==[Ally action]==
Junia casts Divine Grace on Zephil, healing him for 11 HP. She gains 6 XP.
==[Combat complete!]==
+15 XP to all players!
The leader drops lifelessly to the floor. Ghost looks on and shakes his head.
"Guess I picked the wrong side," he comments.
Junia points her pistol at Ghost, glaring at him.
He smirks behind his mask. "You won't do it. I've seen your technique; you shoot to wound. You don't have the guts to kill someone, sweetheart."
Her expression hardens, but she lowers the pistol.
"Well, then," the Crafter steps toward Ghost, grabbing him by the collar and forcing him up. "We'll be taking you in."
"For what? Doing the job I was hired for?"
"You killed a lot of major people. I don't think the authorities respond too well to that."
The Crafter's perception roll: 18.
Ghost's roll: 20 (critical success!)
A dagger slides out of Ghost's sleeve and into his hand. He swiftly stabs the Crafter and pushes him back. Seymour charges at Ghost, who counters by throwing a pouch of pocket sand.
Seymour's evasion roll: 19.
Ghost's roll: 19.
Seymour falters just a bit, but continues his advance. Ghost sidesteps to dodge, but gets caught in the shoulder. He retreats toward the nearby window.
"You're good, I'll give you that," he says, clutching at his bleeding shoulder. "But you're not good enough."
He shatters the window with a quick elbow strike. The way he cringes in pain tells you he immediately began to regret that decision.
"So long."
He defenestrates himself with a backflip.
Ghost's roll: 1 (critical failure!)
You hear a loud impact and a pained scream. You glance out the window, seeing Ghost lying motionless on the ground, his neck twisted at an unnatural angle. Morgan stifles a laugh.
"He was supposed to be a legendary assassin?" Connor chuckles.
You're alone in the office now. What will you do?
Searchable objects:
Brigand leader [Level 8] {★★ MAJOR ★★}
Not searched.
Points of interest:
Seer's house (home of Ironhaven's famous seer)
Local armorer (manufactures and sells weapons and armor)
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a serene location for quiet reflection)
Docks (a port of sea travel)
Brigand hideout (last known location of the brigand leader) [Everyone is here]
[Left weapon: Lute +1] [Right weapon: Ballad of One] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Bleeding (takes 10 damage every turn for 2 turns)
Bardic Tunes III (passive)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Have At You! II (active: costs 15 mana)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
==[The Seer of Ironhaven]== Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
[√] Obtain a boat from the docks
[√] Visit the seer
[√] Defeat Mechacrab, the Cyborg Crustacean
[√] Defeat Crabbell, Ringer of the Tides
[√] Defeat Scubaron, Shark Thrower of the Deep
[√] Defeat Krab, Cracker of shells
[√] Return to the seer
[ ] Allow the seer to locate Gregory
==[Gangbusters]== On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
[√] 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
[ ] Investigate the hideout along Ironhaven's outskirts
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√] Visit the seer at Ironhaven
[√] Obtain the herbs and elixirs
[√] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
==[An Imperial Contract]==
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I rope out the same window Ghost fell from. Andddd check the body.
You slide down on the escape rope and search Ghost's body. You obtain his twin daggers, and verify that he is extremely deceased.
Caustic Caroline rare
"Caroline was never afraid to speak her mind. She didn't have to be so harsh about it, though."
Accuracy modifier: +1
Critical modifier: +1
Critical multiplier: 1.4x
Attribute requirements: 2 strength, 4 dexterity
Scaling:
(B) Dexterity
Damage:
Slash: 12
Toxic: 15
Block: 3
Innate perk: when equipped with Toxic Tracy, both weapons deal 20% more damage.
Perks:
Demon Slayer: this weapon deals 15% more damage to eldritch enemies.
Toxic Tracy rare
"Tracy was stuck up and condescending. No good for me. Or anyone, really."
Accuracy modifier: 0
Critical modifier: 0
Critical multiplier: 1.5x
Attribute requirements: 4 strength, 2 dexterity
Scaling:
(B) Strength
Damage:
Slash: 17
Toxic: 10
Block: 4
Innate perk: when equipped with Caustic Caroline, both weapons deal 20% more damage.
Perks:
Bloody Rage: this weapon deals 30% more damage when you are below 30% HP.
I investigate the room for anything important and/or cool. We should probably heal Ghost and question him...after stripping him of anything dangerous.
You search the room. You obtain another hit list, identical to the previous one. You also find a list of the active brigand cells in Aekran. Looks like you cleared out all of them in this region, but there are a few more in other parts of the country.
Ghost, meanwhile, isn't breathing. His neck is twisted at a rather disturbing angle, and a small pool of blood is forming around his body. He's definitely not going anywhere.
You collect Ghost's body and bring it to the city's guard post. You also inform them of your activities in the brigands' hideout. They thank you for your assistance and begin preparations to storm the place and make some arrests.
==[Quest completed: Gangbusters!]==
+100 gold and 80 XP to all players!
Connor levels up!
+2 skill points!
Zephil levels up!
+2 skill points!
The seer should be ready for you now.
Quest updated: The Seer of Ironhaven
Points of interest:
Seer's house (home of Ironhaven's famous seer)
Local armorer (manufactures and sells weapons and armor)
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a serene location for quiet reflection)
Docks (a port of sea travel)
Brigand hideout (last known location of the brigand leader) [Everyone is here]
[Left weapon: Lute +1] [Right weapon: Ballad of One] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Bleeding (takes 10 damage every turn for 1 turn)
Bardic Tunes III (passive)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Have At You! II (active: costs 15 mana)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
==[The Seer of Ironhaven]== Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
[√] Obtain a boat from the docks
[√] Visit the seer
[√] Defeat Mechacrab, the Cyborg Crustacean
[√] Defeat Crabbell, Ringer of the Tides
[√] Defeat Scubaron, Shark Thrower of the Deep
[√] Defeat Krab, Cracker of shells
[√] Return to the seer
[√] Allow the seer to locate Gregory
[ ] Return to the seer
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√] Visit the seer at Ironhaven
[√] Obtain the herbs and elixirs
[√] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
==[An Imperial Contract]==
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
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"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
"Well, that settles it with the brigands and their attack dog. With that said, the Seer's probably done with her work already. But I would like to check out some things first..."
I head to the Armorer to see what's available.
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Ironically, I seem to have lost interest in Minecraft. So have a taste of my Heavy Machine Gun.
I toss the extra unused weapons into the chest, with the exception of the Master Key. I take it, look at the coolant, look at Ballad of One, and say, "Y'know... I'd really like to scale my damage off Charisma instead of Strength, thank you very much." I fuse the key and coolant into Ballad of One to create Ballad of Two, which now scales off of Charisma instead of Strength! Neat. Also, as a result, both my level up points are going into Charisma.
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His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
Assuming that our warlock isn't coming back this time, I check with our whole team if anyone wants anything specific before going to the market/armory to sell the warlock robes, mace, staff, and extra knives and pistols. I keep the extra vial of Crimson and the loaded dice.
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.
"Well, that settles it with the brigands and their attack dog. With that said, the Seer's probably done with her work already. But I would like to check out some things first..."
I toss the extra unused weapons into the chest, with the exception of the Master Key. I take it, look at the coolant, look at Ballad of One, and say, "Y'know... I'd really like to scale my damage off Charisma instead of Strength, thank you very much." I fuse the key and coolant into Ballad of One to create Ballad of Two, which now scales off of Charisma instead of Strength! Neat. Also, as a result, both my level up points are going into Charisma.
You send the twin daggers into team storage, then fuse the Master Key and the coolant to create Ballad of Two! You also level up charisma, gaining +10 persuasion score!
Your weapon now has a slot for an uncommon tier perk. You can take it to a blacksmith and get it reforged to obtain a perk.
Ballad of Two uncommon
This weapon is becoming noteworthy. In time, it could become legendary.
Accuracy modifier: 0
Critical modifier: 0
Critical multiplier: 1.6x
Attribute requirements: 2 strength, 4 charisma
Scaling:
(D) Charisma
Damage:
Slash: 30
Block: 5
Assuming that our warlock isn't coming back this time, I check with our whole team if anyone wants anything specific before going to the market/armory to sell the warlock robes, mace, staff, and extra knives and pistols. I keep the extra vial of Crimson and the loaded dice.
You keep the Crimson and the loaded dice, and Connor takes ownership of the staff. You sell the robes, mace, and the knives and pistols for a total of 106 gold.
You take the staff and equip it over your current one.
Here's the armorer's stock today:
Weapons:
Katana [curved sword | 50 gold]: A light and fast blade that favors a skilled hand. Primarily used in the eastern region of Aekran. Requires 1 strength and 4 dexterity.
Hooksword [curved sword | 60 gold]: A unique sword with a hooked blade. Historically used to catch cavalry troops and pull them from their mounts. Requires 2 strength and 4 dexterity.
Bolt rifle [rifle | 60 gold]: Bolt action rifle with a long barrel and clear iron sights. Requires 2 strength and 4 dexterity.
Services:
Reforge weapon [60 gold]: Reroll an item's perks. You can assign perk points as you see fit.
Tip: perk points
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
Points of interest:
Seer's house (home of Ironhaven's famous seer)
Local armorer (manufactures and sells weapons and armor) [The Crafter is here]
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a serene location for quiet reflection)
Docks (a port of sea travel)
Brigand hideout (last known location of the brigand leader) [Everyone is here]
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: None
Bardic Tunes III (passive)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Have At You! II (active: costs 15 mana)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
==[The Seer of Ironhaven]== Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
[√] Obtain a boat from the docks
[√] Visit the seer
[√] Defeat Mechacrab, the Cyborg Crustacean
[√] Defeat Crabbell, Ringer of the Tides
[√] Defeat Scubaron, Shark Thrower of the Deep
[√] Defeat Krab, Cracker of shells
[√] Return to the seer
[√] Allow the seer to locate Gregory
[ ] Return to the seer
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√] Visit the seer at Ironhaven
[√] Obtain the herbs and elixirs
[√] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
==[An Imperial Contract]==
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
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"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Though I do a test run of the Potion Creation Starter Kit while I wait for the others.
You sell the claw of Mechacrab for 75 gold.
You head to the inn and experiment your potion creation kit.
Creating potions requires alchemical ingredients, which you can find in several places. This particular kit comes with several, as well as some potion recipes. You can also experiment with alchemical ingredients to discover new potion recipes, and distill your existing potions back into their alchemical ingredients to discover their recipes.
I also help with the potion creation kit before sleeping if I can/are allowed to.
You pitch in and discover the alchemical properties of some of your items. The battery and the circuitry carry a latent electrical charge, the Lagavulin shell fragments contain a potent hardening compound, and the eye of Lagavulin carries a dark power capable of draining the life from living things. They might take to a potion base rather well.
Junia recites several prayers before you sleep to protect you from whatever eldritch being is hunting you. Her efforts pay off, and you receive no nightmarish visions.
The party is now well rested!
When you awake, you visit the seer. As soon as you open the door, you find her standing before you, a grin on her face.
"I have done it," she says, satisfaction creeping into her voice. "I have traced Gregory's magical paper trail and isolated his location. He has constructed a fortress for himself in the Frostfall region."
"That place is just a frozen wasteland," Seymour comments. "Why would he be there?"
"Because Frostfall would be no one's first guess."
She grabs her bronze dagger from the table, placing it in a sheath at her thigh. She continues, "I will accompany you to put that monster down. Long ago, I swore an oath to execute Gregory for his crimes. I will follow your commands, but I will be the one to sink this dagger into his heart."
"Alright, then," Connor shakes her hand. "We'll take him down together."
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: None
Bardic Tunes III (passive)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Have At You! II (active: costs 15 mana)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
==[The Seer of Ironhaven]== Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
[√] Obtain a boat from the docks
[√] Visit the seer
[√] Defeat Mechacrab, the Cyborg Crustacean
[√] Defeat Crabbell, Ringer of the Tides
[√] Defeat Scubaron, Shark Thrower of the Deep
[√] Defeat Krab, Cracker of shells
[√] Return to the seer
[√] Allow the seer to locate Gregory
[ ] Return to the seer
==[Magical Artifacts]== You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]== You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√] Visit the seer at Ironhaven
[√] Obtain the herbs and elixirs
[√] Obtain a case of sparkling water
[ ] Obtain the heart of an eldritch beast
==[An Imperial Contract]==
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
You hit the leader with a Frostfire.
Leader's evasion roll: 2.
Your roll: 14.
Your crit roll: 16 (failed).
He takes a total of 28 damage and has his non-crit rolls reduced! You gain 14 XP!
You slice into the leader!
Leader's evasion roll: 6.
Your roll: 19.
Your crit roll: 17 (failed).
You deal 40 damage to him! You gain 20 XP and 20 greatsword affinity!
==[Enemy action]==
The leader refuses to go down without a fight, and charges at Zephil, knife raised.
Zephil's evasion roll: 7.
Leader's roll: 9.
Leader's crit roll: 20 (critical success!)
He sinks his knife deep into Zephil's chest, dealing 34 damage and inflicting bleeding.
==[Ally action]==
Morgan laughs at the leader's state before thrusting his spear at him.
Leader's evasion roll: 16.
Morgan's roll: 19.
Morgan's crit roll: 9 (failed).
Morgan skewers him through the skull, terminating his earthly existence. He gains 47 XP, and everyone else gains 15 XP.
You kick Ghost's weapons away from him.
==[Ally action]==
Junia casts Divine Grace on Zephil, healing him for 11 HP. She gains 6 XP.
==[Combat complete!]==
+15 XP to all players!
The leader drops lifelessly to the floor. Ghost looks on and shakes his head.
"Guess I picked the wrong side," he comments.
Junia points her pistol at Ghost, glaring at him.
He smirks behind his mask. "You won't do it. I've seen your technique; you shoot to wound. You don't have the guts to kill someone, sweetheart."
Her expression hardens, but she lowers the pistol.
"Well, then," the Crafter steps toward Ghost, grabbing him by the collar and forcing him up. "We'll be taking you in."
"For what? Doing the job I was hired for?"
"You killed a lot of major people. I don't think the authorities respond too well to that."
The Crafter's perception roll: 18.
Ghost's roll: 20 (critical success!)
A dagger slides out of Ghost's sleeve and into his hand. He swiftly stabs the Crafter and pushes him back. Seymour charges at Ghost, who counters by throwing a pouch of pocket sand.
Seymour's evasion roll: 19.
Ghost's roll: 19.
Seymour falters just a bit, but continues his advance. Ghost sidesteps to dodge, but gets caught in the shoulder. He retreats toward the nearby window.
"You're good, I'll give you that," he says, clutching at his bleeding shoulder. "But you're not good enough."
He shatters the window with a quick elbow strike. The way he cringes in pain tells you he immediately began to regret that decision.
"So long."
He defenestrates himself with a backflip.
Ghost's roll: 1 (critical failure!)
You hear a loud impact and a pained scream. You glance out the window, seeing Ghost lying motionless on the ground, his neck twisted at an unnatural angle. Morgan stifles a laugh.
"He was supposed to be a legendary assassin?" Connor chuckles.
You're alone in the office now. What will you do?
Searchable objects:
Brigand leader [Level 8] {★★ MAJOR ★★}
Not searched.
Points of interest:
Seer's house (home of Ironhaven's famous seer)
Local armorer (manufactures and sells weapons and armor)
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a serene location for quiet reflection)
Docks (a port of sea travel)
Brigand hideout (last known location of the brigand leader) [Everyone is here]
Party:
Zephil Solstrider, Bard [Level 6 Bard|==========] 399/400 XP [Greatsword affinity 5/5|==========] 120/200 affinity
[HP|==========] 28/52 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Anthem of Blood | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of One] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Bleeding (takes 10 damage every turn for 2 turns)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 135
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Ballad of One (weight: 2) (value: 25)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 30
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 6
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 6 Rogue|==========] 243/400 XP
[HP|==========] 61/61 | [Mana|==========] 16/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: None
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
Gold: 50
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
-----
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
-----
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Items:
>Crimson (weight: 0.5) (value: 30)
>Loaded dice (weight: 1) (value: 20)
-----
>Crimson x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 6 Knight|==========] 183/400 XP
[HP|==========] 92/92 | [Mana|==========] 47/52 | Equip load: 20/55 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Gold: 100
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>Claw of Mechacrab (weight: 6) (value: 75)
Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x2 (weight: 0.2 [0.1 each]) (value: 50 [25 each])
>Escape rope (weight: 1) (value: 35)
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Old iron coin (weight: 1) (value: 15)
>Firewood (weight: 2) (value: 40)
>Potion creation starter kit (weight: 2) (value: 50)
>Iron (weight: 2 [1 each]) (value: 30 [15 each])
>Crimson (weight: 0.5) (value: 30)
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 30
Persuasion score: 15
Impact defense: 0 +15
Slash defense: 0 +15
Puncture defense: 0 +15
Water defense: 0 +6
Fire defense: 0 +15
Earth defense: 0 +9
Wind defense: 0 +9
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +9
Magic defense: 0 +9
Light defense: 0 +13
Dark defense: 0 +16
Vitality: 9
Endurance: 8
Attunement: 6
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 3
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 5 Sorcerer|==========] 322/350 XP
[HP|==========] 45/45 | [Mana|==========] 39/89 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Golden Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 55
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 2
Dexterity: 2
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 5 Bounty Hunter|==========] 146/350 XP
[HP|==========] 40/40 | [Mana|==========] 31/36 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Barbed spear] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death II (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 3 turns.
Searing Uppercut (active: costs 20 mana)
Deliver a flame-infused uppercut, dealing 12 impact damage and 14 fire damage, with a greatly improved chance to stagger the target.
Gold: 100
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 5
Spell slots: 2
Physical resistance: 10
Elemental resistance: 12
Vitality status resistance: 16
Endurance status resistance: 16
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 4
Endurance: 5
Attunement: 4
Strength: 6
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 4
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Junia, Cleric [Level 5 Cleric|==========] 201/350 XP
[HP|==========] 35/35 | [Mana|==========] 38/53 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Holy scriptures] [Right weapon: Silver plated pistol] [Helmet: Cleric's hood] [Chestplate: Rogue's longcoat +1] [Gauntlets: White gloves] [Boots: Rogue's boots +1]
Status effects: None
Divine Grace (active: costs 15 mana)
Heal a target with divine power, restoring 21% of their HP.
Divine Comfort (active: costs 25 mana)
Soothe all allies with divine power, restoring 11% HP to everyone.
Gold: 50
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 3
Endurance: 3
Attunement: 7
Strength: 3
Dexterity: 3
Intelligence: 6
Faith: 10
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 5
Dark magic: 1
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
Current location:
Ironhaven
Current quests:
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
[√]
Obtain a boat from the docks[√]
Visit the seer[√]
Defeat Mechacrab, the Cyborg Crustacean[√]
Defeat Crabbell, Ringer of the Tides[√]
[√]Defeat Scubaron, Shark Thrower of the DeepDefeat Krab, Cracker of shells[√]
Return to the seer[ ] Allow the seer to locate Gregory
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
[√]
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[ ] Investigate the hideout along Ironhaven's outskirts
==[Magical Artifacts]==
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√]
Visit the seer at Ironhaven[√]
Obtain the herbs and elixirs[√]
Obtain a case of sparkling water[ ] Obtain the heart of an eldritch beast
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"Someone go down there and get that son of a gun. Whether he survives or not, he won't be harming anyone anytime soon."
I then take note of the frozen door, and the brigands on the other side that are still trying to get in.
"Looks like we won't be going out the way we came in. Good thing I bought that Escape Rope..."
I quickly check the leader for anything important.
I rope out the same window Ghost fell from. Andddd check the body.
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 investigate the room for anything important and/or cool. We should probably heal Ghost and question him...after stripping him of anything dangerous.
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 attach an escape rode to the window sill, giving you a safe way out.
You search the leader, obtaining 50 gold, a couple vials of Crimson, and his knife and pistol.
The Jagged Edge rare
Let's get down to brass tacks.
Accuracy modifier: 0
Critical modifier: +1
Critical multiplier: 1.5x
Attribute requirements: 2 strength, 3 dexterity
Scaling:
(B) Dexterity
Damage:
Slash: 30
Block: 3
Innate perk: this weapon inflicts bleed on critical hits.
Perks:
Demon Slayer: this weapon deals 15% more damage to eldritch enemies.
The Master Key rare
Lock? What lock?
Accuracy modifier: 0
Critical modifier: 0
Critical multiplier: 1.7x
Attribute requirements: 3 strength, 3 dexterity
Scaling:
(D) Strength, (C) Dexterity
Damage:
Impact: 14
Puncture: 16
Block: 1
Innate perk: this weapon deals 30% more damage to enemy block.
Perks:
Hit and Run: Killing an enemy with this weapon grants +3 speed for the next turn.
You slide down on the escape rope and search Ghost's body. You obtain his twin daggers, and verify that he is extremely deceased.
Caustic Caroline rare
"Caroline was never afraid to speak her mind. She didn't have to be so harsh about it, though."
Accuracy modifier: +1
Critical modifier: +1
Critical multiplier: 1.4x
Attribute requirements: 2 strength, 4 dexterity
Scaling:
(B) Dexterity
Damage:
Slash: 12
Toxic: 15
Block: 3
Innate perk: when equipped with Toxic Tracy, both weapons deal 20% more damage.
Perks:
Demon Slayer: this weapon deals 15% more damage to eldritch enemies.
Toxic Tracy rare
"Tracy was stuck up and condescending. No good for me. Or anyone, really."
Accuracy modifier: 0
Critical modifier: 0
Critical multiplier: 1.5x
Attribute requirements: 4 strength, 2 dexterity
Scaling:
(B) Strength
Damage:
Slash: 17
Toxic: 10
Block: 4
Innate perk: when equipped with Caustic Caroline, both weapons deal 20% more damage.
Perks:
Bloody Rage: this weapon deals 30% more damage when you are below 30% HP.
You search the room. You obtain another hit list, identical to the previous one. You also find a list of the active brigand cells in Aekran. Looks like you cleared out all of them in this region, but there are a few more in other parts of the country.
Ghost, meanwhile, isn't breathing. His neck is twisted at a rather disturbing angle, and a small pool of blood is forming around his body. He's definitely not going anywhere.
You collect Ghost's body and bring it to the city's guard post. You also inform them of your activities in the brigands' hideout. They thank you for your assistance and begin preparations to storm the place and make some arrests.
==[Quest completed: Gangbusters!]==
+100 gold and 80 XP to all players!
Connor levels up!
+2 skill points!
Zephil levels up!
+2 skill points!
The seer should be ready for you now.
Quest updated: The Seer of Ironhaven
Points of interest:
Seer's house (home of Ironhaven's famous seer)
Local armorer (manufactures and sells weapons and armor)
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a serene location for quiet reflection)
Docks (a port of sea travel)
Brigand hideout (last known location of the brigand leader) [Everyone is here]
Party:
Zephil Solstrider, Bard [Level 7 Bard|==========] 79/450 XP [Greatsword affinity 5/5|==========] 160/200 affinity {Skill points: 2}
[HP|==========] 28/52 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Anthem of Blood | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of One] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Bleeding (takes 10 damage every turn for 1 turn)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 135
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Ballad of One (weight: 2) (value: 25)
>Caustic Caroline (weight: 1.5) (value: 100)
>Toxic Tracy (weight: 1.5) (value: 100)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 30
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 6
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 6 Rogue|==========] 323/400 XP
[HP|==========] 61/61 | [Mana|==========] 29/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: None
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
Gold: 50
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
-----
>Wizard staff +1 (weight: 2) (value: 15)
>Mace (weight: 3) (value: 10)
>Flintlock pistol x3 (weight: 3 [1 each]) (value: 30 [10 each])
>Brigand's knife x2 (weight: 4 [2 each]) (value: 26 [13 each])
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
-----
>Warlock's mask (weight: 1) (value: 10)
>Warlock's robes (weight: 2) (value: 10)
>Warlock's gloves (weight: 1) (value: 10)
>Warlock's boots (weight: 2) (value: 10)
Items:
>Crimson (weight: 0.5) (value: 30)
>Loaded dice (weight: 1) (value: 20)
-----
>Crimson x3 (weight: 1.5 [0.5 each]) (value: 75 [25 each])
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 6 Knight|==========] 263/400 XP
[HP|==========] 92/92 | [Mana|==========] 52/52 | Equip load: 20/55 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Gold: 100
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>Claw of Mechacrab (weight: 6) (value: 75)
Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x2 (weight: 0.2 [0.1 each]) (value: 50 [25 each])
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Old iron coin (weight: 1) (value: 15)
>Firewood (weight: 2) (value: 40)
>Potion creation starter kit (weight: 2) (value: 50)
>Iron (weight: 2 [1 each]) (value: 30 [15 each])
>Crimson (weight: 0.5) (value: 30)
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 30
Persuasion score: 15
Impact defense: 0 +15
Slash defense: 0 +15
Puncture defense: 0 +15
Water defense: 0 +6
Fire defense: 0 +15
Earth defense: 0 +9
Wind defense: 0 +9
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +9
Magic defense: 0 +9
Light defense: 0 +13
Dark defense: 0 +16
Vitality: 9
Endurance: 8
Attunement: 6
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 3
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 6 Sorcerer|==========] 52/400 XP {Skill points: 2}
[HP|==========] 45/45 | [Mana|==========] 49/89 | Equip load: 9/35 (low encumbrance)
[Left weapon: Wizard staff] [Right weapon: Golden Dagger] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 105
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
>The Jagged Edge (weight: 1.5) (value: 70)
>The Master Key (weight: 1.5) (value: 70)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Crimson x2 (weight: 1 [0.5 each]) (value: 60 [30 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 2
Dexterity: 2
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 5 Bounty Hunter|==========] 226/350 XP
[HP|==========] 40/40 | [Mana|==========] 36/36 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Barbed spear] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death II (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 3 turns.
Searing Uppercut (active: costs 20 mana)
Deliver a flame-infused uppercut, dealing 12 impact damage and 14 fire damage, with a greatly improved chance to stagger the target.
Gold: 100
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 5
Spell slots: 2
Physical resistance: 10
Elemental resistance: 12
Vitality status resistance: 16
Endurance status resistance: 16
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 4
Endurance: 5
Attunement: 4
Strength: 6
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 4
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Junia, Cleric [Level 5 Cleric|==========] 281/350 XP
[HP|==========] 35/35 | [Mana|==========] 50/53 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Holy scriptures] [Right weapon: Silver plated pistol] [Helmet: Cleric's hood] [Chestplate: Rogue's longcoat +1] [Gauntlets: White gloves] [Boots: Rogue's boots +1]
Status effects: None
Divine Grace (active: costs 15 mana)
Heal a target with divine power, restoring 21% of their HP.
Divine Comfort (active: costs 25 mana)
Soothe all allies with divine power, restoring 11% HP to everyone.
Gold: 50
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 3
Endurance: 3
Attunement: 7
Strength: 3
Dexterity: 3
Intelligence: 6
Faith: 10
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 5
Dark magic: 1
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
Current location:
Ironhaven
Current quests:
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
[√]
Obtain a boat from the docks[√]
Visit the seer[√]
Defeat Mechacrab, the Cyborg Crustacean[√]
Defeat Crabbell, Ringer of the Tides[√]
[√]Defeat Scubaron, Shark Thrower of the DeepDefeat Krab, Cracker of shells[√]
Return to the seer[√]
Allow the seer to locate Gregory[ ] Return to the seer
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√]
Visit the seer at Ironhaven[√]
Obtain the herbs and elixirs[√]
Obtain a case of sparkling water[ ] Obtain the heart of an eldritch beast
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"Well, that settles it with the brigands and their attack dog. With that said, the Seer's probably done with her work already. But I would like to check out some things first..."
I head to the Armorer to see what's available.
I upgrade my Strength and Dexterity by one, then equip The Jagged Edge and leave the Golden Dagger and The Master Key available to the others.
I toss the extra unused weapons into the chest, with the exception of the Master Key. I take it, look at the coolant, look at Ballad of One, and say, "Y'know... I'd really like to scale my damage off Charisma instead of Strength, thank you very much." I fuse the key and coolant into Ballad of One to create Ballad of Two, which now scales off of Charisma instead of Strength! Neat. Also, as a result, both my level up points are going into Charisma.
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 wanna get rid of this encumbrance...hmmm..."
Assuming that our warlock isn't coming back this time, I check with our whole team if anyone wants anything specific before going to the market/armory to sell the warlock robes, mace, staff, and extra knives and pistols. I keep the extra vial of Crimson and the loaded dice.
If you've met TehEpicNinja9001, you've met me. Somehow lost the account's password and email. Maybe I'll try and get it back one day. Or maybe not.
Apparently, if you put these in your signature, people will click them. Help me grow my Pokemon dudes!
...I will take the staff if no-one’s using it.
You head to the armorer.
You level up strength and dexterity and equip the Jagged Edge.
You send the twin daggers into team storage, then fuse the Master Key and the coolant to create Ballad of Two! You also level up charisma, gaining +10 persuasion score!
Your weapon now has a slot for an uncommon tier perk. You can take it to a blacksmith and get it reforged to obtain a perk.
Ballad of Two uncommon
This weapon is becoming noteworthy. In time, it could become legendary.
Accuracy modifier: 0
Critical modifier: 0
Critical multiplier: 1.6x
Attribute requirements: 2 strength, 4 charisma
Scaling:
(D) Charisma
Damage:
Slash: 30
Block: 5
You keep the Crimson and the loaded dice, and Connor takes ownership of the staff. You sell the robes, mace, and the knives and pistols for a total of 106 gold.
You take the staff and equip it over your current one.
Here's the armorer's stock today:
Weapons:
Katana [curved sword | 50 gold]: A light and fast blade that favors a skilled hand. Primarily used in the eastern region of Aekran. Requires 1 strength and 4 dexterity.
Hooksword [curved sword | 60 gold]: A unique sword with a hooked blade. Historically used to catch cavalry troops and pull them from their mounts. Requires 2 strength and 4 dexterity.
Bolt rifle [rifle | 60 gold]: Bolt action rifle with a long barrel and clear iron sights. Requires 2 strength and 4 dexterity.
Services:
Reforge weapon [60 gold]: Reroll an item's perks. You can assign perk points as you see fit.
Tip: perk points
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
Points of interest:
Seer's house (home of Ironhaven's famous seer)
Local armorer (manufactures and sells weapons and armor) [The Crafter is here]
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a serene location for quiet reflection)
Docks (a port of sea travel)
Brigand hideout (last known location of the brigand leader) [Everyone is here]
Party:
Zephil Solstrider, Bard [Level 7 Bard|==========] 79/450 XP [Greatsword affinity 5/5|==========] 160/200 affinity
[HP|==========] 27/52 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Anthem of Blood | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: None
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 235
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Ballad of Two (weight: 2) (value: 35)
>Caustic Caroline (weight: 1.5) (value: 100)
>Toxic Tracy (weight: 1.5) (value: 100)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 40
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 8
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 6 Rogue|==========] 323/400 XP
[HP|==========] 61/61 | [Mana|==========] 40/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: None
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
Gold: 256
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
Items:
>Crimson x4 (weight: 2 [0.5 each]) (value: 100 [25 each])
>Loaded dice (weight: 1) (value: 20)
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 6 Knight|==========] 263/400 XP
[HP|==========] 92/92 | [Mana|==========] 52/52 | Equip load: 20/55 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Gold: 200
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>Claw of Mechacrab (weight: 6) (value: 75)
Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x2 (weight: 0.2 [0.1 each]) (value: 50 [25 each])
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Old iron coin (weight: 1) (value: 15)
>Firewood (weight: 2) (value: 40)
>Potion creation starter kit (weight: 2) (value: 50)
>Iron (weight: 2 [1 each]) (value: 30 [15 each])
>Crimson (weight: 0.5) (value: 30)
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 30
Persuasion score: 15
Impact defense: 0 +15
Slash defense: 0 +15
Puncture defense: 0 +15
Water defense: 0 +6
Fire defense: 0 +15
Earth defense: 0 +9
Wind defense: 0 +9
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +9
Magic defense: 0 +9
Light defense: 0 +13
Dark defense: 0 +16
Vitality: 9
Endurance: 8
Attunement: 6
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 3
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 6 Sorcerer|==========] 52/400 XP
[HP|==========] 45/45 | [Mana|==========] 59/89 | Equip load: 9.5/35 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: The Jagged Edge] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 205
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Wizard staff +1 (weight: 2) (value: 12)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
>The Jagged Edge (weight: 1.5) (value: 70)
>The Master Key (weight: 1.5) (value: 70)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Crimson x2 (weight: 1 [0.5 each]) (value: 60 [30 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 3
Dexterity: 3
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 5 Bounty Hunter|==========] 226/350 XP
[HP|==========] 40/40 | [Mana|==========] 36/36 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Barbed spear] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death II (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 3 turns.
Searing Uppercut (active: costs 20 mana)
Deliver a flame-infused uppercut, dealing 12 impact damage and 14 fire damage, with a greatly improved chance to stagger the target.
Gold: 200
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 5
Spell slots: 2
Physical resistance: 10
Elemental resistance: 12
Vitality status resistance: 16
Endurance status resistance: 16
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 4
Endurance: 5
Attunement: 4
Strength: 6
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 4
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Junia, Cleric [Level 5 Cleric|==========] 281/350 XP
[HP|==========] 35/35 | [Mana|==========] 53/53 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Holy scriptures] [Right weapon: Silver plated pistol] [Helmet: Cleric's hood] [Chestplate: Rogue's longcoat +1] [Gauntlets: White gloves] [Boots: Rogue's boots +1]
Status effects: None
Divine Grace (active: costs 15 mana)
Heal a target with divine power, restoring 21% of their HP.
Divine Comfort (active: costs 25 mana)
Soothe all allies with divine power, restoring 11% HP to everyone.
Gold: 150
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 3
Endurance: 3
Attunement: 7
Strength: 3
Dexterity: 3
Intelligence: 6
Faith: 10
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 5
Dark magic: 1
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
Current location:
Ironhaven
Current quests:
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
[√]
Obtain a boat from the docks[√]
Visit the seer[√]
Defeat Mechacrab, the Cyborg Crustacean[√]
Defeat Crabbell, Ringer of the Tides[√]
[√]Defeat Scubaron, Shark Thrower of the DeepDefeat Krab, Cracker of shells[√]
Return to the seer[√]
Allow the seer to locate Gregory[ ] Return to the seer
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√]
Visit the seer at Ironhaven[√]
Obtain the herbs and elixirs[√]
Obtain a case of sparkling water[ ] Obtain the heart of an eldritch beast
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Reforge me up Ballad of Two! Let's go rest to get that rested bonus as well.
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 sell the Claw of Mechacrab to the Armorer.
Yeah, let's go get some rest.
Though I do a test run of the Potion Creation Starter Kit while I wait for the others.
I also help with the potion creation kit before sleeping if I can/are allowed to.
Let's take a quick nap before seeing the seer.
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 have Ballad of Two reforged, obtaining the following perk:
Perfectly Balanced: this weapon gains +1 to its accuracy modifier.
You sell the claw of Mechacrab for 75 gold.
You head to the inn and experiment your potion creation kit.
Creating potions requires alchemical ingredients, which you can find in several places. This particular kit comes with several, as well as some potion recipes. You can also experiment with alchemical ingredients to discover new potion recipes, and distill your existing potions back into their alchemical ingredients to discover their recipes.
You obtain recipes for the following potions:
Minor healing potion
Minor mana potion
Night vision potion
You also obtain the following ingredients:
Potion base (10)
Medicinal herbs (15)
Blue orchid (10)
Northstar flower (5)
You pitch in and discover the alchemical properties of some of your items. The battery and the circuitry carry a latent electrical charge, the Lagavulin shell fragments contain a potent hardening compound, and the eye of Lagavulin carries a dark power capable of draining the life from living things. They might take to a potion base rather well.
You head to the inn.
Junia recites several prayers before you sleep to protect you from whatever eldritch being is hunting you. Her efforts pay off, and you receive no nightmarish visions.
The party is now well rested!
When you awake, you visit the seer. As soon as you open the door, you find her standing before you, a grin on her face.
"I have done it," she says, satisfaction creeping into her voice. "I have traced Gregory's magical paper trail and isolated his location. He has constructed a fortress for himself in the Frostfall region."
"That place is just a frozen wasteland," Seymour comments. "Why would he be there?"
"Because Frostfall would be no one's first guess."
She grabs her bronze dagger from the table, placing it in a sheath at her thigh. She continues, "I will accompany you to put that monster down. Long ago, I swore an oath to execute Gregory for his crimes. I will follow your commands, but I will be the one to sink this dagger into his heart."
"Alright, then," Connor shakes her hand. "We'll take him down together."
Alessandra of Semiland has joined your party!
"I am ready to depart whenever you are," she says.
Will you be setting off now?
Points of interest:
Seer's house (home of Ironhaven's famous seer) [Everyone is here]
Local armorer (manufactures and sells weapons and armor)
Herbalist (sells various medicines and remedies)
Training academy (provides combat training, for a price)
Tavern (notable for having poor quality drinks)
The lake (a serene location for quiet reflection)
Docks (a port of sea travel)
Brigand hideout (last known location of the brigand leader)
Party (well rested for 30 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 79/450 XP [Greatsword affinity 5/5|==========] 160/200 affinity
[HP|==========] 52/52 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Anthem of Blood | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: None
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 175
Weapons:
>Whip +1 (weight: 2) (value: 15)
>Lute +1 (weight: 2) (value: 15)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Ballad of Two (weight: 2) (value: 35)
>Caustic Caroline (weight: 1.5) (value: 100)
>Toxic Tracy (weight: 1.5) (value: 100)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 40
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 8
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 6 Rogue|==========] 323/400 XP
[HP|==========] 61/61 | [Mana|==========] 40/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: None
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 7 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
Gold: 256
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
Items:
>Crimson x4 (weight: 2 [0.5 each]) (value: 100 [25 each])
>Loaded dice (weight: 1) (value: 20)
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 8
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 6 Knight|==========] 263/400 XP
[HP|==========] 92/92 | [Mana|==========] 52/52 | Equip load: 20/55 (medium encumbrance)
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Gold: 275
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x17 (weight: 1.7 [0.1 each]) (value: 425 [25 each])
>Potion base x10 (weight: 1 [0.1 each]) (value: 100 [10 each])
>Blue orchid x10 (weight: 1 [0.1 each]) (value: 150 [15 each])
>Northstar flower x5 (weight: 0.5 [0.1 each]) (value: 60 [15 each])
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Old iron coin (weight: 1) (value: 15)
>Firewood (weight: 2) (value: 40)
>Potion creation starter kit (weight: 2) (value: 50)
>Iron (weight: 2 [1 each]) (value: 30 [15 each])
>Crimson (weight: 0.5) (value: 30)
Potion recipes:
>Minor healing potion
>Minor mana potion
>Night vision potion
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 30
Persuasion score: 15
Impact defense: 0 +15
Slash defense: 0 +15
Puncture defense: 0 +15
Water defense: 0 +6
Fire defense: 0 +15
Earth defense: 0 +9
Wind defense: 0 +9
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +9
Magic defense: 0 +9
Light defense: 0 +13
Dark defense: 0 +16
Vitality: 9
Endurance: 8
Attunement: 6
Strength: 5
Dexterity: 3
Intelligence: 3
Faith: 3
Luck: 3
Charisma: 3
Magic: 2
Hydromancy: 2
Pyromancy: 2
Geomancy: 3
Aeromancy: 2
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 3
Dark magic: 1
Connor, Sorcerer [Level 6 Sorcerer|==========] 52/400 XP
[HP|==========] 45/45 | [Mana|==========] 89/89 | Equip load: 9.5/35 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: The Jagged Edge] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 205
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Wizard staff +1 (weight: 2) (value: 12)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
>The Jagged Edge (weight: 1.5) (value: 70)
>The Master Key (weight: 1.5) (value: 70)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Crimson x2 (weight: 1 [0.5 each]) (value: 60 [30 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 3
Dexterity: 3
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 5 Bounty Hunter|==========] 226/350 XP
[HP|==========] 40/40 | [Mana|==========] 36/36 | Equip load: 13/45 (low encumbrance)
[Left weapon: Axe] [Right weapon: Barbed spear] [Helmet: Bounty hunter's mask] [Chestplate: Bounty hunter's tunic] [Gauntlets: Bounty hunter's gloves] [Boots: Bounty hunter's boots]
Status effects: none
Mark for Death II (active: costs 15 mana)
Mark a target for death, causing them to take 25% more damage from all sources for 3 turns.
Searing Uppercut (active: costs 20 mana)
Deliver a flame-infused uppercut, dealing 12 impact damage and 14 fire damage, with a greatly improved chance to stagger the target.
Gold: 200
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
Mana: 30 (regen: 10)
Speed: 5
Spell slots: 2
Physical resistance: 10
Elemental resistance: 12
Vitality status resistance: 16
Endurance status resistance: 16
Persuasion score: 15
Impact defense: 0 +5
Slash defense: 0 +5
Puncture defense: 0 +5
Water defense: 0
Fire defense: 0
Earth defense: 0
Wind defense: 0
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0
Light defense: 0
Dark defense: 0
Vitality: 4
Endurance: 5
Attunement: 4
Strength: 6
Dexterity: 6
Intelligence: 4
Faith: 3
Luck: 4
Charisma: 3
Magic: 3
Hydromancy: 2
Pyromancy: 4
Geomancy: 3
Aeromancy: 3
Cryomancy: 3
Electromancy: 3
Necromancy: 2
Polymancy: 3
Light magic: 2
Dark magic: 2
Junia, Cleric [Level 5 Cleric|==========] 281/350 XP
[HP|==========] 35/35 | [Mana|==========] 53/53 | Equip load: 11/30 (medium encumbrance)
[Left weapon: Holy scriptures] [Right weapon: Silver plated pistol] [Helmet: Cleric's hood] [Chestplate: Rogue's longcoat +1] [Gauntlets: White gloves] [Boots: Rogue's boots +1]
Status effects: None
Divine Grace (active: costs 15 mana)
Heal a target with divine power, restoring 21% of their HP.
Divine Comfort (active: costs 25 mana)
Soothe all allies with divine power, restoring 11% HP to everyone.
Gold: 150
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 3
Endurance: 3
Attunement: 7
Strength: 3
Dexterity: 3
Intelligence: 6
Faith: 10
Luck: 3
Charisma: 3
Magic: 5
Hydromancy: 3
Pyromancy: 2
Geomancy: 2
Aeromancy: 3
Cryomancy: 3
Electromancy: 2
Necromancy: 1
Polymancy: 2
Light magic: 5
Dark magic: 1
Alessandra of Semiland, Seer of Ironhaven [Level 5 Sorcerer]
[HP|==========] 45/45 | [Mana|==========] 68/68 | Equip load: 5/35 (low encumbrance)
[Left weapon: Seer's gauntlet] [Right weapon: Bronze dagger] [Helmet: Seer's hood] [Chestplate: Seer's robes] [Gauntlets: None] [Boots: Seer's boots]
Status effects: None
Defensive Ward (active: costs 25 mana)
Project a magical barrier that blocks incoming enemy attacks and has 70 HP.
Protect (active: costs 25 mana)
Shield a single ally, granting them 30 block.
Pride of Semiland (passive)
Deals 50% more damage to Gregory the Fire Resistant, as well as his summons.
Gold: 150
Weapons:
>Seer's gauntlet (weight: 1) (value: 100)
>Bronze dagger (weight: 1) (value: 15)
Armor:
>Seer's hood (weight: 1) (value: 10)
>Seer's robes (weight: 1) (value: 10)
>Seer's boots (weight: 1) (value: 10)
Mana: 60 (regen: 13)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 25
Impact defense: 0 +3
Slash defense: 0 +3
Puncture defense: 0 +3
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +9
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 4
Endurance: 3
Attunement: 7
Strength: 2
Dexterity: 2
Intelligence: 8
Faith: 4
Luck: 3
Charisma: 5
Magic: 8
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
Current location:
Ironhaven
Current quests:
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
[√]
Obtain a boat from the docks[√]
Visit the seer[√]
Defeat Mechacrab, the Cyborg Crustacean[√]
Defeat Crabbell, Ringer of the Tides[√]
[√]Defeat Scubaron, Shark Thrower of the DeepDefeat Krab, Cracker of shells[√]
Return to the seer[√]
Allow the seer to locate Gregory[ ] Return to the seer
You happened upon a mysterious fellow in the sewers of Acrus, carrying an unusual relic. He mentioned that there are two other relics somewhere in Aekran that, when brought together, would lead their holder to an ancient ruin filled with unimaginable treasures. You decided to keep that in mind, just in case.
Turns out that mysterious fellow was a power hungry megalomaniac known as Geralt of Nivea, and the story he told was only partially true. Whoever holds all of the relics will apparently gain an incredible power, enough to make taking over the Aekranian empire a very real possibility. You prevented Geralt from obtaining more of the relics, and even relieved him of one of them. One relic remains unaccounted for.
[2/3] Obtain the three relics
==[Haunting Visions]==
You were presented with a strange vision one night before you fell asleep. You don't know why, you don't know the meaning of the image, and y̭͙̹̱̥͉̕ͅo̝͈̥͉̦̜͝u̵̫̻̩͓̖ ̬̘̫̩͖ͅd̯͓̟͇̼̤o͍̜͇͕̦ṉ̬̰͓'̲̹̰͙̤̟t̫̰̞̥̟ ̗̱r̰̘̝̬̰͡ec̯̙̦o̡g͉͠n̪̹̼̮i̘̦̙͇͖̯z̳̻͈͇ͅe̹͟ ̼̤̥͔t̝̭͍̞̻͕͔h̸͍̜ę̖̩̭͚̻̞̝ ̴ḇ̡̙̩̼̹̪o̥͇̺̞͈d̜̪̠͕̻͔͝i͍͙͠e̳̳͓̞͉s̶̙͚ ͚̥ͅi̡͖̠̠ṉ͖̠ ̴͚̥̱ţ̩̘̯he̞͕̰ ҉wa̷̠̘͉͖̹̞̤t̝̠̬̯͓̩e̜̩̤̯̺͔̕r̗͖̖̳̩̺͠.̡̦̩. You decided to get some help from someone more with more knowledge on this subject. Ironhaven was your next stop.
According to the Seer, you are being hunted by an eldritch horror named Kar-nthal the Formless. Apparently, it's trying to drive you insane so it can easily "assimilate" you. The seer is willing to help you track it down, but she needs some supplies. She's given you a list of what you'll need.
You brought the seer the herbs and elixirs she needs, as well as resupplying her with sparkling water. She still requires the heart of an eldritch creature. Any enemy classified as eldritch should do.
[√]
Visit the seer at Ironhaven[√]
Obtain the herbs and elixirs[√]
Obtain a case of sparkling water[ ] Obtain the heart of an eldritch beast
The emperor of Aekran has contacted you directly. He has requested your presence in Acrus, the capital city of Aekran. You're unsure of what the emperor is asking of you, but completing a contract for him would not only pay well, but would also vastly improve your reputation. On your way to Acrus, however, you were ambushed by unknown assailants. You'll have to get through them before you can get to Acrus.
Your meeting with the emperor was interesting. He informed you of an unusual rumor of monstrous sea creatures attacking people and dragging them into the sea, never to be seen again. He has asked you to investigate this matter and, if the rumors are true, put a stop to it.
You engaged a bizarre sea creature in combat and have slain it. Whatever it is, it doesn't seem like a naturally occurring creature. This thing was created by someone, somehow. Not only that, but you encountered a ghost wearing sunglasses that wants you dead. You have decided to tell the emperor what happened on the shore.
The emperor directed you toward the town of Ironhaven. A seer lives there, and she should be able to help you deal with the sunglasses-wearing ghost.
==[Gangbusters]==
On the way to Acrus, you were attacked by a group of brigands intending to rob you. One of them managed to escape, but he dropped what appears to be an identification badge depicting a hawk impaled with two swords. Judging by the fact that they have matching badges, they may be an organized faction. There may be value in learning more about them.
Apparently, these bandits are been lurking around Acrus for some time. One of the city guards mentioned one of them being detained. You might be able to use your reputation to question the bandit and learn more.
You cleared out the hideout in Acrus, with the brigand cell leader in tow. In a strange turn of events, some mysterious humanoid bear creature got loose in the building and laid waste to everyone inside. Additionally, it seems to have expressed interest in hunting you down at some point in the future.
You cleared out the hideout along the country road. You learned that this particular band of brigands is a major Crimson dealer in this part of Aekran, and that they hired a hitman to deal with some of their major enemies. All you know about this hitman is that he goes by the name of Ghost.
The last hideout was massacred by the strange bear creature. However, there was a survivor. He pointed you in the direction of the brigand leader's hideout. Apparently, it's along the outskirts of Ironhaven. You set off, hoping he hasn't relocated recently.
You stormed the brigands' hideout and eliminated their leader. The assassin, Ghost, clumsily fell to his death. Though this particular band of brigands still has cells operating in other regions of Aekran, their efforts have been effectively crippled.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I toss the weapons and armor I'm not using into party storage and depart for Frostfall. Guess we are Nord bois now.
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
If Zephil has made a custom weapon for himself, I would like to make my own too.
I combine the Irons in my inventory with the Old Iron Coin to forge a longsword base with no special perks, which I'll call the Crafter's Mark.
With that done, let's head off to Frostfall.
Oh, right. I toss the Potion Creation Starter Kit into the Group Storage so anyone can use it whenever they want to.
Let's head out!
...Got nothing else to contribute.
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!