With my slightly upgraded equipment, I head toward the shores to join my comrades.
When I notice then doing something there, I approach them carefully.
"I'm sorry for being late. What did I miss?"
You join everyone else at the shore. After you're brought up to speed, you glance down at the shore.
Connor's hologram seems to have gotten the attention of something. A strange creature emerges from the water. Its body is egg-shaped and dull white, with four hermit crab-like legs with sharp blades emerging from a large, open orifice. Its left eye appears to have been slashed out by something, and its right eye glows with a menacing energy.
The thing quickly takes notice of the hologram, and immediately and relentlessly attacks it. Two quick slashes from its legs kill the hologram, which fades out of existence. The thing is visibly confused by this, but produces no sounds. It starts furiously looking in all directions, searching for actually living prey.
"Well, we've baited it out," Seymour comments, "Now what?"
How do you handle this situation?
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 (there are several city guards and prisoners here)
Emperor's palace (the empire's seat of power)
City shore (rumors say whoever goes here gets taken by unusual sea creatures) [Everyone 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
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
[ ] Deal with the creature from the water
==[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
It's looking for prey, obviously...to charge it now would be a mistake, especially for a featherweight like me. Hmm...
We do have an armored knight on our team. If our goal is to kill it, it would make sense for the Crafter to take point. The mages would attack from afar, and Zeph and I could attack it from the side.
I motion towards Crafter, giving him as much of my plan as I can with just hand motions (don't wanna alert the beast yet).
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.
"This creature's left eye appears to have been slashed out by someone before us, so it can see to its left... " I silently note. "Perhaps we can use that to our advantage."
Then I notice Seymour signalling me with hand motions, getting his message.
"Someone before us managed to injure this thing, but did not survive long enough to slay it. We should be careful." I tell everyone in a whisper.
Rollback Post to RevisionRollBack
Ironically, I seem to have lost interest in Minecraft. So have a taste of my Heavy Machine Gun.
I carefully pull out my Katana silently and get to cover, examining the monster carefully.
With your weapon drawn, you watch the creature. It rapidly skitters back and forth, glaring in every which way with an ominous glow in its eye. You notice a significant degree of wear on its carapace, but still suspect that it's pretty durable.
It's looking for prey, obviously...to charge it now would be a mistake, especially for a featherweight like me. Hmm...
We do have an armored knight on our team. If our goal is to kill it, it would make sense for the Crafter to take point. The mages would attack from afar, and Zeph and I could attack it from the side.
I motion towards Crafter, giving him as much of my plan as I can with just hand motions (don't wanna alert the beast yet).
You communicate your plan to the Crafter as well as possible with hand gestures.
"This creature's left eye appears to have been slashed out by someone before us, so it can see to its left... " I silently note. "Perhaps we can use that to our advantage."
Then I notice Seymour signalling me with hand motions, getting his message.
"Someone before us managed to injure this thing, but did not survive long enough to slay it. We should be careful." I tell everyone in a whisper.
As you whisper, the creature stops moving and begins gazing around slowly. It stays still for a moment, listening closely. After a tense moment, it continues patrolling the shore.
You've coordinated a plan. The creature appears to be growing frustrated with its inability to find anybody. 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 (there are several city guards and prisoners here)
Emperor's palace (the empire's seat of power)
City shore (rumors say whoever goes here gets taken by unusual sea creatures) [Everyone 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
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
[ ] Deal with the creature from the water
==[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
With both of the creature's eyes now taken out, I flank to its back and rush forward to attempt to hack one of its bladed legs off, then quickly moves out of the way if the creature retaliates with its other legs.
Rollback Post to RevisionRollBack
Ironically, I seem to have lost interest in Minecraft. So have a taste of my Heavy Machine Gun.
With both of the creature's eyes now taken out, I flank to its back and rush forward to attempt to hack one of its bladed legs off, then quickly moves out of the way if the creature retaliates with its other legs.
You slash at one of its legs.
Enemy's evasion roll: 19.
Your roll: 9.
The creature shifts its position as you attack, and it evades your attack. You quickly get out of the way of its retaliation. You gain 4 XP.
==[Boss encounter!]==
You have engaged the creature on the shores.
The enemies were surprised!
==[Enemy action]==
Lagavulin slashes its legs at Seymour.
Seymour's evasion roll: 3.
Lagavulin's roll: 13.
Lagavulin's crit roll: 19 (success).
Lagavulin slashes Seymour across the chest, dealing 22 damage.
Tip: enemy classes
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different types of enemies differently, but that's about it.
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
[ ] Deal with the creature from the water
==[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.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
Lagavulin's evasion roll: 13.
Your roll: 20 (boosted by Hercules' Sonnet; not critical success).
Your crit roll: 9 (failed).
You hit Lagavulin with an Armor Breaker, dealing 28 damage to it and increasing its vulnerability to physical attacks! You gain 14 XP!
==[Enemy action]==
Lagavulin takes 10 bleed damage. It then slashes at Seymour again.
Status effects: Right eye damaged (Siphon Soul is permanently weakened), Have at You, Seymour! (deals 25% less damage to everything except Seymour for 2 turns), Bleeding (takes 10 slash damage every turn for 1 turn)
Smells faintly of whiskey.
Allies:
John's minion [Level 1]
[HP| 20/20] [Water Bolt: Ready]
Status effects: none
John's minion [Level 1]
[HP| 20/20] [Water Bolt: 2 turns]
Status effects: none
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 (there are several city guards and prisoners here)
Emperor's palace (the empire's seat of power)
City shore (rumors say whoever goes here gets taken by unusual sea creatures) [Everyone is overlooking this location]
Brigand hideout (one of the destinations the detained brigand marked on the map)
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 68/150 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.
Status effects: Have at You, Lagavulin! (deals 25% more damage to Lagavulin, and 25% less damage to other targets for 2 turns)
Have At You! (active: costs 15 mana)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
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
[ ] Deal with the creature from the water
==[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.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
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
Since I'm not in the mood to die today, I instead go on the defensive. I hold my sword in a guarding stance and position myself to be ready to jump at any moment. If the Lagavulin goes for me now, it'll likely miss and be right in the crossfire of our two mages, and if it doesn't, its damage will be reduced.
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.
“It should be ok, as long as I don’t have to keep the projection up for too long.”
I then proceed to perform Operation Arcane Hologram as I planned.
"We should probably get into cover so the enemy notices only the hologram, not us."
I crouch behind a convenient nearby bush.
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!
With my slightly upgraded equipment, I head toward the shores to join my comrades.
When I notice then doing something there, I approach them carefully.
"I'm sorry for being late. What did I miss?"
You join the team at the shore overlook.
You conjure a magical hologram of yourself and send it to the shore. Whatever's in the water, it starts to come closer to land.
You hide among the bushes and wait for something to happen.
You join everyone else at the shore. After you're brought up to speed, you glance down at the shore.
Connor's hologram seems to have gotten the attention of something. A strange creature emerges from the water. Its body is egg-shaped and dull white, with four hermit crab-like legs with sharp blades emerging from a large, open orifice. Its left eye appears to have been slashed out by something, and its right eye glows with a menacing energy.
The thing quickly takes notice of the hologram, and immediately and relentlessly attacks it. Two quick slashes from its legs kill the hologram, which fades out of existence. The thing is visibly confused by this, but produces no sounds. It starts furiously looking in all directions, searching for actually living prey.
"Well, we've baited it out," Seymour comments, "Now what?"
How do you handle this situation?
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 (there are several city guards and prisoners here)
Emperor's palace (the empire's seat of power)
City shore (rumors say whoever goes here gets taken by unusual sea creatures) [Everyone 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:
City of 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[ ] Deal with the creature from the water
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
Check out my new game, Legends of Aekran!
I carefully pull out my Katana silently and get to cover, examining the monster carefully.
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
It's looking for prey, obviously...to charge it now would be a mistake, especially for a featherweight like me. Hmm...
We do have an armored knight on our team. If our goal is to kill it, it would make sense for the Crafter to take point. The mages would attack from afar, and Zeph and I could attack it from the side.
I motion towards Crafter, giving him as much of my plan as I can with just hand motions (don't wanna alert the beast yet).
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!
"This creature's left eye appears to have been slashed out by someone before us, so it can see to its left... " I silently note. "Perhaps we can use that to our advantage."
Then I notice Seymour signalling me with hand motions, getting his message.
"Someone before us managed to injure this thing, but did not survive long enough to slay it. We should be careful." I tell everyone in a whisper.
With your weapon drawn, you watch the creature. It rapidly skitters back and forth, glaring in every which way with an ominous glow in its eye. You notice a significant degree of wear on its carapace, but still suspect that it's pretty durable.
You communicate your plan to the Crafter as well as possible with hand gestures.
As you whisper, the creature stops moving and begins gazing around slowly. It stays still for a moment, listening closely. After a tense moment, it continues patrolling the shore.
You've coordinated a plan. The creature appears to be growing frustrated with its inability to find anybody. 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 (there are several city guards and prisoners here)
Emperor's palace (the empire's seat of power)
City shore (rumors say whoever goes here gets taken by unusual sea creatures) [Everyone 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:
City of 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[ ] Deal with the creature from the water
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
Check out my new game, Legends of Aekran!
I sneak around to the side and prepare to do a flanking attack.
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 hide in a bush and summon 2 minions to aid me!
I hide in a bush and fire 3 Arcane Missiles at the monster’s right eye as Crafter goes to attack.
Alright, guess we're starting now! I sneak around to the opposite side of Zephil, and attack the creature's flank with a sweeping slash!
(edited)
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!
With both of the creature's eyes now taken out, I flank to its back and rush forward to attempt to hack one of its bladed legs off, then quickly moves out of the way if the creature retaliates with its other legs.
You sneak around the creature and prepare to attack. As your allies attack, you strike!
Enemy's evasion roll: 7.
Your roll: 2.
You swing your katana at the creature, but it parries your blow with its legs! You gain 4 XP.
You summon two minions!
You fire three arcane missiles at the creature's eye!
Enemy's evasion roll: 1 (critical failure!)
Your roll: 8.
Your crit roll: 16 (failed).
You hit the creature for a total of 33 damage and manage to weaken its Siphon Soul ability! You gain 17 XP!
You slash at the creature's flank.
Enemy's evasion roll: 4.
Your roll: 18.
Your crit roll: 2 (failed).
You perform a particularly effective slash at the creature, dealing 38 damage! You gain 19 XP!
You slash at one of its legs.
Enemy's evasion roll: 19.
Your roll: 9.
The creature shifts its position as you attack, and it evades your attack. You quickly get out of the way of its retaliation. You gain 4 XP.
==[Boss encounter!]==
You have engaged the creature on the shores.
The enemies were surprised!
==[Enemy action]==
Lagavulin slashes its legs at Seymour.
Seymour's evasion roll: 3.
Lagavulin's roll: 13.
Lagavulin's crit roll: 19 (success).
Lagavulin slashes Seymour across the chest, dealing 22 damage.
Tip: enemy classes
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different types of enemies differently, but that's about it.
==[Turn 2]==
Turn order:
Seymour: >>
Zephil: >>
John: >>
John's minion: >
John's minion: >
The Crafter: >>
Connor: >>
Lagavulin: >
Enemies:
Allies:
John's minion [Level 1]
[HP| 20/20] [Water Bolt: Ready]
Status effects: none
John's minion [Level 1]
[HP| 20/20] [Water Bolt: Ready]
Status effects: none
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 (there are several city guards and prisoners here)
Emperor's palace (the empire's seat of power)
City shore (rumors say whoever goes here gets taken by unusual sea creatures) [Everyone is overlooking this location]
Brigand hideout (one of the destinations the detained brigand marked on the map)
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 50/150 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|==========] 77/150 XP
[HP|==========] 28/50 | [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|==========] 55/150 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|==========] 63/150 XP
[HP|==========] 45/45 | [Mana|==========] 32/60 | 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|==========] 10/50 | 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:
City of 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[ ] Deal with the creature from the water
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
Check out my new game, Legends of Aekran!
I dance around the Lagavulin, stabbing at it.
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
#TeamRowlet #TeamSun
FF14: Gold Zephzellian World: Zalera
My Characters
Hi! This is me, hello!
I'm Vevos! HIS INNER DEMON.
Get out! I'm Alice!
Hey! I'm Draco!
Please help my Pokemon grow: http://pfq.me/GoldHero101
I summon a dark spell to damage the beast
"For something so big, it is agile..."
I perform an Armor Breaker on the creature.
"...Ouch. That hurt."
I level my gaze at the creature, then point my sword at it.
"Alright then. Have at You!"
I raise my sword to strike, then suddenly whip my pistol out and take a shot at it. Surprise attack is the best attack!
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
You activate Have at You!
Lagavulin's evasion roll: 10.
Your roll: 7.
Lagavulin moves as you shoot, but gets grazed a bit, taking 24 damage. It gets weakened for its turn! You gain 12 XP!
Lagavulin's evasion roll: 16.
Your roll: 19.
Your crit roll: 15 (failed).
You move around Lagavulin, stabbing at it. It takes 35 damage and begins to bleed! You gain 18 XP!
Lagavulin's evasion roll: 9.
Your roll: 20 (critical success!)
Your crit roll: 17 (failed).
You quickly cast a dark projectile and hit Lagavulin, dealing 20 damage to it! You gain 10 XP!
==[Ally actions]==
One of John's minions attacks Lagavulin.
Lagavulin's evasion roll: 4.
John's minion's roll: 13.
Crit roll: 9 (failed).
The minion hits Lagavulin for 12 damage. John gains 4 XP.
John's other minion fires a water bolt at Lagavulin.
Evasion roll: 18.
Minion's roll: 2.
Lagavulin dodges the water bolt by moving to the side.
Lagavulin's evasion roll: 13.
Your roll: 20 (boosted by Hercules' Sonnet; not critical success).
Your crit roll: 9 (failed).
You hit Lagavulin with an Armor Breaker, dealing 28 damage to it and increasing its vulnerability to physical attacks! You gain 14 XP!
==[Enemy action]==
Lagavulin takes 10 bleed damage. It then slashes at Seymour again.
Seymour's evasion roll: 14.
Lagavulin's roll: 15.
It hits Seymour slightly, dealing 7 damage.
==[Turn 3]==
Turn order:
John: >>
John's minion: >
Lagavulin: >
Seymour: >>
John's minion: >
Zephil: >>
Connor: >>
The Crafter: >>
Enemies:
Allies:
John's minion [Level 1]
[HP| 20/20] [Water Bolt: Ready]
Status effects: none
John's minion [Level 1]
[HP| 20/20] [Water Bolt: 2 turns]
Status effects: none
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 (there are several city guards and prisoners here)
Emperor's palace (the empire's seat of power)
City shore (rumors say whoever goes here gets taken by unusual sea creatures) [Everyone is overlooking this location]
Brigand hideout (one of the destinations the detained brigand marked on the map)
Players:
Zephil Solstrider, Bard [Level 1 Bard|==========] 68/150 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|==========] 89/150 XP
[HP|==========] 19/50 | [Mana|==========] 25/30 | 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: Have at You, Lagavulin! (deals 25% more damage to Lagavulin, and 25% less damage to other targets for 2 turns)
When used, target a single enemy, and do increased damage towards them for 3 turns. While active, both you and your target enemy deal less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
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|==========] 69/150 XP
[HP|==========] 75/75 | [Mana|==========] 25/40 | 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|==========] 63/150 XP
[HP|==========] 45/45 | [Mana|==========] 42/60 | 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|==========] 52/150 XP
[HP|==========] 35/35 | [Mana|==========] 20/50 | 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:
City of 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[ ] Deal with the creature from the water
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
Check out my new game, Legends of Aekran!
I inspect my wounds for a moment.
"...I may have made a mistake by provoking it."
Since I'm not in the mood to die today, I instead go on the defensive. I hold my sword in a guarding stance and position myself to be ready to jump at any moment. If the Lagavulin goes for me now, it'll likely miss and be right in the crossfire of our two mages, and if it doesn't, its damage will be reduced.
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!