I try to trade in the straight sword and knife for a Katana by HAGGLING! If I fail, I'll just take the basic curved sword. Regardless, I equip the bought weapon in my right hand. I come to the emperor and... "Yes... the Brigands. They weren't any trouble."
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
"I would say we were trouble for them, Your Majesty." I tell the Emperor. "Speaking of trouble, I heard from a villager that there were reports of strange sea creatures attacking people. Is that why Your Majesty has summoned us?
"Yes, actually, that's precisely it," the emperor responds, "Citizens of Acrus, as well as city guards, are disappearing near the sea. The soldiers I've sent to investigate never returned, and some of my most trusted scouts claim to have seen metal crabs larger than men pulling knights into the water.
"I don't fully believe in these metal crabs myself, but whether they are or not, I need you to figure out what is happening to my people and how to stop it. I promise you, you will be rewarded handsomely."
Let's get to the point here; find out why exactly we've been summoned and learn about that situation.
"Why have you requested our presence, Your Majesty? I assume that it's a serious matter, given that the emperor himself decided to contact us."
I remember Crafter mentioned something a townswoman said, something about sea creature attacks. If that's what the emperor says this is about, that means the issue has gotten serious if rumors of it have already spread.
The emperor continues, "The most unusual thing about the rumors isn't the bloodthirsty creatures, nor is it the metal crabs. Some say they've seen beings made of crab shells, or entities that resemble eggs walking on hermit crab legs and slicing people to ribbons! I've even heard talk of some eldritch being from the lowest depths of the ocean being their leader. Ridiculous, I say."
I try to trade in the straight sword and knife for a Katana by HAGGLING! If I fail, I'll just take the basic curved sword. Regardless, I equip the bought weapon in my right hand. I come to the emperor and... "Yes... the Brigands. They weren't any trouble."
You sell the knife and straight sword, and negotiate your way into buying a katana for 20 gold! You don't meet the dex requirement, but you can still equip it at the cost of canceling out your proficiency.
Bloodthirsty: Basic attacks from this weapon have a 35% chance to cause bleeding.
So, the emperor has hired you to investigate the possibility of strange, unnatural sea creatures killing people and dragging them into the depths of the sea. You could set off to do so immediately, but you may be able to convince the emperor to grant you some extra gear and supplies for what sounds like a treacherous job...
What do you do?
Quest updated: An Imperial Contract
Points of interest:
General store (sells useful supplies)
Blacksmith (sells and upgrades weapons and armor)
Tavern (a good place to hear local rumors, among other activities)
City jail (quest destination)
Emperor's palace (the empire's seat of power) [you are here]
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 46/150 XP
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
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.
You've made it to Acrus, and are preparing to meet with the emperor.
[√] Make your way to Acrus
[√] Defeat the brigands
[√] Visit the emperor
[ ] Investigate Acrus' shores
==[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.
[ ] Find out more about the brigands
[ ] Question the detained brigand
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.
I'll equip the Katana in my Right Hand. "Killing the sea beast isn't going to be easy. If you could give us some extra gear to help us with our quest, that would help immensely."
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
"We could make use of better armor." I don't want to ask too much, lest the emperor decides not to give us anything at all.
After the meeting, whatever happens, I head down to the city jail to question the guard captain and then the detained brigand. Might as well while we're here in the city, before we head to the shore. Someone should probably pop by the tavern to get some extra info, especially someone with high charisma...oh wait, we have a Bard!
"Hey Zeph, can you go check the tavern for any rumors or info of sorts? The king's men can't be the only ones who've seen these crab monster things..."
Rollback Post to RevisionRollBack
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
He's a time travelling robot who gained sentience and decided to travel to this exact timeframe. Due to extensive nanotech, dark energy manipulation, robotics and teleportation knowledge, he's able to conjure dark creatures to fight by his side as well as jamming enemy magic with his EMP.
However, in order not to get caught he tries to keep his profile low, as an ordinary mage.
I'll equip the Katana in my Right Hand. "Killing the sea beast isn't going to be easy. If you could give us some extra gear to help us with our quest, that would help immensely."
You equip the katana.
"Yes, I suppose that would be wise," the emperor says. He gestures to one of the guards, who approaches you and hands everyone a slip of paper.
The emperor speaks, "Bring those to the blacksmith and he'll give you some useful equipment and upgrades."
I head to a point overlooking the shore. When everyone’s ready, of course.
You head to the shore overlook, peering down onto the shore. You see some dried blood staining the sand, as well as a few discarded weapons. You get an uneasy feeling - you can't help but think that something is waiting under the water for you.
"We could make use of better armor." I don't want to ask too much, lest the emperor decides not to give us anything at all.
After the meeting, whatever happens, I head down to the city jail to question the guard captain and then the detained brigand. Might as well while we're here in the city, before we head to the shore. Someone should probably pop by the tavern to get some extra info, especially someone with high charisma...oh wait, we have a Bard!
"Hey Zeph, can you go check the tavern for any rumors or info of sorts? The king's men can't be the only ones who've seen these crab monster things..."
You head to the jail and ask to question the brigand. The guard captain allows you to interrogate the prisoner. The brigand doesn't seem very pleased with the idea of talking to you.
He's a time travelling robot who gained sentience and decided to travel to this exact timeframe. Due to extensive nanotech, dark energy manipulation, robotics and teleportation knowledge, he's able to conjure dark creatures to fight by his side as well as jamming enemy magic with his EMP.
However, in order not to get caught he tries to keep his profile low, as an ordinary mage.
Welcome to the game! You join as a warlock!
You also have the option to create a starter ability.
The emperor is allowing you to obtain some free gear and upgrades from the blacksmith.
What do you do now?
Points of interest:
General store (sells useful supplies)
Blacksmith (sells and upgrades weapons and armor)
Tavern (a good place to hear local rumors, among other activities)
City jail (quest destination) [Seymour is here]
Emperor's palace (the empire's seat of power) [Zephil, the Crafter, and John are here]
City shore (rumors say whoever goes here gets taken by unusual sea creatures) [Connor is overlooking this location]
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 46/150 XP
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
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.
You've made it to Acrus, and are preparing to meet with the emperor.
[√] Make your way to Acrus
[√] Defeat the brigands
[√] Visit the emperor
[ ] Investigate Acrus' shores
==[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.
[ ] Find out more about the brigands
[ ] Question the detained brigand
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.
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
Minion can carry 10 additional materials, has 20 HP, deals 3-6 damage(with 10% chance to deal 3 more electrical damage).
Minion can also cast Water Bolt, damaging enemy by 6-9, slowing them down and making them vulnerable to electricity and frost type attacks(2 turn cooldown)
"So. I hear you're some sort of bandit, one with a badge just like this one." I show him a badge we picked off of the brigands we killed.
"You guys are some sort of organized group right? Makes sense, crime is always easier with a buddy." I would know. You don't get the title of "Rogue" for being a model citizen.
I look him dead in the eye and put on my friendliest smile, but my eyes tell him I'm very serious here. "I'd really appreciate it if you told us where your buddies are hiding and what they're up to. Being helpful has its benefits, you know...I'm sure the guards would be very thankful for this information. Maybe even reward you?" I shrug. "Who knows? You could languish in here for a long while longer, or help us out and get a second chance."
Before I left the group for the interrogation, I asked Zephil to use the pass to get me some upgraded light armor (you know, for mobility and stuff, but a bit of padding just-in-case), and if possible, an upgraded sword. Katanas are well known even in Westen Aekran for their cutting power and precision, and it'd be nice to have one over this salvaged saber.
Rollback Post to RevisionRollBack
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Minion can carry 10 additional materials, has 20 HP, deals 3-6 damage(with 10% chance to deal 3 more electrical damage).
Minion can also cast Water Bolt, damaging enemy by 6-9, slowing them down and making them vulnerable to electricity and frost type attacks(2 turn cooldown)
I use the slip of paper to get my upgraded gear then go to the Tavern, playing music for everyone to gather up rumors of the beasts.
You head to the blacksmith and trade your slip of paper in for an upgrade for all of your equipment!
You then head to the tavern, playing music to entertain the patrons and hear some rumors. Sure enough, other people are mentioning these bizarre sea creatures. You also hear rumors about a conspiracy against the emperor, and the possibility of a dark cult operating in the city. You also notice some shady-looking people whispering about meeting in the city square after midnight...
A particularly rich patron greatly enjoys your music playing, and leaves you 40 gold!
"So. I hear you're some sort of bandit, one with a badge just like this one." I show him a badge we picked off of the brigands we killed.
"You guys are some sort of organized group right? Makes sense, crime is always easier with a buddy." I would know. You don't get the title of "Rogue" for being a model citizen.
I look him dead in the eye and put on my friendliest smile, but my eyes tell him I'm very serious here. "I'd really appreciate it if you told us where your buddies are hiding and what they're up to. Being helpful has its benefits, you know...I'm sure the guards would be very thankful for this information. Maybe even reward you?" I shrug. "Who knows? You could languish in here for a long while longer, or help us out and get a second chance."
Before I left the group for the interrogation, I asked Zephil to use the pass to get me some upgraded light armor (you know, for mobility and stuff, but a bit of padding just-in-case), and if possible, an upgraded sword. Katanas are well known even in Westen Aekran for their cutting power and precision, and it'd be nice to have one over this salvaged saber.
The brigand nods and says, "Yeah, I ran with those guys. A job went bad and they left me behind, and now I'm rotting in this damn jail cell. So much for honor among thieves."
"We're more organized than most bandits. We always had a plan, we always coordinated everything. It served us well, especially that one time we... eh, nevermind."
Persuasion success!
"Maybe you're right. Hell, it'll feel good to get back at them for throwing me to the wolves. I don't know where their main hideout is, but I can point you toward a few of their smaller cells."
He takes your map and marks a few points on it: a clearing in the woods outside Acrus, one of the larger buildings in Acrus itself, and a nondescript location further down the country road.
The brigand grins, "Tell 'em Raven sent you."
You use your slip of paper to obtain armor upgrades and a katana of your own!
Katana perks:
Inferno: Basic attacks from this weapon have a 35% chance to light the enemy on fire.
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Summons a minion with 20 HP, capable of dealing 10-12 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 15-18 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
The 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.
You've made it to Acrus, and are preparing to meet with the emperor.
[√] Make your way to Acrus
[√] Defeat the brigands
[√] Visit the emperor
[ ] Investigate Acrus' shores
==[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.
[ ] Find out more about the brigands
[ ] Question the detained brigand
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.
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
"These'll be great help. Thank you very much." As I walk out, I tell the person running the place what happened and that the bandit told of some possible hideout locations of this gang. Hopefully, my good word in gets him a reduced sentence, so he knows that doing the right thing has its benefits (even for somewhat selfish reasons).
I head to the area overlooking the shore with Connor. With any luck, the rest of the group will meet there, then we can get a plan going.
Rollback Post to RevisionRollBack
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
"Why thank you, kind patron." I leave the tavern and head to the area overlooking the shore as well. When I reach that location, I tell them, "Yep, they exist. I did my business at the inn and the rumors seem to be widespread."
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
Once everyone gets to my location I tell them about my plan to project a magical hologram of myself on the shore as bait for whatever monsters may be lurking underwater so that we can get observations on their potential weaknesses.
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
"These'll be great help. Thank you very much." As I walk out, I tell the person running the place what happened and that the bandit told of some possible hideout locations of this gang. Hopefully, my good word in gets him a reduced sentence, so he knows that doing the right thing has its benefits (even for somewhat selfish reasons).
I head to the area overlooking the shore with Connor. With any luck, the rest of the group will meet there, then we can get a plan going.
You inform the guard captain of the brigand's cooperation, and he nods silently.
You head to the shore overlook with Connor and await your companions.
"Why thank you, kind patron." I leave the tavern and head to the area overlooking the shore as well. When I reach that location, I tell them, "Yep, they exist. I did my business at the inn and the rumors seem to be widespread."
You thank the patron and join your allies at the shore overlook.
Once everyone gets to my location I tell them about my plan to project a magical hologram of myself on the shore as bait for whatever monsters may be lurking underwater so that we can get observations on their potential weaknesses.
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Summons a minion with 20 HP, capable of dealing 10-12 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 15-18 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
The 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.
You've made it to Acrus, and are preparing to meet with the emperor.
[√] Make your way to Acrus
[√] Defeat the brigands
[√] Visit the emperor
[ ] Investigate Acrus' shores
==[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.
[√] Find out more about the brigands
[√] Question the detained brigand
[ ] Investigate the brigand hideout in the woods
[ ] Investigate the brigand hideout in Acrus
[ ] Investigate the brigand hideout along the country road
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.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I try to trade in the straight sword and knife for a Katana by HAGGLING! If I fail, I'll just take the basic curved sword. Regardless, I equip the bought weapon in my right hand. I come to the emperor and... "Yes... the Brigands. They weren't any trouble."
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
"Yes, actually, that's precisely it," the emperor responds, "Citizens of Acrus, as well as city guards, are disappearing near the sea. The soldiers I've sent to investigate never returned, and some of my most trusted scouts claim to have seen metal crabs larger than men pulling knights into the water.
"I don't fully believe in these metal crabs myself, but whether they are or not, I need you to figure out what is happening to my people and how to stop it. I promise you, you will be rewarded handsomely."
The emperor continues, "The most unusual thing about the rumors isn't the bloodthirsty creatures, nor is it the metal crabs. Some say they've seen beings made of crab shells, or entities that resemble eggs walking on hermit crab legs and slicing people to ribbons! I've even heard talk of some eldritch being from the lowest depths of the ocean being their leader. Ridiculous, I say."
He goes silent for a moment.
"Why are there so many crab-based rumors...?"
You sell the knife and straight sword, and negotiate your way into buying a katana for 20 gold! You don't meet the dex requirement, but you can still equip it at the cost of canceling out your proficiency.
Accuracy modifier: 0+1
Critical modifier: 0+1
Critical multiplier: 1.5x
Attribute requirements: 1 strength, 4 dexterity
Scaling:
(B) Dexterity
Damage:
Slash: 24+6
Block: 5
Perks:
Bloodthirsty: Basic attacks from this weapon have a 35% chance to cause bleeding.
So, the emperor has hired you to investigate the possibility of strange, unnatural sea creatures killing people and dragging them into the depths of the sea. You could set off to do so immediately, but you may be able to convince the emperor to grant you some extra gear and supplies for what sounds like a treacherous job...
What do you do?
Quest updated: An Imperial Contract
Points of interest:
General store (sells useful supplies)
Blacksmith (sells and upgrades weapons and armor)
Tavern (a good place to hear local rumors, among other activities)
City jail (quest destination)
Emperor's palace (the empire's seat of power) [you are here]
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 46/150 XP
[HP|==========] 45/45 | [Mana|==========] 50/50 | Tune points: 1 | Active auras: Hercules' Sonnet | Equip load: 9/35 (low encumbrance)
[Left weapon: Lute] [Right weapon: Whip] [Helmet: Bard's cap] [Chestplate: Bard's garb] [Gauntlets: Bard's gloves] [Boots: Bard's boots]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Gold: 65
Weapons:
>Whip (weight: 2) (value: 10)
>Lute (weight: 2) (value: 10)
>Katana (weight: 3) (value: 50)
Armor:
>Bard's cap (weight: 1) (value: 10)
>Bard's garb (weight: 2) (value: 10)
>Bard's gloves (weight: 1) (value: 10)
>Bard's boots (weight: 1) (value: 10)
Mana: 50
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 1 Rogue|==========] 58/150 XP
[HP|==========] 50/50 | [Mana|==========] 30/30 | Equip load: 9/40 (low encumbrance)
[Left weapon: Flintlock pistol] [Right weapon: Scimitar] [Helmet: Rogue's scarf] [Chestplate: Rogue's longcoat] [Gauntlets: Rogue's gloves] [Boots: Rogue's boots]
Status effects: none
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Weapons:
>Scimitar (weight: 3) (value: 10)
>Flintlock pistol (weight: 1) (value: 10)
Armor:
>Rogue's scarf (weight: 1) (value: 10)
>Rogue's longcoat (weight: 2) (value: 10)
>Rogue's gloves (weight: 1) (value: 10)
>Rogue's boots (weight: 1) (value: 10)
Mana: 30
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 0
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +2
Slash defense: 0 +5
Puncture defense: 0 +2
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 2
Strength: 2
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 1 Knight|==========] 51/150 XP
[HP|==========] 75/75 | [Mana|==========] 40/40 | Equip load: 14/50 (low encumbrance)
[Left weapon: Shield] [Right weapon: Longsword] [Helmet: Knight's helmet] [Chestplate: Knight's chestplate] [Gauntlets: Knight's gauntlets] [Boots: Knight's boots]
Status effects: none
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.
Weapons:
>Longsword (weight: 2) (value: 10)
>Shield (weight: 2) (value: 10)
Armor:
>Knight's helmet (weight: 2) (value: 10)
>Knight's chestplate (weight: 4) (value: 10)
>Knight's gauntlets (weight: 2) (value: 10)
>Knight's boots (weight: 2) (value: 10)
Mana: 40
Speed: 3
Spell slots: 2
Physical resistance: 15
Elemental resistance: 5
Vitality status resistance: 25
Endurance status resistance: 25
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0 +3
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +3
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 6
Endurance: 5
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 1 Sorcerer|==========] 46/150 XP
[HP|==========] 45/45 | [Mana|==========] 60/60 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
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.
Gold: 25
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Mana: 60
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Current location:
Emperor’s palace, Acrus
Current quests:
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
You've made it to Acrus, and are preparing to meet with the emperor.
[√]
Make your way to Acrus[√]
Defeat the brigands[√]
Visit the emperor[ ] Investigate Acrus' shores
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.
[ ] Find out more about the brigands
[ ] Question the detained brigand
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I'll equip the Katana in my Right Hand. "Killing the sea beast isn't going to be easy. If you could give us some extra gear to help us with our quest, that would help immensely."
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I head to a point overlooking the shore. When everyone’s ready, of course.
"We could make use of better armor." I don't want to ask too much, lest the emperor decides not to give us anything at all.
After the meeting, whatever happens, I head down to the city jail to question the guard captain and then the detained brigand. Might as well while we're here in the city, before we head to the shore. Someone should probably pop by the tavern to get some extra info, especially someone with high charisma...oh wait, we have a Bard!
"Hey Zeph, can you go check the tavern for any rumors or info of sorts? The king's men can't be the only ones who've seen these crab monster things..."
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!
John the Sentient joins as the Warlock.
He's a time travelling robot who gained sentience and decided to travel to this exact timeframe. Due to extensive nanotech, dark energy manipulation, robotics and teleportation knowledge, he's able to conjure dark creatures to fight by his side as well as jamming enemy magic with his EMP.
However, in order not to get caught he tries to keep his profile low, as an ordinary mage.
You equip the katana.
"Yes, I suppose that would be wise," the emperor says. He gestures to one of the guards, who approaches you and hands everyone a slip of paper.
The emperor speaks, "Bring those to the blacksmith and he'll give you some useful equipment and upgrades."
You head to the shore overlook, peering down onto the shore. You see some dried blood staining the sand, as well as a few discarded weapons. You get an uneasy feeling - you can't help but think that something is waiting under the water for you.
You head to the jail and ask to question the brigand. The guard captain allows you to interrogate the prisoner. The brigand doesn't seem very pleased with the idea of talking to you.
What do you say to him first?
Welcome to the game! You join as a warlock!
You also have the option to create a starter ability.
The emperor is allowing you to obtain some free gear and upgrades from the blacksmith.
What do you do now?
Points of interest:
General store (sells useful supplies)
Blacksmith (sells and upgrades weapons and armor)
Tavern (a good place to hear local rumors, among other activities)
City jail (quest destination) [Seymour is here]
Emperor's palace (the empire's seat of power) [Zephil, the Crafter, and John are here]
City shore (rumors say whoever goes here gets taken by unusual sea creatures) [Connor is overlooking this location]
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 46/150 XP
[HP|==========] 45/45 | [Mana|==========] 50/50 | Tune points: 1 | Active auras: Hercules' Sonnet | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute] [Right weapon: Katana] [Helmet: Bard's cap] [Chestplate: Bard's garb] [Gauntlets: Bard's gloves] [Boots: Bard's boots]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Gold: 65
Weapons:
>Whip (weight: 2) (value: 10)
>Lute (weight: 2) (value: 10)
>Katana (weight: 3) (value: 50)
Armor:
>Bard's cap (weight: 1) (value: 10)
>Bard's garb (weight: 2) (value: 10)
>Bard's gloves (weight: 1) (value: 10)
>Bard's boots (weight: 1) (value: 10)
Mana: 50
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 1 Rogue|==========] 58/150 XP
[HP|==========] 50/50 | [Mana|==========] 30/30 | Equip load: 9/40 (low encumbrance)
[Left weapon: Flintlock pistol] [Right weapon: Scimitar] [Helmet: Rogue's scarf] [Chestplate: Rogue's longcoat] [Gauntlets: Rogue's gloves] [Boots: Rogue's boots]
Status effects: none
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Weapons:
>Scimitar (weight: 3) (value: 10)
>Flintlock pistol (weight: 1) (value: 10)
Armor:
>Rogue's scarf (weight: 1) (value: 10)
>Rogue's longcoat (weight: 2) (value: 10)
>Rogue's gloves (weight: 1) (value: 10)
>Rogue's boots (weight: 1) (value: 10)
Mana: 30
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 0
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +2
Slash defense: 0 +5
Puncture defense: 0 +2
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 2
Strength: 2
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 1 Knight|==========] 51/150 XP
[HP|==========] 75/75 | [Mana|==========] 40/40 | Equip load: 14/50 (low encumbrance)
[Left weapon: Shield] [Right weapon: Longsword] [Helmet: Knight's helmet] [Chestplate: Knight's chestplate] [Gauntlets: Knight's gauntlets] [Boots: Knight's boots]
Status effects: none
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.
Weapons:
>Longsword (weight: 2) (value: 10)
>Shield (weight: 2) (value: 10)
Armor:
>Knight's helmet (weight: 2) (value: 10)
>Knight's chestplate (weight: 4) (value: 10)
>Knight's gauntlets (weight: 2) (value: 10)
>Knight's boots (weight: 2) (value: 10)
Mana: 40
Speed: 3
Spell slots: 2
Physical resistance: 15
Elemental resistance: 5
Vitality status resistance: 25
Endurance status resistance: 25
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0 +3
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +3
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 6
Endurance: 5
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 1 Sorcerer|==========] 46/150 XP
[HP|==========] 45/45 | [Mana|==========] 60/60 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
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.
Gold: 25
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Mana: 60
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
John the Sentient, Warlock [Level 1 Warlock|==========] 38/150 XP {Ability available!}
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Wizard staff] [Right weapon: Mace] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Gold: 0
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Mace (weight: 3) (value: 10)
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Mana: 50
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 3
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 4
Luck: 3
Charisma: 2
Magic: 5
Hydromancy: 3
Pyromancy: 4
Geomancy: 3
Aeromancy: 2
Cryomancy: 3
Electromancy: 3
Necromancy: 5
Polymancy: 3
Light magic: 1
Dark magic: 4
Current location:
Emperor’s palace, Acrus
Current quests:
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
You've made it to Acrus, and are preparing to meet with the emperor.
[√]
Make your way to Acrus[√]
Defeat the brigands[√]
Visit the emperor[ ] Investigate Acrus' shores
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.
[ ] Find out more about the brigands
[ ] Question the detained brigand
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
New ability: Summon Minion (20 Mana)
Summons a Minion to fight by my side.
Minion can carry 10 additional materials, has 20 HP, deals 3-6 damage(with 10% chance to deal 3 more electrical damage).
Minion can also cast Water Bolt, damaging enemy by 6-9, slowing them down and making them vulnerable to electricity and frost type attacks(2 turn cooldown)
I use the slip of paper to get my upgraded gear then go to the Tavern, playing music for everyone to gather up rumors of the beasts.
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
"So. I hear you're some sort of bandit, one with a badge just like this one." I show him a badge we picked off of the brigands we killed.
"You guys are some sort of organized group right? Makes sense, crime is always easier with a buddy." I would know. You don't get the title of "Rogue" for being a model citizen.
I look him dead in the eye and put on my friendliest smile, but my eyes tell him I'm very serious here. "I'd really appreciate it if you told us where your buddies are hiding and what they're up to. Being helpful has its benefits, you know...I'm sure the guards would be very thankful for this information. Maybe even reward you?" I shrug. "Who knows? You could languish in here for a long while longer, or help us out and get a second chance."
Before I left the group for the interrogation, I asked Zephil to use the pass to get me some upgraded light armor (you know, for mobility and stuff, but a bit of padding just-in-case), and if possible, an upgraded sword. Katanas are well known even in Westen Aekran for their cutting power and precision, and it'd be nice to have one over this salvaged saber.
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
I almost just jump straight to projecting a hologram of myself on the shore as bait, but then I decide I should probably wait for the others.
You have obtained Summon Minion!
You head to the blacksmith and trade your slip of paper in for an upgrade for all of your equipment!
You then head to the tavern, playing music to entertain the patrons and hear some rumors. Sure enough, other people are mentioning these bizarre sea creatures. You also hear rumors about a conspiracy against the emperor, and the possibility of a dark cult operating in the city. You also notice some shady-looking people whispering about meeting in the city square after midnight...
A particularly rich patron greatly enjoys your music playing, and leaves you 40 gold!
The brigand nods and says, "Yeah, I ran with those guys. A job went bad and they left me behind, and now I'm rotting in this damn jail cell. So much for honor among thieves."
"We're more organized than most bandits. We always had a plan, we always coordinated everything. It served us well, especially that one time we... eh, nevermind."
Persuasion success!
"Maybe you're right. Hell, it'll feel good to get back at them for throwing me to the wolves. I don't know where their main hideout is, but I can point you toward a few of their smaller cells."
He takes your map and marks a few points on it: a clearing in the woods outside Acrus, one of the larger buildings in Acrus itself, and a nondescript location further down the country road.
The brigand grins, "Tell 'em Raven sent you."
You use your slip of paper to obtain armor upgrades and a katana of your own!
Katana perks:
Inferno: Basic attacks from this weapon have a 35% chance to light the enemy on fire.
You await your companions.
What now?
Points of interest:
General store (sells useful supplies)
Blacksmith (sells and upgrades weapons and armor)
Tavern (a good place to hear local rumors, among other activities) [Zephil is here]
City jail (quest destination) [Seymour is here]
Emperor's palace (the empire's seat of power) [The Crafter and John are here]
City shore (rumors say whoever goes here gets taken by unusual sea creatures) [Connor is overlooking this location]
Brigand hideout (one of the destinations the detained brigand marked on the map)
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 46/150 XP
[HP|==========] 45/45 | [Mana|==========] 50/50 | Tune points: 1 | Active auras: Hercules' Sonnet | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute +1] [Right weapon: Katana +1] [Helmet: Bard's cap +1] [Chestplate: Bard's garb +1] [Gauntlets: Bard's gloves +1] [Boots: Bard's boots +1]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Gold: 105
Weapons:
>Whip +1 (weight: 2) (value: 10)
>Lute +1 (weight: 2) (value: 10)
>Katana +1 (weight: 3) (value: 50)
Armor:
>Bard's cap +1 (weight: 1) (value: 10)
>Bard's garb +1 (weight: 2) (value: 10)
>Bard's gloves +1 (weight: 1) (value: 10)
>Bard's boots +1 (weight: 1) (value: 10)
Mana: 50
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +4
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +15
Light defense: 0 +10
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 1 Rogue|==========] 58/150 XP
[HP|==========] 50/50 | [Mana|==========] 30/30 | Equip load: 9/40 (low encumbrance)
[Left weapon: Flintlock pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Rogue's longcoat +1] [Gauntlets: Rogue's gloves +1] [Boots: Rogue's boots +1]
Status effects: none
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Weapons:
>Scimitar (weight: 3) (value: 10)
>Flintlock pistol (weight: 1) (value: 10)
>Katana (weight: 3) (value: 50)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 10)
>Rogue's gloves +1 (weight: 1) (value: 10)
>Rogue's boots +1 (weight: 1) (value: 10)
Mana: 30
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 0
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +4
Slash defense: 0 +10
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 2
Strength: 2
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 1 Knight|==========] 51/150 XP
[HP|==========] 75/75 | [Mana|==========] 40/40 | Equip load: 14/50 (low encumbrance)
[Left weapon: Shield] [Right weapon: Longsword] [Helmet: Knight's helmet] [Chestplate: Knight's chestplate] [Gauntlets: Knight's gauntlets] [Boots: Knight's boots]
Status effects: none
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.
Weapons:
>Longsword (weight: 2) (value: 10)
>Shield (weight: 2) (value: 10)
Armor:
>Knight's helmet (weight: 2) (value: 10)
>Knight's chestplate (weight: 4) (value: 10)
>Knight's gauntlets (weight: 2) (value: 10)
>Knight's boots (weight: 2) (value: 10)
Mana: 40
Speed: 3
Spell slots: 2
Physical resistance: 15
Elemental resistance: 5
Vitality status resistance: 25
Endurance status resistance: 25
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0 +3
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +3
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 6
Endurance: 5
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 1 Sorcerer|==========] 46/150 XP
[HP|==========] 45/45 | [Mana|==========] 60/60 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
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.
Gold: 25
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Mana: 60
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
John the Sentient, Warlock [Level 1 Warlock|==========] 38/150 XP
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Wizard staff] [Right weapon: Mace] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Summon Minion (active: costs 20 mana)
Summons a minion with 20 HP, capable of dealing 10-12 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 15-18 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Gold: 0
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Mace (weight: 3) (value: 10)
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Mana: 50
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 3
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 4
Luck: 3
Charisma: 2
Magic: 5
Hydromancy: 3
Pyromancy: 4
Geomancy: 3
Aeromancy: 2
Cryomancy: 3
Electromancy: 3
Necromancy: 5
Polymancy: 3
Light magic: 1
Dark magic: 4
Current location:
Emperor’s palace, Acrus
Current quests:
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
You've made it to Acrus, and are preparing to meet with the emperor.
[√]
Make your way to Acrus[√]
Defeat the brigands[√]
Visit the emperor[ ] Investigate Acrus' shores
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.
[ ] Find out more about the brigands
[ ] Question the detained brigand
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"These'll be great help. Thank you very much." As I walk out, I tell the person running the place what happened and that the bandit told of some possible hideout locations of this gang. Hopefully, my good word in gets him a reduced sentence, so he knows that doing the right thing has its benefits (even for somewhat selfish reasons).
I head to the area overlooking the shore with Connor. With any luck, the rest of the group will meet there, then we can get a plan going.
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!
"Why thank you, kind patron." I leave the tavern and head to the area overlooking the shore as well. When I reach that location, I tell them, "Yep, they exist. I did my business at the inn and the rumors seem to be widespread."
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
Once everyone gets to my location I tell them about my plan to project a magical hologram of myself on the shore as bait for whatever monsters may be lurking underwater so that we can get observations on their potential weaknesses.
"That's a pretty neat plan. It would be a good way to check their strength and weaknesses...what's the range on your projection spell, though?"
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
"Thank you, Your Majesty. For now, I shall excuse myself and head out to gather supplies for our missions."
With that, I head for the Blacksmith and uses the Emperor's "Free Upgrades" slip (the slip of paper) to get all my current equipments upgraded.
You inform the guard captain of the brigand's cooperation, and he nods silently.
You head to the shore overlook with Connor and await your companions.
You thank the patron and join your allies at the shore overlook.
You inform everyone of your plan.
You head to the blacksmith and upgrade all of your equipment.
At the shore, something seems to be stirring beneath the water...
Points of interest:
General store (sells useful supplies)
Blacksmith (sells and upgrades weapons and armor) [The Crafter is here]
Tavern (a good place to hear local rumors, among other activities)
City jail (there are several city guards and prisoners here)
Emperor's palace (the empire's seat of power) [John is here]
City shore (rumors say whoever goes here gets taken by unusual sea creatures) [Connor, Seymour, and Zephil is overlooking this location]
Brigand hideout (one of the destinations the detained brigand marked on the map)
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 46/150 XP
[HP|==========] 45/45 | [Mana|==========] 50/50 | Tune points: 1 | Active auras: Hercules' Sonnet | Equip load: 10/35 (low encumbrance)
[Left weapon: Lute +1] [Right weapon: Katana +1] [Helmet: Bard's cap +1] [Chestplate: Bard's garb +1] [Gauntlets: Bard's gloves +1] [Boots: Bard's boots +1]
Status effects: none
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack roll. NOTE: Does not have any affect if they critical fail or succeed.
Gold: 105
Weapons:
>Whip +1 (weight: 2) (value: 10)
>Lute +1 (weight: 2) (value: 10)
>Katana +1 (weight: 3) (value: 50)
Armor:
>Bard's cap +1 (weight: 1) (value: 10)
>Bard's garb +1 (weight: 2) (value: 10)
>Bard's gloves +1 (weight: 1) (value: 10)
>Bard's boots +1 (weight: 1) (value: 10)
Mana: 50
Speed: 5
Spell slots: 3
Physical resistance: 5
Elemental resistance: 5
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +4
Slash defense: 0 +4
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +15
Light defense: 0 +10
Dark defense: 0
Vitality: 4
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 5
Magic: 4
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 1 Rogue|==========] 58/150 XP
[HP|==========] 50/50 | [Mana|==========] 30/30 | Equip load: 9/40 (low encumbrance)
[Left weapon: Flintlock pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Rogue's longcoat +1] [Gauntlets: Rogue's gloves +1] [Boots: Rogue's boots +1]
Status effects: none
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Weapons:
>Scimitar (weight: 3) (value: 10)
>Flintlock pistol (weight: 1) (value: 10)
>Katana (weight: 3) (value: 50)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 10)
>Rogue's gloves +1 (weight: 1) (value: 10)
>Rogue's boots +1 (weight: 1) (value: 10)
Mana: 30
Speed: 6
Spell slots: 2
Physical resistance: 5
Elemental resistance: 0
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 20
Impact defense: 0 +4
Slash defense: 0 +10
Puncture defense: 0 +4
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 3
Endurance: 3
Attunement: 2
Strength: 2
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 5
Charisma: 4
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 1 Knight|==========] 51/150 XP
[HP|==========] 75/75 | [Mana|==========] 40/40 | Equip load: 14/50 (low encumbrance)
[Left weapon: Shield +1] [Right weapon: Longsword +1] [Helmet: Knight's helmet +1] [Chestplate: Knight's chestplate +1] [Gauntlets: Knight's gauntlets +1] [Boots: Knight's boots +1]
Status effects: none
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Weapons:
>Longsword +1 (weight: 2) (value: 10)
>Shield +1 (weight: 2) (value: 10)
Armor:
>Knight's helmet +1 (weight: 2) (value: 10)
>Knight's chestplate +1 (weight: 4) (value: 10)
>Knight's gauntlets +1 (weight: 2) (value: 10)
>Knight's boots +1 (weight: 2) (value: 10)
Mana: 40
Speed: 3
Spell slots: 2
Physical resistance: 15
Elemental resistance: 5
Vitality status resistance: 25
Endurance status resistance: 25
Persuasion score: 15
Impact defense: 0 +10
Slash defense: 0 +10
Puncture defense: 0 +10
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +6
Light defense: 0 +10
Dark defense: 0 +10
Vitality: 6
Endurance: 5
Attunement: 3
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 2
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 1 Sorcerer|==========] 46/150 XP
[HP|==========] 45/45 | [Mana|==========] 60/60 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
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.
Gold: 25
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Dagger (weight: 1) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
Mana: 60
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 2
Intelligence: 6
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
John the Sentient, Warlock [Level 1 Warlock|==========] 38/150 XP
[HP|==========] 35/35 | [Mana|==========] 50/50 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Wizard staff] [Right weapon: Mace] [Helmet: Warlock's mask] [Chestplate: Warlock's robes] [Gauntlets: Warlock's gloves] [Boots: Warlock's boots]
Status effects: none
Summon Minion (active: costs 20 mana)
Summons a minion with 20 HP, capable of dealing 10-12 damage with a 10% chance to deal 30% extra electric damage.
Minion can also cast Water Bolt, which deals 15-18 damage, reduces the target's speed by 2, and causes them to take 15% more damage from electric and ice sources. Water Bolt has a 2 turn cooldown.
Gold: 0
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Mace (weight: 3) (value: 10)
Armor:
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Mana: 50
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0
Slash defense: 0
Puncture defense: 0
Water defense: 0 +5
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +5
Electric defense: 0 +5
Toxic defense: 0 +5
Magic defense: 0 +10
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 3
Endurance: 3
Attunement: 5
Strength: 2
Dexterity: 3
Intelligence: 5
Faith: 4
Luck: 3
Charisma: 2
Magic: 5
Hydromancy: 3
Pyromancy: 4
Geomancy: 3
Aeromancy: 2
Cryomancy: 3
Electromancy: 3
Necromancy: 5
Polymancy: 3
Light magic: 1
Dark magic: 4
Current location:
Emperor’s palace, Acrus
Current quests:
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
You've made it to Acrus, and are preparing to meet with the emperor.
[√]
Make your way to Acrus[√]
Defeat the brigands[√]
Visit the emperor[ ] Investigate Acrus' shores
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.
[√]
Find out more about the brigands[√]
Question the detained brigand[ ] Investigate the brigand hideout in the woods
[ ] Investigate the brigand hideout in Acrus
[ ] Investigate the brigand hideout along the country road
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
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FF14: Gold Zephzellian World: Zalera
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