer's gauntlet (weight: 1) (value: 100)
>Bronze dagger (weight: 1) (value: 15)
Armor:
>Seer's hood (weight: 1) (value: 10)
>Seer's robes (weight: 1) (value: 10)
>Seer's boots (weight: 1) (value: 10)
Mana: 60 (regen: 13)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 25
Impact defense: 0 +3
Slash defense: 0 +3
Puncture defense: 0 +3
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 +9
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 4
Endurance: 3
Attunement: 7
Strength: 2
Dexterity: 2
Intelligence: 8
Faith: 4
Luck: 3
Charisma: 5
Magic: 8
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Caustic Caroline (weight: 1.5) (value: 100)
>Toxic Tracy (weight: 1.5) (value: 100)
>Whip +1 (weight: 2) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Potion creation starter kit (weight: 2) (value: 50)
Current location:
Frostfall
Current quests:
==[Old Hatreds]==
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
With the Snowbound defeated, you continued your pursuit of Gregory.
After searching Gregory's fortress, you cornered the wizard himself. You engage him in battle, intending to make him answer for his crimes.
[√]
Locate Gregory's fortress[√]
Defeat the Snowbound[√]
Find Gregory[ ] Defeat Gregory the Fire Resistant
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
With an eldritch being's heart in hand, you should be able to track Kar-nthal the Formless. Return to the seer when you have an opportunity.
[√]
Visit the seer at Ironhaven[√]
Obtain the herbs and elixirs[√]
Obtain a case of sparkling water[√]
Obtain the heart of an eldritch beast[ ] Return to the seer
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.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"Or we could bleed him to death, that works too." I attempt to slice into his wounds and make them significantly worse.
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.
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Hey! I'm Draco!
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"We need to make sure his doppelgangers don't get the jump on us while we are focused on him."
I slice at the Shade.