Roll 59----WunderKatze you had had 2 fire garnets and you tossed one to Vanina during the fight, so you've got 1 left in your inventory.Mercenary 1(Roll to motion: 28)
You back away, bumping into the wall with your spine, then try to deliver your agreement to Daxon with some hand gestures; Unfortunately, it appears that your upper limbs' joints have been damaged somewhat, making the finer movement required for such gestures almost impossible...
... So, you just settle with nodding. He flashes you a small smile in reply before turning towards the weird fish, who has been glancing between the both of you, confused.
(Roll perssssuade {INT}: 7 + 1 = 8 )
"I apologize on my friend's behalf for being so, er... careless." the man makes a slight bow. The other seems somewhat mollified by this, although he keeps his guard up.
"You call this undead your 'friend'? How can you vouch for someone who is so quick to rush in and kill, without a second thought?!" the amphibian's tone grows more heated as his words roll of that strange, long tongue of his. You can't help but stare, so it takes you a second to realize he's glaring at you.
"W-well, neither of us were expecting to find anything other than lamias or renevants here, plus..." Daxon inhales sharply, composing himself. "I saw enough to know that your servant has attacked first." he adds.
"That's because it was trying to steal! And look at it, now he's wearing my sandals as well! No shame!" the fish swims towards the man, stopping at the egde of the pool before pointing his staff at your feet. "Tell your 'friend' to give back my belongings, and I will consider forgiveness for his acts." he adds before the other can reply. They then both turn towards you.---
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 2"I, uh... I do-don't..." Paiho sweats visibly, seeming taken aback by your accent.
"I think he wants to know why did that... woman attack you." Vanilla says, although she looks unsure.
"Ah, yes, I-I see." he takes a moment to compose himself. "I honestly do not know why she has attacked me. All I was doing was travelling to Skotsa in Mt. Zulle to trade goods, Indinera honey is very widely appreciated, after all, when some vines sprout from Azygos-knows-where and push me into the dirt!" he explains, making a face. "I barely get up to see my horses running off, poor things, when that beast appears in front of me and starts rambling something about how I'm stealing from nature..." he shrugs. "She then makes those vines pick up my cart and smash it up and then you two..." the elf eyes Cordelia, who is staring at the sky. "... Well, three came." he finishes, sighing deeply.---
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"Perhaps, if you had wished your memories away as well." Edward replies, mulling over your reply. "Nevertheless..." he makes a small gesture towards the stone. "It would seem that, at the moment, the answers I seek are out of reach." you detect a note of disappointment in his tone. "I will continue watching you, however, since I can foresee your choices may lead to the quenching of my curiosity, as insignificant a chance that may be." with a small chuckle, he fades away, and you're left staring at the silent flow of your memories.
The only thing you remember after is the silence. Your eyelids flutter open and you're blinded by the morning light, as you feel a warm bundle sitting on your chest.---
Enemies:
---
Allies:
Sparky
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
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 2The dragoness just stares at you for a second.
"Yeah, I guess he didn't." she concedes, although sounding distracted. Eventually she makes that shrugging gesture with her wings she did earlier. "Buuut, you want that potion to turn yourself back to your elf form, don't you?" she cranes her head towards Brussian, who just nods timidly. You can see Saraqael hiding in his shadow. "So, I'll take those herbs you've got and make the potion for you, while you go and help the doll with her task. How's that sound?" she asks, a smirk forming on her snout.
"Er... A-acceptable, I suppose...?" the werewolf answers.
"Good! Then I'll be taking this." the reptile snatches the sack with a foreleg. "Now, as for getting you there..." she makes a gestures you don't quite catch and produces a small crystal from somewhere. It's golden glimmer is very eye-catching.
The dragoness carefully holds it between her talons, the thing looking tiny and fragile in comparison to them, and then draws a straight line in the air with it. Much like when she casted earlier, the motion leaves a thread of light hanging, although this time it's bright yellow.
Anyway, she reaches out with her other foreleg and... seems to slip it inside the line. She then starts pulling and, slowly, the line widens at the middle until it resembles a gouge. An endless expanse of yellow stretches inside, and it feels as if it's pulling you in.
"Here you go." she stands down on all fours again then moves aside. Brussian only stares, transfixed. "Just go in and you'll be right at the mouth of the cave." she adds, puffing her chest with pride.---
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(Roll for your silvertongue: 100)
"Ah, then you must be Hunters." the stranger sights in relief and you get the impression he's lowered his bow as well. Dur'toj nods towards Kratin, who rolls his orbs as he's sheathing his blades.
"Yes. I take it you're not aware of where our target may be?" the former asks, still keeping a hand near his lance.
"Depends on what you're looking for." there's some shuffling before the other walks towards your group. Upon closer inspection you can see that he's, indeed, an elf.
"We cannot go into much detail, but an obvious feature is it's dangerous affinity for fire." the lizardman replies, relaxing slightly.
"Oh." the elf scratches his head. "I've seen some burn marks in a clearing an hour ago, and on some trees around." he finally answers.---
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 examine the altered arm, poking it experimentally. From you can see, it's not really made out of light, like you'd expect a Holy elemental to be, but instead a solid substance that somehow sticks to your relatively low-density shadow body.
In all honesty, it just feels wrong to think of it as a hand, as a part of you.
"I told you that the leftover power from the egg would be given to you." Vener explains, a dangerous note still present in his tone. "Your form is more malleable, so the transfer would be received more easily, and it should have been-" his voice grows in volume at the end, but he cuts himself off. "Anyway, as a side effect your element has been changed, but as long as you don't channel the Holy element your body will stay as it is." the archbishop explains after a few seconds.
"Even if you do that, it'll only cause that white smudge to grow with your mastery, but..." his tone becomes deadly serious. "Don't let it reach half of your form." you sense a glint of fear at the end.---
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)