[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.
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
[ ] Locate Gregory's fortress
==[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.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
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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
I put Crafter's Mark away in my (somehow bigger on the inside) pocket. At it's base stats, it wouldn't be any more useful than the Leg of Lagavulin I have now.
"Keep your eyes open. Landscapes like this tend to have nasty surprises waiting for people..." I tell everyone as I lead the trek north, with my shield and Leg of Lagavulin out.
Rollback Post to RevisionRollBack
Ironically, I seem to have lost interest in Minecraft. So have a taste of my Heavy Machine Gun.
I put Crafter's Mark away in my (somehow bigger on the inside) pocket. At it's base stats, it wouldn't be any more useful than the Leg of Lagavulin I have now.
"Keep your eyes open. Landscapes like this tend to have nasty surprises waiting for people..." I tell everyone as I lead the trek north, with my shield and Leg of Lagavulin out.
You store Crafter's Mark for now.
You keep your guard up as you advance.
You forge ahead through the snow and ice, staying cautious in case you get ambushed. Before long, the fortress comes into view.
"Here we are," Alessandra declares. "Getting in will not be easy."
"Well, it's never been easy before," Zephil says. "Why start now?"
As you step onto the bridge, you notice it's littered with the bodies of unusual creatures you've never seen before. Their spindly legs are splayed out all around them, their mandibles bent and twisted at unnatural angles. Their bodies are in varying stages of decay.
"What are these?" Junia asks.
"Snow creepers," Alessandra answers. "Feral creatures indigenous to this region. There must be hundreds of them here..."
"Thousands, actually," an unfamiliar baritone echoes from across the bridge.
Alessandra narrows her eyes. "You..."
Across the bridge stands a man clad in all black, his face hidden behind a gas mask. He emits a continuous field of water, inexplicably unfrozen despite the frigid climate. He throws his arms out in a 'well, what is it' fashion. "So good to see you again, dear Alessandra," he says, a smug tone to his voice.
"I cannot say the same, heretic," her voice is filled with venom. "I see you still refuse to show your face. Ashamed of your crimes, are you?"
He - Gregory - laughs. "Of course not! This is more of a fashion choice." He pauses, analyzing Alessandra's clothing. "Well, I see fashion is a foreign concept to you."
She growls in anger. "I will make you pay for your crimes, on behalf of my homeland!"
"I won't give you any more respect than you deserve. Teacher's pet or not, you're still just a sorceress with a hell of an ego. They only ever exiled me because they knew I would lead them into a better future, but they were afraid of me."
"They were afraid of you because you could have killed us all!"
Gregory waves his hand dismissively. "You and all of Semiland can burn in hell for all I care. For now, though..."
He claps his hands together, surging with magic power. Beams of energy emit from his hands, snapping onto the snow covering the bridge. It begins to take on a cohesive shape - a humanoid shape.
Several more beams surge forth, creating more and more humanoid forms out of the snow. Within seconds, there are dozens of them before you.
"That should keep you busy for a while," Gregory remarks, striding away.
Alessandra curses in another language. "Hold nothing back! Kill them all!"
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the duration of the fight)
Bardic Tunes III (passive)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Have At You! II (active: costs 15 mana)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
[√] Locate Gregory's fortress
[ ] Defeat the Snowbound
==[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.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
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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
"Aw man... here we go again." I change Anthem of Blood to Limerick of the Guard. "Wish I had brought a big torch... ah well, I can make it MYSELF!" I cast a giant cone of fire in front of me, burning a good chunk of them.
Rollback Post to RevisionRollBack
His world shalt be entered on the day of legends.
Current avatar: Imp from Media Molecule's own Dreams
"Aw man... here we go again." I change Anthem of Blood to Limerick of the Guard. "Wish I had brought a big torch... ah well, I can make it MYSELF!" I cast a giant cone of fire in front of me, burning a good chunk of them.
You switch to Limerick of the Guard and project a cone of fire in front of you.
Snowbounds' evasion roll: 7.
Your roll: 14.
Your crit roll: 20 (critical success!)
Three of them are engulfed in flames, taking 25 damage each! You gain 35 XP!
Status effects: Replicating (every turn, creates four more Snowbound)
The snow is speaking Semilean...
Snowbound
[HP| 22/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 22/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 22/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 22/40] [Mana| 0/10]
Status effects: none
Snowbound
[HP| 22/40] [Mana| 0/10]
Status effects: none
Snowbound
[HP| 22/40] [Mana| 0/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 28 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 214/450 XP
[HP|==========] 51/72 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the duration of the fight), Frigid (suffers -2 to non-crit rolls 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 II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
[√] Locate Gregory's fortress
[ ] Defeat the Snowbound
==[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.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Status effects: Replicating (every turn, creates four more Snowbound)
The snow is speaking Semilean...
Snowbound
[HP| 3/40] [Mana| 10/10]
Status effects: Bleeding (takes 10 damage every turn for 2 turns)
Massive snowbound
[HP| 75/120] [Mana| 30/30]
Status effects: none
Snowbound
[HP| 37/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 37/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 27 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 233/450 XP
[HP|==========] 63/72 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the duration of the fight)
Bardic Tunes III (passive)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Status effects: Wind Waltz (gains +3 to evasion rolls for 3 turns)
Have At You! II (active: costs 15 mana)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
[√] Locate Gregory's fortress
[ ] Defeat the Snowbound
==[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.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
"EAT THIS!" After making some hand symbols, a giant burst of flames appears right in the middle of em.
You send out a burst of fire.
Snowbounds' collective evasion roll: 10.
Your collective roll: 14.
Your crit roll: 7 (failed).
You burn four of the snowbound, killing one and dealing 17 damage to the others! One of them catches fire! You gain 43 XP! All of the snowbound take 3 damage!
Status effects: Replicating (every turn, creates two more Snowbound)
The snow is speaking Semilean...
Snowbound
[HP| 5/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 15/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 15/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 15/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 26 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 276/450 XP
[HP|==========] 72/72 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the duration of the fight)
Bardic Tunes III (passive)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Status effects: Wind Waltz (gains +3 to evasion rolls for 2 turns)
Have At You! II (active: costs 15 mana)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
[Left weapon: Shield +1] [Right weapon: Leg of Lagavulin +1] [Helmet: Black iron helmet] [Chestplate: Black iron chestplate] [Gauntlets: Knight's gauntlets +1] [Boots: Black iron leggings]
Status effects: None
Armor Breaker (active: costs 15 mana)
Perform an attack that deals double damage to enemy block. If the target has no block, this ability causes them to take 10% more damage from physical attacks for 3 turns.
Counter (passive)
When surviving an enemy attack, immediately hit back with a regular attack. Counter attacks cannot critically hit.
Arcane Missiles (active: costs 6x1.25 mana)
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
[√] Locate Gregory's fortress
[ ] Defeat the Snowbound
==[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.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Your attributes determine your stats. You can increase your attributes by leveling up, equipping powerful gear, and by utilizing training halls in towns. Your basic attributes determine your basic stats, while your magic attributes affect your ability to wield different types of magic. You get one skill point whenever you level up, which can be spent to increase any attribute.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Your stats are an indication of how powerful you are. You want them to be as high as possible. Your stats primarily increase as you level up your attributes, though there are other means of enhancing your stats.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
Weapon proficiencies indicate a higher level of skill in utilizing certain weapon types. If you use a weapon type you're proficient with, the weapon's stats will be enhanced in various ways. There are two ways to obtain weapon proficiencies: class selection, and undergoing weapon training. Every class has their own set of weapon proficiencies, but you can become proficient with other weapon types by finding weapon masters willing to teach you, at which point you'll begin a personal side quest to become proficient in a new weapon type.
Every turn in combat, each player gets to take a major action and a minor action. Major actions are things like attacking enemies, healing allies, and using items. Minor actions are things like searching containers, talking to people, and looking around. If you choose to take a minor action, your major action will be slightly weakened, so there's value in only taking a major action. You can also take two minor actions at once, if you so choose.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
When a player's HP reaches zero, they get knocked out. KO'd players can only perform minor actions, and therefor can't heal allies or attack enemies. Players cannot be KO'd outside of combat.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
The damage players inflict is dependent on the strength of their weapon, the result of their attack dice rolls, and the creativity of their attack. Your weapon's attack stat is the minimum amount of damage the weapon can deal, assuming you get an average dice roll and perform a basic attack. Putting more effort and creativity into your attacks increases the damage of your attack, up to double your weapon's attack stat. High dice rolls can further enhance your damage.
Blocking can be performed as a minor action. Doing so will grant you an amount of block that depends on your weapons' defensive value and the outcome of a dice roll. Block functions as damage absorption; you'll lose block before you lose HP.
Whenever you perform something significant, you gain XP. When you gain enough XP, you level up. Leveling up allows you to enhance your attributes and, occasionally, learn a new ability. You can learn a new ability every 5 levels. There is no level cap.
Every 5 levels grants you the ability to learn a new ability. When this happens, you can create your own ability to obtain. Do note that the ability's strength must be reasonable for your current level, and if your ability is too strong, it may have to be nerfed. It's also recommended that your abilities thematically fit with your class, as this will make them stronger.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
There are several types of damage, all of which have their strengths and weaknesses. Each damage type also has an associated status effect that will occasionally be inflicted when damage of that type is dealt.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
You can look around at any time. Doing so can allow you to find items, notice interesting people, and get your bearings. Looking around counts as a minor action in combat.
Heavier equipment can increase your level of encumbrance, which can impact your evasion.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
You slowly heal over time when out of combat. You can accelerate the process with items or abilities. Using items or abilities will also allow you to heal in the middle of combat.
Sometimes, you'll get to choose what to say to people. You can say whatever you want, but be ready to deal with the consequences of your words.
Enemies can be classified as human, beast, or eldritch. Some perks and abilities may affect different classes differently, but that's about it.
You gain skill points whenever you level up. You can use them to increase your attributes and magic skills, or to upgrade your abilities.
If you run out of HP, you are KO'd for the rest of combat, or until someone revives you. While KO'd, you can only perform minor actions. KO'd players will automatically be revived after combat.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
An item's perk points depends on its rarity. Uncommon items have 1, rare items have 2, legendary items have 3, and mythical and primeval items have 5. Uncommon perks require 1 point, rare ones require 2, legendary ones require 3, and primeval ones require 4.
Rollback Post to RevisionRollBack
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
I use magic to diagnose any damage the battery has sustained, so that I can (hopefully) repair it.
You throw your unused items into group storage and prepare to set off.
You combine the iron with the old iron coin to create your own signature weapon, the Crafter's Mark! Will you equip it now?
You also put the potion creation kit into group storage.
The Crafter's Mark common
A simple iron longsword. It holds great potential.
Accuracy modifier: 0
Critical modifier: 0
Critical multiplier: 1.4x
Attribute requirements: 2 strength, 2 dexterity
Scaling:
(D) Strength, (E) Dexterity
Damage:
Slash: 24
Block: 5
March, friends!
You analyze the battery. Its power is mostly depleted, and there are a few scratches and scorch marks on its surface. Should be pretty easy to fix.
With the seer in tow, you set off for Frostfall.
==[Quest completed: The Seer of Ironhaven!]==
All players gain 100 gold and 100 XP!
==[New quest: Old Hatreds]==
You arrive at Frostfall without incident. As soon as you disembark, you become intimately familiar with the brutally cold winds.
"Oh God, it's freezing!" Morgan complains.
"You had to expect this," Alessandra says. "Now then, Gregory's black fortress should be directly north of here."
"Then I guess that's where we're headed," Seymour says.
Seymour levels up!
+2 skill points!
Zephil has obtained greatsword proficiency!
Points of interest:
Dock (the rarely used port of travel in Frostfall) [Everyone is here]
Party (well rested for 29 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 179/450 XP
[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: 275
Weapons:
>Lute +1 (weight: 2) (value: 15)
>Ballad of Two (weight: 2) (value: 35)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 40
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 8
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 7 Rogue|==========] 23/450 XP {Skill points: 2}
[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: 356
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
Items:
>Crimson x4 (weight: 2 [0.5 each]) (value: 100 [25 each])
>Loaded dice (weight: 1) (value: 20)
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 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|==========] 363/400 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: 375
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Crafter's Mark (weight: 2) (value: 20)
Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x17 (weight: 1.7 [0.1 each]) (value: 425 [25 each])
>Potion base x10 (weight: 1 [0.1 each]) (value: 100 [10 each])
>Blue orchid x10 (weight: 1 [0.1 each]) (value: 150 [15 each])
>Northstar flower x5 (weight: 0.5 [0.1 each]) (value: 60 [15 each])
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Firewood (weight: 2) (value: 40)
>Crimson (weight: 0.5) (value: 30)
Potion recipes:
>Minor healing potion
Requirements: 1 potion base, 2 medicinal herbs
>Minor mana potion
Requirements: 1 potion base, 2 blue orchids
>Night vision potion
Requirements: 1 potion base, 2 northstar flowers
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 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|==========] 152/400 XP
[HP|==========] 45/45 | [Mana|==========] 89/89 | Equip load: 9.5/35 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: The Jagged Edge] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 305
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Wizard staff +1 (weight: 2) (value: 12)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
>The Jagged Edge (weight: 1.5) (value: 70)
>The Master Key (weight: 1.5) (value: 70)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Crimson x2 (weight: 1 [0.5 each]) (value: 60 [30 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 3
Dexterity: 3
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 5 Bounty Hunter|==========] 326/350 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: 300
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
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|==========] 381/350 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: 250
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 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)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Caustic Caroline (weight: 1.5) (value: 100)
>Toxic Tracy (weight: 1.5) (value: 100)
>Whip +1 (weight: 2) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Potion creation starter kit (weight: 2) (value: 50)
Current location:
Frostfall
Current quests:
==[Old Hatreds]==
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
[ ] Locate Gregory's fortress
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.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
I unsheathe Ballad of Two and, holding it on my shoulder, head off north.
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 level up Dexterity and Wind Waltz.
I follow Zephil along the path to the fortress, humming the Snowdin theme as I walk.
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 put Crafter's Mark away in my (somehow bigger on the inside) pocket. At it's base stats, it wouldn't be any more useful than the Leg of Lagavulin I have now.
"Keep your eyes open. Landscapes like this tend to have nasty surprises waiting for people..." I tell everyone as I lead the trek north, with my shield and Leg of Lagavulin out.
With your weapon in hand, you venture forth.
You level up dexterity and enhance Wind Waltz, slightly reducing its mana cost!
A man of culture, I see.
You store Crafter's Mark for now.
You keep your guard up as you advance.
You forge ahead through the snow and ice, staying cautious in case you get ambushed. Before long, the fortress comes into view.
image source: here. original source: here.
"Here we are," Alessandra declares. "Getting in will not be easy."
"Well, it's never been easy before," Zephil says. "Why start now?"
As you step onto the bridge, you notice it's littered with the bodies of unusual creatures you've never seen before. Their spindly legs are splayed out all around them, their mandibles bent and twisted at unnatural angles. Their bodies are in varying stages of decay.
"What are these?" Junia asks.
"Snow creepers," Alessandra answers. "Feral creatures indigenous to this region. There must be hundreds of them here..."
"Thousands, actually," an unfamiliar baritone echoes from across the bridge.
Alessandra narrows her eyes. "You..."
Across the bridge stands a man clad in all black, his face hidden behind a gas mask. He emits a continuous field of water, inexplicably unfrozen despite the frigid climate. He throws his arms out in a 'well, what is it' fashion. "So good to see you again, dear Alessandra," he says, a smug tone to his voice.
"I cannot say the same, heretic," her voice is filled with venom. "I see you still refuse to show your face. Ashamed of your crimes, are you?"
He - Gregory - laughs. "Of course not! This is more of a fashion choice." He pauses, analyzing Alessandra's clothing. "Well, I see fashion is a foreign concept to you."
She growls in anger. "I will make you pay for your crimes, on behalf of my homeland!"
"I won't give you any more respect than you deserve. Teacher's pet or not, you're still just a sorceress with a hell of an ego. They only ever exiled me because they knew I would lead them into a better future, but they were afraid of me."
"They were afraid of you because you could have killed us all!"
Gregory waves his hand dismissively. "You and all of Semiland can burn in hell for all I care. For now, though..."
He claps his hands together, surging with magic power. Beams of energy emit from his hands, snapping onto the snow covering the bridge. It begins to take on a cohesive shape - a humanoid shape.
Several more beams surge forth, creating more and more humanoid forms out of the snow. Within seconds, there are dozens of them before you.
"That should keep you busy for a while," Gregory remarks, striding away.
Alessandra curses in another language. "Hold nothing back! Kill them all!"
Quest updated: Old Hatreds
Zephil blazes with power!
==[Turn 1]==
The snow comes to life.
Turn order:
Zephil: >>
Seymour: >>
The Crafter: >>
Morgan: >>
Junia: >>
Alessandra: >>
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Connor: >>
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Enemies:
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 29 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 179/450 XP
[HP|==========] 72/72 | [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: Breaking Limits (gains +2 to all attributes and +20 HP for the duration of the fight)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 275
Weapons:
>Lute +1 (weight: 2) (value: 15)
>Ballad of Two (weight: 2) (value: 35)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 40
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 8
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 7 Rogue|==========] 23/450 XP
[HP|==========] 61/61 | [Mana|==========] 40/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: None
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
Gold: 356
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
Items:
>Crimson x4 (weight: 2 [0.5 each]) (value: 100 [25 each])
>Loaded dice (weight: 1) (value: 20)
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 9
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 6 Knight|==========] 363/400 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: 375
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Crafter's Mark (weight: 2) (value: 20)
Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x17 (weight: 1.7 [0.1 each]) (value: 425 [25 each])
>Potion base x10 (weight: 1 [0.1 each]) (value: 100 [10 each])
>Blue orchid x10 (weight: 1 [0.1 each]) (value: 150 [15 each])
>Northstar flower x5 (weight: 0.5 [0.1 each]) (value: 60 [15 each])
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Firewood (weight: 2) (value: 40)
>Crimson (weight: 0.5) (value: 30)
Potion recipes:
>Minor healing potion
Requirements: 1 potion base, 2 medicinal herbs
>Minor mana potion
Requirements: 1 potion base, 2 blue orchids
>Night vision potion
Requirements: 1 potion base, 2 northstar flowers
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 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|==========] 152/400 XP
[HP|==========] 45/45 | [Mana|==========] 89/89 | Equip load: 9.5/35 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: The Jagged Edge] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 305
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Wizard staff +1 (weight: 2) (value: 12)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
>The Jagged Edge (weight: 1.5) (value: 70)
>The Master Key (weight: 1.5) (value: 70)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Crimson x2 (weight: 1 [0.5 each]) (value: 60 [30 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 3
Dexterity: 3
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 5 Bounty Hunter|==========] 326/350 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: 300
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
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|==========] 381/350 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: 250
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 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)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Caustic Caroline (weight: 1.5) (value: 100)
>Toxic Tracy (weight: 1.5) (value: 100)
>Whip +1 (weight: 2) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Potion creation starter kit (weight: 2) (value: 50)
Current location:
Frostfall
Current quests:
==[Old Hatreds]==
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
[√]
Locate Gregory's fortress[ ] Defeat the Snowbound
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.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"Aw man... here we go again." I change Anthem of Blood to Limerick of the Guard. "Wish I had brought a big torch... ah well, I can make it MYSELF!" I cast a giant cone of fire in front of me, burning a good chunk of them.
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
"Blast! Should've realized that he'll be having some nasty surprises waiting for us!"
I run into the middle of the group of Snowbounds, swinging my sword in a circle to take out all that are around me.
Alright, so it's a horde battle. Fun times. I activate Wind Waltz for three turns, and throw a Firebolt at one of the snowbound.
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 switch to Limerick of the Guard and project a cone of fire in front of you.
Snowbounds' evasion roll: 7.
Your roll: 14.
Your crit roll: 20 (critical success!)
Three of them are engulfed in flames, taking 25 damage each! You gain 35 XP!
You give yourself three turns of Wind Waltz, then send a firebolt into one of the snowbound.
Snowbound's evasion roll: 10.
Your roll: 9.
It gets burned, taking 36 damage. You gain 23 XP.
You run into the group, swinging your sword in a cyclone. Like a spinning top, but with blades.
Snowbounds' evasion roll: 12.
Your roll: 2.
They drop to the ground, ducking under your attack. You gain 5 XP.
==[Ally action]==
Morgan approaches one of the weaker snowbound and skewers it with his spear.
Snowbound's evasion roll: 11.
Morgan's roll: 1 (critical failure!)
Morgan completely misses and starts to fall.
Morgan's saving roll: 17 (success).
He at least manages to avoid impaling himself in the eye. He gains 5 XP.
Junia eyes the weakest snowbound and fires a pistol shot at it.
Snowbound's evasion roll: 6.
Junia's roll: 16.
Junia's crit roll: 20 (critical success!)
The creature is thoroughly obliterated. Due to being bound by the same blanket of snow, all of the creatures take 9 damage. Junia gains 19 XP.
Alessandra notices the Crafter is surrounded, and casts Protect on him, giving him 30 block.
==[Enemy action]==
Three of the snowbound swarm the Crafter, flailing their arms at him.
The Crafter's collective evasion roll: 11.
Snowbounds' collective roll: 9.
Their attacks are rather weak, dealing a total of 18 damage.
The Crafter retaliates, attempting to stomp them out.
Snowbounds' collective evasion roll: 6.
The Crafter's collective roll: 13.
He crushes all three beneath his boot. He gains 19 XP. The rest of the snowbound take 9 damage.
Three of the snowbound crawl toward Morgan, swinging their arms at him.
Morgan's collective evasion roll: 11.
Snowbounds' collective roll: 12.
Snowbounds' collective crit roll: 12 (failed).
They hit for a total of 39 damage.
The remaining three snowbound spit snowballs at Zephil.
Zephil's collective evasion roll: 7.
Snowbounds' collective roll: 11.
Snowbounds' collective crit roll: 13 (failed).
They hit for a total of 33 damage. Zephil is made frigid.
==[Turn 2]==
Everyone recovers 12 HP from Regeneratos Ballad.
Four snowbound take formation.
The snowbounds' beady eyes stare into your soul.
Turn order:
Connor: >>
Junia: >>
Morgan: >>
Zephil: >>
Snowbound: >
Snowbound: >
Snowbound: >
Seymour: >>
The Crafter: >>
Alessandra: >>
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Enemies:
Snowbound
[HP| 22/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 22/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 22/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 22/40] [Mana| 0/10]
Status effects: none
Snowbound
[HP| 22/40] [Mana| 0/10]
Status effects: none
Snowbound
[HP| 22/40] [Mana| 0/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 28 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 214/450 XP
[HP|==========] 51/72 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the duration of the fight), Frigid (suffers -2 to non-crit rolls 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: 275
Weapons:
>Lute +1 (weight: 2) (value: 15)
>Ballad of Two (weight: 2) (value: 35)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 40
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 8
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 7 Rogue|==========] 46/450 XP
[HP|==========] 61/61 | [Mana|==========] 2/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: None
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
Gold: 356
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
Items:
>Crimson x4 (weight: 2 [0.5 each]) (value: 100 [25 each])
>Loaded dice (weight: 1) (value: 20)
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 9
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 6 Knight|==========] 387/400 XP
[HP|==========] 92/92 {Block: 12} | [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: 375
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Crafter's Mark (weight: 2) (value: 20)
Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x17 (weight: 1.7 [0.1 each]) (value: 425 [25 each])
>Potion base x10 (weight: 1 [0.1 each]) (value: 100 [10 each])
>Blue orchid x10 (weight: 1 [0.1 each]) (value: 150 [15 each])
>Northstar flower x5 (weight: 0.5 [0.1 each]) (value: 60 [15 each])
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Firewood (weight: 2) (value: 40)
>Crimson (weight: 0.5) (value: 30)
Potion recipes:
>Minor healing potion
Requirements: 1 potion base, 2 medicinal herbs
>Minor mana potion
Requirements: 1 potion base, 2 blue orchids
>Night vision potion
Requirements: 1 potion base, 2 northstar flowers
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 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|==========] 152/400 XP
[HP|==========] 45/45 | [Mana|==========] 89/89 | Equip load: 9.5/35 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: The Jagged Edge] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 305
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Wizard staff +1 (weight: 2) (value: 12)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
>The Jagged Edge (weight: 1.5) (value: 70)
>The Master Key (weight: 1.5) (value: 70)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Crimson x2 (weight: 1 [0.5 each]) (value: 60 [30 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 3
Dexterity: 3
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 5 Bounty Hunter|==========] 331/350 XP
[HP|==========] 13/40 | [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: 300
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
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|==========] 400/350 XP {Will level up after combat}
[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: 250
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 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|==========] 43/68 | Equip load: 5/35 (low encumbrance)
[Left weapon: Seer's gauntlet] [Right weapon: Bronze dagger] [Helmet: Seer's hood] [Chestplate: Seer's robes] [Gauntlets: None] [Boots: Seer's boots]
Status effects: None
Defensive Ward (active: costs 25 mana)
Project a magical barrier that blocks incoming enemy attacks and has 70 HP.
Protect (active: costs 25 mana)
Shield a single ally, granting them 30 block.
Pride of Semiland (passive)
Deals 50% more damage to Gregory the Fire Resistant, as well as his summons.
Gold: 150
Weapons:
>Seer's gauntlet (weight: 1) (value: 100)
>Bronze dagger (weight: 1) (value: 15)
Armor:
>Seer's hood (weight: 1) (value: 10)
>Seer's robes (weight: 1) (value: 10)
>Seer's boots (weight: 1) (value: 10)
Mana: 60 (regen: 13)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 25
Impact defense: 0 +3
Slash defense: 0 +3
Puncture defense: 0 +3
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +9
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 4
Endurance: 3
Attunement: 7
Strength: 2
Dexterity: 2
Intelligence: 8
Faith: 4
Luck: 3
Charisma: 5
Magic: 8
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Caustic Caroline (weight: 1.5) (value: 100)
>Toxic Tracy (weight: 1.5) (value: 100)
>Whip +1 (weight: 2) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Potion creation starter kit (weight: 2) (value: 50)
Current location:
Frostfall
Current quests:
==[Old Hatreds]==
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
[√]
Locate Gregory's fortress[ ] Defeat the Snowbound
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.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"Yeah, I'd have a feeling these guys would burst us." I do SPIN TO WIN, watching as they all get torn to shreds.
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
"Blast! If only we have something that can hit all of them at once!"
I hold my shield out, then I dash into the group of Snowbounds, bowling some of them over in the process.
"Wait where's the Wind Waltz in my status bar?"
I shoot straight through a line of Snowbound.
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!
==[Ally action]==
Junia casts Divine Grace on Morgan, healing him for 8 HP. She gains 5 XP.
Morgan attempts to pierce one of the weaker snowbound with his spear.
Snowbound's evasion roll: 8.
Morgan's roll: 10.
Morgan's crit roll: 5 (failed).
He pierces the creature's snow skull, killing it. He gains 15 XP. All snowbound take 3 damage.
You spin in a circle, trying to kill as many as you can.
Snowbounds' collective evasion roll: 16.
Your collective roll: 14.
You slice five of them, dealing 6 damage to each of them. Two of them begin to bleed. You gain 19 XP.
==[Enemy action]==
One of the snowbound takes 10 bleed damage, then two of the snowbound swing their arms at Zephil.
Zephil's collective evasion roll: 12.
Snowbounds' collective roll: 2.
Their arms move comically slowly, and are barely swung in Zephil's general direction.
Fixed.
You take aim and fire through the snowbound.
Snowbounds' collective evasion roll: 9.
Your collective roll: 15.
Your crit roll: 9 (failed).
You hit three of them for 11 damage each. You gain 21 XP.
You charge into the crowd, shield raised.
Snowbounds' collective evasion roll: 8.
Your collective roll: 14.
Your crit roll: 2 (failed).
You hit five of the snowbound for 6 damage each, killing three of them! You gain 19 XP!
==[Ally action]==
Alessandra creates a defensive ward, shielding everyone.
==[Enemy action]==
Three of the snowbound begin to converge on each other, creating a single, large snowbound.
The normal snowbound smacks the defensive ward.
Snowbound's roll: 5.
The attack does nothing.
==[Turn 3]==
Everyone recovers 12 HP from Regeneratos Ballad
The defensive ward fades.
Four snowbound rise.
The snow is stained red.
==[Ally action]==
Alessandra creates another defensive ward.
Defensive ward HP: 70/70
Turn order:
Alessandra: >
Zephil: >>
Seymour: >>
Morgan: >>
The Crafter: >>
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Junia: >>
Connor: >>
Massive snowbound: >>
Snowbound: >
Enemies:
Snowbound
[HP| 3/40] [Mana| 10/10]
Status effects: Bleeding (takes 10 damage every turn for 2 turns)
Massive snowbound
[HP| 75/120] [Mana| 30/30]
Status effects: none
Snowbound
[HP| 37/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 37/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 27 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 233/450 XP
[HP|==========] 63/72 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the duration of the fight)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 275
Weapons:
>Lute +1 (weight: 2) (value: 15)
>Ballad of Two (weight: 2) (value: 35)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 40
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 8
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 7 Rogue|==========] 67/450 XP
[HP|==========] 61/61 | [Mana|==========] 15/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: Wind Waltz (gains +3 to evasion rolls for 3 turns)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
Gold: 356
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
Items:
>Crimson x4 (weight: 2 [0.5 each]) (value: 100 [25 each])
>Loaded dice (weight: 1) (value: 20)
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 9
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 6 Knight|==========] 406/400 XP {Will level up after combat}
[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: 375
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Crafter's Mark (weight: 2) (value: 20)
Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x17 (weight: 1.7 [0.1 each]) (value: 425 [25 each])
>Potion base x10 (weight: 1 [0.1 each]) (value: 100 [10 each])
>Blue orchid x10 (weight: 1 [0.1 each]) (value: 150 [15 each])
>Northstar flower x5 (weight: 0.5 [0.1 each]) (value: 60 [15 each])
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Firewood (weight: 2) (value: 40)
>Crimson (weight: 0.5) (value: 30)
Potion recipes:
>Minor healing potion
Requirements: 1 potion base, 2 medicinal herbs
>Minor mana potion
Requirements: 1 potion base, 2 blue orchids
>Night vision potion
Requirements: 1 potion base, 2 northstar flowers
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 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|==========] 152/400 XP
[HP|==========] 45/45 | [Mana|==========] 89/89 | Equip load: 9.5/35 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: The Jagged Edge] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 305
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Wizard staff +1 (weight: 2) (value: 12)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
>The Jagged Edge (weight: 1.5) (value: 70)
>The Master Key (weight: 1.5) (value: 70)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Crimson x2 (weight: 1 [0.5 each]) (value: 60 [30 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 3
Dexterity: 3
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 5 Bounty Hunter|==========] 346/350 XP
[HP|==========] 33/40 | [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: 300
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
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|==========] 405/350 XP {Will level up after combat}
[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: 250
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 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|==========] 19/68 | Equip load: 5/35 (low encumbrance)
[Left weapon: Seer's gauntlet] [Right weapon: Bronze dagger] [Helmet: Seer's hood] [Chestplate: Seer's robes] [Gauntlets: None] [Boots: Seer's boots]
Status effects: None
Defensive Ward (active: costs 25 mana)
Project a magical barrier that blocks incoming enemy attacks and has 70 HP.
Protect (active: costs 25 mana)
Shield a single ally, granting them 30 block.
Pride of Semiland (passive)
Deals 50% more damage to Gregory the Fire Resistant, as well as his summons.
Gold: 150
Weapons:
>Seer's gauntlet (weight: 1) (value: 100)
>Bronze dagger (weight: 1) (value: 15)
Armor:
>Seer's hood (weight: 1) (value: 10)
>Seer's robes (weight: 1) (value: 10)
>Seer's boots (weight: 1) (value: 10)
Mana: 60 (regen: 13)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 25
Impact defense: 0 +3
Slash defense: 0 +3
Puncture defense: 0 +3
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +9
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 4
Endurance: 3
Attunement: 7
Strength: 2
Dexterity: 2
Intelligence: 8
Faith: 4
Luck: 3
Charisma: 5
Magic: 8
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Caustic Caroline (weight: 1.5) (value: 100)
>Toxic Tracy (weight: 1.5) (value: 100)
>Whip +1 (weight: 2) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Potion creation starter kit (weight: 2) (value: 50)
Current location:
Frostfall
Current quests:
==[Old Hatreds]==
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
[√]
Locate Gregory's fortress[ ] Defeat the Snowbound
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.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
"EAT THIS!" After making some hand symbols, a giant burst of flames appears right in the middle of em.
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
"Whoa. That is one huge snowman..."
I strike the Massive Snowbound with an Armor Breaker.
LIGHTNING STORM!!!!!
I try and cut the massive snowman down to size. Maybe there's a core or something?
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 send out a burst of fire.
Snowbounds' collective evasion roll: 10.
Your collective roll: 14.
Your crit roll: 7 (failed).
You burn four of the snowbound, killing one and dealing 17 damage to the others! One of them catches fire! You gain 43 XP! All of the snowbound take 3 damage!
You thrust your sword into its chest.
Massive snowbound's evasion roll: 11.
Your roll: 10.
You hit it for 30 damage. You gain 19 XP.
==[Ally action]==
Morgan skewers one of the weaker snowbound.
Snowbound's evasion roll: 4.
Morgan's roll: 15.
Morgan's crit roll: 8 (failed).
He runs it through, killing it. The rest of the snowbound take 3 damage. Morgan gains 13 XP.
You hit the massive snowbound with Armor Breaker.
Massive snowbound's evasion roll: 3.
Your roll: 11.
Your crit roll: 19 (success).
You hit it in the head hard enough to outright kill it! You gain 28 XP, and all snowbound take 6 damage!
==[Enemy action]==
One of the snowbound burns to death. The rest of them take 3 damage.
Three of the snowbound attack the defensive ward.
Snowbounds' collective roll: 13.
Snowbounds' collective crit roll: 11 (failed).
They hit for a total of 42 damage.
==[Ally action]==
Junia casts Divine Grace on Zephil, healing him for 13 HP. She gains 8 XP.
You cast lightning storm!
Snowbounds' collective evasion roll: 10.
Your roll: 4.
They shamble out of the way! You gain 5 XP.
==[Enemy action]==
The last snowbound smacks the ward.
Snowbound's roll: 16.
Snowbound's crit roll: 7 (failed).
It deals 16 damage.
==[Turn 4]==
Everyone recovers 11 HP from Regeneratos Ballad.
The defensive ward fades.
Four snowbound appear.
There isn't much snow left on the bridge.
Turn order:
Zephil: >>
Seymour: >>
Junia: >>
Snowbound: >
Alessandra: >>
The Crafter: >>
Connor: >>
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Snowbound: >
Morgan: >>
Snowbound: >
Snowbound: >
Enemies:
Snowbound
[HP| 5/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 15/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 15/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 15/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Snowbound
[HP| 40/40] [Mana| 10/10]
Status effects: none
Points of interest:
Dock (the rarely used port of travel in Frostfall)
Black fortress (Gregory's hidden fortress) [Everyone is here]
Party (well rested for 26 turns):
Zephil Solstrider, Bard [Level 7 Bard|==========] 276/450 XP
[HP|==========] 72/72 | [Mana|==========] 50/50 | Tune points: 3 | Active auras: Regeneratos Ballad +1, Limerick of the Guard | Equip load: 11/35 (medium encumbrance)
[Left weapon: Lute +1] [Right weapon: Ballad of Two] [Helmet: Bard's cap +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Hard leather gloves +1] [Boots: Bard's boots +1]
Status effects: Breaking Limits (gains +2 to all attributes and +20 HP for the duration of the fight)
Gain access to a Tune Gauge, which fuels musical auras. You can switch auras as a minor action, and start with 1 TP (Tune Point). Each Aura has a different TP cost, so choose wisely. The TP does not get consumed, so the effects are typically weaker than just using a skill. Also allows you to fuel into an aura to enhance its effects.
Regeneratos Ballad: 1 TP
Each party member recovers (1 x D4 + Zephil's persuasion score divided by 10) HP each combat turn.
Hercules' Sonnet: 1 TP
Each party member gets a +2 to their attack rolls. NOTE: Does not have any effect if they critical fail or succeed.
Anthem of Blood: 1 TP
All attacks from the party (including Zephil's) have an additional 10% chance to inflict bleeding.
Limerick of the Guard: 1 TP
Each party member gets a +2 to their evasion rolls. NOTE: Does not have any effect if they critical fail or succeed.
Breaking Limits (passive)
"Breaking limits as only a true warrior of light could." During boss fights, you transcend your limits by gaining +2 to all attributes and +20 HP for the duration of the battle.
Flaming Flat (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 275
Weapons:
>Lute +1 (weight: 2) (value: 15)
>Ballad of Two (weight: 2) (value: 35)
Armor:
>Bard's cap +1 (weight: 1) (value: 15)
>Bard's boots +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Hard leather gloves +1 (weight: 1) (value: 40)
Items:
>Healing potion (weight: 0.25) (value: 10)
>Medicinal herbs x3 (weight: 0.3 [0.1 each]) (value: 75 [25 each])
>Manslayer oil (weight: 0.1) (value: 30)
>Ancient artifact (weight: 1) (value: 250)
>Shipping manifest (weight: 0) (quest item)
>List of names (weight: 0) (quest item)
>Letter to "Ghost" (weight: 0) (quest item)
>Escape rope (weight: 1) (value: 35)
>Bandage x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Antidote x6 (weight: 1.2 [0.2 each]) (value: 60 [10 each])
>Soaked book (weight: 1) (value: 5)
>Broken dagger (weight: 1) (value: 2)
>Robotic coolant x2 (weight: 2 [1 each]) (value: 40 [20 each])
>Shark tooth x5 (weight: 1 [0.2 each]) (value: 10 [2 each])
Mana: 50 (regen: 10)
Speed: 5
Spell slots: 3
Physical resistance: 6
Elemental resistance: 5
Vitality status resistance: 11
Endurance status resistance: 10
Persuasion score: 40
Impact defense: 0 +8
Slash defense: 0 +12
Puncture defense: 0 +9
Water defense: 0
Fire defense: 0 +3
Earth defense: 0 +3
Wind defense: 0 +3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 0 +10
Light defense: 0 +8
Dark defense: 0 +3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 5
Intelligence: 5
Faith: 5
Luck: 3
Charisma: 8
Magic: 6
Hydromancy: 3
Pyromancy: 3
Geomancy: 3
Aeromancy: 4
Cryomancy: 3
Electromancy: 3
Necromancy: 3
Polymancy: 3
Light magic: 4
Dark magic: 2
Seymour Hogsworth, Rogue [Level 7 Rogue|==========] 86/450 XP
[HP|==========] 61/61 | [Mana|==========] 28/40 | Equip load: 10/40 (low encumbrance)
[Left weapon: Silver plated pistol] [Right weapon: Katana] [Helmet: Rogue's scarf +1] [Chestplate: Iron trimmed coat +1] [Gauntlets: Rogue's gloves +1] [Boots: Steel tipped boots]
Status effects: Wind Waltz (gains +3 to evasion rolls for 2 turns)
When used, target a single enemy, and deal 33% more damage towards them for 3 turns. While active, both you and your target enemy deal 25% less damage towards anyone other than each other. If the target dies early, can swap to a new enemy for the remainder of the duration.
Wind Waltz II (active: costs X mana)
By channeling wind magic throughout the body, temporarily gain +3 to evasion rolls. Duration is 1 turn for every 6 mana spent. Also passively grants +1 to evasion rolls against enemies targeted by Have At You!. Also improves dancing skill, for reasons unknown.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt II (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 30 fire damage with +2 to its accuracy roll.
Gold: 356
Weapons:
>Katana (weight: 3) (value: 50)
>Silver plated pistol (weight: 2) (value: 25)
Armor:
>Rogue's scarf +1 (weight: 1) (value: 15)
>Rogue's gloves +1 (weight: 1) (value: 15)
>Iron trimmed coat +1 (weight: 2) (value: 45)
>Steel tipped boots (weight: 1) (value: 30)
Items:
>Crimson x4 (weight: 2 [0.5 each]) (value: 100 [25 each])
>Loaded dice (weight: 1) (value: 20)
Mana: 40 (regen: 13)
Speed: 6
Spell slots: 2
Physical resistance: 7
Elemental resistance: 3
Vitality status resistance: 12
Endurance status resistance: 10
Persuasion score: 25
Impact defense: 0 +8
Slash defense: 0 +17
Puncture defense: 0 +9
Water defense: 0
Fire defense: 3
Earth defense: 3
Wind defense: 3
Ice defense: 0
Electric defense: 0
Toxic defense: 0
Magic defense: 3
Light defense: 3
Dark defense: 3
Vitality: 5
Endurance: 3
Attunement: 4
Strength: 2
Dexterity: 9
Intelligence: 5
Faith: 3
Luck: 5
Charisma: 5
Magic: 2
Hydromancy: 2
Pyromancy: 3
Geomancy: 1
Aeromancy: 3
Cryomancy: 2
Electromancy: 2
Necromancy: 2
Polymancy: 2
Light magic: 2
Dark magic: 2
The Crafter, Knight [Level 6 Knight|==========] 434/400 XP {Will level up after combat}
[HP|==========] 92/92 | [Mana|==========] 37/52 | 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: 375
Weapons:
>Shield +1 (weight: 2) (value: 15)
>Leg of Lagavulin +1 (weight: 4) (value: 70)>The Crafter's Mark (weight: 2) (value: 20)
Armor:
>Knight's gauntlets +1 (weight: 2) (value: 15)
>Black iron helmet (weight: 3) (value: 40)
>Black iron chestplate (weight: 6) (value: 40)
>Black iron leggings (weight: 3) (value: 30)
Items:
>Healing potion x5 (weight: 1.25 [0.25 each]) (value: 50 [10 each])
>Medicinal herbs x17 (weight: 1.7 [0.1 each]) (value: 425 [25 each])
>Potion base x10 (weight: 1 [0.1 each]) (value: 100 [10 each])
>Blue orchid x10 (weight: 1 [0.1 each]) (value: 150 [15 each])
>Northstar flower x5 (weight: 0.5 [0.1 each]) (value: 60 [15 each])
>Torch x5 (weight: 2.5 [0.5 each]) (value: 35 [7 each])
>Loaded dice (weight: 1) (value: 20)
>Firewood (weight: 2) (value: 40)
>Crimson (weight: 0.5) (value: 30)
Potion recipes:
>Minor healing potion
Requirements: 1 potion base, 2 medicinal herbs
>Minor mana potion
Requirements: 1 potion base, 2 blue orchids
>Night vision potion
Requirements: 1 potion base, 2 northstar flowers
Mana: 52 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 22
Elemental resistance: 11
Vitality status resistance: 29
Endurance status resistance: 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|==========] 157/400 XP
[HP|==========] 45/45 | [Mana|==========] 64/89 | Equip load: 9.5/35 (low encumbrance)
[Left weapon: Wizard staff +1] [Right weapon: The Jagged Edge] [Helmet: Wizard hat] [Chestplate: Sorcerer's robes] [Gauntlets: Sorcerer's gloves] [Boots: Sorcerer's boots]
Status effects: none
Fires bolts of arcane energy at enemies, with each having its own target. They deal 11 magic damage when they hit. Mana cost increases for every projectile fired.
Frostfire (active: costs 25 mana)
Fires a bolt of frost and flame that burns a target for 15 damage, then subsequently freezes them, dealing 10 damage and reducing their non-crit rolls by 2 for 2 turns.
Lightning Storm III (active: costs 25 mana)
Call down a lightning storm from above, dealing 20 electric damage to all enemies.
Ice Wall (active: costs 15 mana)
Instantly create a barrier of ice, granting you 20 block.
Firebolt (active: costs 20 mana)
Fire a flaming projectile with enhanced accuracy, dealing 24 fire damage with +2 to its accuracy roll.
Gold: 305
Weapons:
>Wizard staff (weight: 2) (value: 10)
>Wizard staff +1 (weight: 2) (value: 12)
>Brigand's knife (weight: 2) (value: 13)
>Golden dagger (weight: 1) (value: 60)
>The Jagged Edge (weight: 1.5) (value: 70)
>The Master Key (weight: 1.5) (value: 70)
Armor:
>Wizard hat (weight: 1) (value: 10)
>Sorcerer's robes (weight: 2) (value: 10)
>Sorcerer's gloves (weight: 1) (value: 10)
>Sorcerer's boots (weight: 2) (value: 10)
>Iron trimmed coat (weight: 2) (value: 35)
Items:
>Eye of Lagavulin (weight: 1) (value: 40)
>Lagavulin shell fragment x10 (weight: 5 [0.5 each]) (value: 100 [10 each])
>Healing potion x3 (weight: 0.75 [0.25 each]) (value: 30 [10 each])
>Salvaged circuitry (weight: 0.25) (value: 40)
>Damaged battery (weight: 1) (value: 20)
>Crimson x2 (weight: 1 [0.5 each]) (value: 60 [30 each])
Mana: 89 (regen: 10)
Speed: 4
Spell slots: 4
Physical resistance: 5
Elemental resistance: 23
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 15
Impact defense: 0 +2
Slash defense: 0 +4
Puncture defense: 0 +2
Water defense: 0 +3
Fire defense: 0 +5
Earth defense: 0 +5
Wind defense: 0 +5
Ice defense: 0 +3
Electric defense: 0 +3
Toxic defense: 0 +3
Magic defense: 0 +8
Light defense: 0 +5
Dark defense: 0 +5
Vitality: 4
Endurance: 3
Attunement: 10
Strength: 3
Dexterity: 3
Intelligence: 7
Faith: 4
Luck: 3
Charisma: 3
Magic: 6
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
Morgan, Reformed Thief [Level 5 Bounty Hunter|==========] 359/350 XP {Will level up after combat}
[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: 300
Weapons:
>Axe (weight: 3) (value: 10)
>Axe (weight: 3) (value: 10)
>Barbed spear (weight: 3) (value: 30)
Armor:
>Bounty hunter's mask (weight: 1) (value: 10)
>Bounty hunter's tunic (weight: 3) (value: 10)
>Bounty hunter's gloves (weight: 1) (value: 10)
>Bounty hunter's boots (weight: 2) (value: 10)
Items:
>Ancient artifact (weight: 1) (value: 250)
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|==========] 413/350 XP {Will level up after combat}
[HP|==========] 35/35 | [Mana|==========] 35/53 | 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: 250
Weapons:
>Holy scriptures (weight: 2) (value: 10)
Silver plated pistol (weight: 2) (value: 25)
Armor:
>Cleric's hood (weight: 1) (value: 10)
>Cleric's robes (weight: 1) (value: 10)
>White gloves (weight: 1) (value: 10)
>Cleric's boots (weight: 1) (value: 10)
>Rogue's longcoat +1 (weight: 2) (value: 13)
>Rogue's boots +1 (weight: 1) (value: 13)
Mana: 53 (regen: 12)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 10
Vitality status resistance: 10
Endurance status resistance: 10
Persuasion score: 10
Impact defense: 0 +2
Slash defense: 0 +6
Puncture defense: 0 +2
Water defense: 0 +2
Fire defense: 0 +2
Earth defense: 0 +2
Wind defense: 0 +2
Ice defense: 0 +2
Electric defense: 0 +2
Toxic defense: 0 +2
Magic defense: 0 +4
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 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|==========] 19/68 | Equip load: 5/35 (low encumbrance)
[Left weapon: Seer's gauntlet] [Right weapon: Bronze dagger] [Helmet: Seer's hood] [Chestplate: Seer's robes] [Gauntlets: None] [Boots: Seer's boots]
Status effects: None
Defensive Ward (active: costs 25 mana)
Project a magical barrier that blocks incoming enemy attacks and has 70 HP.
Protect (active: costs 25 mana)
Shield a single ally, granting them 30 block.
Pride of Semiland (passive)
Deals 50% more damage to Gregory the Fire Resistant, as well as his summons.
Gold: 150
Weapons:
>Seer's gauntlet (weight: 1) (value: 100)
>Bronze dagger (weight: 1) (value: 15)
Armor:
>Seer's hood (weight: 1) (value: 10)
>Seer's robes (weight: 1) (value: 10)
>Seer's boots (weight: 1) (value: 10)
Mana: 60 (regen: 13)
Speed: 4
Spell slots: 3
Physical resistance: 5
Elemental resistance: 15
Vitality status resistance: 15
Endurance status resistance: 15
Persuasion score: 25
Impact defense: 0 +3
Slash defense: 0 +3
Puncture defense: 0 +3
Water defense: 0 +6
Fire defense: 0 +6
Earth defense: 0 +6
Wind defense: 0 +6
Ice defense: 0 +6
Electric defense: 0 +6
Toxic defense: 0 +6
Magic defense: 0 +9
Light defense: 0 +6
Dark defense: 0 +6
Vitality: 4
Endurance: 3
Attunement: 7
Strength: 2
Dexterity: 2
Intelligence: 8
Faith: 4
Luck: 3
Charisma: 5
Magic: 8
Hydromancy: 4
Pyromancy: 4
Geomancy: 4
Aeromancy: 4
Cryomancy: 4
Electromancy: 4
Necromancy: 4
Polymancy: 4
Light magic: 4
Dark magic: 3
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Engraved knife (weight: 2) (value: 35)
>Katana +1 (weight: 3) (value: 60)
>"Zweilander +1 (weight: 5) (value: 110)
>Student's greatsword (weight: 3) (value: 10)
>Cutlass (weight: 2) (value: 20)
>Caustic Caroline (weight: 1.5) (value: 100)
>Toxic Tracy (weight: 1.5) (value: 100)
>Whip +1 (weight: 2) (value: 15)
>Bard's garb +1 (weight: 2) (value: 15)
>Bard's gloves +1 (weight: 1) (value: 15)
>Leather mask (weight: 1) (value: 13)
>Potion creation starter kit (weight: 2) (value: 50)
Current location:
Frostfall
Current quests:
==[Old Hatreds]==
Gregory resides in the snowy region of Frostfall, a location inhabited by very few people. The region is expansive, but the seer, Alessandra, assured you that Gregory's fortress would be easy to spot. You venture forth into the frozen wasteland in search of Alessandra's lifelong rival.
You arrived at Gregory's black fortress. Alessandra and Gregory's confrontation resulted in him conjuring forth living beings made of snow. He disappeared into the fortress, leaving you alone with his artificial constructs.
[√]
Locate Gregory's fortress[ ] Defeat the Snowbound
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.
==[The Seer of Ironhaven]==
Monstrous sea creatures do exist, and that appear to be lead by a ghost that wears sunglasses and speaks like a surfer dude. Honestly, it's not the weirdest thing that's happened to you on a job. The ghost is likely being summoned and controlled by a sorcerer somewhere in Aekran, and stopping them would more than likely dispel the spirit and destroy the sea monsters. In order to track down this malevolent sorcerer, the emperor has informed you of a seer in Ironhaven who should be able to help you. To get to Ironhaven, however, you'll need to obtain a boat.
You arrived in Ironhaven without incident. Your next priority would be to visit the seer.
The seer informed you that the sunglasses wearing spirit was summoned by a heretical mage known as Gregory. The only way to seal the spirit away is to stop Gregory, but to do so, you'll need to track him down. The seer pointed you in the direction of several creatures Gregory has summoned. Apparently, eliminating them and collecting whatever they leave behind will allow you to pinpoint his location. You set off, prepared for combat.
You fought and defeated Krab, Cracker of Shells, and obtained its soul. Three foes remained before you could track Gregory down.
It was a long fight, but you destroyed Mechacrab, the Cyborg Crustacean. Its core belonged to you now. Only two targets left.
In a rather decisive battle, you slayed Crabbell, Ringer of the Tides and obtained a magical image of its bell. One target remains.
You have vanquished all four of Gregory's champions. The seer should be able to help you locate him using the relics you obtained from them.
You returned the remnants of Gregory's champions to the seer. After you assisted her in dealing with a group of assassins, she began to focus her magical power to locate the heretical mage, Gregory. It will take some time for her to finish, so you have been left with some free time.
After a brief moment to yourself, the seer has located Gregory.
The seer chose to accompany you on your quest to defeat Gregory. She tracked the heretical mage to the desolate region of Frostfall. You set off immediately, ready for whatever may lie ahead.
Here is a list of all attributes.
=====[Basic attributes]=====
==[Vitality]==
Vitality determines your max HP and your resistance to certain status effects and damage types.
Affects:
Max HP
Physical damage resistances
Multiple status resistances, including bleed, frost, and poison
==[Endurance]==
Endurance determines your damage resistance, equip load, and speed, as well as your resistance to certain status effects.
Affects:
Damage resistances
Max equip load
Speed
Multiple status resistances, including stagger, vulnerability, and burn
==[Attunement]==
Attunement determines your max mana and the number of spell slots available, as well as your resistance to certain types of magic.
Affects:
Max mana
Number of spell slots
Elemental damage resistances
==[Strength]==
Strength determines the effectiveness of certain weapon types, your maximum carry capacity, and your ability to win clashes.
Affects:
Effectiveness of strength-scaling weapons
Maximum inventory capacity
Effectiveness in clashes
==[Dexterity]==
Dexterity determines the effectiveness of certain weapon types, your ability to evade attacks, and your ability to land critical hits.
Affects:
Effectiveness of dexterity-scaling weapons
Evasion dice rolls
Critical hit dice rolls
==[Intelligence]==
Intelligence determines the effectiveness of certain spells, your mana regeneration, and the effectiveness of certain relics.
Affects:
Effectiveness of intelligence-scaling magic and weapons
Effectiveness of intelligence-scaling relics
Mana regeneration rate
==[Faith]==
Faith determines the effectiveness of certain spells, the healing you receive, and the effectiveness of certain relics.
Affects:
Effectiveness of faith-scaling magic and weapons
Effectiveness of faith-scaling relics
Healing received
==[Luck]==
Luck influences your ability to succeed in nearly all aspects by rigging the dice in your favor.
Affects:
All dice rolls
==[Charisma]==
Charisma determines your ability to persuade others, as well as your buy and sell prices at shops.
Affects:
Persuasion ability
Buying prices at shops
Selling prices at shops
=====[Magic stats]=====
==[Magic]==
Your basic knowledge of magic. It primarily affects basic magic spells, but has a slight influence on all other types of magic.
==[Hydromancy]==
Your knowledge of water magic. Water-based spells are highly versatile and can be used in offensive and defensive roles.
==[Pyromancy]==
Your knowledge of fire magic. Fire-based spells are primarily offensive, dealing high damage and immolating targets.
==[Geomancy]==
Your knowledge of earth magic. Earth-based spells have strong defensive capabilities, while also being useful attacks.
==[Aeromancy]==
Your knowledge of wind magic. Wind-based spells can be used in several ways, from enhancing mobility to breaking the enemy's formation.
==[Cryomancy]==
Your knowledge of ice magic. Ice-based spells can take the form of powerful attacks or inexorable
defensive wards.
==[Electromancy]==
Your knowledge of lightning magic. Lightning-based spells have excellent attack power, and synergize well with water magic.
==[Necromancy]==
Your knowledge of necromancy. Necromancers are able to reanimate the dead, as well as create deadly
poisons and toxins.
==[Polymancy]==
Your knowledge of shapeshifting magic. Polymorphs are highly respected in combat for their adaptability and quick thinking.
==[Light magic]==
Your knowledge of light magic. Light-based spells are primarily used to ward off demonic creatures and heal wounds.
==[Dark magic]==
Your knowledge of dark magic. Darkness-based spells are a seldom used type of magic, as their use is forbidden in several parts of the world.
Here is a list of all stats.
==[HP]==
Your hit points. These decrease as you take damage. If you run out of HP, you get KO'd.
==[Damage resistances]==
Damage resistances indicate a percentage reduction to the damage you take. Most resistances are divided into the various damage types. One point of damage resistance reduces incoming damage by 1%.
==[Defenses]==
Defenses indicate a static reduction to the damage you take. Most defenses are divided into the various damage types. One point of defense reduces incoming damage by one point.
==[Status resistances]==
Status resistances indicate your ability to resist status effects applied to you. Status resistances are divided into vitality status resistance and endurance status resistance. Higher status resistance reduces the chance of you being afflicted with a status effect, as well as the potency of the status effect if you do get afflicted.
==[Equip load]==
Your equip load measures how heavy your equipped gear can be. As you get closer to the maximum, your evasion rolls will be lowered, and if you go over your maximum equip load, you won't be able to evade attacks at all.
==[Speed]==
Speed determines when in each turn you'll be able to take your action. Raising your speed will allow you take your actions sooner in the turn.
==[Mana]==
Mana is used to cast spells and use active abilities. You regenerate some of your mana every turn.
==[Inventory capacity]==
Your carrying capacity determines how many items you can carry on your person. Heavier items take up more space. This is a separate stat from equip load, so having a full inventory won't affect your ability to dodge.
==[Persuasion score]==
Persuasion score is your ability to talk your way into getting what you want. There are several factors that influence persuasion score, most notably your charisma attribute. Higher persuasion score makes it easier to win people over with words alone.
The order in which units take their turn is determined by their speed and the results of a dice roll. Your turn priority is your speed + (1 x D6). Units with the highest turn priority go first, and units with the lowest go last. Turn order will be listed on every update. If a player doesn't take their action in an update, their action that turn will be skipped.
KO'd players will automatically be revived with 10% of their max HP at the end of combat. There are other means of reviving players in the middle of battle, though they require abilities, items, or particularly effective healing attempts.
There are also preset abilities that can be learned throughout the game, at various sources. You can mix these in with your custom abilities to create a build that works perfectly for you.
Here is a list of all damage types.
Impact: inflicted by bludgeoning weapons. Can occasionally stagger an enemy, hindering their accuracy and evasion.
Slash: inflicted by blades. Can occasionally cause enemies to bleed.
Puncture: inflicted by thrusting weapons and projectiles. Can occasionally weaken an enemy, reducing their damage output.
Water: inflicted by hydromancy and water-infused weapons. Can occasionally douse the target in water, making them vulnerable to electricity.
Fire: inflicted by pyromancy and fire-infused weapons. Can occasionally light the target on fire.
Earth: inflicted by geomancy and earth-infused weapons. Can occasionally shatter an enemy's defenses, leaving them vulnerable.
Wind: inflicted by aeromancy and wind-infused weapons. Can occasionally disarm the target, weakening them or forcing them to grab their weapon.
Ice: inflicted by cryomancy and ice-infused weapons. Can occasionally freeze the target.
Electric: inflicted by electromancy and lightning-infused weapons. Can occasionally electrify the target, which also shocks nearby enemies.
Toxic: inflicted by poisons. Can occasionally poison the target.
Magic: inflicted by magic. Can occasionally hex the target, making them more vulnerable to status effects.
Light: inflicted by light magic. Can occasionally blind the target, or severely damage eldritch creatures.
Dark: inflicted by dark magic. Can occasionally corrupt the target, which can frequently lead to an early demise.
If you are below 30% of your max equip load, you'll gain +1 to your evasion dice rolls.
If you're between 30% and 60%, your evasion won't be impacted at all.
If you're over 60%, you'll gain -1 to your evasion rolls.
If you're over 100%, you won't be able to dodge attacks at all.
KO'd players can be revived in combat with certain items and abilities, or a high roll on a healing action. If a healing action isn't particularly powerful, it'll have no effect on a KO'd player. Players are typically revived with 25% of their HP.
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