Kyle JohnsonHP: 56/100
Corruption Level: Low
Armor: 1 (+1 from Weapons)
Status: Normal
Strength: 3 (+2 from Weapons)
Agility: 1
Intelligence: 3 (+1 from Weapons)
Spirit: 0
Charisma: 1
SkillsWind Mastery - Passive. All skills and actions related to the element of Wind gain a +6 roll bonus.
Tinker - Roll (1-20 + Intelligence) * Intelligence: Tinker with a mechanical device.
Tornado Spin - Roll (1-20 + Intelligence) * (Strength+Agility): Create a tornado that entraps enemies and deals damage over time. May destroy nearby objects and terrain.
Dovetalk - Roll (1-20 + Intelligence) * Charisma: Charm or command a bird creature.
InventoryDamaged Thunderblade (Equipped: Weapon-1H) - A worn out sword awkwardly attached to a gemmed hilt. Grants +1 Strength, +3 Thunder damage. Can be disassembled into a Rusty Short Sword and a Gemmed Sword Hilt.
Seiryuto (Equipped: Weapon-1H) - A stone blade with a wooden handle. Grants the wearer +1 Strength, +1 Intelligence, +1 Armor.
Device Manual - Teaches the user "Tinker".
PetsDove: 30/30 HP, 0 Strength, 2 Agility, 0 Intelligence, 0 Spirit, 0 Charisma
Animate Object - Roll (1-20 + Intelligence) * Agility: Animate a simple object.
Scouting - Roll (1-20 + Intelligence) * Agility: Scout a nearby area. The Dove may occasionally scout on its own.
Jeffery the Mimic: 150/150 HP, 2 Strength, 0 Agility, 0 Intelligence, 0 Spirit, 0 Charisma
Sturdy Container - Jeffery is able to store something inside itself, unharmed by dangerous substances.
Stored Item: Gray Gem - A cloudy gem.
Joan WilliamHP: 54/110 (+10)
Corruption Level: Low
Status: Earthy Aura, Evasion, Blighted (-10% Healing)
Strength: 2
Agility: 5 (+4 from Weapon)
Intelligence: 0
Spirit: 3 (+1 from Earthy Aura, +2 from Alexander's Divine Aura)
Charisma: 2
SkillsSeer Sight - Roll 1-66 + Intelligence: Sense surroundings for anything odd or out of place and time.
Critical Strike - Passive. Combat rolls have a 25% chance to deal 2.0x damage.
InventoryTrain Shovel V (Equipped: Tool-1H) - A glowing metal shovel that grants +4 to Agility and a +3 bonus to rolls when used. Emits smoke when used. It also levels up each time its user defeats a monster.
Apple Seed - Looks like the seed of an apple tree that may be planted.
Dwarven Goggles (Equipped: Face) - Clears any imperfections from the wearer's vision.
Mineguard Gauntlets (Equipped: Hands) - Grants +4 to combat roll when using non-weapon items for combat.
Small Drop of Oil - Looks like thick fuel.
Red Feather - The feather of a Monstrous Chicken. +4 to crafting rolls when used as an ingredient.
Manly McManmanHP: 70/100
Corruption Level: Low
Status: Honeyfeet
Strength: 0
Agility: -1 (-1 from Honeyfeet)
Intelligence: 3
Spirit: 3 (+1 from Aspect of the Psychic)
Charisma: 0
SkillsAdvanced Meditation - Passive. Grants +4 to all custom Spirit rolls.
Aspect of the Psychic - Passive. Grants +1 Spirit, and 50% chance to resist psychic attacks.
Presence of Light II - Passive. All skills and actions related to the element of Light gain a +8 roll bonus.
Intensity - Passive. Using Light actions and skills consecutively grants an increasing roll bonus.
Illuminate - Roll (1-20 + Intelligence) * Spirit: Project light from spirit.
Summon Entity - Roll (1-20 + Intelligence) * Spirit: Summon an existing entity to the caster's location.
Possession - Roll (1-20 + Intelligence) * Spirit: Possess another being with one's spirit. If another player is possessed, they gain your Intelligence, Spirit, and Charisma stats.
Commandeer - Roll (1-20 + Intelligence) * Spirit: Control another being through sheer force of will.
Spirit Teleport - Roll (1-20 + Intelligence) * Spirit: User's spirit passes through the shadow realm, teleporting to target location.
InventoryCaged Snow Fairy - A Snow Fairy trapped within a snow globe.
Gem of Brightness (Equipped: Spirit-bound) - Emits a pure aura of Light around the wearer.
Django RasmatazHP: 479/550 (+400 from Demonic, +50 from Devours)
Corruption Level:
HighStatus: Demonic, Honeyfeet
Strength: 11 (+10 from Demonic, +1 from Devours)
Agility: -1 (-1 from Honeyfeet)
Intelligence: 2
Spirit: 2 (+1 from Inner Peace)
Charisma: 2
SkillsInner Peace - Passive. Grants +1 Spirit, and a 30% chance to resist Curses.
Wrestle - Roll (1-20 + Intelligence) * Strength: Physically incapacitate a foe.
Bite II - Roll (1-20 + Intelligence) * Strength: Bite an enemy, dealing physical damage as well as devouring parts of it.
Tentacle Growth IV - Roll (1-20 + Intelligence) * Strength: User grows four tentacles out of his/her side and back. The tentacles may be used to attack nearby foes.
InventoryBroken Clock - A miniature clock. The letters "NAI" are etched on the back.
Aquamarine Door - An aquamarine door that seems fairly sturdy.
Worm Tooth - A large bony tooth. Grants +5 to rolls that use this item as a crafting ingredient.
Slime Tentacle - A sticky, slimy tentacle.
KetHP: 104/140 (+20 from Shield, +20 from Demon Arm)
Corruption Level: Low
Armor: 1 (+1 from Protection)
Status: Protection, Tormented, Demon Arm, Blighted (-10% Healing)
Strength: 3 (+3 from Demon Arm)
Agility: 3 (+1 from Quickness)
Intelligence: 2
Spirit: 1 (+2 from Alexander's Divine Aura, -2 from Vampiric Medallion)
Charisma: 3 (+3 from Demon Arm)
SkillsQuickness - Passive. Grants +1 Agility.
Desolate - Passive. Grants bonus damage based on Corruption level.
Cure - Roll (1-20 + Intelligence) * Intelligence: Heal an injured player or creature. May grant the target an armor buff.
Leap - Roll (1-20 + Intelligence) * Agility: Jump to a nearby location.
Mass Cure - Roll (1-20 + Intelligence) * Intelligence: Heal all allies in targeted area, also dealing damage to Undead foes.
InventoryWood Spiral (Equipped: Shield-1H) - A shield made out of wooden planks. Grants the wearer +20 HP.
Corruption Blade (Equipped: Weapon-1H) - A blade forged out of Corruption. Grants the wearer +3 Dark damage to combat rolls. If discarded, wearer's corruption is slightly reduced.
Vampiric Medallion - A crescent-shaped amulet that binds to its wearer, causing a strong bloodlust. Grants the wearer +3 Strength, +3 to Combat Rolls. -2 Spirit to holder while unequipped.
Rope - A rope.
Paper Key - A fragile key used to open a lock. +20 bonus to roll when used, but a 20% chance to expire after each use.
Book - A latin bible with an inverted cross. May teach the user "Cure" when read.
Clockwerk Key - A very delicate metallic key that can only be used once.
The Defender of JusticeHP: 56/100
Corruption Level: Medium
Status: Blighted (-10% Healing)
Strength: 5 (+2 from Weapon)
Agility: 4 (+1 from Weapon)
Intelligence: 2
Spirit: 3 (+2 from Alexander's Divine Aura)
Charisma: 2
SkillsBuster Star - Roll twice (1-20 + Intelligence) * Agility: Creates two ninjastars from Mechanical Sword that damage foes on regular intervals.
Big Impact - Roll three times (1-40 + Intelligence): Fires three shockwaves from Mechanical Sword.
Screwdriver - Roll (1-8 + Intelligence) * Strength^2: Do super damage by gigantic drill to an area, causing foes to be stunned. Takes one turn to charge.
Teleport - Roll (1-20 + Intelligence) * Intelligence: Teleports the caster towards a target location.
Summon Battle Golem - Roll (1-20 + Intelligence) * (Strength+Intelligence): The caster summons a Battle Golem. The Battle Golem must be piloted in order to move or attack.
InventoryMechanical Sword (Equipped: Weapon) - An odd looking weapon that grants the wearer +2 Strength, +1 Agility.
Alexander the Divine MageHP: 66/110 (+10 from Divine Aura)
Corruption Level: Low
Status: Divine Aura, Blighted (-10% Healing)
Strength: 0
Agility: 1
Intelligence: 3 (+1 from Arcane Book)
Spirit: 4 (+2 from Divine Aura)
Charisma: 2 (+1 from Arcane Book)
SkillsDivine Aura - Passive. Grants user +10 HP and +2 Spirit. Any mortals nearby will receive a +2 Spirit bonus.
Purify
(COOLDOWN: 1) - Roll (1-20 + Intelligence) * Spirit: Reduces the effects of Corruption, and cures most negative status effects IF the roll is greater than or equal to 40. If the roll is less than 40, the spell fails and the user is silenced for 1 turn. Has a 3 turn cool-down.
Restore
(COOLDOWN: 1) - Roll (1-40 + Intelligence) * Intelligence: Restores a large amount of HP to a target. Has a 1 turn cooldown.
Divine Blast - Roll (1-20 + Intelligence) * Spirit: Launch a blast of light energy that deals 2.0x damage to undead monsters.
Divine Beam - Roll (1-40 + Intelligence) * Spirit: Release a focused beam of light, dealing a large amount of damage to a single foe. Deals 2.0x damage to undead. Has a 1 turn cool-down.
InventoryArcane Book (Equipped: Relic-1H) - A book filled with magical knowledge. Grants +1 Intelligence, +1 Charisma.
Holy Water - Mysterious water known to cleanse the soul of evil.