Roll 61----Mercenary 1"A nix? Where?!" Ilk suddenly raises his staff, glancing around the room. You're not very good with fish expressions, but he looks nervous.
"A... what? I don't understand..." Daxon falls silent, and they both exchange confused stares. "My partner's name is Nix." he repeats, eventually. The other's eyes widen at this, and then he turns towards you.
"Hrm, what a suspect name." he says, giving your a crimson glare. An awkward silence follows, so you try to break it by making some inquiries towards the fish; Naturally, you use your non-verbal methods rather than simply asking with your magical mouth.
(Roll for clatter-clatter: 98/100)
Surprisingly, Ilk seems to understand every question you just implied perfectly.
"Oh, I do not mean to brag, but I'm a golden Tigo, since, as you can see, my scales are a golden yellow." he says, making some motions in a show-off manner. Although, on closer inspection, you notice only his back, sides and head are fully scaled, as there's a patch of thick pale yellow hide covering his neck, chest and lower side of the tail. "We are also the most magically apt subspecies of tigos." he adds, shaking his staff for emphasis.
"Also, do not dare put me in league with the likes of you, raider!" and just like that, the amphibian's angry again. "I am here because I helped design this pyramid! Well, mostly lay the underground foundation, yet-"
"You're one of the architects?!" Daxon's eyes light up at this. "But that is incredible! You must be at least a millennium old!" he exclaims.
"Oh, eh... Yes, the Grand Vizir of that time has blessed our group, using the Aaghamaniym. It protects against ageing, you see." the fish replies, now looking pleased.
"The legendary rapier that can grant immortality! But tell me, then, how had Vizir Kieiran died if truly had this blade?" the man asks, voice filled with enthusiasm.
"His majesty was assassinated of course, although his heir..." their discussion goes on for a while, and you you have no idea what they're talking about for the most part. Eventually they switch topics to something more 'current'.
"Well then, we two are exploring this place to find ancient texts, artefacts and the like." the fish is about to object but Daxon presses on. "I know it sounds like stealing, but what use do they have gathering dust here?" he asks. Ilk looks thoughtful for a minute.
"Hm, I suppose there is a point to that... So be it then, I shall aid you, but!" this time he looks at you. "If I deem something too dangerous, you won't take it. Also, you may not take any gold from the main vault." he finishes, folding his hands. Your partner glances towards you.---
Enemies:
Ilk
Race: Tigo (+2 parry/power underwater, +1 power on land, +1 water magic, -1 dodge, -1 accuracy on land. Can breathe underwater)
Element: Water
Inventory (1/8):
- Golden pearl (Grants the Radiance ability while held. ??)
--
Head: Azure Diadema (+1 water magic attack, +1 accuracy, -1 melee attack)
Neck:
Torso: Yellow fish scales (+2 armor, +2 slashing defense, 25% to get -1 armor on successful enemy hit for 11 turns)
Back:
Arms: Coral enchanted bracers (+1 defense, add. +1 magic defense, +1 water abilities stats, -3 attack to all other magic) {Rare}
Hands:
Fingers 1-10:
Waist: Runed skirt (+1 magic attack/defense)
Legs:
Feet: Swift sandals (+1 defense, +1 AGI, +5 dodge/-5 parry during first combat round, +1 dodge/-1 parry after) {Rare}
Weapon 1: Coral rod (Range: up to 6. +2 power, +1 water attack, -1 dodge, -1 fire attack)
Weapon 2:
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 2
Exp: 0/78
HP: 4/4
--
Active Abilities:
- Water:
-- Water Orb (Hurl a sphere of water at high velocity with +*3* power, +*2* accuracy. Range: 2. Can be used 2 times before a CD of 1) {Exp: 0/10}
-- Water Jet (??)
-- Kindness drop (??)
-- Rainstorm (??)
- Holy:
-- Radiance (Purifies the battlefield, giving +1 health to all living allied characters and curing their debuffs, and disabling all the opponents' passives for 2 turns. Also deals 1 damage to undead, ignoring their immunity to pain as well. CD: 7) {Cooldown: Ready on Roll 65}
Passive Abilities:
- Rain-Dancer (If in contact with water, prevent an attack that would deal 2 or more damage, then gain +6 dodge for the rest of the turn. Can only happen once per battle)
- Dodge Novice (+2 dodge) {Exp: 0/15}
Condition:
- Damaged scales (-1 armor) {Lasts until Roll 69}
---
Allies:
Daxon
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 250 Gold
- Bronze jewels (+1 magic attack, +1 dodge)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce)
- Golden key (Something's written on it)
- Small bag (4/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){1}
-- White Strawberry (negates pain and gives +1 STR for 3 turns) {3}
--
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Ornated Vest (+1 defense, +1 power, +1 range/radius to all spells, -1 dodge) (Rare)
Back: Shimmering cloak (+1 power, negates all parry penalties, -1 dodge) (Rare)
Finger 1: Topaz ring (+1 magic attack)
Finger 2: Emerald ring (+2 accuracy, -1 dodge)
Finger 3: Ante-Spirit (At the start of the battle creates a shield on the wearer that absorbs one spell, giving +1 health and a buff of +3 attack for 4 turns) {Rare}
Weapon 1: Dazzle Scimitar (+2 slashing, +1 power, +1 additional power for each enemy that outnumbers you, -1 accuracy, -2 stabbing, -1 pierce)
Weapon 2: Counter-Scimitar (+2 parry, -1 power, 50% to counter parried attacks)
--
Level 3
Stats:
STR: 0
DEX: 1
RES: 1
AGI: 0
INT: 1
Exp: 35/45
Health: 5/5
--
Active Ability:
- Water:
-- Water Blaster (Attack with +3 power and +1 accuracy. Hits targets beyond the first one up to the range of 3. CD: 5) {Exp: 2/5}
-- Cleansing rain (??)
Passive Ability:
- Relic Hunter (Easily spots hidden items when you search a room)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Beginner (+1 parry){Exp: 2/10}
- Bladed Beginner (+1 attack to bladed weapons){Exp: 0/10}
- Water Null (Placeholder){Exp: 2/5}
Condition:
---
NRDLName: Nix The Deceased Duelist
Race: Skeleton (Cannot feel pain, cannot bleed, +1 power/parry, -2 defense against blunt attacks, -1 to all magic except dark)
Appearance: Very healthy looking set of bones, clearly drank a lot of milk in life.
Gender: Male
Faction: Mercenary
Element: Darkness
Inventory(7/8):
- Obsidian powder (+2 defense and +1 RES for 3 turns)
- Sacj'dil apple (+1 RES on use. Bonus is permanent)
- Sacrificial dagger (+1 stabbing, +1 slashing, +1 attack vs unarmored targets, -1 power, -1 pierce) (weapon)
- 600 Gold
- Yellow Mask (+3 to non-damaging debuff skills)
- Champion Bracers (+1 parry, +1 attack, -1 magic defense)
- Aquapunga flower (+3 health and cures sleep/broken bones to self and allied characters in a radius of 3)
--
Head:
Face: Green Mask (The inscription on it's back reads: 'This shall be the key to what you desire'. According to Hazrafol, the runes on it have been drained)
Neck: Bronze jewels (+1 magic attack, +1 dodge)
Torso: Leather Hauberk (+1 defense, +1 power)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Left Leg: Green Rune (??)
Feet:
Weapon 1: Rapier (+2 stabbing, +1 accuracy, -1 power)
Weapon 2: Servant's rapier (+2 stabbing, +1 attack when dual-wielded) (Uncommon)
--
Level 5:
STR: 2
DEX: 2
RES: 1
AGI: 1 (+1)
INT: 0
EXP: 23/100
Health: 3/6
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward and attack only Nix, with a penalty of -2 to defence. This ability doesn't use any roll bonuses from the attacker nor defender, relying solely on the dice roll. Debuff lasts 2 turns and cannot stack. Harmless. Radius of 2 centered around the caster. May be used 3 times before a 3 turn cooldown) {2/3} {1/5 Exp}
Passive Ability:
- Menacing aura: (-1 attack to all enemies in a radius of 3. The effect doubles for enemies in melee range)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Beginner (+1 parry){Exp: 5/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 7/10}
Condition:
- Medium damage (-2 to all rolls)
- Light burns (-1 to all rolls)
- Pain (-1 to all rolls) {Lasts until Roll 61}
Mercenary 2"N-no, it's fine. You're already escorting me for free, anyway." Vanina gives you a smile before waving. The merchant, who's still an elf (ooops), nods and they both go back the way you came.
Now that they're gone, you pour the potion over the disintegrated parts of your body and complement it with Saaris' Touch. In just a few moments, the concoction and the black magic fully restore your, albeit frail, form, although you notice some grey lines left where the worst of the damage was.
With that over with, you try your hand at tracking the horses...
(Roll for success [INT]: 7 + 3 = 10)
You follow the hoofprints on the main road from the destroyed cart, leading you to some disturbed bushes growing on the edge.
You find the prints again behind the shrubs, and you pass into the forest. Even though the grass and weeds makes the prints harder to distinguish, you still find some broken twigs and even uprooted plants, keeping you on the trail.
Eventually, you find a brown horse with white spots over their belly and head, grazing peacefully. It must be one of the merchant's beasts, judging from the bits of harness still attached to the body.---
Enemies:
---
Allies:
Vanina (Unavailable)
Race: Human
Element: Fire
Inventory(4/8):
- Enchanted Potion (+2 health, -2-3 pain, -1 bleeding, cures poison/venom/pox)
- Silver powder (+2 accuracy and +1 DEX for 3 turns)
- Alexandrite {Empty} (Can be infused with any type of magic in order to gain various bonuses. Can be embedded into any weapon or torso armor)
- Fire Garnet (Can be embedded into a magic enhancer to give it +1 power and +1 to all fire spells. Can also be used to infuse the next three offensive spells with the fire element and give them +2 attack and +1 power)
--
Neck: Bunny pendant (+2 dodge, -1 power)
Torso: Black Dress (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry, -2 darkness defense)
Legs: Fleeting Boots (+1 dodge, +2 additional dodge against ranged attacks)
Weapon 1: Long Rod (Range: up to 6. +1 power, +1 attack, -1 attack if an enemy is in melee range)
--
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 15/30
--
Active Ability:
- Fire
-- Fireball (+1 attack, 25% chance to set the target on fire after a successful hit. Range: 3)
-- Ark Flare (Launches a concentration of sun radiation towards the target with +3 accuracy, add. +2 accuracy if the target is flying. Range: 4. CD: 3) {Ready on Roll 59}
-- Crazy Firewall (??)
-- Flame blast (??)
- Air:
-- Silver Wind (??)
Passive Ability:
- Concentration (+1 major action if not wounded this turn, but forced to go last)
Condition:
Cordelia
Race: ?? (+3 magic attack/defense to your element, +2 dodge, -2 physical attack, -2 stabbing defense, cannot feel pain)
Element: Darkness
--
Weapon 1: Beak (+2 stabbing, +1 accuracy, -2 pierce)
Weapon 2: Worn wings (+2 dodge, -1 stabbing defense)
--
Level 5
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 2
INT: 3
EXP: 15/100
Health: 3/4
--
Active Ability:
- Darkness
-- Shadow Rage (Damages an ally for 1-3 health and gives them a buff to attack for double their missing health for 3 turns. The target is also immune to pain debuffs for the duration. If the target is immune to pain, then instead they gain magic defense equal to their missing health. Range: 3. Cooldown: 5) [Exp: 3/5] {Ready on roll 61}
-- Plague Wave (??)
-- Shroud (??)
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {1/2}
Passive Abilities:
- Winged (+1 dodge, -1 darkness attack while airborne)
- Hunter's Patience (For each turn that you use don't a damaging spell/attack, gain +1 attack for your next single target ability)
- Darkness Null (Placeholder) {Exp: 1/5}
Condition:
- Light burns (-1 to all rolls)
--
WunderKatzeName: Nayrous
Race: Skeleton (Cannot feel pain, cannot bleed, +1 power/parry, -2 defense against blunt attacks, -1 to all magic except dark)
Gender: Male
Appearance: Nayrous is a skeleton adorned in old incantations and the seals of various wizards, upon his forehead rests rubies and amethyst. His eyes glow with a velvet color, displaying the name of his soul in a circular rune.
In combat Nayrous summons the armor of his old self, a well fit (to a human body) suit of black steel with purple drapings and a galea style helmet with a face plate.
Faction: Mercenaries
Element: Darkness
Inventory(4/8):
- 445 Gold
- Carnem deleo (rod) (Range: up to 6. +1 power)
- Small leather book (A book lined with a leather cover)
- Fire Garnet (Can be embedded into a magic enhancer to give it +1 power and +1 to all fire spells. Can also be used to infuse the next three offensive spells with the fire element and give them +2 attack and +1 power)
--
Head:
Face:
Neck:
Torso: Seals of augenda voluntatem (+1 defense, +2 additional magical defense, +1 accuracy, -1 dodge, bonuses can be nullified for 3 turns by any dispelling skill.)
Back:
Arms:
Hands:
Finger 1: Wanaeyis Ring (+1 RES, +1 power, +1 magical defense, -1 dodge) {Rare}
Waist:
Legs:
Feet:
Weapon 1: Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 3)
Weapon 2:
--
Level 4
Stats:
STR: -1 (-1)
DEX: 0
RES: 2 (+1)
AGI: 0
INT: 3
EXP: 4/67
Health: 2/6
--
Active Ability:
- Estuans mortem (Nayrous can focus his power, removing Spiritus sepulturam, to summon a ghastly suit of armor. This suit negates the defensive weakness' of his skeletal form. In addition this form provides +1 STR and +2 RES. In this form he can also convert INT points into STR points. Estuans mortem lasts 3 turns. When the buff expires, all converted STR goes back to INT. Casting this does not use up a major action. Has a 5 turn cooldown.) {Cooldown: Ready on Roll 62} {Exp:0/10}
- Darkness:
-- Saaris' Touch (+2 health, -2 pain, cures poison. Harm the target with +1 attack if it isn't darkness aligned. Range: 2. Cooldown: 2) {Exp: 1/10}
-- Umbra Bolt (+2 accuracy, -1 power, -1 pierce. Range: 3. May be used 2 times before a 1 turn cooldown.) {Exp: 3/5}
-- Shadow Blast (Releases a large concentration of energy that strikes enemies with +3 power in a radius of 2. +2 attack to debuffed targets. Range: 2. Cooldown: 4) {Exp: 1/10}
Passive Ability:
- Spiritus sepulturam (Nayrous general form does not lend itself well to physical combat, however; this form with all of its seals and incantations lends itself well to magic in this form Nayrous suffers -1 to defense and STR but gains +2 to magic rolls.)
- Parry Beginner (+1 parry) {6/10}
- Bladed Beginner (+1 melee attack when using bladed weapons) {2/10}
- Darkness Beginner (+1 attack when using darkness spells) {5/10}
Conditions:
Mercenary 3You gently shift yourself up, careful not to disturb the sleeping chick. It takes a minute, but eventually you're on your feet, a hand cupped over the little bird, holding him to your chest. You can feel his rhythmic heartbeat with your palm.
Anyway, you then take careful steps towards Nez'gol and prod him with a leg. His pupils immediately part to reveal his alert eyes, and with a jerking motion he gets on his knees and glances around. He then stands up and turns at you, confused.
"What's going..." he doesn't finish the words as it looks like something clicks in his mind when he sees Sparky nestled at your chest. The lizardman gives you a questioning look.---
Enemies:
---
Allies:
Sparky
Race: Cockatrix (+4 dodge, +2 accuracy, -1 power, -2 ranged defense, +6 magic defense against own element)
Element: Holy
--
Weapon 1: Cocka Beak (+2 stabbing, +2 attack vs human/millipuf/basilisk, -2 attack vs anything else)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 0
EXP: 9/20
Health: 2/2
--
Active Ability:
Passive Ability:
- Dodge Null (Placeholder) {2/5}
Nez'gol
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Lightning
Inventory(6/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Red braces (+2 dodge, -1 attack) {Legs}
- Daylily (The petals of this flower can greatly increase the attributes of any potion) {4}
- Gor'ol mushroom (+1 to all rolls for 4 turns when used 3 at a time. When the buff expires, a debuff of -1 to all rolls is applied for 2 turns.) {8}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arms: Runed Bracers (+1 dodge, +2 accuracy, -2 parry, -1 lightning defense)
Weapon 1: Geode Encrusted Shortsword (+2 stabbing, -1 accuracy, +1 power. All melee attacks get a +1 attack and are counted as lightning damage) (Uncommon)
Weapon 2: Iron shield (+2 defense, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 40/45
Health: 5/5
--
Active Ability:
- Lightning:
-- Cloud Strike (Create a cloud charged with static energy that attacks a random enemy each turn. The attacks get +1 power and whatever magic modifiers the user has and cannot be intercepted. Lasts 3 turns. Range: 2, cloud has a radius of 3. Cooldown: 5) {Exp: 4/5}
Passive Ability:
- Swiftness (+2 dodge after the first round of a fight)
- Bladed Null (Placeholder) {Exp: 3/5}
- Dodge Null (Placeholder) {Exp: 3/5}
- Lightning Beginner (+1 to lightning) {Exp: 0/10}
- Conditions:
---
Rethi-EliName: Antaeus
Race: Human
Gender: Male
Appearance: A plain-clothed man with a giant sword strapped to his back. A wide-brimmed hat hides his face.
Faction: Mercenary
Starting Location: The outskirts of Metrolia
Element: Fire
Inventory(8/8):
- 124 Gold
- Shield Potion (-4 pain, +1 defense for 6 turns) {1}
- Obsidian powder (+2 defense and +1 RES for 3 turns) {1}
- Crimson Orange (+1 power for 2 turns. Buff stacks up to 3 times. Consuming 3 at a time also gives +1 DEX for 3 turns) {4}
- Cycca Leaf (+1 health, -1 pain, cures Venom) {2}
- Runed cloak (+1 defense, +1 magical defense, +1 magic, -2 physical attack) (Torso)
- Cane (Base Range = Up to 4. +1 major actions when casting spells, -1 magical attack)
- Shatter-Ice (Trident) (2H) (+3 stabbing, +1 piercing, +1 accuracy, +1 defense if RES is above 3, -1 slashing, -1 dodge. Each hit has a 20% chance to damage the enemy's weapon if they're parrying.) {Rare}
---
Head:
Face:
Neck:
Torso (over): Mail shirt (+1 defense, -1 dodge, may be worn under other armors)
Torso (under): Red Runes (+2 fire attack, +1 magic defense, additional +2 magic defense against water)
Back:
Arm -Left: -Right:
Hands: Studded gloves (+1 defense, +1 armor, +2 power, -1 accuracy) {Uncommon}
Finger 1: Flame Ring (+1 to fire spells, +2 attack vs ice enemies, -1 magic defense, -1 attack vs fire enemies)
Finger 2: Bone Ring (+1 magic defense, has a 50% chance to reduce the duration of any debuff to 1, makes you feel lucky) {Rare}
Waist:
Legs: Leather leggings (+1 armor)
Feet: Leather Boots (+1 defense, +1 accuracy)
Weapon 1: Zweihander (2H) (+3 power, +2 slashing, +1 attack, +1 accuracy if you have 3 or more STR, -1 parrying, -2 dodging. All melee attacks get +1 attack and are counted as fire damage)
Weapon 2:
--
Level 3
Stats:
STR: 1
DEX: 0
RES: 3 (+1)
AGI: -1 (-1)
INT: 0
EXP: 25/45
Health: 6/7
--
Active Ability:
- Willpower (Gives a buff of +2 power, +1 accuracy and +2 parry that lasts 3 turns. Has a cooldown of 5 rounds.) {Exp: 2/5}
- Fire
-- Slashing weapon
--- Power Slash (A powerful swing that summons a pillar of flame which burns anything in a radius of 2 centered in front of you. Has +4 power and attack equal to 2xSTR, up to 8 attack. The initial target will also be affected by bonuses from your weapon, while those in the area of effect won't. Also burns yourself for 1 point of damage. Cooldown of 4) {2/5} {Cooldown: Ready on Roll 48}
Passive Ability:
- Tough (+1 physical defense, +1 RES, -1 AGI)
- Bladed Beginner (+1 to bladed weapons){Exp: 7/10}
- Parry Beginner (+1 parry){Exp: 2/10}
- Fire Null (Placeholder) {Exp: 2/5}
Condition:
Mercenary 4Skipped, see Roll 56
---
TricMagicName: Artemis
Race: Elemental (+2 to nature, +1 RES, -1 physical actions, -1 parry)
Gender: Female
Appearance: Silver Hair and Blue Eyes, 5'6; Bare feet, White cloak black/grey Skirt to knees.
Faction: Mercenary
Element: Nature
Inventory(2/8):
- Lunar Needles (Used to repair and create Element-aligned cloths, clothing and other equipment. Lunar phases affect success) [5]
- Gentle Quiver [50/100] (Wind stream: Arrows from this quiver will reach their target regardless of range)
-- Feathered arrows (+2 accuracy, +1 piercing, -1 power) [25]
-- Iron arrows (+2 power, -2 accuracy) [25]
--
Head:
Face:
Neck:
Torso: Lunar Cloak (+1 accuracy, +1 parry, +1 dodge, +2 water/light magic defense)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs:
Feet:
Weapon 1: Lunar Bow (Range: 3. +3 accuracy, +1 pierce. Instead of using arrows, may instead shoot arrows comprised of Moonlight with +2 pierce that count as a magic light/nature attack)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 1
EXP: 0/20
--
Active Ability:
- ??
-- Lunar Grace (A powerful enchantment that make the target's movements are as swift as the wind, as gentle as moonlight, and as fierce as the changing tide, granting them +1 STR/INT/DEX/RES/AGI for 3 turns. Bonus doubled during the night. Range: 3. CD: 2)
Passive Ability:
- Lunar Spirit (During the night, except if the lunar phase is New Moon, instead of dying you become ethereal. This makes you invulnerable to any kind of damage, with a few exceptions, but makes you unable to act. How long it takes for the effect to end depends on the moon's phase, and you are fully healed when it does)
Empire 1Skipped, see Roll 51.
---
Enemies:
---
Allies:
Fenrir
Carola
---
CrimsonName: Mystel
Race: Human
Gender: Female
Appearance: Light Blonde Hair, Blue Eyes, Slightly shorter than average
Faction: Human Empire
Starting Location: Tyrine
Element: Thunder
Inventory(1/8):
- Bag {3/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- Wyrm feathers (Crafting ingredient for arrows. Mainly used for decorations or as pens otherwise) {5}
-- Golden Wyrm scales (Crafting ingredient for armors. You really shouldn't talk to a dragon while wearing something made out of this, though) {38}
- 20 Gold
--
Head:
Neck: Warding Pendant (+1 defense, +2 armor against magic)
Torso: Wizard Robes (+1 defense, +1 additional magical defense, +2 magic attack, -1 parry)
Back:
Arms: Wood braces (+1 parry)
Hands: Red gloves (+1 dodge, +1 accuracy to fire spells)
Fingers 1-10:
Waist:
Leg -Left: -Right:
Feet: Reinforced leather boots (+1 defense, +1 armor, -1 dodge)
Weapon 1: Dai-Katana (+2 slashing, +1 accuracy, -1 pierce)
Weapon 2: Ackbuk Dai-katana (+3 slashing, -1 power, +2 pierce, -1 attack vs unarmored targets) {Uncommon} {Electric Enchantment 1/3}
--
Level 3
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 1
EXP: 2/45
Health: 6/6
--
Active Ability:
- Battle Focus (Sharpen your senses in order to gain +1 attack and +2 accuracy for 3 turns. Does not use up a major action. Cooldown: 5) {Exp: 2/5}
- Thunder:
-- Thunder Impulse (Send a bolt of charged lightning towards the target with +2 power, -2 accuracy and additional +2 attack if it's armored. Debuffs the target if hit with -3 attack for 3 turns. Ignores armor protection. Range: 2. Cooldown: 3) {Exp: 3/5}
-- Magnet Body (Inflicts Magnet Body on self, giving +1 dodge, -2 parry and -1 accuracy. Attracts most attacks towards you and allows you to counter any melee attack for the duration. Lasts 2 turns. Cooldown: 4) {Exp: 1/5}
- Weaponry:
-- Thunder:
--- Electric enchantment (Infuses a weapon with electricity for 3 attacks, which will trigger an electrical discharge that inflicts light burns on the enemy. This discharge ignores armor and is triggered when your attack hits or is parried. Cooldown: 3) {Exp: 2/5}
Passive Ability:
- Honed Senses (May be toggled between giving +2 dodge and -1 parry or +2 parry and -1 dodge to self. Currently toggled for: Dodge bonus)
- Dual wielding (Dai-Katana) (+1 accuracy, +1 dodge, -1 power, -1 parry)
- Bladed Beginner (+1 to bladed weapons){4/10}
- Dodge Beginner (+1 dodge){2/10}
- Lightning Beginner (+1 to lightning){2/10}
Conditions:
Empire 2You flail in panic for a second before remembering who you are. You propel yourself and the 'assailant' with a gust, and you hear Saraqael's yelp again as the wind carries you to a patch of naked rock.
You turn around with a graceful motion while drawing your knives and wires, holding one between your wooden teeth, ready to retaliate, yet... Before you only stand the small wolf sprawled near where you first landed, and Brussian, who, like you, looks ready for a fight.
"I don't hear any bandits... What just happened?" the red canine says after a moment, turning towards you. His ears perked up.---
Enemies:
---
Allies:
Saraqael
Race: Xerberus (+1 parry, +1 melee attacks, +2 power, +1 slashing defense, -1 dodge/accuracy, -1 ranged defense)
Element: Ice
--
Weapon: Jaws (+2 stabbing, +1 power/parry, -1 accuracy)
--
Level 1
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
Health: 4/4
--
Active Ability:
- Flesh Bite (+2 attack vs unarmored targets, gets all bonuses from weapon, -2 piercing. Inflicts heavy bleeding. 2 turn cooldown.)
Passive Ability:
- Melee Null (Placeholder){Exp: 2/5}
- Parry Null (Placeholder){Exp: 1/5}
Condition:
--
_DivideByZero_Name: Cyfraith
Race: Wraith (+2 to magic, +1 dodge, -2 physical attack, -1 parry)
Gender: Female
Appearance: A puppet of wood, string, and leather that moves by itself. It looks deceptively human, having a real face and expressions, and most people wouldn't know what she is at first glance... until they hear the clattering of wooden limbs moving against each other. She wears thick, ornate dresses that she weaves herself, this helps to muffle the sound a bit.
She has white hair and red eyes.
Faction: Human Empire
Starting Location: Indinera forest
Element: Air
Inventory(6/8):
- Razor Wire (Can be used for attaching things together, crafting, or self-repair to restore 1 health and remove 1 pain point. Can consume for +1 STR for 1 turn) {4}
- Magicka Energyzer (+2 to magic for 3 turns, speeds up cooldowns by 1 upon use) {2}
- Blood-Acorn (?? There's some sticky red liquid on them) {8}
- 90 Gold
- Broken Axe {Broken: no stats. Needs extensive repair}
- Blood-oak Wood logs {6}
--
Head:
Neck:
Torso: Ka'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arms:
Hands:
Finger 1: Astral Ring (+1 magic, +1 magic defense, magic defense also counts as physical defense. Total INT is multplied by 1.5, rounded up. Gains exp from the difference between your spell's attack and the enemy's defense roll) {Ultimate} (Exp: 0/15)
Waist:
Legs:
Feet:
Weapon 1: Throwing Knives (Base range = up to 1, +1 stabbing, +1 accuracy, -1 power) {9/10} (keeps razor wire tied around them for retracting them)
Weapon 2:
--
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 2 (x1.5)
EXP: 0/30
Health: 6/6
--
Active Ability:
- Air:
-- Tempest(Creates a howling gale that pushes objects and people with +2 accuracy and -1 power. Range 3. Radius: 2. Cyfraith will also be affected by the gale if she isn't holding onto something. CD: 3) {EXP: 2/5}
-- Gust Booster (Creates a gust of wind that propels an ally or enemy in the specified direction by 2 range units. Effect is doubled when used on Cyfraith herself. Range 3. CD: 2) {EXP: 1/5}
- Nature:
-- Healing charm (Creates a charm that gives +1 health, -1 pain and -1 bleeding upon cast and at the end of each turn for 2 turns. Range: 2. CD: 3)
-- Calm infusion (Infuse a potion with some restorative magic, causing it to give -3 pain and removing any debuffs that it gives upon consumption. This changes the potion forever and doesn't stack. CD: 7)
Passive Ability:
- Accelerator(Cyfraith moves not by physical power, but by focusing elemental energy. Objects she touches tend to become more lightweight, giving +1 accuracy to melee and throwables. Can be activated to apply whatever magic modifiers you have to your next physical attack. 2 turn cooldown.)
- Air Beginner (+1 to air magic) {EXP: 0/10}
- Nature Null (Placeholder) {EXP: 2/5}
Conditions:
Order 1"... See you around, I guess." Rhunon says as you and Kratin trail behind Dur'toj. The skeleton stops to wave him goodbye then walks beside you.
You can see the edge of the sun shining over from the horizon now, lighting up the sky with a rosy tinge. The trees are blocking most the light, but it's better than the near-complete darkness from earlier.
"So... got anything ya want to share 'bout this fella we're searching for?" your companion eventually asks, his red orbs fixated on the lizardman's back.
"He is a minor demon, but unnaturally powerful, and as far as we know, he mostly uses magic offensively." he replies, then he turns his head and returns the glare. "So try not rushing ahead, unless you want to see where you end up in the afterlife." he adds.
"It's about that spectre fella again, ain't it?! How can ye still be mad when I-"
"It was a fluke." Dur'toj's icy tone silences him. Kratin grumbles something but neither presses the subject.
The next ten minutes pass without any meaningful conversations, and you end up stumbling upon a tree... Well, a charred stump would be more accurate. A look around reveals that the shrubbery in this area has been mostly burnt away, yet oddly enough there's no smell of smoke in the air. Your superior kneels beside the stump, brushing away some ash with a finger.
"Such a complete burn... and the fire barely spread before dying out." he mutters, standing up. "Spread out and search for a trail. We need to find him before someone else does." he says towards you and Kratin.---
Enemies:
---
Allies:
Dur'toj
Race: Lizardman (+1 blunt, +1 power, -1 accuracy, -1 fire defense)
Element: Ice
Inventory (3/8):
- Magicka charger (Much like the energyzer, it helps with channelling Magicka with your body, although for the purpose of keeping it in rather than releasing it to empower a spell. Restores 60 mana to those with a Mana Pool, for others it gives +2 attack and -2 cooldown to the next 2 spells) [4]
- Old Rod (Range: up to 6. +1 power, +1 magic attack, -1 accuracy)
- Healing Reagent (+2-3 health, -3-5 pain, cures poison) [3]
--
Head:
Neck: Arcane focuser (+1 magic accuracy. ??)
Torso:
Back:
Arms: Blessed silver bracelets (+2 parry, +1 power, -1 pierce defense. 50% chance to reduce the damage of a successful attack towards you to 1) {Rare}
Hands: Leather gloves (+1 defense, +1 power)
Finger 1: Dexterity Ring (+1 DEX)
Waist:
Legs: Blue basilisk hide leggings (+1 armor, +1 parry/ice defense, -2 dodge)
Feet:
Weapon 1: Sharpened Lance (2H) (+3 stabbing, +1 attack, +1 pierce, +2 add. pierce if STR and DEX are above 3, -1 accuracy/dodge)
Weapon 2:
--
Level 5
Stats:
STR: 2
DEX: 2 (+1)
RES: 1
AGI: 0
INT: 1
Exp: 0/100
HP: 6/6
--
Active Abilities:
- Ice:
-- ??:
--- Bolts (??)
--- Shields (??)
--- Empower (??)
--- Saturate (??)
--- Combine (??)
-- ??:
--- Frostnumb (??)
--- Cold snap (??)
- Reptilian Regeneration (??)
Passive Abilities:
- Mana Pool (??)
- Affinity (??)
- Initiative (+1 major actions)
Kratin
Race: Skeleton (Cannot feel pain, cannot bleed, +1 power/parry, -2 defense against blunt attacks, -1 to all magic except dark)
Faction: The Order
Element: Darkness
Inventory(2/8):
- Aquapunga vial (+1-2 health, cures broken bones, pain is removed after 3 turns) {2}
- Skull steel shield (+2 defense, +2 parry, +1 impact defense, -1 pierce defense, reduces the duration of defense debuffs to 1) {Rare}
-
-
-
-
-
-
--
Head: Red cloth (+1 magic defense)
Back: Ragged cloak (+1 defense, +1 major actions, -1 dodge, -1 slashing defense) {Uncommon}
Weapon 1: Shortsword {Coated in: Acidic Poison} (+2 slashing, +1 power, -1 accuracy/dodge, inflicts poison on the target if you hit them, and in addition debuffing them with -1 armor if they're armored)
Weapon 2: Ebony Scimitar (+2 slashing, +1 attack, +1 accuracy, +1 parry when wielded with a shield, +3 power if the target is at full health, -2 stabbing) {Rare}
--
Level 3
Stats:
STR: 1
DEX: 1
RES: 1
AGI: 0
INT: 0
EXP: 1/45
Health: 3/6
--
Active Abilities:
- Slashing weapons:
-- Leg cutter (??)
-- Adept slash (Attack with +2 attack and +3 power, but forces the user to go last. CD: 2) {Exp: 1/5}
Passive Abilities:
- Worthy challenge (+1 to all rolls if you're fighting a higher level enemy, additional +1 to all rolls for each enemy that outnumbers your party)
- Bladed Null (Placeholder) {Exp: 3/5}
- Parry Null (Placeholder) {Exp: 4/5}
- Dual-wielding (Melee) (+1 speed/parry, -1 power/dodge)
Condition:
---
RautherdirName: Theta
Race: Lycan (+2 to bladed weapons, +1 accuracy/dodge, -2 parry, -1 power, -1 to any other weapon type)
Gender: Female
Appearance: Covered with pale fur with piercing blue eyes.
Faction: The Order
Starting Location: The 1st Shrine of Indinera
Element: Thunder
Inventory(2/8):
- Energy Herb (+1 health, 2 points of pain subside after 2 turns, gives a buff of +3 AGI for 2 turns. 25% chance to gain a debuff of -1 to all rolls, additional -1 when in combat, for 2 turns after the initial buff expires) {2
--
Head:
Neck:
Torso: Shimmering Robes (+1 Dodge, 50% chance to cause Confusion after a successful dodge, -1 Parry)
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs: Well-knit Leggings (+1 Armour)
Feet:
Weapon 1: Scythe (+2 slashing, +2 stabbing, -1 attack if DEX is below 3, slashing attacks hit all character adjacent to the target)
Weapon 2: Spell Book (Base Range = Up to 6. +1 accuracy)
--
Level 2
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 0
INT: 0
EXP: 11/30
Health: 6/6
--
Active Abilities:
- Thunder
-- Electric Dash (Rush to a target character and inflict paralysis on them for one turn. Range: 5. CD: 4) {Exp: 1/5}
-- Overcharged Bolt (Strike one opponent with +4 attack and +3 power at the cost of 2 major actions. Costs 1 major action and has no cooldown during first round. Debuffs user with -3 magic attack/defense for 2 turns each time it's used after the first cast during a fight. Range: 3. CD: 1)
Passive Abilities:
- Quick Skirmish (On start of a fight, gain a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn you remain in combat, down to -(2 + AGI). Resets after ending the combat)
- Dual wielding (Ranged and Melee) (+1 to interceptions)
- Lightning Null (Placeholder) {Exp: 2/5}
- Bladed Beginner (+1 bladed attack) {Exp: 0/10}
- Dodge Null (Placeholder) {Exp: 1/5}
Conditions:
Order 2You make your way back through the same corridor Tyler led your through. The warding rune makes it's presence once again known by stinging you as you walk over it.
Anyway, instead of going up the wide stairs, you take a left and go through a solid dark wood door. Behind it is a long row of stairs, going down this time, although much darker as the torches lining the wall are much more spaced between and some are even unlit.
That may bother other races, but not you. You silently go down until you arrive at the library, a surprisingly spacious room lined up with rows of bookshelves, all crammed with books and even ancient scrolls in various states of preservation. The old feel of the place is so intense that you imagine yourself inhaling the stale, musty air that pervades the area.
You go in inside to begin your search, but instinctively stop in front of a cloaked figure. It... no, she is standing at a desk looking over some yellowed-out pages, and, while the piece of furniture is stacked with documents and various manuals, your eyes trail towards a thick book with a golden pentagram drawn on the green cover.
"Manus. I found the text you asked for yesterday. The master librarian said you may only study it here." she suddenly speaks up, pointing a white finger towards the green book, while still reading over the papers. Her tone is indifferent, but very familiar.---
Enemies:
---
Allies:
---
randomgenericusernameName: Manus
Race: Elemental (+2 darkness, +1 AGI, -1 physical actions, -1 parry, ??)
Gender: Male
Appearance: A vaguely humanoid shadow. It's impossible to say who Manus was before he became an elemental or what species he belonged to.
Faction: The Order
Location: The 5th Shrine of Xen
Element: Contrast
Inventory(1/8):
- Black Tome (A large book filled with all sorts of forbidden spells and knowledge. The cover is made of a fine velvet leather and is devoid of any title or names whatsoever)
--
Head:
Neck: Pagan Talisman (Nullifies a single Holy spell that targets you, 3 turn cooldown. +2 magic armor)
Torso: Stylish Cult Robes (+1 defense, +2 ranged defense, +1 magic defense, +1 dodge, -1 intercept/clashing)
Back:
Arms:
Hand Left: White thingy (??)
Fingers:
Waist:
Legs:
Feet:
Weapon 1: Voidtree branch (2H) (Cast range: up to 6. +1 magic attack, +1 darkness attack, additional +1 darkness attack if INT is higher than 3, +1 impact, +2 physical power, -1 accuracy, -1 parry)
Weapon 2:
--
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1 (+1)
INT: 1
EXP: 0/20
--
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy. Range: 2)
Passive Abilities:
- Forbidden scholar (Can understand the Underworld language and demon runes. 50% chance to learn additional spells or gain bonuses to already learned ones when reading a book. -1 to all magic except Darkness and Fel)