Suppose I'd be waitlisted now?
Me too i guess
There is no waitlist. Make at least a basic character sheet. The guild leader chooses from the pool of applicants when there's room.
Before a battle, you may choose a tactical leader. If unspecified, I'll go with whoever had it last, a random character with a leadership skill, IronyOwl, or a random character, in that order. Currently, only Rolepgeek has one (+1 non-magical damage). Only a character actually in the battle may lead. You'll randomly unlock a leadership skill if you lead enough battles. It'll go faster if you're actually strategizing. You may upgrade the skill the same way, or by upgrading it at level-up. (They are somewhat limited by level, and don't develop very quickly, so don't expect him to make mages able to outfight elite swordsmen anytime soon.)
Some spells will obviously not work on certain targets. I'm not noting that, say, "Bone Fragmentation" does not work on boneless creatures like slimes. If you're uncertain, feel free to ask.
Tier 1 items cost 4 gold. Subsequent tiers multiply by 2 (4, 8, 16, etc). This is the base price, and will have random fluctuations. Consumables (discounting arrows and Scrolls of Return) tend to come in stacks of 5.
Different enemies will behave differently - A tank will have a much easier time baiting mindless undead or animals than a row of elven casters, and you
probably won't want to leave your level 1 casters next to that grove of trees if you're fighting bandity sorts.
Cottage
Max occupancy: 8
No recruit hall:
40% level 1
40% level 2
20% level 3
No gate. Limited to renting one. May send four people for 10 gold.
No training areas give no bonus.
No library. Mages cannot retrain spell slots.
Crafting Areas:
Small farm for giant weasels [2/3]. May be worked for income, breeding mounts, or training mounts.
Basic Alchemy Workstation - Limited to tier 1 or 2 potions. Increased failure rate for tier 2 potions.
37 Gold
4 Scrolls of Return
Nil
Koraa'k Regenerator
HP: 6/6
Level 2: 3 more battles until level-up.
Melee attack: 1d3 damage
Defense:
Speed: 3 hexes per turn.
Traits: Post-battle flora gathering, Poor morale near undead, +50% damage from fire.
Guild skill: Glassinfuser 1
Weapon: Oak staff
Armor: Robe of the Last Guard - On recieving an otherwise fatal blow, the wearer is restored to 3 HP. The robe becomes a noraml robe afterwards. This will not work if the wearer's body is destroyed by the blow.
Misc1: Healers Pendant - Grants a 3x/dungeon 1d6 heal spell.
Misc2: None.
Spells:
(Item) 3x dungeon: Minor heal - Restores 1d6 HP to the target. Restores an additional 1d3 if the target is close enough to touch.
3x/dungeon: Grasping Vines - Immobilizes the target, renders most mundane ranged attacks impossible, and halves melee damage, Lasts for 1d2 turns. Duration increased by 1 turn in dense vegetation. Duration reduced by 1 turn underground. Duration halved against targets larger than human-sized. Deals 2 damage per turn.
2x/dungeon: Nature's Balm - Resores 1d3/turn HP for 4 turns. Targets a 'triangle' of 3 hexes.
2x/dungeon: Regenerate - Restores 3 HP per turn to a target in touch range. Lasts until the start of the next battle.
1x/dungeon: Tree of Life - Creates a tree in a hex that heals adjacent targets by 1d5-1 HP per turn, regardless of friendliness. Targets a hex adjacent to the caster. May last for nearly a week, if the caster remains nearby, but tends to attract more creatures over a long enough time.
Your familiar has 2/2 HP, and deals 2d2 damage. She moves three hexes per turn when separated from you.
She is immune to physical damage, can only attack incorporeal/'spirit' foes, and generally cannot interact with the battle while sharing your hex.
She has a 1x/dungeon ability to fully recharge any one spell or ability to an adjacent creature (does not affect item charges). This ability can only be recharged in the guildhall.
Marks Deno
Half-Elven Night Ranger
HP: 4/4
Level 1: 2 more battles until level-up.
Melee attack: 1d4+2 damage
Ranged Attack: 1d5+1 damage, 6 hex range
Defense: 2phys/1mag
Speed: 4 hexes per turn.
Traits: Takes 25% damage from poison, 10% chance to miss in hot areas, +25% damage from fire, 10% chance to miss in bright areas, debilitated by light attacks.
Guild skill: Leather Working I
Weapon: Frost Rapier - +2 damage
Ranged: Longbow - +1 ranged damage, 6 range. 12 arrows.
Armor: Hardened Darkwyrm Leather - Absorbs 2 damage from physical sources, 1 from magical
Misc1: None.
Abilities:
2x/dungeon: Owl's Vision - Darkness only. Grants +1 ranged damage and may see foes hiding in darkness. Lasts until end of battle. Dispelled by bright light, with a debilitation penalty.
Barthold Quartzlegger
True dwarven batlesmith
HP: 14/14
Level 3: 5 more battles until level-up.
Melee attack: 1d6+2+3 damage
Defense: 2phys
Speed: 3 hexes per turn.
Traits: +50% damage vs dwarves, Doubled hostile illusion effects, debilitated by proximity to standing water, abilities ineffective near standing water.
Guild skill: Merchant
Weapon: Dwarven Runeaxe - +3 attack
Armor: Old Scale Mail - +2 phys
Misc1: None.
Misc2: None.
Abilities:
2x/dungeon: Hold The Line - Allies within two hexes take half damage (rounded up). This affects the battlesmith. This effect sticks to the targets. Lasts three turns or until they move. This ability may block no more than three times the battlesmith's level per turn.
2x/dungeon: Veteran's Oversight - Allies within two hexes have their max damage increased by 50%. This does not affect the battlesmith. Lasts for two turns. This effect remains centered on the caster, and does not work on targets that move outside of its range.
Passive leadership ability: Experienced Battlesmith - While leading a battle, all units deal +1 damage from non-magical sources.
Boldbold the Kobold
Kobold giant weasel rider
HP: 8/8 [6]
Level 1: 2 more battles until level-up.
Melee attack: 1d6+2
Defense: 1phys
Speed: 6 [4] hexes per turn.
Traits: +1 speed and damage if passing through single hex cave-like passages, 25% miss chance in bright light, +25% damage from fire, +25% damage from cold.
Guild skill: Giant Weasel Farming
Weapon: Steel and oak spear - +1 attack.
Armor: Hardened leather armor - +1 phys defense.
Misc1: None.
Misc2: None.
Abilities:
Rider - May use a giant weasel mount.
1x/battle - Charge! Gain +1 damage per hex travelled (in a mostly straight line) before striking a target.
Current mount:
HP: 5/5
Melee attack: 1d4
Carries 4 items
Granted to rider:
+2 HP
+1 melee attack
Alice Starblight
Human shadow mage
HP: 5/5
Level 2: 3 more battles until level-up.
Melee attack: 1d4 damage
Defense: Blocks 3 physical damage if low light level.
Speed: 3 hexes per turn.
Traits: Better positioning, more likely to be targetted, takes 50% more damage from Holy sources.
Guild skill: Enchanter 1
Weapon: Shadowstaff. Before departing, you may choose to gain an extra use for any shadow spell you have.
Armor: Darksilk robes. Reduces physical damage by 3 if in a dark environment.
Misc1: None.
Misc2: None.
Spells:
1/battle: Evard's Bolt - Deals 2d3 damage to a single target. Range of 5 hexes.
3x/dungeon: Lesser Blindness - A veil of absolute darkness blinds the target during its next turn. LOS range.
3x/dungeon: Shadow Shift - Attempts to teleport the target a short distance through darkness, if it is near a large enough area of darkness. Target may attempt to resist with a combat check of *1d4, where * is the caster's level. In areas of total darkness, only the very strong may resist.
1x/dungeon: Greater Call of Shadows - Summon something from the planes of darkness. Lasts five turns. Summons vary based on the area's darkness. Summons will be allied to the caster, but uncontrolled.
Your familiar has 3/3 HP and deals 1d2 damage. It moves four hexes per turn.
It has a 1x/dungeon ability to double the effect of one of your spell casts.
On the first turn of most battles, you may freely dismiss it safely outside the combat area.
Replacing a familiar is fairly expensive.
Nebrar Olysess Roywinkle "Mockingbird" Delorean (Goes by "Neb" or "Olly")
Gnome Alchemist
HP: 8/8
Level 2: 3 more battles until level-up.
Melee attack: 1d5+1+2
Ranged attack: Varies. Max range of 4 hexes. 25% chance of missing and hitting an adjacent hex if the range is greater than 2 hexes.
Defense: None
Speed: 4 hexes per turn.
Traits: 50% fire resist, poor positioning, +50% damage from cold.
Guild skill: Explosive Alchemy I
Weapon: Steel Shiv +2
Armor: Unimpressive clothing
Misc1: Potions Satchel
Potion 1: 5x Stack of flame grenades
Potion 2: 4x Stack of depressingly not-flammable sticky goo
Misc2: Reagent satchel
Reagent 1:
Reagent 2:
Reagent 3:
Reagent 4:
Abilities:
5x Flame grenades - Deals 1d3 fire damage to everything in a 1 hex radius. Deals an additional 1d3+1 fire damage to the central hex. Continues to burn, dealing an additional 1d3 fire damage to area on the next turn. Thrown.
4x Sticky goo grenades - Deals 1 damage. Target moves at half speed for two turns. Thrown.
1x/battle: Harvest - Attempt to gather a reagent from a recently slain foe.
Teirra Ki'tan
Quarter demon necromancer
HP: 3/3
Level 1: 2 more battles until level-up.
Melee attack: 1d4 damage
Defense: 1phys/2mag
Speed: 3 hexes per turn.
Traits: 50% fire resist, +50% damage from Holy, +50% damage from cold, unleashes berserk soul-eating wraith when slain.
Guild skill: Academic instructor I
Weapon: 4x Wand of Bone Fragmentation
Armor:
Misc1: None.
Misc2: None.
Spells:
(Item) 4x Bone Fragmentation - Target takes 2d3 damage. Adjacent secondary target takes 1d3+1 damage. Range of 6 hexes.
1/battle: Evard's Bolt - Deals 2d3 damage to a single target. Range of 5 hexes.
3x/dungeon: Serpent's Venom - Target takes 4 damage per turn for four turns. Range of 6 hexes.
2x/dungeon: Converts a corpse into a zombie, under the caster's direct control. Unlikely to work on targets larger than human-sized. Zombie lasts for one battle per necromancer level, or until destroyed. The zombie takes a player slot in future battles, or may be used to carry three items.
?/dungeon: Soul Drain - Deals 1d3+3 damage to an adjacent target. Gain a semi-random bonus if the target dies this turn. Unsafe.
Chaun Chauner
Leprechaun spearechaun
HP: 3/3
Level 1: 2 more battles until level-up.
Melee attack: 1d5+2 damage
Defense: 50% dodge vs. non-magical.
Wealth: 25 gold.
Speed: 5 hexes per turn.
Traits: Gold carrier, 100% extra damage from cold iron, dangerous greed
Guild skill: Shoemaker
Weapon: Faegold Spear +2
Misc1: None.
Misc2: None.
Misc3: None.
Gold1: None.
Gold2: None.
Gold3: None.
Abilities:
1x/dungeon: Detailed search - Find a secret cache of treasure left behind after winning a battle.