Roll 58----NRDL Yes, it's alright. Eitherway, I'd be a hypocrite if I got mad at you for leaving unannounced, lol.---
Mercenary 1"Wait! We didn't know this creature was in your, erm... your service." Daxon replies as you circle around the pool.
Before the amphibian can even reply, you've already covered some distance and are already drawing your rapiers to take some quick jabs at his exposed flank.
(Nix: 3 + 2 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 - 2 - 1 - 1 = 13 vs 7 = 1 + 1 + 2 + 3 Parry ??)
(Armor protection: 6 - 2 = 4 damage) {Attack nullified}
(Nix: 4 + 2 + 2 + 2 + 2 + 2 + 1 + 1 + 1 + 1 - 2 - 1 - 1 = 14 vs 12 = 1 - 1 - 1 + 2 + 6 + 5 Dodge ??)
(Armor protection: 2 - 2 = 0 damage) {4/4 Armor damaged}
You manage to reach the thing despite him still being in the middle of the pool. Unfortunately, just as you're about to deliver deadly blow at his head, the water in the pool glows and a nearly invisible barrier glows around him, deflecting your attack.
The glow persists as an aura around the tigo, and he turns around just as you deliver your second stab. He manages to twist out of the way with surprising nimbleness, making your second blow only glance his scales somewhat.
"Bah, you thirst for my blood as well?! I shall purge you!" the glare of his red eyes match your orbs for a moment before a bright light engulfs the whole room. For the first time in so long you feel, you actually feel, pain searing your being.
"Aaahh... P-partner, stop it! We'd have more to gain by befriending this one rather than killing him!" Daxon says, stumbling backwards.---
Enemies:
??
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:
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:
- Sealed (Passives have their effects removed) {Lasts until Roll 60}
---
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 2)
--
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: Swift sandals (+1 defense, +1 AGI, +5 dodge/-5 parry during first combat round, +1 dodge/-1 parry after) {Rare}
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: 5/6
--
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 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: 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}
- Sealed (Passives have their effects removed) {Lasts until Roll 60}
Mercenary 2You scream and shout and let it all out- or the verbal part of your rage, at least. You then help Vanina stand up, who shivers a little when she touches your gloved hand.
"Huh? You want t-to kill yourself? B-but you're already... dead?" she trails off, her expression dumbstruck by your words - Cordelia only stares at you with curiosity -. You note her legs have stopped shaking, so you let her stand on her own.
Nevertheless, you notice a small leather book lying in the dirt, and remember that you picked it up during the excursion inside the millipuf nest. You reckon it must've fallen while you were throwing a fit. Picking it up, you open it at the first page. Some of the ink is smudged with blood, so you can only make out:E l 's o na
Kirley Hart
Before you can even flip to the next page, you're startled by the elf running towards you.
"Thank you so much strangers! That-that beast wanted to kill me!" he stops in front of you, looking on the verge of crying. His joy quickly fades, though, as he turns towards his smashed cart. "Unfortunately it's too late for most of my goods, so I don't have anything to repay you with..." he sighs, rubbing his cheek.
"I-it's alright..." Vanina smiles, trying to hide her fluster. "... Even though a healing potion would've been nice." she looks towards you, worry flashing over her eyes.
"The bottles would've been the first to go, miss..." the elf shakes his head.
"Oh, right. I'm Vanina, and this is Naryo- I mean, Nayous." the woman glances between you and him for a second. "Nayrous... I think that's what it was?"
"A-anyway, my name's Paiho. It's nice meeting both of you." he finally says, shaking Vanina's hand then extending his arm towards you.---
Enemies:
---
Allies:
Vanina
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: 3 (+3)
DEX: 0
RES: 3 (+2)
AGI: 0
INT: 0 (-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 52} {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) {Cooldown: Ready on Roll 58} {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:
- Light burns (-1 to all rolls)
- Heavy damage (-3 to all rolls)
- Shadow Rage (+8 attack, +4 magic defense) {Expires on roll 59}
- Estuans Morten (+1 STR/+2 RES, INT converted to STR, +2 impact defense, Spiritus Sepulturam removed) {Expires on Roll 60}
Mercenary 3"It is not the carving itself that attracted me, but it's user." the being replies, giving you a piercing look. "And, although I am here to learn more about you, I suppose I will give you some 'tidbits' about it; In exchange I want you to answer my questions." he adds, then continues as if you agreed to his words. "This sigil is but one of eight, each representing an aspect of the universe and it's philosophy. Dako is darkness, unknown, deceit, fear and what is forbidden. It teaches it's followers to understand the primal instinct of fear, to perceive and avoid dangers. In itself it can mask or conceal nearly anything, even one's power from themselves." you realize that during his lengthy explanation the man hasn't taken a single breath. It makes sense, since you don't feel the need to breathe here either, but it's still strange.
"Now, then, why did you use the Dako on yourself?" he finally asks.---
Enemies:
---
Allies:
Sparky (Unavailable)
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 (Unavailable)
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 2"Your ring makes the process significantly easier." Amarethon notes, an unknown emotion in his tone. "Moving on, this... Hmpf, dragons, is that truly what they call themselves now? Have they truly lost their sense of pride?" he rambles. "Anyway." he makes a grand gesture towards the dragoness with a wing.
"The dragon's request is utterly ordinary, and of no concern to me. The location, on the other hand..." the god fixates you with his beady eyes. "You will most probably feel enticed to remain in that place; By all means, do not." he adds, seriousness lacing his voice. "I would find it surprising if these thieves will still be sane when you get there, frankly." he finishes, his form quivering and turning into smoke, dissipating in the air.
It takes a minute but you eventually realize time has resumed.---
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. 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}
-- 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}
- 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 Beginner (+1 to air magic) {EXP: 0/10}
- Nature Null (Placeholder) {EXP: 2/5}
Conditions:
Order 1"Guess we'll find out." Kratin whispers back, looking ready to parry the next arrow. If it comes.
"Who are you? Why did you... a-appear here?" the voice is male, and you can hear the faint noise of his bow being drawn. Dur'toj carefully walks towards him in the darkness.
"We don't mean any harm to you. Let us go and we'll go do our business and leave." he says, a note of calm in his words. "We'll just-"
"And what 'business' you've got here?" he asks and the lizardman still at this. He glances towards you and Kratin; The latter just shrugs.---
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. Cooldown of 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 start mumbling nonsense in a fit of panic but then instantly calm down.
"It's Archbishop Vener, Acolyte." the dragon growls then sighs. "The ritual wasn't meant to sacrifice you, but rather add the power that remained in the hatchling to you." his expression immediately contorts in rage after. "But your interference nearly REVERSED THE WHOLE RITUAL, WHICH WOULD'VE STOPPED IT ALTOGETHER WHILE KILLING YOU, IF LORN HADN'T STOPPED YOU!" he roars, then spews a wave of fire towards you.
It hits the spot to your left, fortunately, incinerating a torch stand. A few moments of deafening silence ensued, only interrupted by the archbishop's loud breathing and the fire.
"Perhaps we should leave." Tyler says eventually, only slightly shaken; Or perhaps he's hiding it well.
"No." Vener half-growls, then turns towards you. "I'll finish my explanation first: that white arm you've got is the energy you gained. Even though your dominant element is still darkness, it's no longer the only one; You're now a mix of both Darkness and Holy." he says, anger slowly leaving his features. "Your combination is called Contrast."---
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)