CHARACTER SHEET:
Name: Pick a fancy one
Class: One of 4 (Knight, Hunter, Holyman, Witch)
Stats: 8 points to spend, 4 max in one stat
SubWep: Starting subweapon (Dagger, Axe, Purewater)
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STATS:
Strength: extra 1 damage with weapons
Magic: extra 1 damage with magics
Craft: extra 1 damage with subweapons
Dexterity: 1 bonus to hit
Agility: 1 bonus to evasion
Spirit: extra 2 hearts
Endurance: extra 4 health
Piety: extra 5% resistance vs statuses
You gain 1 Stat point to allocate per completed Segment; extra 3 per completed Chapter.
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DEFAULT STARTING NUMBERS:
Health: 20
Hearts: 8
Gold: 200 per person (total 1200 in group).
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PROGRESSION OF GAME:
Game is divided into Chapters, each representing portion of the grand journey.
Each Chapter is divided into Segments; locales that players traverse.
Certain segments can have split ends; although all will eventually bring the players to final Segment of the Chapter.
Village Segments can be revisited ONCE, and only if Players are still within the same chapter.
Segments are composed of up to several battles, though some might consist of as little as few mooks and a Boss behind them.
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COMBAT:
Your hit roll (1d10) vs Target's Evasion roll (1d6); if your roll is higher than enemy's, you score a hit and damage is dealt.
Players always move first; they can attack, use/equip items, break objects (if any are present) or switch rows.
Rows:
Front Row can attack enemy Front Row with Melee weapons, and both Rows with Ranged weapons.
Back Row can attack enemy Front Row with Ranged weapons.
In case all team members are in the Back Row, it is treated as if it is Front Row.
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ELEMENTS:
8 Elements form a star chart; Elements opposite of each other deal double damage versus each other.
50% damage reduction if hit with the same Element. Damage reduction overrides double damage.
Weapons deal no Elemental damage unless they possess an Element or are temporarily enchanted.
Subweapons are always without an Element; they never get extra damage nor their damage can be reduced by Elements.
THUNDER
FIRE | HOLY
\ | /
SOUL -- -- SILVER
/ | \
DARK | ICE
EARTH
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KNIGHT: Holy warrior blessed by the brothers and sisters of the Church to vanquish evil.
Stat bonuses: +2 Strength, +1 Dexterity, +1 Agility, +2 Endurance
Categories: Swords, Axes, Armors, Plates
HUNTER: Member of a powerful family of vampire hunters from the Balkans.
Stat bonuses: +1 Strength, +1 Dexterity, +2 Craft, +2 Spirit
Categories: Swords, Whips, Robes, Armors
HOLYMAN: Member of the Church wearing robes and items dispeling evil magics.
Stat bonuses: +1 Magic, +2 Agility, +3 Piety
Categories: Swords, Staves, Symbols, Robes
WITCH: Member of a mystical family of mediterranean wizards.
Stat bonuses: +2 Magic, +1 Craft, +2 Agility, +1 Endurance
Categories: Staves, Tomes, Robes, Armors
All classes can use Items and equip Accessories.
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SUBWEAPONS: Unlike equipment, these can be swapped only at Shop or by picking up drops from broken Objects.
Dagger: 1-4 damage, Ranged, +2 to Hit. Cost: 1 Heart
Axe: 6-10 damage, Ranged. Cost: 2 Hearts
Cross: 4-7 damage, Ranged, strikes 2 times. Cost: 3 Hearts.
Purewater: 6-8 damage, Ranged, splashes other enemies for 1 damage. Cost: 4 Hearts.
Watch: Stops all enemies for 2 Turns. Cost: 10 Hearts.
Holycrasher: 10 damage to all enemies. Cost: 10 Hearts.
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AILMENTS: Ailments are automatically cured at the end of a Chapter.
Poisoned: Deals 1 damage per Turn of Battle.
Stunned: Hit and Evasion bonuses are 0.
Cursed: Cannot use Subweapons.
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KNOCKOUT AND FINAL DEATH:
When your Health drops to 0, you're KO'd for the remainder of the Battle.
After the Battle, you can be revived with any Health restoring item.
If the team has no Health restoring items left, their only hope to revive their comrades is to:
A) Visit or re-visit a Village Segment, whose inhabitants will bring the fallen comrades to health.
B) Successfully finish the entire Chapter; at its end, the fallen comrades will be automatically revived.
If all Members are KO'd during a battle, it means total failure of the expedition and all Members are irreversibly killed.
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WEAPONS:
Swords:
Short Sword: 1-4 damage, Melee. 30 Gold.
Broadsword: 2-7 damage, Melee. 75 Gold.
Long Sword: 3-9 damage, Melee. 120 Gold.
Sabre: 1-4 damage, Melee, +1 to Hit. 65 Gold.
Damascus: 2-7 damage, Melee, +2 to Hit. 175 Gold.
Silver Sword: 2-7 damage, Melee, SILVER. 135 Gold.
Axes:
Hatchet: 1-5 damage, Melee. 35 Gold.
Smallaxe: 3-6 damage, Melee. 50 Gold.
Timber Axe: 6-8 damage, Melee. 105 Gold.
Large Axe: 4-12 damage, Melee. 150 Gold.
Alabarde: 3-9 damage, Melee, +1 to Hit and Evasion. 165 Gold.
Whips:
Leather: 1-3 damage, Melee, +2 to Hit. 45 Gold.
Chain: 1-6 damage, Melee, +1 to Hit. 85 Gold.
Chainball: 3-8 damage, Melee, +1 to Hit. 115 Gold.
Holychain: 1-8 damage, Melee, +1 to Hit, HOLY. 140 Gold.
Spikechain: 5-10 damage, Melee, +1 to Hit. 155 Gold.
Staves:
Woodstaff: 1-2 damage, Melee, +1 to Hit and Evasion. 35 Gold.
Battlestaff: 2-4 damage, Melee, +1 to Hit and Evasion. 70 Gold.
Iron Staff: 3-8 damage, Melee, +1 to Evasion. 110 Gold.
Ruby Staff: 2-4 damage, Melee, +1 to Evasion, FIRE. 155 Gold.
Lapis Staff: 2-4 damage, Melee, +1 to Evasion, ICE. 155 Gold.
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MAGICS:
Symbols: Can be used 3x per Battle.
Greek Cross: Target receives 1 damage less from all sources till next Turn. 15 Gold.
Latin Cross: Target receives 2 damage less from all sources till next Turn. 50 Gold.
Patriarchal Cross: Target receives 4 damage less from all sources till next Turn. 130 Gold.
Crucifix: Target receives double damage from FIRE, SILVER and HOLY till next Turn. 95 Gold.
Rose Cross: Entire team receives +1 to Hit and Evasion till next Turn. 130 Gold.
Orthodox Cross: User can receive maximum of 6 damage till next Turn. 80 Gold.
Icon of Virgin Mary: Entire team recovers from Ailments. 65 Gold.
Icon of Christ the Redeemer: Entire team recovers 2 Health. 95 Gold.
Icon of St.Peter: Target recovers 5 Health. 85 Gold.
St.Anthony's Cross: Knights and Hunters in team receive +2 Hit and +2 Damage dealt till next Turn. 135 GOld.
St.Nino's Cross: Entire team receives 2 damage less from all sources till next Turn. 165 Gold.
Eastern Blessing Cross: Target receives +1 Hit, +1 Evasion and +1 Damage dealt till next Turn. 50 Gold.
Tomes: Spell are replenished after Battle.
Pyromancer: 3x Firebolt (1-6 dmg, Ranged, FIRE), 1x Fireblast (2-4 dmg, all Enemies, FIRE). 110 Gold.
Apprentice: 1x Firebolt (1-6 dmg, Ranged, FIRE), 1x Holybolt (1-6 dmg, Ranged, HOLY), 1x Arrow (1-6 dmg, Ranged, SILVER). 70 Gold.
Witch: 2x Panacea (entire team heals Ailments), 2x Boulder (1-6 dmg, Ranged, EARTH), 1x Stormcall (2-4 dmg, all Enemies, THUNDER). 85 Gold.
Demonologist: 2x Firewhip (3-7 dmg, Melee, FIRE), 2x Soulrend (1-6 dmg, Ranged, SOUL), 1x Hellpact (entire team gains FIRE&DARK till end of Battle). 125 Gold.
Inquisition: 4x Holybolt (1-6 dmg, Ranged, HOLY), 1x Benediction (entire team gains HOLY till end of Battle). 125 Gold.
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PROTECTIVE:
Armors:
Leathersuit: -1 to Damage received. 25 Gold.
Paddedcloth: -1 to Damage received, +1 to Evasion. 65 Gold.
Chainmail: -2 to Damage received. 80 Gold.
Scalemail: -3 to Damage received. 145 Gold.
Plates:
Partial: -3 to Damage received, -2 to Evasion. 70 Gold.
Full: -4 to Damage received, -2 to Evasion. 120 Gold.
Knight: -4 to Damage received, -1 to Evasion. 145 Gold.
Robes:
Flax: +1 to Evasion. 40 Gold.
Silk: +2 to Evasion. 90 Gold.
Thickwool: -1 to Damage received, +1 to Evasion. 65 Gold.
Wizard: -1 to Damage received, +1 to Evasion, Tomes +2 to Damage. 110 Gold.
Monk: -1 to Damage received, +1 to Evasion, Symbols +1 Uses. 130 Gold.
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ACCESSORIES:
No Accessories are available at start! You can obtain them from various destructible objects, chests, and of course, shops.
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ITEMS: These can be stacked up to 5.
Herb: Target recovers 3 Health. 10 Gold.
Tonic: Target recovers 9 Health. 40 Gold.
Antidote: Target recovers from Poison. 10 Gold.
Cure: Target recovers from all Ailments. 30 Gold.
Powder: Entire team recovers 2 Health. 60 Gold.
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