Roll 45----Unfortunately, I had a really tough week at school and couldn't set aside any time to finish the roll. At least the worst has passed, for now.
--
@Reth-Eli Well, I have been getting errors like that when visiting some other sites as well. They usually come back to normal quickly, though.
--
Also, I've finally added the dual wielding passive to Theta. Funny how I overlooked that for so long.Mercenary 1You are quite content with the results of your curiosity, as it was clearly going to help with exploring the rest of the pyramid. Especially with your partner missing and all. On an unrelated note, you decide to go through the corridor, your feet bones scratching the surface of the stone slabs with each step. Soon, a large quantity of water comes into view, and when you finally find yourself in the next room, you realize that it was actually a massive pool occupying well over half of the space.
This wing of the pyramid is more long than wide, stretching quite some distance up and down with the floor completely covered in a cream carpet, much like the slabs from the corridor, although with various depictions of exotic flower sewn into it with some orange material. Either way, a quick glance around reveals two red crates, very similar to the ones you opened on the first floor, one's directly to your left and the other's at the north of the room, flanked by two cross shaped pillars, a staircase leading down at the southern end, also surrounded by four pillars, two other hallways you could go through towards the north, and finally, a rather out-of-place looking wooden display with yellow clothes placed on it. As you finish your quick inspection, a small, nearly imperceptible sound comes from somewhere on your left.---
Enemies:
---
Allies:
Daxon (??)
Race: Human
Faction: Mercenary
Element: Water
Inventory(5/8):
- 50 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 (7/15):
-- Buala (Cures poison/venom/pox/plague. Using 3 in a row grants +1 health and -1 pain.){4}
-- 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) (Uncommon)
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)
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: 20/45
--
Active Ability:
- Water:
-- Water Blaster (Attack with +3 power and +1 accuracy. Hits targets beyond the first one up to the range of 3. Cooldown: 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: 1/10}
- Bladed Null (Placeholder){Exp: 4/5}
- 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(5/8):
- 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)
--
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:
Arm Left and Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Left Leg: Green Rune (??)
Feet -Left: -Right:
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: 0
INT: 0
EXP: 0/100
--
Active Ability:
- Taunt (Angers opponent, causing them to rush forward, with a penalty of -2 to defence. Debuff lasts 2 turns and cannot stack. Harmless. Radius of 2 centered around the caster. May be used 3 before a 3 turn cooldown. Radius: 2) {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: 3/10}
- Bladed Beginner (+1 to bladed weapons){Exp: 2/10}
Condition:
- Lightning speed (+4 accuracy/dodge) {Expires after one battle}
Mercenary 2"No problem. Hopefully we will meet each other again." Rhunon replies, watching you as you make your way to the entrance, careful not to knock anything down. Your avian companion jumps off the nightstand and follows you closely. It may be a good idea to give it a name soon.
Outside you are surrounded by the dark shapes of the buildings around you, the darkness making it impossible to make out any specific details about them, save for the occasional lit candle at the windows. You wander around for a while, the battered path barely visible in the moon's dim light, unable to find any map you could use. A few more minutes pass and you come across a relatively small building with a sign. You manage to make out the words "SHOP" written on it by shining the weak light emitted by your eye-orbs. From the looks of it, it seems to be closed for the night.
Eventually, you come across a large building, and perhaps the only one which had activity. A bleak, yellow glow came from the windows and an old sign was hanging from the roof with "INN" written on it. Of course, -most- undead didn't need to sleep at all, so the most you would be able to do here is get some rest, gather information or perhaps buy some common items for your journey. In the meantime, the undead bird makes a flying jump up to one of the sills, using his beak to climb up on it. He peeks through the glass with it's small, violet eyes, their color contrasting with the light coming from inside.---
Enemies:
---
Allies:
Rhunon
Race: Elf (+1 dodge/accuracy, +1 ranged, -1 melee)
Element: Earth
Inventory(1/8):
- Quiver (23/45):
-- Steel arrows (+1 power, +2 piercing, -1 accuracy, inflicts bleeding) {15}
-- Poisonous arrows (+1 accuracy, +1 piercing, inflicts poison) {8}
--
Arms Left and Right: Elven Bracers (+1 power, +1 magic)
Feet: Leather Boots (+1 defense, +1 accuracy)
Torso: Green Coat (+2 dodge, +1 accuracy, -1 parry, -1 fire defense)
Weapon: Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce, +1 major actions per round, reload time: 0)
--
Level 4
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 3
INT: 0
Exp: 3/67
--
Active Ability:
- Earth:
-- Stone Throw (??)
- Archery:
-- Feint shot (Fire an arrow with +2 accuracy, -1 power and -2 pierce and buff yourself with +3 attack and +1 accuracy for the next attack. Cooldown: 2) {Exp: 6/10)
Passive Ability:
- Quick Reflexes (Automatically does one free attack at a random enemy at the start of a battle)
- Bow Novice (+2 attack when wielding bows) {Exp: 5/15}
- Dodge Null (Placeholder) {Exp: 2/5}
Conditions:
- Small wound (-1 to all rolls)
- Pain (-2 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 (Read it)
- 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) {2}
--
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:
Arm -Left: -Right:
Hand -Left: -Right:
Finger 1: Wanaeyis Ring (+1 RES, +1 power, +1 magical defense, -1 dodge) {Rare}
Waist:
Leg -Left: -Right:
Feet -Left: -Right:
Weapon 1: Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
Weapon 2:
--
Level 3
Stats:
STR: -1 (-1)
DEX: 0
RES: 1 (+1)
AGI: 0
INT: 3
EXP: 39/45
--
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 +1 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.) {Exp:4/5}
- 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 turn your attention towards the other blue basilisk, intent on killing it off before it tries something else. Ignoring the two other reptiles, you charge towards it, ready to strike it down with your sword.
(Antaeus: 1 + 3 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 - 1 - 1 = 12 vs 8 = 2 + 2 + 3 + 1 Parry Mature Blue Basilisk)
You easily go through it's attempt to stop your attack, slashing a deep cut near it's head. This kills it instantly, blood pooling up on the ground.
"COCKAAAA!" a high-pitched shriek comes from behind you, and you realize that it came from the chick which you were trying to protect. The cause of distress was that while you were focusing on the blue basilisk, the other ones had teamed up on the now vulnerable little bird.
(Mature Emerald Basilisk: 3 + 2 + 1 + 1 = 6 vs 7 = 1 + 4 + 2 Dodge Chick)
(Mature Emerald Basilisk: 2 + 2 + 1 + 1 = 5 vs 11 = 1 + 4 + 6 Dodge Chick)
He nimbly dodges both attacks and then runs as fast as it could towards you again. You notice that he was still trembling with fear and, perhaps, confusion. Anyway, you move in and bring your blade upon one of the reptillians...
(Antaeus: 6 + 2 + 2 + 2 + 1 + 1 + 1 + 1 + 1 - 1 - 1 - 1 = 14 vs 9 = 1 + 2 + 2 + 4 Dodge Mature Emerald Basilisk)
(Armor protection: 5 - 1 = 4 damage)
This time your strike is true, landing a long gash across it's side. Almost immediately blood gushes out of the wound, and your enemy writhes in pain for a few moments, before finally moving on. The last basilisk hisses at you, slowly backing off towards a bush.---
Enemies:
Mature emerald basilisk
Race: Basilisk (+1 accuracy, +2 dodge, -1 power, -2 earth defense)
Element: Nature
--
Torso: Green scales (+1 defense, +1 armor)
Weapon: Pointy Teeth (+2 stabbing, +1 power, -1 slashing)
--
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 2
INT: 0
--
Active Ability:
Passive Ability:
- Reptilian Regeneration (+1 health at the end of each round)
Condition (2nd one):
---
Allies:
Chick
Race: ?? (+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: 0/20
--
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(8/8):
- Blindflash (Blinds all enemies in a radius of 2. Range of 2)
- 350 Gold
- Wonder Marsh map (Leads to the Wonder Marsh)
- Cockatrix Egg (It's a good thing cockatrixes get over their baby phase quickly)
- Red bracers (+2 dodge, -1 attack) {Legs}
- Daylily (The petals of this flower can greatly increase the attributes of any potion) {4/5}
- 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.) {8/20}
--
Torso (under): Purple runes (+1 magic defense, +1 lightning magic)
Torso (over): Chestpiece (+2 defense)
Arm Left and Right: 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 defese, +1 parry, -1 dodge)
--
Level 3
Stats:
STR: 0
DEX: 2
RES: 0
AGI: 1
INT: 0
Exp: 34/45
--
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 Null (+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 leggins (+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: 16/45
--
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:
- Small burns (-1 to all rolls)
- Pain (-1 to all rolls)
Empire 1You quickly realize that there was no way to get away from the wyrm, which is actually different from a wyvern, since the cave was still quite far away. Both of your allies draw their own weapons in preparation for battle, while you get ready to cast a Thunder Impulse at it. Unfortunately, the spell won't quite reach the serpentine creature due to the altitude it's at, so you're forced to wait until it swoops down...
(Clash {AGI}: Mystel 6 + 1 = 7 vs 5 = 1 + 4 Golden Pazsaza)
You manage to time the spell right and throw a lightning bolt crackling with energy just as your enemy was gaining speed...
(Mystel: 4 + 2 + 2 + 1 + 1 + 1 - 2 = 9 vs 8 = 1 - 1 + 2 + 3 + 2 + 1 Dodge Golden Pazsaza)
The wyrm makes a sudden twist in the air, avoiding the brunt of your spell, although still ending up with a few burns and some shocking. Not to mention that this forced to stop it from it's descent, giving your two comrades, or Fenrir at least, more time to prepare. The man closes his eyes and chants a few words, a dark aura slowly materializing around his wand and new staff, just like when you first fought together. Well, except that his arms are trembling, for some reason.
"Good shot, Mystel." Carola praises in the meantime, looking a little more confident now.---
Enemies:
Golden Pazsaza
Race: Wyrm (+3 power, +3 dodge, +2 ranged attack, +1 attack to your element, -1 magic defense)
Element: Holy
--
Torso: Yellow scales (+2 defense, +2 additional melee defense, +3 armor)
Weapon 1: Razor teeth (+3 stabbing, +2 attack against unarmored targets, +1 accuracy, -1 pierce)
Weapon 2: Feathered Wings (+2 defense while on ground)
--
Stats:
STR: 0
DEX: 2
RES: 1
AGI: 1
INT: 0
--
Active Ability:
- Tail Lash (??)
- Fire
-- Firebreath (??)
- Holy
-- Prana Beam (??)
Passive Ability:
- Winged (+1 dodge, -1 parry while airborne)
- Magicka flow (??)
- Sharp senses (??)
- Conditions
-- Light burns (-1 to all rolls)
-- Thunder Numb (-3 attack) {Expires on Roll 48}
---
Allies:
Fenrir
Race: Human
Faction: Human Empire
Element: Darkness
Inventory(0/8):
--
Torso (under): Leather vest (+1 defense, +1 armor)
Torso (over): Brown coat (+1 defense, +1 dodge, can be worn over most armors)
Legs: Old Boots (+1 defense)
Weapon 1: Wand (Range: up to 6. +1 pierce)
Weapon 2: Runed Rod (Range: up to 6. +2 power, +1 magic attack) {Rare}
---
Level 2
Stats:
STR: 0
DEX: 0
RES: 0
AGI: 1
INT: 1
Exp: 0/30
---
Active Abilities:
- Darkness
-- Shadow Fragment (Throw a small concentration of darkness to the targeted enemy with +1 accuracy) {Exp: 3/5}
-- Dark focus (The caster gets +2 to dark magic and +1 major actions when casting spells during the next turn. Has 3 turn cooldown.) {Exp: 2/5} {Cooldown: Ready on Roll 48}
Passive Abilities:
- Preparation (Gets +2 attack if he wasn't targeted by an enemy before attacking)
- Dodge Null (Placeholder) {2/5}
- Dark Null (Placeholder) {4/5}
- Dual Wielding Magic (+1 to magic, -1 physical defense)
Condition:
- Eye bruise (-1 accuarcy)
Carola
Race: Human
Faction: Human Empire
Element: Holy
Inventory(0/8):
--
Neck: Crystal Amulet (+1 magic defense, +1 INT)
Torso: Steel Breastplate (+2 defense, -1 dodge)
Arms: Wood Bracers (+1 parry)
Hands: White Gloves (+1 defense, +1 accuracy, +1 holy magic, -1 darkness defense)
Weapon 1: Shortsword (+2 stabbing, +1 power, -1 accuracy/dodge)
Weapon 2: Battle-Erika (+2 stabbing, +1 parry, +1 attack if DEX is above 3, -1 dodge) {Uncommon}
---
Level 4
Stats:
STR: 1
DEX: 2
RES: 1 (+1)
AGI: 0
INT: 1 (+1)
Exp: 30/67
---
Active Ability:
- Flurry Strikes (Strike 2 times with -1 power. May be used 2 times before a 3 turn cooldown. ??) {1/2}
- Holy:
-- Mend (+1-2 health, -3 pain, cures bleeding. Cast range of 3. 3 Turn Cooldown) {Exp: 3/5}
-- Saint Waves (Area of effect attack with -1 accuracy and +2 power. Has +2 attack vs undead. Radius of 3. Has a cast range of 2. 5 Turn Cooldown) {Exp: 2/5}
Passive Ability:
- Enduring Soul (Injury debuffs take effect after 1 turn, +1 RES)
- Dual Wield Melee (+1 accuracy, +1 parry, -1 power, -1 dodge)
- Parry Beginner (+1 parry) {2/10}
- Bladed Null (Placeholder) {4/5}
- Light Beginner (+1 to all Holy rolls) {0/10}
Conditions:
---
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(4/8):
- Bag (May hold up to 7 charges of 3 different items){1/3}:
-- Sparkcrystal powder (+2 dodge, +1 AGI for 3 turns) {2}
-- 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 bracers (+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}
--
Level 2
Stats:
STR: 0
DEX: 1
RES: 0
AGI: 1
INT: 0
EXP: 12/30
--
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} {Cooldown: Ready on Roll 48}
-- 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: 1/5}
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){2/10}
- Dodge Beginner (+1 dodge){1/10}
- Lightning Beginner (+1 to lightning){1/10}
Conditions:
Empire 2"That's good to hear." Brussian replies summarily, before going off into the forest once again. Needless to say, you decide to follow after him, althought you can't shake off the feeling that something's missing. This doesn't last long, however, because soon Saraqael comes running to you, the knife that you had tested your wind manipulation skills on in his jaws. He offers it to you by putting the iron tool on the ground, which you promptly take and place back in your inventory. Turning around, you see that the werewolf had been watching the whole 'exchange', but doesn't comment and instead continues on. You also resume following after him, although this time with the xerberus on your heels.
A few minutes later you quicken your pace, hovering closer to the red canine to the point you were right next to each other. Deciding to train in the new element you've discovered, you make an attempt at sensing the herbs inside the bag held in his left hand, using your Magicka perception to sense their forms, their properties, even their structure. Unfortunately, despite achieving enough concentration to sense the Magicka itself, you cannot quite grasp the nature of the plants, the whole experience being like trying to hold water in your hands, so to speak. To put it simply, you could tell that there were herbs in that bag, but nothing more.---
Enemies:
---
Allies:
Saraqael
Race: Xerberus (+1 parry, +1 melee attacks, +2 power, +1 slashing defense, -1 dodge/accuracy, -1 ranged defense)
Element: Ice
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Weapon: Jaws (+2 stabbing, +1 power/parry, -1 accuracy)
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Level 1
Stats:
STR: 0
DEX: 0
RES: 1
AGI: 0
INT: 0
Exp: 14/20
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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:
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_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}
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Head:
Neck:
Torso: Kah'Hur Mist Dress (+2 dodge, +1 magical defense, +1 power, -1 parry, -2 defense vs fire)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
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:
Leg -Left: -Right:
Feet -Left: -Right:
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
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Active Ability:
- Air:
-- Tempest(Creates a howling gale that pushes objects and people with +2 accuracy and -1 power. Range 3. Has an area of effect of 2. Cyfraith will also be affected by the gale if she isn't holding onto something. Has a cooldown of 3.) {EXP: 2/5} {Cooldown: Ready on Roll 45}
-- 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. Cooldown 2.) {EXP: 1/5} {Cooldown: Ready on Roll 45}
- 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 of 2. Cooldown: 3)
-- Calming 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. Cooldown: 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 Null (Placeholder) {3/5 XP}
Conditions:
Order 1You decide to lie to the lizardman for some reason, although he doesn't seem to realize it or simply doesn't care. Anyway, with him gone, you decide to go directly at the entrance just as he instructed. You take the stairs up to the top floor, avoiding various other members going on their own bussiness along the way. The whole ordeal is made more annoying by the fact that the stairs were made with tall people in mind, probably Kroms judging by the region. Either way, you finally make it at the top, your legs shaking slightly from fatigue. You find yourself a large, hexagonal room with tall ceiling. Three candelabres with candles in them were attached to each wall, giving the smooth stone a dark yellow color. There were also massive windows on each side, but they were all sealed off. A staggering amount of runes used in teleportation covered the walls going all they way up to the roof, although they're barely visible up there, with about six circles of different sizes carved into the floor itself.
Your gawking is interrupted by a skeleton bumping into you and nearly knocking you over. You quickly regain balance, however, and then turn towards the agressor. He had a shortsword sheated at his waist and a round, red shield in his left hand, a white skull painted on it. A ragged brown cloak covered his back and a piece of red cloth was tied on his skull. Add to all that a confident, nearly defiant looking grin and two glowing red eyes and he looked quite intimidating.
"Didn't see ya there, fella." he says in a thick accent. The undead studies your features for a moment before continuing. "Say, wouldn't ya be interested in helping me with a little job? It'll be quick, I promise." he asks, gesturing towards one of the smaller circles.---
Enemies:
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Allies:
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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 (Indinera Forest)
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. 30% chance to gain a debuff of -2 to all rolls, additional -1 when in combat, for 2 turns after the initial buff expires) {2}
- Necrotear (+5 health, removes pain, wakes up targets who are asleep/uncoscious)
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Head:
Neck:
Torso: Shimmering Robes (+1 Dodge, 50% chance to cause Confusion after a successful dodge, -1 Parry)
Back:
Arm -Left: -Right:
Hand -Left: -Right:
Fingers 1-10:
Waist:
Leg -Left: -Right: Well-knit Leggings (+1 Armour)
Feet -Left: -Right:
Weapon 1: Scythe (+2 slashing, +1 stabbing, -1 attack if DEX is below 3, attacks hit all character adjacent to the target)
Weapon 2: Spell Book (Base Range = Up to 6. +1 accuracy)
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Stats:
STR: 0
DEX: 1
RES: 0
AGI: 0
INT: 0
EXP: 0/20
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Active Ability:
- Thunder
-- Electric Dash (Rush to a target character up to the range of 5 and inflict paralysis on them for one turn. Cooldown: 4 turns)
Passive Ability:
- Quick Skirmish (On start of combat gains a +(2 + AGI) bonus to attack that is reduced by (1 + AGI/2) every turn she remains in combat, down to -(2 + AGI). Resets after 2 turns out of combat.)
- Dual wielding (Ranged and Melee) (+1 to interceptions)