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Welcome to Nazarax

Nazarax is a completely homemade tabletop RPG (similar to Dungeons & Dragons) which can be called a few things such as : unbalanced, stupid, not serious in the slightest, half-baked, and it is proud of all those things! It’s a tabletop RPG where you aren’t going to be given any quests or objective that is meant to be more fun that serious, most rules are very loosely applied, and if players want to do something, no matter how stupid, they probably can, player objectives are self defined and there is no rule that forces you to party up with everyone else.

This section will introduce you to some of the game’s mechanics and systems that are not touched on in the “Introduction to character sheets” document.

Character creation

When creating a character, even though there is no specific place for such information, one of the most important aspects of creating a character is giving them a proper backstory. There are many reasons why this is the case, like the fact a backstory can often help clear up a character’s in-game personality and goals, making RP interactions much more consistent and responses easier to come up with, or the fact it can lead to the creation of multiple unique scenarios, interactions or quests based on locations or people your character had some sort of relation with in the past, or because it can give your character unique items and attributes. Depending on a character’s backstory, with a DM’s approval1, bonus items (even unique items!), some skills (they can be low level skills from classes (or even races!) you don’t have, skill that you technically don’t meet the requirement for, unique skills, or custom versions of pre-existing skills that can be stronger), reputation, masteries, bonus stats, special racial stat multipliers, knowing languages, levels, etc. can all be given out to newly started characters.

Another important thing that should be noted is that player classes and races aren’t set in stone, even though I highly recommend new players to try and pick template classes and races2. For races, with a DM’s permission, basically anything goes, the only real requirement is that you create and submit a document containing a race’s description, how they act, and a coherent and complete set of skills (though you should expect them to be rebalanced, especially for anything that has to do with numbers) for the race to a DM and wait for them to send you a rebalanced and approved version. You can make half-breeds3 that have a mix of characteristics and abilities from different races4. Some of the non-conventional races that are found in encounters like golems, elementals, goblins, undead, demons, vampires, etc. can be used for character creation, though these cases do require a proper backstory to explain your character’s unique circumstances.

Classes similarly can be customized to fit a player’s wishes. Players can have up to 3 classes5, they can develop unique skills related to a class they use (with a DM’s approval), they can customize pre-existing skills from a class they use (with a DM’s approval), they can create new regular spells for classes they use (especially relevant in the case of mages and bards) and they can even create completely new classes6 if they want. Similarly to using non-conventional races however, to play as a custom classes you need to submit a document containing what the class is, it’s gimmick, and a complete and coherent set of skills to a DM and wait for said DM to rebalance and approve the document. Once a class is approved, it will be added (unless asked to not do so) to the normal class list.


  1. Obviously there are limits to this, characters cannot start off as gods, or be higher level than 10 by default, and the amount and quality of the things a character receives needs to make sense considering the character’s backstory. Again, these bonuses come at a DM’s discretion. There can also be debuffs that come from backstories.

  2. In the case of races, especially the simpler ones like Human, Elf, Noki, and Dwarf.

  3. This does include real demi-dragons.

  4. Even if half-breeds only mix abilities and characteristics from normal races, to play as one, you still need to submit a complete design document to make sure it stays at least somewhat balanced.

  5. Though, this depends on the complexity of the already-known classes.

  6. Custom classes don’t necessarily need to be fully functional or to have at least 12 skills like the default classes, they can be designed to be used as a secondary class, similarly, skills don’t necessarily need to follow the usual progression of being learned at levels 1, 10, 25, 50, 75, 100, they can be learned at any level or even be locked behind certain stat, reputation, location, or item requirements.

Healing and injuries

Here are some mechanics relating to how to heal back up that are important to know. Regeneration: You regenerate 5% of your health and 5% of your mana every turn while outside of a fight, however, you cannot regenerate health as long as you are bleeding or taking damage, even if you are outside of a fight. When sleeping or unconscious, these natural regenerations are doubled. Racial points have special mechanics that are unique to each class, so this doesn’t apply to them.

When someone is physically injured, even once the fight they were in is over, their injury doesn’t magically go away, depending on how important the injury was, it can take 20 turns (1 day), 40 turns (2 days), or even up to 100 turns (5 days) to fully heal naturally, tough this process can be slightly sped up by resting. Things like lost limbs or damaged organs can leave you with permanent debuffs and problems and will not repair themselves. While damaged organs can be repaired with magic, lost limbs generally cannot (but they can be reattached in some cases).

Untreated wounds can get infected and cause death. Knowledge on how to deal with a wound (such as how to disinfect it) is based on intelligence, while the capacity to properly apply the techniques and do things like stitches, make bandages, making splints, etc. are based on crafting. Intelligence will also allow a player to determine the severity of a wound, while crafting is needed to know the danger a wound poses (based on things like if it was treated properly, where the wound is, how much it’s bleeding, how long it bleeds, what’s the wound’s source, how it was treated, etc.).

Simple bandages can be made with the crafting skill from plants or thorn clothing, but when your crafting skill gets high enough, you can start to make better bandages that will slightly heal people over time. Health potions are simple concoctions that can be used to restore someone’s health, but do not affect physical wounds. Health potions are made from fresh1 soulless2 blood, which has been heated up to a specific temperature that depends on the creature’s strength. Potions made from the blood of monsters significantly weaker than its user won’t work. The success rate of creating a potion depends on the creature whose blood you’re using’s level and the person who’s making the potion’s crafting stat. Taking a creature’s blood usually takes 1 turn, but it can take more for larger creatures, or less, if multiple people work together on the task. Heating up the blood takes 1 turn and only requires normal fire until you start needing to make very high-level health potions. Potions made from the blood of weak enemies heal for 25%, while those from normal heal for 50% and 100% for minibosses. Potions made from boss blood heal for 100%, heal most physical injuries, poisons, temporary debuffs, and can even regenerate some minor3 missing body parts.

Very few skills allow to heal people, and even fewer can repair physical wounds, so the ability to heal someone is one of the most valuable skill or talent to have. When a phoenix heart is used to revive someone, they will be brought back to life in a “healthy” state, so while nonfunctional organs will be repaired, things that do not technically impair your ability to live passively like lost limbs4 will not be regenerated.


  1. Once the creature has died, there are 3 turns left before it’s blood stop being useable for potions.

  2. The blood has to come from a recently killed living creature.

  3. Hands, feet, eyes, ears, removing scars, etc.

  4. However, if you are missing both arms or hands, one of them will regenerate since you need at least 1 to be self-sufficient, same with legs or feet as well as eyes.

Basic needs

Most “basic needs” to survive are given a backseat here.

You don’t need to sleep but doing so does help regenerate physical wounds faster and to doubles your natural health and mana regeneration rates.

You don’t need to spend time eating, but still can if you want, though eventually, if you, for instance, spend multiple days (20-40-60 turns) in places where you can’t find food easily like caves, deserts or bodies of waters, you will start to get hungry and will need to go find food unless you want to die of starvation.

You don’t need to drink water, but, like food, if you spend a lot of time somewhere with no water, you will eventually need to go find some or else you will eventually die.

It should be noted that even though you don’t need to clean yourself, you do still get dirty over time, and depending on what you did to get dirty, some people may react poorly to your appearance, so taking a bath from time to time may be a good idea. The same logic also applies to weapons and armor, and as such, cleaning them is recommended.

Map movement

The world map is a 50x50 square grid1. Each “tile” in the map is equal to a 3km x 3km area. It takes 1 turn to move from one tile to the next (you can move by two tiles if you have a horse), and you can only move in the four cardinal directions.

The map is filled with different biomes and cities; however, characters generally don’t know where these are found. Even the direction where they are in isn’t exact, as without a magic compass or someone who knows the world extremely well, all someone can base themselves off of to know in what direction they are going is experience and very basic landmarks that stand out2.

Maps of this world are not only often off-scale, they are also excessively expensive, so it is recommended that you instead draw your own map to try and remember where things are.


  1. Additional areas will be added eventually.

  2. Also no, you cannot orient yourself by looking at which way to sun is coming from, in a world where there’s magic and people who can teleport across the world instantly, why would the planet follow rules such as “rotating in a consistent and predictable way”.

Random encounters

Every time a turn passes, for every group of players, the DM will throw 1D20. Depending on the result of this dice, different random events can happen that range from finding other adventurers, to “You hear a dragon in the distance” (AKA, hide, NOW), however, these results can only happen if the “Peace” and “Risk” levels are high enough for them to happen. You don’t need to know or understand how these are calculated, but you should keep in mind that depending on the current time of day, weather and location, the limits on how good/bad random events can be will change1.


  1. For instance, during the day, with a clear weather, in a plain, there is no way for a dragon or evil god to appear.

Difficulty

Nazarax is a brutally difficult game, especially for new players. This vast fantasy world is full of powerful creatures that can kill you instantly at any time if they want to1, so the most important thing to have if you want to survive isn’t actually strong weapons or high stats, but knowledge and creativity.

The rules are very loose with what you are allowed to do, so you should always try to take full advantage of that by experimenting with different strategies, the best way to take down monsters, to complete quests, or to get something you want generally are ways that rely heavily on the fact this is a role-playing game where you can interact with the world in an infinite amount of ways2 rather than pure stats.

Weapons, items, and stats shouldn’t be seen as direct paths to success, but as tools which can lead you to success when properly used. If you’re losing a social conflict, just run away. If you are outnumbered, just change the terrain or move to a place where those numbers won’t matter anymore. Use your brains, both in and out of the game.

Also, it should be noted that as you get stronger, enemies will rapidly stop being able to kill you instantly and fights will become longer because of how scaling and monster stats are calculated.


  1. For reference, what is probably the weakest enemy, goblins, have a 1/12 chance to instantly kill any level 1 player no matter what armor they are wearing except some demi-humans, dimensionals, mutants that doubled their health and dwarves, while also having a 4/12 or 5/12 chance to do so to level 1 players with absolutely no armor, and goblins always come and attack in very large groups.

  2. This can be things like decapitating an enemy instead of trying to bring their HP to 0, kidnapping someone instead of trying to beat them in a social interaction or to kill them, dismembering enemies that are too strong for you to fight head-on, utilizing social stats in the middle of a fight to intimidate your enemies or give them a reason to leave peacefully, baiting enemies into traps, using fire or magic to block an enemy’s path or to run away, etc.

Assumed items

Every adventurer1 is assumed to have a few things on them even if they aren’t found in their inventory. These items include a coin pouch; a simple belt that you can attach weapons, items, and potions to; simple underwear, pants, wooden shoes, and a shirt, none of them offer defense, however, they do have pockets that can be used to store small items; and some basic survival items like a gourd, cooking pot, bowl, utensils (unsharp iron knife, wooden fork, wooden spoon), and simple ration boxes2.


  1. This part only applies to characters who became or were planning to become adventurers, if your character’s backstory makes him some noble who just lost everything, a homeless person, or something along those lines, these items can be revoked.

  2. Your rations and gourd are assumed to be refilled every time you pass by a town, find eatable plants around, or find water, they are the reason why characters never need to eat or drink explicitly unless they find themselves stranded in a desert, cave, or the abyss for extended periods of time. Unlike items that serve as food, these do not offer any healing effects.

Confrontations

Confrontations are events that happen whenever you take an action that would require talent, it is a stat check that needs to be passed in order to do something. Whenever a confrontation starts, you throw a number of D4(s)1, divide them by two, and multiply the stat(s) getting checked by their value.

Depending on how difficult an action you are trying for is, the DM will decide a “difficulty value” that needs to be reached for that action to be successful. If your stat doesn’t reach the “difficulty”, you will fail the action, the failure getting progressively worse depending on how much lower than target your stat is. If your stat reaches the “difficulty”, it will succeed, the success being more important the more you exceed the “difficulty” value.

When a confrontation happens between two characters, the same logic applies, where both characters will throw D4(s), halve them, and multiply their checked stat value(s) by the result(s).


  1. You throw as many D4 as the amount of stats that are getting checked. The value of the first D4 is applied on the checked stat which is first found on character sheets, then the second, then third, etc.

What is a turn

In Nazarax, events happen based on a system of “rounds” and “turns”. A round is a grouping of turns, once every currently active player and NPC has finished taking their turn, a round ends. Whenever a new round starts, the time-of-day changes, the weather has a chance to change, and every group will have to pass a new encounter check during their first player’s turn. There are 20 rounds in a day. A turn is the time during which a specific character can take initiative to do something. There are no strict rules surrounding what is defined as enough to fill an entire turn, but as a general rule of thumb doing one “action” will fill an entire turn, so while getting to a shop and buying items will only take 1 turn if you instantly find the shop (luck or intelligence check), if you fail and have to look for the shop first, it will count as two actions, and thus, take two turns. Things like conversations only take one turn, and while generally, depending on the actions you try and take, having higher stats can allow you to do more things in a turn, some actions will always take a full turn like swapping the item you are holding mid-fight or using an attack or skill (with some exceptions in the case of skills). But whatever the case, it is up to the DM to determine what is permitted within a single turn and exceptions can always be made to allow games to move faster or to flow more naturally. While your own turn is technically the only time where you can take initiative to do something, reacting to things does not require you to expand your turn, so, if someone talks to you, their turn is used, not yours, or if you block an attack with an agility or luck check, the attacker’s turn is used, not yours.

Turn Order

The turn order is, as the name implies, the order in which turns are taken. The turn order is first determined at the start of a game session and can be anything really, the only rule regarding it is that players in the same party need to play their turns one after the other with no one else in between. The only time the turn order is ever changed while in game is when a player is added to a group or a new group is formed and requires the turn order to be changed to allow each player in that group to take their turn one after the other1.

Player Group APlayer Group BPlayer Group CPlayer 1Player 2Player 3Player 4Player 5Player 6  











Encounters (or event) checks are done once every round before the turn of the first player that gets a turn in each group unless an encounter is already ongoing.

When an encounter check leads to NPCs spawning, depending on the situation, the newly spawned character group will either take their turn(s) before the player group or after them. The NPCs will take their turn(s) before the players if the situation makes them take initiative first (the players didn’t notice their approach, or didn’t have time to act before the enemies already started doing something), while players would take their turn(s) before the NPCs if they noticed them first, or were able to approach them without being noticed.

Durations

Some items and skills have a duration, which is the amount of turn their effect lasts. A duration only starts going down once the “effect” first has a chance to come into play and reduces whenever one of these chances come, even if the effect is blocked or left unused, the fact the effect could’ve come into play means its duration will go down. The next page contains a few diagrams to help visualize this principal.

Combat Example:

  • There are 5 players.
  • Player 1 is alone shopping.
  • Player 2 is alone reading.
  • Player 3-4-5 are in a group.
First TurnEnd of this round of turnsTime of day and weather are recalculatedSecond TurnEnd of this round of turnsTime of day and weather are recalculatedThird TurnEnd of this round of turnsTime of day and weather are recalculatedPlayer 1's turnBuying itemsPlayer 2's turnReading a bookPlayer 3-4-5's group moves tilesRandom encounterPlayer 3's turnCombatPlayer 4's turnCombatPlayer 5's turnUses a buff on his entire party that lasts 1 turnPlayer 1's turnBuying itemsPlayer 2's turnReading a bookPlayer 3-4-5's group are still in combatRandom encounterPlayer 3's turnCombatPlayer 4's turnCombatPlayer 5's turnCombatPlayer 1's turnBuying itemsPlayer 2's turnReading a bookPlayer 3-4-5's group are still in combatRandom encounterPlayer 3's turnKills the first banditPlayer 4's turnKills the second and third banditPlayer 5's turnBandit 1's turnCombatBandit 2's turnCombatBandit 3's turnCombatBandit 1's turnCombatBandit 2's turnCombatBandit 3's turnCombatBandit 1's turnCombatBandit 2's turnCombatBandit 3's turnCombat  Encounter fails to beginEncounter fails to beginRandom encounter beginsBandits notice the player group and the designated player for the luck check to notice the bandit failsA buff is usedEncounter fails to beginEncounter fails to beginThe turn order stays the sameBuff duration is reduced by 1 (now 0)Encounter fails to beginEncounter fails to beginRandom encounter beginsBandits notice the player's groupDoesn't take combat actionIs allowed to move a tile with his teamTakes combat action




















































  1. Players who have already had a turn during the current round won’t get a second turn even if, after being added to a party, the turn order is changed in a way that makes it so they should have a turn again during the same round.

Classes

Classes in Nazarax are the main factor in determining your character’s fighting abilities. They offer different (generally) combat-oriented skills that help you increase your damage output, to make your damage more consistent, to offer combat utility, or to better deal with certain situations.

Classes start with a limited skill set that grows as your character ends up meeting certain requirements, which are generally level related1, however, this isn’t always the case, like for Mages, who can also learn new skills from reading and practice, or Martial Artists who gain new skills purely from meeting certain combat requirements instead.

Classes also play a big part in a character’s backstory, and innate skills and knowledge, so, while almost every level 1 Berserkers aren’t be able to write, read, and won’t know the names of most cities and gods, almost every level 1 Paladin would know all of those things.


  1. These levels are generally 10, 25, 50, 75, and 100.

Archer

General description

The archer is a great starting class, being pretty self-descriptive. Archers offer continuous ranged damage as well as skills adapted for fighting against more powerful enemies than themselves.

Unique mechanic(s)

Archers have two distinct types of skills.

Spells, that imbue their arrows with magic, increasing their damage output and allowing them to deal with a variety of different situations, and pacts, which are powerful abilities with devastating effects on both themselves and their enemies.

Archers should focus on increasing their agility and magic to gain damage with both their normal bow attacks and their magic. They should also use lighter armor with focus on enchantments to synergies with their natural affinity with situational adaptability.

Social status

Can readYes
Can writeVaries
Social statusRespected
Knowledge of the worldModerate
Political understandingBasic understanding
Geographical knowledgeSomewhat knowledgeable
Known forBeing capable at survival, hunting and often having relations with questionable fellows.

Starting items

Budget: 100 pts

  • 25 pts Bow (Acc. 75%) 1d4/2 * (4 * AGI + LVL * 20)

  • 25 pts Great bow (Acc. 100%) 1d4/2 * (5 * AGI + LVL * 20) (Takes 2 turns to pull out and put away)

  • 5 pts Iron arrows (x10) (Increase a bow’s statistical multiplier by 1 when used)

  • 25 pts Rusty short sword 1d4/2 * (3 * STR + LVL * 25)

  • 25 pts Rapier 1d4/2 * (3 * AGI + LVL * 20) (If your LUC and AGI are least twice as high as your target’s this weapon completely pierces armor)

  • 25 pts Dagger 1d4/2 * (2 * AGI + LVL * 25) (Sneak strikes increase your statistical multiplier by 5) (Takes 1 less turn to pull out (but not to put away)) (Silent to pull out and put away)

  • 50 pts Chainmail hood (60 defense)

  • 50 pts Chainmail body armor (60 defense)

  • 25 pts Leather hood (40 defense)

  • 25 pts Leather body armor (40 defense)

  • 5 pts Bandages (stops bleeding, heals for 200 HP)

  • 1 pts Coins (x2)

Multi-classing

Criterions

  • Having agility be in your top 3 highest stats.
  • Having magic be in your top 5 highest stats.
  • Have some experience with bows and thrown items.
  • Have the ability to use magic

Process

  • If you are unable to use magic, train your mana until you can materialize it (10 non-consecutive turns with a magic user of tier 2 or higher)
  • Train with an archer or mage for 10 turns until you are able to attach your magic onto your arrow tips (counts towards bow training time).
  • Train with a bow or thrown items for at least 20 turns while under tutelage from a proper archer.

Abilities

Passives

Take aim

  • Unlock : Level 1

Years of experience playing darts at local bars is finally paying off. You have 100% base accuracy when using any thrown item.

Resourcefulness

  • Unlock : Level 1

When you think hard enough, anything is an arrow really. Through the clever use of basic items that can be found lying around everywhere like stones and branches, you are able to make simple “Makeshift arrows” that offer no benefit, but also do not reduce your accuracy. You can make up to 4 makeshift arrows per turn as long as your current location offers the necessary resources.

Fletcher

  • Unlock : Level 10

You have gotten quite used to shooting arrows and have gotten the idea of how they’re made. You can now make your own rudimentary arrows. This can also be done while resting, eating, or talking, as long as you have some metal, a way to melt it1, a mold, and are able to scavenge for some wood. This skill allows you to make 6 arrows every 2 turns2.

Quickdraw

  • Unlock : Level 75

You have become quite dexterous and can now pull out items in 1 less turn than usual3.

Hackuraccy

  • Unlock : Level 100

Your have become a master of the bow, making it so that your arrows or anything that you throw will never miss as long as your projectiles they don’t get influenced by any outside forces.

Actives

Magic Arrows

Activating a magic arrow doesn’t count as your action for the turn.

Tier 1

You can unlock a single one of these spells every 5 levels

Dark - Shadow Arrow

  • Mana cost : 350

This spell turns your arrow into a shadow, it can only be used in areas where shadows can be cast. This arrow is extremely hard to track has it disappears after stopping, leaving behind no physical projectile, and being hard to even notice, making it so that most people and creatures can’t tell where they were hit from. This ability also adds 1d4/2 * 3 * MAG darkness elemental damage to your arrow when used.

Chaos - Arrow Volley

  • Mana cost : 350

This spell turns your arrow into what seems to be an arrow volley, making enemies in a wide area believe they were hit. This skill makes every enemy around the real target take half the arrow damage as chaos elemental damage, however if the real arrow misses, every fake arrow will also seem to miss.

Wind - Gale Force

  • Mana cost : 350

This spell creates strong winds that allow your arrow to reach astonishing speeds, adding 1d4/2 * 3 * MAG wind elemental damage to it and making its physical damage pierce armor by 50%.

Ice - Ice Blast

  • Mana cost : 350
  • Cooldown : 3 turns.

This spell makes your arrow incredibly cold, freezing in place whatever it hits next, adding 1d4/2 * 3 * MAG cold elemental damage to it and freezing the body part that was hit for 1 turn.

Fire - Burning Arrow

  • Mana cost : 350

This ability makes you arrow burn upon impact, making it deal 1d4/2 * 3 * MAG additional fire elemental damage and making the target burn.

Earth - Heavy Arrow

  • Mana cost : 350

This spell turns your arrow into stone without making it harder for it to fly through the air. This ability increases your bow’s statistical multiplier by 2.

Nature - Seed Shot

  • Mana cost : 350

This spell covers your arrow in leechshroom spores, causing it to heal you for the damage it deals to your enemy.

Thunder – Flash

  • Mana cost : 350

This spell makes your arrow instantly reach its target location and adds 1d4/2 * 2 * MAG electric elemental damage to it, however, it creates a very obvious lightning strike going from you to your target and emits a large sound when shot.

Light - Radiant Beam

  • Mana cost : 350

This spell makes your arrow emit strong light, blinding anyone hit by it for 1 turn and adding 1d4/2 * 3 * MAG light elemental damage to it.

Tier 2

You can unlock a single of these spells every 5 levels if you are higher level than 50

Dark - Extinguisher

  • Mana cost : 1000
  • Cooldown : 3 turns

This spell makes your arrow eat all the light around it4 for 3 turns, however, you are still able to see within this darkness, and making it deal an additional 1d4/2 * 4 * MAG dark elemental damage.

Chaos - Occult Sightings

  • Mana cost : 1000

This spell makes an arrow insanity inducing. Anyone hit by your arrow will become panicked, if this effect is still occurring while they get tired, they will start to lose their mind instead. This effect lasts 25 turns and can be refreshed.

Wind - Typhoon5

  • Mana cost : 1000

This spell creates a violent gust behind your arrow, making it go at speeds unperceivable to the human eye. This arrow damage the arrow, making it deal only 1d4/2 * (5 * AGI), but it makes it fully pierce armor and also able to deal damage lines of enemies.

Ice - Frostbite

  • Mana cost : 1000

Make your arrow’s temperature fall close to absolute zero, anyone or anything hit by this arrow will start to freeze rapidly. The frost created by this arrow not only freezes the exterior of the target’s body, but also its interior, freezing the area around arrow completely for a turn and making them unable to even properly contract their muscles in the affected region for two turns. This spell also adds 1d4/2 * 4 * MAG frost elemental damage to your arrow.

Fire - Melting Point

  • Mana cost : 1000

Rises the temperature of your arrow to a point where it starts to melt off anything it touches, including skin, causing great pain, and dealing and addition 1d4/2 * 4 * MAG fire elemental damage to your attack.

Earth - Abyssal Strength

  • Mana cost : 1000

Temporarily turns your arrow in abyssal steel. This ability increases your bow’s statistical multiplier by 3.

Nature - intoxicating arrow

  • Mana cost : 1000
  • Cooldown : 3 turns

This spell adds a paralyzing toxin to the tip of your arrow, making it so that if penetrates someone’s skin, it will paralyze both their arms or both their legs depending on where you shot the arrow and adding 1d4/2 * (4 * MAG + LVL * 10) nature damage to it.

Thunder - Thunderbolt

  • Mana cost : 1000

This spell turns your arrow itself into a bolt of lightning, making it reach its target instantaneously, and dealing an additional 1d4/2 * 3 * MAG thunder elemental damage to its target which can also arc to two additional targets6. Using this skill creates an obvious lighting bolt coming from you to your target and emits an excessively loud noise than can be heard in your entire current tile.

Light - Daybreak

  • Mana cost : 1000

This spell imbues your arrow with light magic, turning it into a small sun for three turns, blinding anyone (but yourself) who looks at it for one turn, and making it deal an additional 1d4/2 * 4 * MAG light elemental damage.

Prism shot

  • Unlock : Level 100
  • Mana cost : 10’000

The rainbow of despair. Shoot a highly unstable arrow which is imbued with every time of magic simultaneously, adding 1d4/2 * (5 * MAG + LVL * 20) as pure7 magic damage to your arrow’s damage.

Pacts

Pacts cannot be stacked on top of magic arrows, as they are both active abilities. Activating a pact doesn’t count as your action for the turn.

Spectral Arrow

  • Unlock : Level 1

Shoot an arrow into the ethereal realm, allowing it to hit and damage immaterial beings. However, using this skill breaks your mind, making you more and more insane with every shot.

Spirit Syphon

  • Unlock : Level 5

An arrow that sucks the life out of someone. Whoever gets hit by an arrow enchanted with this pact will see any health regeneration they have be nullified, however the person who shot this arrow will take as much damage as their target should’ve regenerated health to their own health directly. This effect gets disabled after 5 turns or after you or the target dies.

Punishment

  • Unlock : Level 10

More commonly known as the flagellant arrow, this pact links your own body with the body of whoever gets hit by your arrow, making both of you completely share any pain you feel8 and share surface level physical injuries9 for the next 5 turns, until one of you dies, or until the pact is made with someone else.

Eyes on the Prize

  • Unlock : Level 25

This pact replaces one of your functional10 eyes with a demon eye for 10 turns, making anything you would consider as a “target” stand out and perfectly clear, no matter the vision condition, as long as you have direct line of sight to them, and giving you perfect accuracy11 for the next 10 turns. After the duration of this pact is over, your demon eye disappears, leaving you with a missing eye.

Glass Cannon

  • Unlock : Level 50

Activating this pact makes your next arrow’s damage be tripled but showing an arrow with this much strength also instantly breaks all the bones in both your arms up to (and including) your shoulders. Using this ability when your bones are already damaged or still partially broken will tear off and completely destroy your arms.

Voodoo Shot

  • Unlock : Level 75

This makes whoever is hit by your next arrow share their entire body with you, and vice versa. Once the effect is activated12, any damage you take, they will also take, and any physical wounds you suffer, they will suffer, the only thing that isn’t shared is death. This pact ends once one of you die or faints.

Death Pact

  • Unlock : Level 100

If I go down, I’m bringing you down with me. A pact that puts your entire life force into the next arrow you shoot. Whatever or whoever gets hit by your next arrow will take as much damage as you have health. Even if the arrow doesn’t hit anyone, you die upon using this pact.


  1. Generally through the use of magic.

  2. Making 6 arrows requires 1 material.

  3. Things that already took no turns to be pulled out like daggers will instead see the time needed to put them away be reduced by a turn.

  4. In a radius of about a meter.

  5. This skill cannot be used with an assassin bow.

  6. The targets will be the closest people within a 1-meter radius of the target or no one.

  7. Except elemental-less magic resistance, no magic resistance will work against this spell.

  8. The pain that is shared is the pain felt by you and your target, so if one of you cannot feel any pain, or feels reduced pain, this will apply to both of you. This also means that someone who is used to pain would fully share the pain even though they are less affected by it.

  9. Physical injuries, but not damage is shared. For reference, one of you getting decapitated would remove all the skin and a bit of flesh from the other’s neck, causing bleeding, but no serious damage as enough tissue would be left to hold the muscles and bones in place, however, enough would be lost to cause scars.

  10. This pact requires the eye that gets replaced to work.

  11. However, they are not assured to hit their target, they are only assured to go where you aimed.

  12. The effect is activated as the moment the arrow enters its target, so you also take the arrow damage.

Assassin

General description

The assassin is a class specialized in isolating and taking down individual targets without getting caught. Because of this, the assassin is most suited for players who want to play alone or to not rely on others.

Unique mechanic(s)

Assassins have massive amount of underwhelming skills, with a few strong skills that become completely overpowered when used together, allowing them to take down unaware targets that are far stronger than themselves instantly in the right situation. They also can steal items from other players or NPCs.

Assassins should usually focus on their agility and luck stats, but they shouldn’t ignore their intelligence and crafting stats either.

Social status

Can readYes
Can writeVaries
Social statusHated
Knowledge of the worldGenerally low
Political understandingGenerally high
Geographical knowledgeGenerally high
Known forBeing untrustworthy (unless paid, in which case, being extremely trustworthy).
Owning and trading illegal items and taking part in the black market.
Taking hits on people.

Starting items

Budget: 100 pts

  • 25 pts Dagger 1d4/2 * (2 * AGI + LVL * 25) (Sneak strikes increase your statistical multiplier by 5) (Takes 1 less turn to pull out (but not to put away)) (Silent to pull out and put away)

  • 25 pts Rapier 1d4/2 * (3 * AGI + LVL * 20) (If your LUC and AGI are least twice as high as your target’s this weapon completely pierces armor)

  • 25 pts Rusty short sword 1d4/2 * (3 * STR + LVL * 25)

  • 25 pts Assassin’s bow 1d4/2 * (2 * AGI + LVL * 25) (Sneak strikes increase your statistical multiplier by 5) (Silent to pull out and put away)

  • 5 pts Iron arrows (x10) (Increase a bow’s statistical multiplier by 1 when used)

  • 25 pts Black leather chest piece, hood or pants (40 defense)

  • 35 pts Large black leather cape (25% dodge chance)

  • 15 pts Smoke bomb (Makes any non-assassins in the area have a 50% chance of missing for 3 turns)

  • 10 pts Flash bang (Makes any non-assassins in the area miss blind for 2 turns and deaf for 1 turn)

  • 5 pts Bandages (stops bleeding, heals for 200 HP)

  • 1 pts Coins (x6)

Multi-classing

Criterions

  • Having agility be in your top 3 highest stats.
  • Having luck be in your top 5 highest stats.
  • Having a character who isn’t too keen on the idea of morality1
  • Having some relations with criminal groups, the black market, assassins, or some other dubious characters.

Process

  • Practicing some aspect of the assassin class for 20 turns (lock-picking, using daggers, sneaking around people, blackmailing, etc.)
  • Getting hired and finishing an assassination job.

  1. Even if your character’s main reputation is lawful good, as long as, in reality, your character is evil or neutral, this criterion will count as being met.

Abilities

Passives

Cloak and Dagger

  • Unlock : Level 1

As an assassin, you had to learn how to make do with the little strength you had, any sneak strikes1 you deal will increase your weapon’s statistical multiplier by 8 instead of 5.

Iron Guts

  • Unlock : Level 1

Living in the shadier side of town has and having to often spend time in the wilderness has often forced you to eat food of… dubious origins. However, it is now all worth it! You are now immune to all ingested poisons and food poisoning.

Carving Strike

  • Unlock : Level 10

You have gained some more field experience and have adapted to the use of heavy armor by always aiming in between their gaps. Your sneak attacks will now always fully pierce heavy armors2.

Ghost

  • Unlock : Level 25

You have learned to partially hide your presence at all times. You will now barely make any noise from breathing, walking, moving around in light armor, searching trough things, interacting with items, and pulling out or putting away different things.

Sixth Sense

  • Unlock : Level 50

Doing your job as an assassin has lead to development of a strong intuition when it comes to traps, making you detect their presence3 even if they are perfectly hidden.

Seventh Sense

  • Unlock : Level 50

You have a knack for money and expensive things, so you’ve learned to track down and find magic items, and in the process, you ended up developing the ability to detect the presence and density of mana, be it in a mage, in an item or even in a magic creature, however.

Movement Inference

  • Unlock : Level 75

With all your combat experience, you are now able to infer the exact movements someone is about to make from simply looking at them. With your current skill level, this allows you to make your attacks impossible to dodge or block with a shield under normal circumstances4 and gives you 25% dodge chance on most melee attacks.

Foul Play

  • Unlock : Level 100 Your experience in assassination has caused you to now be able to instantly find the location of veins any creature’s body, making it so that any attack you deal with weapons that can deal sneak attacks on creatures that can bleed will now apply a refreshable bleeding debuff that deals AGI * 2 damage directly to their health every turn for 3 turns.

Actives

Basic Pickpocket

  • Unlock : Level 1

If you win an agility and luck confrontation against your target, this ability has a 50% chance to allow you to steal 1d4 instances of a single small item from its target. If this ability fails, you will get nothing, and the target will notice what you just tried to do.

Knock Out

  • Unlock : Level 10

Kidnapping is a must-have skill for any self-respecting assassin! This skill allows you to force a humanoid who’s head you can reach and who is currently immobile5 to silently lose consciousness for 10 turns. This skill cannot be used on the same person for 5 turns after they wake up.

Focus

  • Unlock : Level 25
  • Cast time : 1 turn

A skill that requires great amounts of energy and patience to pull off. Let go of all your senses but one6, focusing on it for one turn to pinpoint a target’s location, allowing you to deal a perfect accuracy attack even while blind.

Greater pickpocket

  • Unlock : Level 50

If you win an agility and luck confrontation against your target, this ability allows you to steal 1d6 small items from their inventory. If this ability fails, you do not get the desired items and the target will have realized what you tried to do.

Ghost

  • Unlock : Level 75
  • Restriction : While in combat and for 3 turns
  • Cast time : 3 turns

Concentrate on erasing your presence. After having stayed immobile and focused for 3 turns, this ability will make you completely silent and barely even noticeable. This state breaks if you ever lose focus, interact with someone, or use an item. If this state is broken by an attack that can deal a sneak strike, it will activate the sneak strike effect, even if the attack is done in plain daylight and comes from the target’s front.

Greatest pickpocket

  • Unlock : Level 100

If you win an agility and luck confrontation against your target, this ability allows you to steal 1d8 small items from their inventory or any single item they aren’t currently holding, using, or wearing. If this ability fails, you do not get the desired items and the target will have realized what you tried to do.


  1. An unexpected attack.

  2. This excludes things like leather, thick skin, fabric, woven, or plant-based armors.

  3. You will know where they are, but not what they do or how they are triggered.

  4. Obviously, things like moving out of range will still work.

  5. By “immobile” I mean things like having a weapon against their throat and staying still, being asleep already, having their whole body be frozen, being chained or roped up, etc.

  6. As long as one of your sense amongst your sense of smell, vision, hearing, or touch still work, this skill can activate and will succeed.

Bard

General description

Bards are often regarded as city dwellers, being a class most suited for social interactions and exchanges of services. Outside of their outstanding social abilities, bards are also quite capable at offering support to a team, making their allies slightly stronger or slightly disabling their enemies.

Unique mechanic(s)

Aside from naturally having a knack for anything social, bards can also use most of their skills in cities without it being seen as an attack. Bards also have an extremely wide variety of minor buffs and debuffs that can be used in any situation.

Bards scale well with any of the three social stats.

Social Status

Can readVaries, but generally not
Can writeRarely
Social statusUsually seen as good company
Knowledge of the worldVery knowledgeable
Political understandingBasic understanding or unknowledgeable
Geographical knowledgeUnknowledgeable
Known forBeing fun, enthusiastic, and natural leaders

Starting items

Budget : 100 pts

  • 25 pts Dagger 1d4/2 * (2 * AGI + LVL * 25) (Sneak strikes increase your statistical multiplier by 5) (Takes 1 less turn to pull out (but not to put away)) (Silent to pull out and put away)

  • 25 pts Short sword 1d4/2 * (4 * STR + LVL * 25)

  • 25 pts Rapier 1d4/2 * (3 * AGI + LVL * 20) (If your LUC and AGI are least twice as high as your target’s this weapon completely pierces armor)

  • 25 pts Flute (Increases negotiation by 10%)

  • 25 pts Pan flute (Increases negotiation by 10%)

  • 25 pts Lute (Increases charisma by 10%)

  • 25 pts Lyre (Increases charisma by 10%)

  • 25 pts Bagpipes (Increases intimidation by 10%)

  • 25 pts Drum (Increases intimidation by 10%)

  • 25 pts Horn (Increases intimidation by 10%)

  • 20 pts Tattered cloak (Increases intimidation by 5) (10 defense)

  • 20 pts Luxurious tunic (Increases charisma by 5) (10 defense)

  • 20 pts Paint splattered shirt (Increases negotiation by 5) (10 defense)

  • 20 pts Leather armor for any single body part (40 defense)

  • 5 pts Bandages (stops bleeding, heals for 200 HP)

  • 1 pts Coins (x2)

Multi-classing

Criterions

  • Having at least one of your social stats be in your top 3 highest stats, and another in your top 6.
  • Having a reputation equal or higher than Level * 50.
  • Being charismatic, or a leader of sorts.
  • Having some experience with at least one instrument.

Process

  • Train at writing for a total of 20 non-consecutive turns
  • Train with an instrument for a total of 10 non-consecutive turns.

Abilities

Passives

Body language expert

  • Unlock : Level 1

Bards can get simple messages or ideas across to anyone who’s intelligent from their body language alone.

Orator

  • Unlock : Level 1

Bards have the natural ability to speak very loudly compared to most, allowing them to make speeches that can be heard even in the noisiest of places.

Communication Expert

  • Unlock : Level 50

Language barriers don’t exist for people as talented as yourself! You have gotten so good at getting points across that you are now able to get almost any intelligent creature that is willing to listen to understand messages or ideas you are trying to convey simply by listening to your tone and by watching how you move no matter how complex the message may be!

Social expertise

  • Unlock : Level 100

Having learnt from all your experiences, you are now able to understand anyone speaking any languages that you’ve heard being spoken even only a few times before.

Actives

Buff

Heroic tale

  • Unlock : Level 1
  • Condition : Has to be used the turn before a fight is about to begin1

Gather ’round and hear this great tale about adventurers of times past! Start playing a song to which you sing along, telling your comrades about the historical fight, proving to them your knowledge of battles, increasing their courage and giving them charisma defense until the end of your next encounter.

Warrior’s Orchestration

  • Unlock : Level 5

Play an inspiring hymn, increasing the statistical multiplier of every attack dealt by allies who can currently hear your song by 1 for as long as you keep playing.

Empowering Ballad

  • Unlock : Level 10

Start reciting a powerful ballad, greatly increasing the determination and courage of all allies who can hear you for as long as you keep using this skill.

Bluff

  • Cast time : 1 turn
  • Unlock : Level 25

Brag about your skills and how powerful you are to someone. If your intimidation is at least twice as high as your target’s highest combat stat and intimidation stat (separately), until the end of this encounter, all your social stats will be doubled when used specifically against2 whoever was deceived, however, if the bluff fails, all your social stats will be halved for the next 3 turns. This ability cannot be used more than once on the same target per encounter.

Calming Lullaby

  • Unlock : Level 50

You start playing a lullaby for someone specific3, calming them down, and relieving them of any panic or stress they might be dealing with at the moment for as long as you keep playing for them, and healing them for NEG * 5 health every turn.

Triumphant Melody

  • Unlock : Level 75

Play an invigorating melody, firing up allies who can hear you, increasing all their combat stats by CHA / 4 as long as you keep playing.

Aegis

  • Unlock : Level 100
  • Cooldown : 60 turns

Put your entire heart into your music, creating a unique song that has an ability that was believed to be lost to time, giving any ally that can hear your song a protection against death from health loss4 that can be used once. This effect lasts as long as you keep playing.

Debuffs

Cry for Mercy

  • Unlock : Level 1

Time to put your acting skills to the test, get on your knees, roll around on the floor, scream, and cry like a small child who’s been cornered! As long as you still haven’t used your intimidation stat or any attacks during this fight, using this shameless display of fear will cause enemies intelligent enough to understand the meaning of your actions, but stupid enough not to realize you are faking to question what to do. If your negotiation is at least twice as high as the intelligence of the enemies around you, for 3 turns after using this skill, or five if you are an actual child, or if you were just hit, unless you use your intimidation stat or attack, enemies will not directly target you5. This skill won’t work on merciless creatures.

Martyrdom

  • Unlock : Level 5

Present yourself as a sort of pacifist6 to your opponents, reducing their will to fight or even making them leave altogether depending on your negotiation, luck, and the personality and intelligence of your opponents. This skill becomes more effective each time you get hit without reacting while using this skill and its effectiveness also varies based on your reputation in the case of humanoid opponents.

Unorganised Melodies

  • Unlock : Level 10

Start improvising half-heartedly, creating purposefully disharmonic arrangements, breaking the focus of everyone around you for as long as you keep playing.

From the Abyss

  • Unlock : Level 25

A song that seems to carry some magical properties. Using this skill makes you play a song that makes everything seem darker7 for everyone who hears it.

Intimidating Presence

  • Unlock : Level 50

You daringly proclaim your future victory and announce your presence to all your opponents! Using this skill, which can only be used before a battle or during its first turn makes enemies prioritize targeting you over everyone else until the end of the encounter while also reducing every enemy’s damage by 25% until your death or the end of the encounter. For this skill to function, you need to have at least twice as much intimidation as your enemies have intelligence, and they need to be intelligent enough to understand what you are trying to convey. This skill will fail for an entire group as long as at least 1 person in that group is unaffected. If you die while this skill is active, every enemy will see their damage be increased by 50% for 10 turns.

Tonal Correction

  • Unlock : Level 75

Play a song that carries the power to makes voices indistinguishable from one another, making it impossible to know who’s saying what as long as two people are in the same direction.

Hysteria

  • Unlock : Level 100

A song that makes anyone who hears it instantly fall into a state of berserk-like rage, making them attack anyone who gets close to them for as long as you keep playing plus 3 turns. This skill doesn’t work on people whose intimidation or intelligence are equal or higher to your intimidation.

Fighting

Melodic Destruction

  • Unlock : Level 1
  • Condition : Being desperate

As a last resort, a bard can break their most precious possession, their main instrument, on an aggressor’s head, dealing (1d4/2 * (highest social stat * % of missing health/10 + LVL * 20)) damage, this also stuns the target for a turn, disorients them, and has a chance to knock them out based on the damage dealt and your luck.

Strongly Worded Insult

  • Unlock : Level 5

Words can also hurt sometimes… You start loudly screaming the harshest words you can come up with at a single target, reducing their moral, and dealing 1d4/2 * INTI * 4 damage to them that fully pierces armor as long as the target notices you are talking to them, they can hear you, and they understand what you’re saying.

Dissonant Arrangements

  • Unlock : Level 10

Infuse rage into the music you play, making it physically cause harm8 to everyone9 who hears your song, making them take 1d4/2 * INTI * 4 damage.

Final Words

  • Unlock : Level 25

A targeted skill that generates power from fear of death, it can only be used on someone who hit you at least once, if at least half your health is missing, and once used, it cannot be used again until your health has been fully refilled once. Infuse words you throw at someone who’s putting your life at risk with your fear of death, causing them 1d4/2 * INTI * 12 damage.

Dooms(d)ay

  • Unlock : Level 50

A skill that requires you to be right next to someone to function, thus, using this skill gives its target a free attack on you10. Whisper into someone’s ears, letting them know of the approach of the end, reducing their will to fight and causing them to take 1d4/2 * INTI * 10 damage.

Devil’s Tongue

  • Unlock : Level 75

Let some unknown entity speak on your behalf, making you produce otherworldly sounds, making everyone except yourself who hears you start to become panicked and take 1d4/2 * INTI * 5.

Ruination

  • Unlock : Level 100
  • Condition : Being desperate and using your main instrument, which you must also have owned for a very long time11.

The nuclear option. Put all your strength, hopes and dreams into a single attack, destroying your most prized possession in the process, causing what can only be described as mass destruction in the process, obliterating your surroundings, creating violent winds pushing away from the location of impact and making your target receive (intimidation + charisma + negotiation) * 10 damage. Using this skill also increases all your combat stats by 100% for 10 turns, after which you will fall into a severe depression.

Social

Exaggerated Tale

  • Unlock : Level 1

You “accidentally” misremember happenings in your life, trying to make them pass as real, increasing or reducing your reputation by up to 100 per use. This ability can situationally fail and is assured to fail if the target as a negotiation stat higher than yours.

Relaxing Tunes

  • Unlock : Level 5

Play some beats to relax/study to, slightly reducing the aggressiveness of everyone who can hear you and relaxing them.

Rallying Chant

  • Unlock : Level 10

Rally your people with the power of music! This skill allows you to get slightly better results during social interactions based on negotiation, even in the case of failure, by slightly dispositioning the opinions and beliefs of the people who can hear you to be more akin to your own. This skill only works if you have more charisma than your targets.

Scandal

  • Unlock : Level 25

You proclaim scandal because of the reprehensible nature of a statement of stance someone just took, forcing them to walk back on their position as long as you have more intimidation than they do, and that they aren’t of chaotic alignment.

Imagination

  • Unlock : Level 50

Using your talents at manipulating facts, you are able to come up with what sounds like fully reasonable explanations for even the most transparent of lies as long as you have more charisma than whoever found out about your lie.

Song of Soothing

  • Unlock : Level 75

You start playing a soothing song quietly, making anyone in a neutral or calm state who hears it start to feel fatigued or sleepy. After five (if neutral) or three (if calm) turns of this in a row, people affected by this skill will fall asleep for 10 turns.

Everything has a Price

  • Unlock : Level 100

Using this ability allows you to force anyone who has less than half of your negotiation to accept to possibility of selling or trading with an item they would usually never even consider parting ways with, however, these items will always have an unreasonably high cost.


  1. This skill will only work if you know for a fact a fight is about to begin and cannot be pre-emptively used passively.

  2. Abilities that target more than 1 person are that are simple AOE won’t be affected by this buff.

  3. This skill has an extremely low volume and won’t work in loud environments.

  4. Instead of dying, anyone affected by this skill will survive with one health remaining.

  5. However, AOE attacks can still hit you.

  6. Unlike trying to negotiate with enemies to stop the fight, this doesn’t require you to be able to speak with them or to use your negotiation stat.

  7. The day would seem like sunrise, dusk like night, and night becomes complete darkness.

  8. As in “health loss”, not as in “physical injuries”.

  9. Including yourself, in your case, even if you cannot hear the song since you are making it up, and as such, know how it should sound.

  10. The skill is used, and damage dealt, then the enemy gets his free turn against you.

  11. At least around 3 weeks (420 turns).

Berserker

General description

Berserker is a simple and straight forward class specialized in dealing huge bursts of damage in very little time, this coming at the cost of lacking in defensive abilities at low levels and a complete absence of more situationally useful abilities or varied options. This melee centric class counters this fact by using its sheer strength to break through most challenges, and, at higher levels, by to sustaining themselves off the damage they deal.

Unique mechanic(s)

Berserkers have abilities that allow them to stack physical damage boosts on top of themselves, allowing them kill enemies quickly enough to not even leave them a chance to counterattack.

Berserkers should focus mostly on their strength and intimidation stats, while still not forgetting their agility.

Social status

Can readNo
Can writeNo
Social statusRespected for their fighting capacity but often also downplayed for their simplistic mindset.
Knowledge of the worldVariable
Political understandingNone
Geographical knowledgeLow to none.
Known forBeing oddly reliable brutes.

Starting items

Budget : 100 pts

  • 20 pts Claymore 1d4/2 * (8 * STR + LVL * 20) (Takes two turns to swing) (Takes two hands to use)

  • 20 pts Battle axe 1d4/2 * (8 * STR + LVL * 20) (Takes two turns to swing) (Takes two hands to use)

  • 20 pts Morningstar 1d4/2 * (4 * STR + LVL * 20) (50% pierce)

  • 20 pts Cleaver 1d4/2 * (4 * STR + LVL * 20) (Can hit up to 3 enemies) (Takes two turns to swing) (Takes two hands to use)

  • 20 pts Bone chest plate (40 defense)

  • 20 pts Bone leg armor (20 defense)

  • 10 pts Rampage (1) (A fine powder made from a flower that is inhaled increasing strength by 25%, reducing health loss by 25%, and making you enraged for 5 turns. Can cause addiction, causing you to gain 25% INTI, but to lose 25% INTE, CHA, and NEG, while also making you generally angrier for 40 turns, after which the addiction subsides, this downside can be ignored for 20 turns by taking the drug again)

  • 5 pts Bandages (stops bleeding, heals for 200 HP)

  • 1 pts Coins (x2)

Multi-classing

Criterions

  • Having a reckless or violent-natured character
  • Having strength be in your top 3 highest stats.
  • Having intimidation be in your top 5 highest stats.
  • Having experience with being in the front-line during battles.

Process

  • Staying under the effect of “Rampage” for 20 turns in row.

Abilities

Passives

Balance

  • Unlock : Level 1

Berserkers are more than just big balls of muscle, they also have incredible balance, and extremely dexterous hands (as long as that dexterity is put towards murder). You can use two weapons at a time and use normally dual-wielded weapons with one hand only. However, because of how berserkers are used to fighting in little to no armor, wearing large amounts of armor or heavy armors will make them lose their balance, making them unable to use this ability.

Fortitude

  • Unlock : Level 10

Your body is starting to adapt to the frontlines and constantly getting hit while trying to swing around your huge weapons. Now, even powerful attacks1 won’t be able to make you lose your balance or stop you from charging up attacks with weapons that take two turns to swing.

Berserker’s Rage

  • Unlock : Level 25

Pain brings anger. Anger brings strength. Strength brings death. When your health falls below 75%, you gain 10% more strength, and when it falls under 50%, you gain 25% more strength.

Determination

  • Unlock : Level 50

The joy you get out of hitting people is enough to keep you going no matter what, all the suffering enemies make you go through must be nothing compared to what you do to them anyways! From now on, as long as you are able to keep attacking someone with melee weapons2, you cannot be knocked out.

Bloodlust

  • Unlock : Level 75

As a great berserker, seeing someone survive your attacks is the greatest insult imaginable, making you only want to hit them harder next time! From the moment you first hit something, as long as you keep attacking3 that same target every turn, your weapon’s statistical multiplier will increase by 1 per turn, up to 10. This multiplier gets reset to 0 if the enemy moves out of your attack range, if you change target or if you hit any other enemy.

Muscle Head

  • Unlock : Level 100

Your conception of what fighting should look like has gotten so distorted at this point that you refuse the very idea of a weapon being “too big” or “too heavy” to be practical. You can now swing two weapons that should take 2 turns to swing in 1 turn instead at the same time.

Actives

Sacrifice

  • Unlock : Level 1

Safety is for the weak! Break your body’s limits, putting dangerous strain on your muscles and bones, increasing your weapon’s statistical multipliers by 1 for normal weapons, or 2 for weapons that take two turns to swing, at the cost of making you lose 5% (for normal weapons), or 10% (for weapons that take two turns to swing) of your total health every time you attack. You cannot die from this, however, if you don’t have enough health remaining to use it, it will simply snap your muscles and break your bones instead. This ability can be toggled on and off at the start of your turn without it counting as your action for the turn.

Brain Damage

  • Unlock : Level 10

There are times to think and times to act, this is the time to act. Smash your own head in, possibly getting a concussion, but most importantly, knocking yourself half-unconscious, making your vision blurry, half-deaf, but also allowing yourself to completely ignore fear and mental statuses for its duration. This skill lasts 1D8 turns and costs you 2D20 % of your maximum health4.

Battle Trance

  • Unlock : Level 25
  • Cooldown : 20 turns

Turn all your inner rage towards a specific target for the next 3 turns, fully exposing yourself to any attacks5, and making your movements predictable, making it so it’s easier to parry or block your attacks, but also making you deal 50% more damage for the duration. This ability also makes you unable to stop attacking the target for its full duration, even once the target is already dead. Using this skill doesn’t count as your action for the turn.

Limit Break

  • Unlock : Level 50

Tearing your muscles and damaging your bones from overuse simply doesn’t offer enough power, you need more. Overclock your arms, forcing your entire body’s supply of blood into them, allowing you increase your weapon’s statistical multipliers by 2 for normal weapons, or 4 for weapons that take two turns to swing, at the cost of making you lose 15% (for normal weapons), or 30% (for weapons that take two turns to swing) of your total health every time you attack, at least, if you are able to ignore the pain and numbness overtaking the rest of your body while this is all happening. This ability puts so much strain on your arms it can tear your skin and flesh, leaving permanent scars. This ability can only be activated if you used “Sacrifice” last turn and can only be toggled on and off at the start of your turn (doing so does not count as your action for the turn). Using this ability while you don’t have enough health left to use it will break your arms, tear your muscles, pop every vein in your arms, causing internal bleeding and will knock you out from anemia.

Life Trade

  • Unlock : Level 75
  • Cooldown : 20 turns

Cut yourself, losing 50% of your maximum health to smear your weapons in your own life and blood, enchanting them. For 5 turns, you will heal for 25% of all the damage dealt with the weapons you enchanted (2 at most).

Berserk

  • Unlock : Level 100
  • Cooldown : 50 turns

You go into a violence-fuelled, trans-like state that lasts as long as there are still people around you are standing. While in the aforementioned state, you will deal 50% more damage and receive 50% less damage (calculated after armors), and you will start to attack anything animated that you can see. If you don’t find a target after a full turn, you will fall unconscious and lose all your remaining health except 1 for 5 turns.


  1. “Powerful attacks” by normal standards, powerful enough attacks will still stop you.

  2. Preparing an attack with weapons that take two turns to use also counts as “attacking”. If no enemy is within melee range, this effect is lost instantly.

  3. Charging up an attack with a weapon that takes two turns to swing counts.

  4. Since this is self-inflicted damage, it will fully go through armor.

  5. Every attack will 100% pierce you.

Brawler

General description

Brawler is the perfect class for anyone who wants to make a character whose natural response to anything is to punch it. Like berserkers, they like hitting stuff and aren’t very smart, but contrary to berserkers, they don’t have a neutral state, they’re just always angry at everything.

Unique mechanic(s)

Brawlers cannot properly use items to get stronger, not even armor or weapons, this is because they scale completely and exclusively off their own pure abilities.

You should build into strength and nothing else. Who needs to be able to be coherent, or be smart when you can just punch the nerds into submission, so they do all that stuff for you?

Social status

Can readNo
Can writeNo
Social statusFeared and disrespected
Knowledge of the worldNone
Political understandingDon’t even have a concept of politics
Geographical knowledgeNone
Known forBeing brutes and meat shields.

Starting items

  • N/A

If you haven’t realized what you’re getting into yet, prepare your heart for what is to come.

Multi-classing

Because this class is defined by a lack of any speciality or skills, it cannot be used as a secondary class, instead, replacing your main class.

Criterions

  • Having an EXCESSIVELY violent or short-tempered character
  • Having lost all your memories related to skills or talents related to any other classes.

Process

  • Fighting, bare-fisted for 10 non-consecutive turns

Abilities

Passives

Blissful Ignorance

  • Unlock : Level 1

You are such an idiot that you are unable to feel fear.

Naturalist

  • Unlock : Level 1

Having rejected the use of any kinds of tools your whole life, you are now completely uncappable of using anything with even the slightest level of sophistication. Any weapons you use will deal half damage and any armor you use will hinder your movement, making you more likely to lose your balance, reduce your accuracy and reduce the damage you deal by the same amount of defense it gives. Any heals or consumable you use also only are half as effective as they would usually be.

Impenetrable Insides

  • Unlock : Level 1

Because of your denial of the very concept of armor, your body has had to develop in ways to replace the equipment, so it started making your blood, skin, organs, bones, and muscles thicker to monstruous extents, giving you 25 defense per level.

Hyper-Hyperkeratosis

  • Unlock : Level 1

The unusually high amount of pressure your entire body has to endure on a daily basis because of your ways has made it so that your body is now fully covered in uncountable layers of cornea, causing you to suffer less from heat and cold, and making it so that you gain 50 more health per level.

Survivalist’s Endurance

  • Unlock : Level 1

Because of your tendency to answer any situation with your firsts, you have been getting hurt for your entire life which lead to your body adapting by having your cells multiply at inhuman rates. You can regenerate most wounds twice as fast as most people, and your natural health regeneration is also increased to 10% as long as you are out of combat and not taking damage.

Fist of a Monk

  • Unlock : Level 1

Having lived your whole life questioning the moral implications of punching anything and anyone (without ever finding an answer), you are able to project your fists into the spiritual plane, giving you the ability to punch non-physical creatures, and to interact with magic artifacts in ways physical beings usually wouldn’t be able to.

Brassless Brass Knuckle

  • Unlock : Level 1

Your constant and violent use of your fists has led them to adapt, making them deal 1d4/2 * (4*STR + LVL * 20) damage instead of the usual 1d4/2 * (1*STR + LVL * 20).

Spare Parts

  • Unlock : Level 10

Your body has started to become so used to getting serious injuries that it has become capable of replacing your muscles, bones, organs, nerves, and even entire limbs! Your experience with a broken body also means you are now able to keep moving even with dysfunctional bones or muscles, and even with completely missing organs major organs or barely remaining necessary organs!

Iron Fist

  • Unlock : Level 25

Using your fists constantly led to your skin and bones hardening to a point where they have become comparable to actual iron. Your punches will now deal 1d4/2 * (5*STR + LVL * 20).

Nervous Ending

  • Unlock : Level 50

Continuously punching things for this long made you lose all sensation in your joints, making it so that you don’t feel pain anymore. This might seem like a bad thing at first, until you realize that while yes, you will never feel anything with your hands ever again, it also means that you can punch without restraining yourself anymore! Your fists now deal 1d4/2 * (6*STR + LVL * 20) damage.

Skeleton’s Fist

  • Unlock : Level 75

You are hitting anything and everything as hard as you can without worries for the damage you are causing to your own body has left your hands in shambles more than once. Honestly, calling them “hands” is kind of difficult at this point, without any skin on them and with bones thicker than most people’s arms, your hands look more like big white chunks of marble than anything else. Your punches will now deal 1d4/2 * (7*STR + LVL * 20).

Punch Harder

  • Unlock : Level 100

Wait you actually got to this point? Seriously? Why? Please reconsider your life choices. No, like, seriously. Why… Well, since you got here, I guess you still deserve something? Since you seem to care about nothing but punching stuff, how about we increase how much you hurt others while doing that? Sounds good? Ok, your punches will now deal 1d4/2 * (8*STR + LVL * 20) damage.

Actives

  • N/A

Sorry to inform you, but brawlers don’t have the mental capacity to use things like “active skills” or “their own brain”.

Knight

General description

The knight is a simple class for simple men, they are unbreakable walls who run at their enemies, weapons in hand, without a shred of fear, using their endless health pools to protect their allies in battle.

Unique mechanic(s)

Almost every single knight ability has the same objective of making you survive longer. A knight’s natural affinity with heavy armor and skills make him almost unkillable as long as the enemy doesn’t have a major source of piercing damage.

Knights should usually focus on increasing their strength to be able to wear and use heavy armor and weapons, and their intimidation to be able to force enemies to attack them and to not fear their role as the meat shield. Heavy armor is a must.

Note

You can start off as a “Dark Knight”. Dark Knights are knights that have broken their oath, they are feared and hunted down, but they start at level 10, they have 70 bonus stats to distribute, and they have twice the normal amount of item points.

Social status

Can readYes
Can writeYes
Social statusRespected (and sometimes feared)
Knowledge of the worldVariable
Political understandingGenerally high
Geographical knowledgeVariable
Known forBeing selfless, and trustworthy nobles or brutal, and heartless monsters in the skin of an angel.

Starting items

Budget : 100 pts (200 pts for dark knights)

  • 25 pts Claymore 1d4/2 * (8 * STR + LVL * 20) (Takes two turns to swing) (Takes two hands to use)

  • 25 pts Mace 1d4/2 * (6 * STR + LVL * 20) (Armor health is doubled against it)

  • 25 pts Sword 1d4/2 * (5 * STR + LVL * 20)

  • 25 pts Short sword 1d4/2 * (4 * STR + LVL * 25)

  • 25 pts Lance

    • when two-handed 1d4/2 * (4 * STR + LVL * 20) (50% pierce) (Accuracy is reduced when in extreme close quarters)
    • when one-handed 1d4/2 * (4 * AGI + LVL * 20) (Accuracy is reduced when in extreme close quarters)
  • 25 pts Bow 1d4/2 * (4 * AGI + LVL * 20) (75% accuracy) (Takes two hands to use)

  • 5 pts Iron arrows (x10) (Increase a bow’s statistical multiplier by 1 when used)

  • 50 pts Aegis (Two-handed shield) (200 defense)

  • 25 pts Bulkwark (Shield) (150 defense)

  • 10 pts Greatshield (Shield) (100 defense)

  • 20 pts Iron plate helm1 (100 defense)

  • 20 pts Iron plate chest piece1 (150 defense)

  • 20 pts Iron plate leggings1 (100 defense)

  • 10 pts Chainmail hood (50 defense)

  • 10 pts Chainmail body armor (100 defense)

  • 10 pts Chainmail leggings (50 defense)

  • 5 pts Head padding2

  • 5 pts Body padding3

  • 5 pts Legs padding4

  • 5 pts Leather hood (50 defense)

  • 5 pts Leather body armor (50 defense)

  • 5 pts Leather pants (50 defense)

  • 5 pts Bandages (stops bleeding, heals for 200 HP)

  • 1 pts Coins (x2)

Multi-classing

Criterions

  • Having your main reputation be either found in the lawful or good sectors.
  • Having experience as a front-line fighter.
  • Having strength be amongst your 3 highest stats.
  • Having intimidation be amongst your 6 highest stats.

Process

  • Spending at least 40 semi-consecutive5 turns under the tutelage of a proper knight.
  • To gain access to the social skills related to being a knight (and also 250 reputation), reciting a knight’s oath in a public place while having the public’s attention. The oath asks you to promise to always protect others before yourself, except if that person puts other lives at risk, to embody the principles of courage, justice, honor, honesty, morality, and selflessness6, to never harm someone without reason or provocation, and to uphold the knight’s order’s reputation.

  1. Be warned that this piece of equipment will have excessively high weight for a level 1 player and a full set of it will probably crush you to death. ↩2 ↩3

  2. Useful to protect your head from hitting rigid metal helmets too hard, causing you to faint or become dizzy.

  3. Extra thick shirt to cushion the energy transfer from your armor to your body when hit.

  4. Extra thick pants to cushion the energy transfer from your armor to your body when hit.

  5. As long as you generally don’t separate from your master, or don’t purposefully do so, this criteria will be met. This means that while things like your master dying, one of you two being knocked unconscious, or separating for half a day for some reason wouldn’t reset the 40 turns timer (though it would stop going down during this time), things like parting ways with your master, leaving them, or them leaving would reset the timer.

  6. Though the definition of those principles can be stretched quite a bit and depends on each character’s perception of them.

Abilities

Passives

Knight’s Oath

  • Unlock : Level 1

Being a knight comes with rights and responsibilities, the oath is a promise to fulfil certain basic principles and rules of conduct in exchange for officially becoming part of the knight’s order. The rules that should1 to be followed can be reduced to this: Always protect others before yourself except if that person puts other lives at risk; You must embody the principles of courage, justice, honor, honesty, morality, and selflessness2; Never harm someone without reason or provocation; Uphold the knight’s order’s reputation. Breaking this oath will result in request for your extermination to be put up by the knight order.

Order’s Blessing

  • Unlock : Level 1

Being part of the order gives you some advantages. You can request horses in most major inns, allowing a rider and one other person to move at two tiles per turn rather than one. Innkeepers (generally) also cannot refuse to give you a free room to stay in for the night. You will be naturally trusted, and respected. You will have some level of political immunity.

You lose all of these benefits the moment you are exiled from the knight’s order.

Physical Purist

  • Unlock : Level 1

Because of your strict training, you have become adept at using physical equipment, increasing the physical defense you receive from armor3 by 25% and the damage you deal with physical melee weapons by 25%.

Unfinished Business

  • Unlock : Level 1
  • Cooldown : 20 turns

Your death would mean you fought in vain and the people around you might also be wiped out, you simply cannot let this come to pass! When your health reaches 0, your adrenaline will peak, making it so that instead of dying, you will keep 1 health, purge yourself of any time-sensitive debuffs, and allow yourself to keep fighting through most injuries.

Knight’s Habits

  • Unlock : Level 10

You have gotten quite used to wearing heavy armor by now, so it will no longer hinder your movement abilities.

Endurance

  • Unlock : Level 25

Being in the front lines all the time teaches you a few things, most importantly, that pain is unavoidable, having accepted that, you have begun to get used to it. You will now be able to ignore most pain even though you technically still suffer as much as anyone else.

Shield Baron

  • Unlock : Level 50

Books and training can only bring you so far. Having experience battle so much, you have learned a thing or two, such as the importance of properly using your shield. You will now be able to more easily block or deflect attacks with shield. Shields you use will now offer 50% more defense.

Excitement

  • Unlock : Level 75

Getting hurt only gets you more pumped! Every time you lose health, gain one stack of “Excitement”. Excitement increases the statistical multipliers of your physical melee weapons by 1. Excitement lasts 5 turns, and you can have up to 10 stacks of excitement ongoing at the same time, however, each stack will retain a separate duration timer.

Undying

  • Unlock : Level 100
  • Cooldown : 140 turns

The universe itself won’t allow you to die! This ability will automatically be used when you would take death-inducing damage4 5, feeling a rush of adrenaline, you get back up. When this skill activates, all your armors will see their defense values be increased by 50%6 for 5 turns, while the defense values of your shields will increase by 100%7 for the same duration, and you will be unable to die from anything for one full turn, after which you will instantly regenerate half your health.

Actives

Maintenance

  • Unlock : Level 1

Having spent so much time as a squire doing maintenance work for your master, you’ve gotten quite good at repairing and maintaining equipment. This ability allows you to maintain damaged physical equipment8, making it go back to it’s default stat values as long as you have the right tools and materials for the job. Using this skill removes any enchantments or upgrades from the targeted piece of equipment9. This ability takes 3 turns to finish10, but can be stopped and restarted at any time.

Taunt

  • Unlock : Level 1

Get in front of your allies and make as much noise as possible, taunting your enemies with your “unbreakable defenses”. This ability, when successful, forces its targets to target you specifically with their attacks for the next 3 turns. This ability can either be targeted on a specific unit or used against every enemy who can see you. To be successful, you have to win an intimidation check against this ability’s target(s), or its target(s) has to be reckless in nature.

Shield Bash

  • Unlock : Level 5
  • Cooldown : 5

You were taught to use shields as a defensive tool, but now that you have a bit of combat experience, it seems like a waste of your hands to simply wait for yourself to be attacked to use your shield, and with your current strength, you’re pretty sure you could pack quite a punch with your shield. This ability deals (shield defense) damage and taunts its target for 5 turns. If you have twice as much strength as your target, this ability will also stun them for one turn.

Penance

  • Unlock : Level 10

Your life doesn’t have value if it cannot even be used to protect those around you! Make an oath to protect someone, offering your life to them, making it so that any damage they take will cause health to be deduced from your health bar instead of theirs11. This skill lasts forever. Reciting the oath takes 2 turns. This skill’s effect can be cancelled at any time by either the knight or its target and doing so doesn’t count as your action for the turn. Multiple instances of this oath can be ongoing at the same time.

Battle Cry

  • Unlock : Level 25

Shout with all your might, causing fear in the hearts of those who oppose you! This skill increases the intimidation of allies by 25% for 5 turns, while also reducing the intimidation of enemies by 25% for 5 turns.

Greater Maintenance

  • Unlock : Level 50

Having spent so much time around weapons and armors, your understanding of how they’re made has grown by quite a lot, allowing you to do a better job at maintaining them. This ability allows you to maintain damaged physical equipment12, making weapons or armors go back to their original defense or damage values, while also allowing you to chose13 whether or not to remove any effects or enchantments from the item while doing so. You will need proper tools and materials to maintain an item. Maintenance will now only take 2 turns to finish, and the process can still be stopped and restarted at any time you want as long as the targeted item wasn’t used since the start of the process.

Miracle

  • Unlock : Level 75
  • Cooldown : 40 turns

Wish for someone14’s safety, fully healing them, purging them of any debuffs that last less than 20 turns, raising their morale, and regenerating their mana completely.

Fortification

  • Unlock : Level 100
  • Cooldown : 40 turns

Brace yourself for impact, anchoring your feet to the ground and contracting all your muscles as much as you possibly can, making you completely unable to move but also greatly reducing the severity of all physical injuries you would receive, reducing any health loss you would suffer from by 50%, and making it so that piercing damage will not pierce your defenses for the next 5 turns.


  1. These rules “should be followed” rather than “have to be followed” because as long as the public keeps believing that you follow them and no evidence of you breaking them comes out, they can be broken at will without any consequences.

  2. What these principals entail is up to each individual knight, so, for instance, a knight who is a fanatic for the god of light could kill a follower of the god of darkness without breaking his oath, since in his eyes, this action wasn’t unjust or immoral, and the follower of darkness put other lives at risk by his mere existence.

  3. Excluding shields

  4. This effect will only activate if Unfinished Business is currently on cooldown or disabled somehow.

  5. The effect will activate when you should die from either health loss or physical injuries, even if it doesn’t heal physical injuries at all.

  6. This effect replaces the effect from Physical Purist.

  7. This effect replaces the bonus from Shield Baron.

  8. Physical equipment excludes things such as magic staves, musical instruments or gnomic items.

  9. This includes even unique effects that are embed into an item itself.

  10. These 3 turns can be as far apart from each other as you want, as long as the item isn’t used again in between them.

  11. Only the health loss is redirected to you, while physical injuries aren’t. The health loss is directly applied to your health bar and cannot be defended against with armor.

  12. Physical equipment excludes things such as magic staves, musical instruments or gnomic items.

  13. Some exceptions can be made, for instance, enchantments embed into an item itself during it’s creation process rather than after will still be removed.

  14. This someone can be yourself.

Mage

General description

Mage is a very large classification encompassing most people who focus purely on elemental magic, which allows them to freely manipulate whatever element they are able to master. Mages, even if they don’t entirely depend on mana still heavily rely upon it, with this fact only becoming more and more noticeable as they become stronger and start to learn more powerful and mana-hungry spells, so mana management is one of the most important aspects of being a mages. Mages most often specialize in one element, however, they generally also learn one or two secondary elements, especially towards higher levels.

Unique mechanic(s)

Mages can not only use a variety of different elemental spells, but they can also freely manipulate the elements they are adept in, so, for instance, even if a low tiered ice mage ran out of mana, they could still cool down the area around themselves, create small pillars of ice, or melt real ice, while even without mana, a high-ranking wind mage could still change the direction and strength of natural winds, push items or people around with wind, and float around. Mages are also able to modify pre-existing skills and to create their own spells given enough time, intelligence, and luck.

Mages should focus their magic and intelligence stats to be able to effectively use their spells, however, depending on what elements they want to learn, other stats (like intimidation for chaos, or strength for earth) shouldn’t be ignored. They should also usually wear lighter armor with a focus on enchantments instead, though some can also properly make use of heavy armor, like earth mages. As for weapons, they can use any item which allows them to better focus or channel their magic like staves, orbs, magic books, magical gloves, or elemental artifacts or weapons, but they can also alternatively decide to use none instead and simply cast bare-handed.

Social status

Can readYes
Can writeYes
Social statusWidely varies based on used elements.
Knowledge of the worldVarying, but generally high for magic creatures, and average for the rest.
Political understandingLow
Geographical knowledgeUsually very low
Known forBeing the backbone of most teams and usually second in command in parties.

Starting items

Budget: 100 pts

  • 50 pts Channeling gauntlets (Allows you to safely cancel any spells as long as you still haven’t activated them yet, doing so also regenerates half the mana you used in the progress)

  • 25 pts Magic staff 1D4/2 * (2 * MAG + LVL * 20)

  • 25 pts Glass orb (increases spell accuracy by 10%)

  • 25 pts Elemental gloves 1D4/2 * (2 * STR + LVL * 20) (Increases the statistical multiplier of the main tier one melee spells by 1)

  • 25 pts Magic tome (reduces mana costs by 10%)

  • 25 pts Short sword 1D4/2 * (4 * Str + LVL * 25)

  • 25 pts Dagger 1d4/2 * (2 * AGI + LVL * 25) (Sneak strikes increase your statistical multiplier by 5) (Takes 1 less turn to pull out (but not to put away)) (Silent to pull out and put away)

  • 25 pts Calming hood (30 defense on head) (offers 1% permanent mana regeneration)

  • 25 pts Calming robe (30 defense on body) (offers 1% permanent mana regeneration)

  • 25 pts Apprentice’s tome (Allows you to cast 10 tier 2 spells of the tome’s element at no cost)

  • 5 pts Bandages (stops bleeding, heals for 200 HP)

  • 1 pts Coins (x2)

Multi-classing

Criterions

  • Magic needs to be in your top 3 highest stats.
  • Have experience in use of magic tools or spells
  • Be able to use magic

Process

  • Study magic 10 non-consecutive turns
  • Have magic catalyst (ball, wand, staff, grimoire, or other)
  • If you are unable to use magic, train your mana until you can materialize it (10 non-consecutive turns with a magic user of tier 2 or higher)
  • Have a book about elemental casting, and train in a specific element for 10 non-consecutive turns to learn 1 skill from the main elemental list.

Abilities

There are a total of nine elements which are sorted by their closeness to similar elements and their association with the destruction or creation. In the line shown below, you can see the four elements on the left (darkness, chaos, wind and ice) being associated with destruction, with fire being neutral and the four elements on the right (earth, nature, thunder and light) being associated with creation.

darknesschaoswindicefireearthnaturethunderlight











Class wide abilities

Passives

Autolysis

  • Unlock : Level 1

For most mages, mana is synonymous with life, as without it, their death is nothing but assured, this particular relation to mana has lead many mages over the years to develop techniques to allow them to use their own life as mana. This skill allows you to pay for mana costs with your health (at twice the cost) instead of your mana1. Using Autolysis disables your natural mana regeneration for the next 3 turns.

Progression

As mages get more battle experience, they often experience eureka moments, allowing them to instantly learn new spells.

NameLevel RequirementDescription
Progression I1Instantly unlock a single set of tier 1 spells from one of the main spell trees.
Progression II5Instantly unlock a single tier 1 spell from one of the main spell trees.
Progression III10, 15, 20Instantly unlock a single tier 1 or 2 spell from one of the main spell trees. To unlock spells of a tier higher than 1, you must have already learned all the main spells of a lower tier from its element.
Progression IV25, 30, 35, 40, 45Instantly unlock a single tier 1, 2, or 3 spell from one of the main spell trees. To unlock spells of a tier higher than 1, you must have already learned all the main spells of a lower tier from its element.
Progression V50, 55, 60, 65, 70Instantly unlock a single tier 1, 2, 3, or 4 spell from one of the main spell trees. To unlock spells of a tier higher than 1, you must have already learned all the main spells of a lower tier from its element.
Progression VI75, 80, 85, 90, 95, 100Instantly unlock a single tier 1, 2, 3, 4, or 5 spell from one of the main spell trees. To unlock spells of a tier higher than 1, you must have already learned all the main spells of a lower tier from its element.

Divinity

  • Unlock : Becoming an elemental god

Having become an elemental god, you can now cast the 6th tiered spell of the element you represent, proving your authority when it comes to it. Alternatively, you can also unlock tier 6 spells by learning them directly from the current elemental god as long as you are at least level 100.

Efficient casting

  • Unlock : Level 50 and knowing at least 20 different mage spells2

Your experience with various spells has allowed you to understand how to use mana ever so slightly more efficiently, reducing the mana cost of casting mage spells by 10%.

Magnus

  • Unlock : Level 100

You have gotten so much experience in casting magic that giving shape to mana to produce magic has become a trivial task for you, allowing you to use two different active spells3 per turn.

Actives

Magic condensation

  • Unlock : Level 1

Allows you to condense your own mana into a liquid which can later be drunk by any magic who use the same element as you (archers can drink any mana potions). The effect of mana potions half after 80 turns, and they go bad after 140 turns. Using this ability disables all mana regen for the next 2 turns.

Innovation

  • Unlock : Level 1

Before becoming a mage, you had to study magic and its history, which allowed you to develop some knowledge relating to the development and creation of spells, allowing you to modify and create new spells. The result4 from modifying or creating a spell depends on your luck and intelligence stats. Modifying a spell from the highest tier you currently know in its element takes 20 turns, while doing so for a spell from a tier lower than your highest unlocked tier of its element only takes 10 turns. Creating a new spell of the same tier as your currently highest unlocked tier from its element takes 40 turns, while it only takes 20 if you are creating a spell from a lower tier. When creating or modifying spells which use two elements, the duration will be high if you are trying to produce a spell of your highest currently unlocked tier from any of the two elements, and the short duration will only be used if you are producing a spell from a tier lower than your currently highest unlocked tier in both elements.

Scholar

  • Unlock : Level 1

Mages are known to be very avid readers, however, unlike most bookworms, mages actually do so with a specific goal in mind, to learn new magics. You can study books to learn new spells, which you then simply have to practice using them to finally acquire them. This process can be used to learn spells of a tier too high for you to unlock with your current level of the Progression skills. This is also the main way for mages to learn secondary spells. The time this takes depends on the tier of the spell you are trying to learn (as a standalone variable), on its tier relative to your current highest tiered spell you know from its element, on how much experience you have with its element, and on your intelligence and magic stats.

Elemental Brews

  • Unlock : Tier 3 of an element
  • Channel time : 2 turns

Condense elementally charged mana into a special type of magic potion known as an elemental brew. Depending on your primary element, the potion’s effect will vary. Creating an element brew costs 50% of your mana. Elemental brews go bad after 60 turns.

  • Producing a dark brew creates a very light-feeling, dark green liquid. If it is vigorously shaken for a 5-10 seconds, it will start to slowly turn into a opaque and thick dark cloud which blinding people inside of it for 3 to 5 seconds before starting to turn into the gas at a ridiculous speed, covering a 10 diameter radius around the brew’s current location. If the liquid comes into contact with someone’s skin, it will deal MAG * 5 + LVL * 20 darkness damage and reduce their accuracy by 25% for the next 5 turns5.

  • Making a chaos brew creates a light pitch black somewhat gooey liquid that produces an illusion on itself, making it look like water instead. Consuming a chaos brew severely reduces your cognitive abilities, making you lose 75% of your intelligence for the next 5 turns, after which you will fall asleep for 3 turns. It should be noted that people will still remember what happened while under the effect of a chaos brew. Coming into contact with the chaos brew without consuming it will instead make you see double, reducing your accuracy by 50% for 5 turns.

  • Thunder brews are made after having condensed your maximum mana; when consumed, lighting will strike the person who drank it, making them and anyone touching them (up to 5 people can be affected) move at a rate of five map tiles per turn for two turns and allowing them to escape most fights instantly.

  • Light brews can be thrown, making anyone hit by it have enlightened vision for % of max mana condensed / 25 turns and healing them for mana condensed / 2, the throw has (AGI) accuracy if the target is moving. These brews cannot be filled with more than your maximum mana.


  1. This skill cannot be used to create mana potions or elemental brews. You can pay mana costs with a mix of both health and mana but are unable to use a mix to use spells which require more than your maximum number of mana.

  2. This includes main elemental spells, unique variants of spells (in which case, both the original and unique variants will count), and secondary elemental spells.

  3. Including channeling spells, as long as they don’t require you to keep your focus to stay active.

  4. How close to the desired effect the modified/newly created spell will be.

  5. If this effect is applied on the same target twice, it will simply get refreshed.

Chaos Mage

Chaos attribute magic specializes in affecting the minds of its targets. It can be used to create illusions, disrupt the senses, or cause different mental effects such as rage, blindness, or insanity, however, it is noticeably weaker than other types of magic, however, it more than makes up for it from all the lockdown and utility it offers.

Passives

Dual Cast

  • Unlock : Level 50 and knowing at least one tier 4 chaos spell

The overwhelming amount of magic surrounding you makes it so that whenever you cast a chaos spell, you end up accidentally creating an illusionary double of yourself that copies your movements for 1 turn, making it so that any single-target attacks will have 50% chance to miss1.

Fractured Identity

  • Unlock : Level 100 and knowing at least one tier 5 chaos spell

You are now able to freely produce an illusion to change your appearance, the sound of your voice, and your smell, to anything even slightly similar to yourself passively. This means that the effects from the illusions resulting form this skill always stay on, even while your magic is disabled, if you are unconscious or if you are killed!

Actives

Headshot

  • Tier 1 chaos magic

Throw a ball of condensed chaos magic that deals 1D4/2 * (3 * MAG + LVL * 20) chaos elemental damage and appears to whoever it’s targeting to be the decapitated head of a member of their race. Since, to give a more authentic feel to this illusion, you have to lob your magic projectile instead of simply throwing it towards your target to make it look like it has weight, it has only 50% accuracy, however it lingers for one turn, and if your target tries to pick up the head, they will take the spell’s damage. The sight of the decapitated head will lead to different results depending on the nature of the target, for instance, they might hesitate, become enraged, afraid, thrilled, or even not care at all.

Snake Fist

  • Tier 1 chaos magic

Extend your fist with chaos magic, making it look like you turned your hand into a snake’s head to whoever you are trying to punch. Hitting your target will make them take 1D4/2 * (3 * MAG + LVL * 20) chaos elemental damage and believe they have been poisoned, making them feel weak for the next 3 turns.

Arrow Volley

  • Tier 2 chaos magic
  • Mana cost : 300 mana

Throw a volley of small chaos projectiles into the sky, letting them fall onto a target area with a radius of 10 meters in an act similar to carpet bombing, dealing 1D4/2 * (3 * MAG + LVL * 20) chaos elemental damage to everyone in that area. These projectiles will appear to be arrows and will cause what feel like real physical injuries to people who don’t see through the illusion.

Mirage

  • Tier 2 chaos magic
  • Mana cost : 200 mana per turn

Precisely wrap yourself with chaos magic, making you look like, smell like, sound like, and physically feel like the person everyone who can currently see you feels closest to2. During this time, you are unable to attack, however, the illusion’s movements are independent of your own3, allowing you to do things like changing armor, pulling out weapons, and using items while you illusion seems to be doing something else4. (During this time, you are unable to attack)

Acid Shot

  • Tier 3 chaos magic
  • Mana cost : 1000 mana

Shoot out a sticky ball of lingering chaos magic that looks like a ball of extremely sticky, thick and corrosive acid. Upon contact, this spell will look like it splashed onto whatever it touched, sticking to it while slowly dripping away and eating away at whatever piece of equipment (or body part) it stuck to5. This spell lasts 3 turns, and deals 1D4/2 * (3 * MAG + LVL * 20) chaos elemental damage per turn to its target, but if it stuck onto a piece of armor, unequipping it will stop the damage from happening. This skill also causes its target to believe to have received physical damage in the form of burns and to panic unless they see through the illusion, this effect becoming stronger the closer to direct body contact the magic projectile is.

Poison Bomb

  • Tier 3 chaos magic
  • Channel time : 1 turn
  • Mana cost : 600 mana per turn6

Spread chaos magic all around yourself, making it take the form of a thick dark-green gas with a smell reminiscent of rust in a 20-meter radius around you. Once the channel time is over and you have spread enough gas to completely hide yourself, you can start doing other actions while still casting this spell. This spell makes it impossible to pin down your exact location from outside of its radius, but it also limits your own vision in a similar way. People who breath in the magic you spread will take MAG * 5 chaos elemental damage with 100% armor piercing and start to feel dizzy, reducing their accuracy by 25%. The fog won’t have a smell or make you dizzy if you realized it’s an illusion, while also only dealing half damage, however, it will deal double its usual damage to people who are physically exhausted or panicked.

Reality Distortion

  • Tier 4 chaos magic
  • Mana cost : 3000 mana
  • Duration : 3 turns

Charge a specific target with chaos magic, allowing you to temporarily take over their sense of smell, hearing, and sight. While Reality Distortion is active, you are able to change elements from your target’s perception of reality. This means that, while you cannot make someone smell something that isn’t there, not smell something at all, make things appear or disappear from their sight, or make them hear or be unable to hear specific things, you can exaggerate or lessen sounds and smells to extreme degrees, you can displace where smells or sounds seem to come from, you can add random noise onto smells or sounds, you can make distances seem infinitely long or short, you can make things appear to be at the wrong locations, you can make things smaller or larger than they should be, etc. This skill is effective even against targets who are able to realize you are producing an illusion.

Eye of God

  • Tier 4 chaos magic
  • Mana cost : 5000 mana
  • Duration : 4 turns

Summon The Eye of God, a giant eye with a diameter of around 25 meters that appears 200 meters behind or above yourself. The Eye of God sees all and knows all. When someone looks directly at The Eye, they become deaf and blind to anything other than themselves, you, and The Eye. You gain a 50% bonus to INTI and MAG against affected parties and are able to know exactly what they are currently thinking. This spell’s active effect dissipates if the eye disappears, or if an affected party takes notice of the use of illusion magic. The Eye dissipates preemptively if you lose focus or use Apocalyptic Sightings.

Apocalyptic Sightings

  • Tier 4 chaos magic
  • Mana cost : N/A

Make use of The Eye’s knowledge to project the worst possible reality into the minds of all those affected by it. When used, Apocalyptic Sightings causes everyone currently affected by Eye of God’s active component to see a vision of their worst nightmare as long as your INTI is higher than theirs. You do not know what is shown to your targets. This spell also deals 1D4/2 * (MAG * 5) + LVL * 20) chaos magic damage and causes major internal wounds to enemies, these wounds will stop bleeding the moment the spell is over, however they can still lead to death trough things such as reopening from movement (causing the target to take the spell’s damage again) or infections. This skill can only be used from the second turn of Eye of God’s use onwards. Using this skill makes The Eye disappear.

Ventriloquism

  • Tier 5 chaos magic
  • Mana cost : 2500 mana on cast + 2000 mana per use turn
  • Cast time : 2 turns

Create long, infinitely elastic, unbreakable threads of chaos magic going from your hands to all over a target’s body for one turn, damage received is doubled during this time and taking any damage will stop the spell’s use. These threads allow you to make your target quickly fly to move around, to make them use any skill they know, to swing any weapon they are currently holding, or to move any of their limbs7. This skill will take up your turn and will require you to confront your INTI against your target’s INTE, and as long as they aren’t able to win this confrontation, breaking the threads in the process, you will be able to control their body during their turn by waving your hands around. Alternatively, the threads can also be broken by brute force by whoever this skill is being used on as long as they win a confrontation of their STR against your MAG, however, doing so will damage their muscles and make them take 1D4/2 (8 * MAG + LVL * 20) chaos elemental damage. This skill can also be used to put strain on your target’s body during turns they aren’t using a skill or attacking8, making them take 1D4/2 * (4 * MAG + LVL * 20) chaos elemental damage per turn.

Chaos Storm

  • Tier 5 chaos magic
  • Mana cost : 2000 mana per cast turn, 2000 mana upon use
  • Cast time : 2 turns
  • Duration : 3 turns
  • Cooldown : 10 turns

Spread chaos magic in a wide area around yourself, causing it to start to rain a sort of purple slimy ooze in your vicinity9. Anyone that comes in contact with the slime with an exposed body part will take 1D4/2 * (MAG * 4 + LVL * 20) chaos elemental damage from said body part deforming and growing in unnatural ways. The slime also causes emotions to be exacerbated, making anger become rage, sadness become depression, happiness become bliss, etc.

Mass Hysteria

  • Tier 6 chaos magic
  • Mana cost : 10’000
  • Duration : 10 turns
  • Cooldown : 140 turns

Put up a curtain of chaos magic over an entire map tile (3 KM x 3 KM area), making it impossible to get out of the tile10 and causing every living creature inside of it except yourself to go insane in various ways11 unless they have more INTE than you have INTI for the duration of half a day (10 turns). While this skill is active, your ability to create illusions also greatly increases, allowing to make people see, hear, smell, or feel almost anything, and you gain 1000 mana regeneration per turn.


  1. Because this miss chance is caused by your attacker trying to hit the wrong target, it works even if a weapon that is assured to hit is used, since technically the target (the illusion) will be hit.

  2. This can also make look like someone who’s dead.

  3. How the illusion moves its body and limbs can be different from how you do it, however, it will always be exactly where you currently are, and everyone’s separate illusions have to do the same movements.

  4. While your illusion can be touched, your real body still also exists, meaning that if you try to steal something from someone and fail, they will have felt your hand touching them.

  5. In reality, the mana will simply spread around where it first hit, dealing continuous damage while slowly fading away.

  6. The channel turn used to start spreading the magic also costs 600 mana.

  7. Your target will however still be able to freely talk, with the most you can do against that being forcing them to close their lips together.

  8. You can use this effect during turns you move them around.

  9. During combat, this spell generally affects everyone currently engaged, while out of combat, it affects about one tenth of a map tile.

  10. This includes blocking things such as teleportation.

  11. Depending on the creature’s personality, it might go berserk, hide in a corner and cry, start to scream and run around, hurt themselves, break things around them, force others to do things, etc.

Dark Mage

Dark elemental magic allows you to manipulate the shadows and to hinder vision, creating areas of darkness. It possesses pretty average damage dealing capabilities and utility abilities and comes with the benefit of getting stronger the darker it is around you.

Passives

Twilight’s blessing

  • Unlock : Level 1

Darkness magic deals 25% more damage while in the dark.

Somber Sight

  • Unlock : Level 10

Being a darkness mage, you have slightly better vision in the dark than most, allowing you to see in places with minimal lighting.

Actives

Somber Missile

  • Tier 1 darkness magic

You shoot out a ball of dark magic that deals 1D4/2 * (3 * MAG + LVL * 20) darkness elemental damage and makes its target see as if it was night for 1 turn.

Shadow Strike

  • Tier 1 darkness magic

Charge your fists with darkness mana, making them deal 1d4/2 * (3 * MAG + LVL * 20) darkness elemental damage and making anyone within melee range of you see anything outside that range as a dark void.

Creeping Shadows

  • Tier 2 darkness magic
  • Mana cost : 250 per turn1
  • Cast time : 1 turn

A channeled spell that requires 1 turn to prepare. Touch a surface with your hands, infusing it with mana, slowly creating a shadow stretching from the location you have hand contact with to a target. Upon reaching your target, the shadow you created will grab onto their limbs while trying to tie them into the surface they come from. After being grabbed, your target will be firmly held in place, blocking half their movement attempts and dealing 1D4/2 * (4 * MAG + LVL * 20) darkness elemental damage to them every turn. Once it has been created, you can extend your shadow to one additional target every turn, however, doing so will also increase the mana cost by 250 per turn.

Dissolution

  • Tier 2 darkness magic
  • Mana cost : 500 per turn

Move into a shadow you are currently in contact with, dissolving your body into it. While dissolved into a shadow, you can move anywhere inside of it or any shadow that it is connected to2, and your body will be impossible to find where you are hidden inside of it, you also become immune to all physical attacks, 50% more vulnerable to thunder elemental damage, and 100% more vulnerable to light elemental damage. Coming out of a shadow takes 1 turn, however, it does make a very slight slimy noise as you come out of the shadow in a semi-liquid form that quickly takes the form of your body and solidifies.

Obscure

  • Tier 3 darkness magic
  • Mana cost : 500 per turn

Spread your mana in the “defined space3” you are currently standing in, stopping any light emissions inside of it and making you aware of the presence and exact location of anything that moves inside of it. This spell can be toggled on and off at the beginning of your turn without counting as your action for the turn.

Aphotic Burst

  • Tier 3 darkness magic
  • Mana cost : 1000
  • Cooldown : 3 turns

Discharge a considerable amount of mana, essentially turning yourself into a bomb. This ability deals 1D4/2 * (5 * MAG + LVL * 20) dark elemental damage to anyone within melee range of you, while also making their eyes unable to perceive any light for 1 turn. Each time you cast this ability within less than 3 turns since your last use of it, its AOE will become slightly larger4, its MAG multiplier will be increased by 2, and it’s mana cost will be increased by 1000.

Shadow Army

  • Tier 4 darkness magic
  • Mana cost: 800 mana, plus 200 mana per target, per turn.

Take control of the shadows being produced by others around you. This skill allows you to give life to the shadows being created by specific people you are currently holding line of sight of5. These shadows cannot be killed and will attack their source with the weapon they were holding at the time of summoning (or their fists if their source was holding none) each turn. The shadows only possess their source’s basic stats and aren’t affected by things such as stat boosting items, buffs, racial changes, or anything of the like, they also cannot use any passives, skills, or spells of any kind.

Midnight Pulse

  • Tier 4 of darkness magic
  • Mana cost: 1500 mana per turn

Create a large sphere in which no light can enter, and all light emitted is reduced by 75% in a 50-meter radius around you in which you release large pulses of destructive darkness magic every turn, causing everyone that finds themselves within the sphere except yourself to take 1D4/2 * (4 * MAG + LVL * 20) darkness elemental damage every turn.

Dark Rose

  • Tier 5 darkness magic
  • Mana cost : 500 mana for the first turn followed by 2000 mana per turn

Force what look like pitch-black rose bushes to grow at someone’s feet. After being allowed to grow for one turn, these bushes will quickly start to grow thorny vines ending in flowers that will follow and constrain your target, causing them to be unable to use any channeled abilities, and to be stabbed whenever they try moving, dealing 1D4/2 * (7 * MAG + LVL * 20) darkness elemental damage to them in the process.

Shade Dragon

  • Tier 5 darkness magic
  • Mana cost : 2000 mana per turn

Let your magic run wild in one of your arm, turning it into an imitation of the personification of the pure darkness element, a darkness elder dragon’s head. Once the dragon has been let out, it will instantly spread a thick deep purple mist within a 250-meter radius that eliminates every single source of light it comes in contact with. As the dragon is technically part of your body, any damage it takes will be received by you instead. Being only an imitation, the dragon’s head won’t have a mind of its own, causing it to go on a rampage, making it impossible to be cancel in any way other than dying or completely running out of mana6. Each turn, the dragon will either gobble up a group of 1 to 3 creatures within 50 meters of it, while trying to chew them to death dealing 1D4/2 * (MAG * 8 + LVL * 20) of darkness elemental damage per turn to each of them, or spew dark flames that deal 1D4/2 * (7 * MAG + LVL * 20) at a creature at a distance of 50 to 250 meters from it. Once this spell ends, the strain your body will have been forced trough will cause you to be completely unable to move for the next 10 turns, and unable to walk by yourself for the next 20 turns.

Blackout

  • Tier 6 darkness magic
  • Mana cost : 10000
  • Cooldown : 100 turns

Once activated, this spell makes an entire map tile devoid of any light for 10 turns, while also doubling the damage from darkness elemental attacks. Darkness and Chaos mages of tiers 4, 5, and 6 are immune to this, this immunity is also given to some powerful monsters with an affinity for darkness elemental magics like elementals and dragons.


  1. Including the channelling turn.

  2. You can move distances up to 200 meters per turn while dissolved into a shadow

  3. A “defined space” is an “enclosed” space, it can be a large cave room with small pathways leading outside of it, a room, a whole house (as long as no walls separate each section of it), etc.

  4. Starting from the 3rd cast, the AOE will be large enough to encompass even some people using ranged attacks. This skill’s effective radius starts at a 5-meter radius, and increases by 50 meters with each subsequent use, with a maximum AOE of 250 meters.

  5. Having a direct line of sight to them is important, however, seeing them isn’t.

  6. The dragon will not ever go back to sleep unless you die or completely run out of “potential” mana, meaning that even if you run out of mana, it won’t go let go of your arm before forcing you to turn all your health points except 1 into mana.

Thunder Mage

Passives

Controlled Discharge

  • Unlock : Level 1

Because of the way thunder magic damage creatures, with good enough understanding of a creature’s inner workings, you can easily cast your spells in a way meant as to not kill them outright, meaning that you can decide to cast any lightning spells in a way to make them reduce your target’s health to 1 instead of flat out killing them.

Biobattery

  • Unlock : Level 25

Your use of thunder magic has given you a better understanding of concepts relating to energy storage and release, allowing you to make more efficient use of mana, and increasing the mana you gain per level by 201.

Actives

Bolt Fist

  • Tier 1 lightning magic

Infuse one of your fists with lightning magic right as you are about to hit a target, accelerating it and causing it to deal 1D4/2 * (AGI * 3 + LVL * 20) thunder elemental damage. The shock from this attack will also lead your target’s focus being broken if your MAG/2 is higher than their STR.

Spark

  • Tier 1 lightning magic

Shoot out a small and inaccurate spark of electricity that deals 1D4/2 * (MAG * 3 + LVL * 20) thunder elemental damage at a target. This skill only has 50% accuracy unless the target is wearing conductive armor, in which case, it becomes perfectly accurate and goes through dodge chance.

Lightning Stike

  • Tier 2 lightning magic
  • Mana cost: 500 mana

Produce a lightning bolt at a target location, dealing 1D4/2 * (MAG * 4 + LVL * 20) thunder elemental damage to a single target. This skill is impossible to dodge as it will always hit where you want it to instantly, however, it is still possible for it to miss its target.

Rushdown

  • Tier 2 lightning magic
  • Mana cost: 500 mana

Enhance your legs and feet, giving yourself a short-lived speed boots as you start to rush towards a target to kick them. This skill allows you to instantly get within melee range of a target while also dealing 1D4/2 * (AGI * 4 + LVL * 20) thunder elemental damage. This skill cannot be used while already within melee range of your target.

Kinetic Charge

  • Tier 3 lightning magic
  • Channel time: 1 turn
  • Mana cost: 500 mana on cast + 1000 mana per use turn

After focusing for one turn on where and how much to shock yourself, precisely shock the muscles in your legs to produce the most efficient run imaginable, making you move at a rate of 3 tiles per turn. Because of the speeds this ability allows you to reach, if an encounter is meant to begin, as long as this skill is active, you can ignore it by simply running past whatever was spawned, and, if you decide to start a combat encounter, you will be able to start the fight by drop kicking a target, instantly pushing them outside of your melee range, and dealing 1D4/2 * (6 * AGI + LVL * 20) thunder elemental damage to them, while also giving you the element of surprise on your enemies, making you get the first turn. You will deal damage to a target and get the first turn. This skill can also be used to run away from most combat encounters. This skill’s channel time (as well as the initial mana cost) can be ignored, however, doing so will mean you won’t have had the time to calibrate the location and strength of the shocks you are sending through your muscles, causing you to take 1000 damage every turn and to have to throw 1D4 every turn, which will make you fall on your face on the spot and have your legs be paralyzed for the next turn if the result is a 1 or 2.

Overclock

  • Tier 3 lightning magic
  • Mana cost : 250 mana per turn + 750 per stat use

Passively make thunder magic flow through your entire body, quickening your reflexes and increasing your potential magic output. Using this skill increases your AGI and MAG by 25%, however it does so at the cost of 250 mana per turn, plus 750 mana for every time you use either stats (or 1500 mana if using both). Enabling or disabling this skill doesn’t count as your action for the turn, however, it can only be done during your turn.

Tempest

  • Tier 4 lightning magic
  • Mana cost: 4000 mana
  • Cast time : 1 turns
  • Duration : 5 turns

Freely spread a thunder mana in your surroundings, creating thin storm clouds all around yourself. Any creature around you2 will have to throw 1D8 (or 1D4 if they are wearing conductive armor) at the start of each of your turns, if they land on 1, they will be struck by lightning that is impossible to dodge, be stunned for 1 turn and receive 1D4/2 * (MAG * 6 + LVL * 20)3 thunder elemental damage.

Lightning Burst

  • Tier 4 lightning magic
  • Mana cost: 3000 mana

Infuse your arms and hands with lightning magic, allowing yourself to rapidly chain together Bolt Fists, dealing 2 instances of 1D4/2 * (AGI * 3 + LVL * 20) thunder elemental damage to a target and breaking their focus as long as your MAG is higher than their STR. This skill’s mana cost can also be doubled to deal a third instance of damage or quadrupled to deal 4 instances of damage.

Dreadstorm

  • Tier 5 lightning magic
  • Mana cost: 8000 mana

Charge the air around yourself in a controlled way using thunder mana, producing a large cloud above you that will send a lightning bolt dealing 1D4/2 * (MAG * 6 + LVL * 20) thunder elemental damage to anyone within melee range of yourself, or wearing conductive armor.

Taser Tag

  • Tier 5 lightning magic
  • Mana cost: 5000

Create and cast on yourself a curse made from thunder magic that can be passed to someone else if its current holder deals melee damage to someone4. The curse slowly grows by eating away at its current holder’s life force, reducing their STR, AGI, and MAG by 25%. After having been active for 4 turns, the curse will release all the mana and life force it stole as thunder magic, causing its current holder to receive 1D4/2 * (MAG * 8 + LVL * 20) thunder elemental damage.

Thundergod’s wrath

  • Tier 6 lightning magic
  • Cooldown : 40 turns
  • Mana cost : 12’000

Release inhuman amounts of pure thunder mana all around yourself, electrifying everything around yourself, even the air, causing every creature in your surroundings to receive a powerful shock and to receive 1D4/2 * (MAG * 10 + LVL * 20) thunder elemental damage and a stun that lasts 1 turns.


  1. This change is also applied retroactively.

  2. This includes creatures outside of melee range, allies and even yourself.

  3. The damage dealt is calculated when the spell is originally cast, rather than when a target is struck.

  4. The curse can change owner an infinite amount of time.

Martial artist

General description

Martial artists are people who strive for power trough increasing their level of cultivation, an act done by accumulating combat experience, which, in turn, allows them to better control a type of energy known as “ki” that is found in most living creatures. Martial artists are generalists that can use any type of weapons to a great extent, often even swapping between different types of weapons multiple times during fights.

Unique mechanic(s)

Martial artists are able to swap between weapons mid-fight without having to waste a turn to do so, and possess a wide variety of combat-oriented, low cooldown, weapon-related skills that allow them to adapt to most changes of circumstances while fighting. Martial artists are also capable of obtaining skills independently of leveling up as long as they meet certain combat requirements, allowing them to scale faster than most characters in the right circumstances.

Martial artists should prioritize their STR and AGI without forgetting about their social skills, because they are a lot more reliant on item scaling than most, making it so that getting better prices at shops can be the difference between being dead weight and carrying a party for martial artists. Martial artists usually wear light armor, as heavy armor would easily over encompass these poor souls who already often carry more than 6 different weapons on themselves.

Social status

Can readNo
Can writeNo
Social statusPoorly regarded
Knowledge of the worldVariable
Political understandingLow to none
Geographical knowledgeVariable
Known for

Starting items

Budget: 125 pts1

  • 25 pts Assassin’s bow 1d4/2 * (2 * AGI + LVL * 20) (Sneak strikes increase your statistical multiplier by 5) (Silent to pull out and put away)

  • 25 pts Battle axe 1d4/2 * (8 * STR + LVL * 20) (Takes two turns to swing) (Takes two hands to use)

  • 25 pts Bow 1d4/2 * (4 * AGI + LVL * 20) (75% accuracy) (Takes two hands to use)

  • 25 pts Claymore 1d4/2 * (8 * STR + LVL * 20) (Takes two turns to swing) (Takes two hands to use)

  • 25 pts Cleaver 1d4/2 * (4 * STR + LVL * 20) (Can hit up to 3 enemies) (Takes two turns to swing) (Takes two hands to use)

  • 25 pts Dagger 1d4/2 * (2 * AGI + LVL * 25) (Sneak strikes increase your statistical multiplier by 5) (Takes 1 less turn to pull out (but not to put away)) (Silent to pull out and put away)

  • 25 pts Great bow (Acc. 100%) 1d4/2 * (5 * AGI + LVL * 20) (Takes 2 turns to pull out and put away)

  • 25 pts Lance (when two-handed) 1d4/2 * (4 * STR + LVL * 20) (50% pierce) (Accuracy is reduced when in extreme close quarters) | (when one-handed) 1d4/2 * (4 * AGI + LVL * 20) (Accuracy is reduced when in extreme close quarters)

  • 25 pts Mace 1d4/2 * (6 * STR + LVL * 20) (Armor health is doubled against it)

  • 25 pts Morningstar 1d4/2 * (4 * STR + LVL * 20) (50% pierce)

  • 25 pts Rapier 1d4/2 * (3 * AGI + LVL * 20) (If your LUC and AGI are least twice as high as your target’s this weapon completely pierces armor)

  • 25 pts Short sword 1d4/2 * (4 * STR + LVL * 25)

  • 25 pts Sword 1d4/2 * (5 * STR + LVL * 20)

  • 5 pts Iron arrows (x10) (Increase a bow’s statistical multiplier by 1 when used)

  • 25 pts Greatshield (Shield) (100 defense)

  • 25 pts Buckler (Shield) (75 defense) (20% to deflect slashing attacks)

  • 15 pts Leather hood (50 defense)

  • 15 pts Leather body armor (50 defense)

  • 15 pts Leather pants (50 defense)

  • 5 pts Bandages (stops bleeding, heals for 200 HP)

  • 5 pts Miracle remedy2 (Heals most poisons under level 16 instantly when drunk)

  • 1 pts Coins (x2)

Multi-classing

Criterions

  • Having both strength and agility be amongst your 6 highest stats, with one of them being amongst your 3 highest.
  • Being proficient with a wide variety of weapons.

Process

  • Reading about humanoid kinetics for at least 20 non-consecutive turns.
  • Meditating for 20 non-consecutive turns3

Class-wide Abilities

Cultivation

  • Unlock : Level 1

Cultivation is at the core of any martial artist’s progression; it is the act of enhancing yourself trough combat experience. Increasing your level of cultivation allows you to unlock new skills independently of levels.


  1. Every weapon a martial artist starts with comes with a free leather strap, scabbard, or some other means of putting it away safely.

  2. An extremely bitter tea that seems to be boiling hot no matter what that comes in small bottles.

  3. Meditation sessions that last less than 2 turns won’t count towards this goal.

Martial Apprentice

  • Unlock : Martial artist class

Passives

Weapon Master

Having studied weapons for years, you are able to use any weapon effectively, including ones that possess unconventional designs or sizes, as long as you are able to meet their stat requirements.

Physical Insight

Martial artists possess a greater understanding of body mechanics than most, allowing them to use their muscles more efficiently during non-combat stat confrontations and checks that use their STR or AGI, increasing their values by 25%1. This skill also gives martial artists a better understanding of the body and wounds in general.

Fast Hands

Your control of ki allows you to quickly strengthen the muscles needed to put away your weapons, allowing you to do so in 1 less turn, however, doing the same thing while pulling out a weapon is still somewhat out of your reach, meaning it will still require the normal amount of turns.

Actives

Great Dash

  • Condition : Requires a stabbing weapon
  • Cooldown : 5 turns

Quickly dash, shooting yourself towards a target like an arrow, stabbing them on impact. Using this skill allows you to instantly close the distance separating you from a distant enemy while also using a normal attack with your currently held weapon.

Crushing Blow

  • Condition : Requires a blunt weapon
  • Cooldown : 10 turns

Literally put your entire body’s strength into a blunt attack, increasing it’s physical stat multiplier by 2, but also making you unable to dodge, block, or react in any way to any attacks until your next turn.

Phantom Strike

  • Condition : Requires you to currently not be holding any weapons and to possess a slashing weapon
  • Cooldown : 10 turns

Focus all your ki into your wrists and arms, allowing you to hit a target within melee range while unsheathing your weapon so quickly that it is impossible for anyone whose INT isn’t at least twice as high as your AGI to see. This skills makes you instantly pull out a slashing weapon and attack using it during the same turn. This skill can also be ended by putting away your weapon and pulling out any other weapon of your choice.


  1. This bonus is also applied when checking if you are able to meet an item’s stat requirements.

Martial Warrior1

Unlock : Possessing Martial Apprentice and having defeated at least one enemy from each of the following groups: weak, normal, mini boss, and boss.

Passives

Quickdraw

Your greater control of ki allows you to quickly enhance the muscles needed to put away and pull-out weapons, reducing the time needed to do both by 1 turn.

Lesser Ki Shield

You are now able to manipulate your ki to strengthen your body wherever you are expecting to be hit. As long as you were expecting an attack, you will possess an addition 10 defense per level against it, this skill also slightly reduces the risk of physical injuries from most attacks.

Actives

Meditation

  • Conditions : Cannot be used while in combat, or if damage was taken in the last 2 turns.

Meditate, focusing your Ki into wounded parts of your body instead of your attack or weapons, allowing you to double your natural health regeneration, the rate at which you heal physical injuries, and the rate at which negative effects go away. This can also be used to heal body parts that are at least half-way intact.

Dragon’s Fury

  • Condition : Can only be use while using your fists, gauntlets, or gloves.
  • Cooldown : 10 turns

Repetitively strike a target with your bare hands in strategic locations to make them lose their balance before giving them one final devastating blow, dealing 1D4/2 * (3 * STR + LVL * 20) damage and forcefully pushing them outside of your melee range. This skill can be used on almost anything including creatures that can be 10 or more times heavier than you2.

Powershot

  • Condition : Using a bow or crossbow
  • Cooldown : 10 turns

Strengthen one of your bow’s or crossbow’s string, allowing you to put more strength behind it, increasing your next shot’s physical statistical multiplier by 2.

Blade Aura

  • Condition : Using a slashing weapon
  • Cooldown : 10 turns

Channel your Ki into a weapon’s blade, making it slightly deadlier, increasing the severity of physical injuries caused by your next attack, and giving you more direct control of your weapon, reducing the impact of random factors like the movements of your that may lead to inaccuracies in your blow, making it so that next attack’s D4’s result will be increased by 1, unless the result was already 4^[note3].


  1. This can be seen as a level 10 equivalence.

  2. The skill knockback effect doesn’t affect everything, giants and creatures so heavy you wouldn’t even be able to move them no matter what like Quake, Dragons, and Death Walkers are immune to it.

Martial Master1

  • Unlock : Possessing martial warrior, and killing 1 enemy in each of the following biomes: Ruins; Enchanted Mushroom Forest; Alpine Tundra; Artic Tundra; Desert; Savana; Swamp; River; Mountain; Hill; Rocky Plain; Deep Woods; Forest; Plain

Passives

Switcheroo

Your combat experience gave you enough insight into the mechanics of your body to effectively use more endurance focused muscles for demanding tasks and more strength focused muscles for precision tasks. Your can now use your AGI and STR interchangeably when doing damage calculations and checking if you meet the stat requirements to use certain items. Even if you use your STR for instead of your AGI when doing a task, your AGI is still the stat that will receive experience from it.

Quickstep

You are able to better use your ki, giving you the ability to essentially super charge your legs, giving you 25% dodge chance on attacks that can be dodged and that you were able to anticipate and can dodge Gives natural dodge chance on any attacks you were able to anticipate

Actives

Equalizer

  • Condition : Can only be use while using your fists, gauntlets, or gloves.
  • Cooldown : 10 turns

Target an area where large quantities of ki are found inside a target with your bare fists, dealing damage, and weakening your target for a short moment. This skill replaces your damage with 1D4/2 * (3 * AGI + LVL * 20) and stuns your target for 1 turn2 3.

Piercing Strike

  • Condition : Can only be used when using a stabbing weapon
  • Cooldown : 10 turns

Focus all your ki inside of the tip of a stabbing weapon, making it pierce 100% of your target’s defense for its next attack. This skill can be used on arrows.

Shatter

  • Condition : Using a blunt weapon
  • Channel time : 1 turn4
  • Cooldown : 10 turns

Charge up an attack so powerful it is able to locally destroy a single piece of heavy or super heavy armor from its target, effectively taking away their armor forever5. When this skill is used on an enemy that doesn’t possess any heavy or super heavy armor, it will instead have an incredibly high chance to break their bones or severely disable them in some way. Attacks using this skill see their physical stat multiplier be increased by 2. The target’s armor is destroyed before your damage on them is calculated.


  1. This can be seen as a level 25 equivalence.

  2. The stun isn’t applied if no damage is dealt.

  3. Giant targets are immune to this skill’s stun.

  4. This duration is added on top of any pre-existing channel times on the weapon you use for this.

  5. This effect cannot activate if the target’s defense is higher than your attack’s physical total damage.

Martial Grandmaster1

  • Unlock : Killing at least one enemy from each of the following major races: dragon2; golem3; elemental; mimic; demon.

Passives

Ki Detection

You are able to detect the ki of the others around you, allowing you to detect the presence of creatures around you independently from sight, touch, or hearing. This ability also increases the accuracy of your melee strikes by 25%.

Ki Shield

You are now able to manipulate your ki to strengthen your body wherever you are expecting to be hit. As long as you were expecting an attack, you will possess an addition 15 defense per level against it, this skill also reduces the risk of physical injuries from most attacks.

Magic Emulation

You are now able to use your ki as a pseudo-magic, making it so that you can replace your MAG during checks and confrontations with your STR or AGI instead.

Actives

Greater Meditation

  • Conditions : Cannot be used while in combat, or if damage was taken in the last turn.

Meditate, focusing your Ki into wounded parts of your body instead of your attack or weapons, allowing you to triple your natural health regeneration, the rate at which you heal physical injuries, and the rate at which negative effects go away. This ability can be used to heal most non-missing body parts.

Hurricane Pike

  • Condition : Currently using a bow and possessing at least 1 spear.
  • Cooldown : 10 turns

Replace the arrow you would usually use with a bow or crossbow with a spear you own, stabilizing it mid-flight with your ki to allow it to be used as such. Using this skill makes your ranged attack deal a single instance of damage equal to your ranged weapon’s damage plus your spear’s damage with 100% accuracy. If the enemy loses health from this skill, they will be pushed back, and if there was a wall of sorts behind them, they will be impaled on it, stunning them for one turn. The spear used with this skill will actually launched, and picking it back up takes 1 turn if combat is still ongoing.

Execution

  • Condition : Using a two-handed weapon
  • Cooldown : 10 turns

Strengthen both your arms, allowing you to land a devastating blow with a two-handed weapon, making it so that your next attack’s physical statical multiplier will be increased by 2, and making it have an extremely high chance to cause a massive physical injury. Two-handed slashing weapons would cut a limb, two-handed blunt weapons would break bones, scales, or some other similarly rigid body parts, and two-handed piercing weapons would end up either sticking inside or fully going trough your target.

Soul Shackle

  • Condition : Using your fists, gauntlets, or gloves.
  • Cooldown : 20 turns

Punch a target, creating a chain of ki shackling them to the ground under them in the process, making them unable to move from where they are from their current location for the next 3 turns. The chain produced links the body part that you hit to the ground, so getting rid of that body part would allow the target to move away from the chain, the target can also free themselves by breaking the chain, which requires them to win a STR or AGI confrontation against you, or by simply tearing off the chunk of ground they are chained to.


  1. This can be seen as a level 50 equivalence.

  2. Demi-dragons count but dragonkin do not.

  3. A In this specific scenario, a “Golem” will be defined as any purely artificial creature, this includes things such as mechanical golems made by gnomes, purely artificial elementals, and normal golem.

Martial Lord1

  • Unlock : Possessing Martial Grandmaster and either, while alone, defeating one player of a level equal or higher than yours, or playing a direct role in the defeat of any single god.

Passives

Unyielding Grip

You are now able to passively channel ki into your hands, increasing your grip strength and making it impossible for anyone to forcefully make you drop anything you are holding as long as you don’t want to2.

Ki Manipulation

You can now manipulate your ki with enough precision to transfer the ki you usually use to defend yourself on your weapons right before your attacks connect, making it so that every weapon’s3 physical statistical multiplier is increased by 1 permanently.

Actives

Critical hit

  • Condition : Using a weapon capable of sneak strikes
  • Cooldown : 10 turns

Enhance your entire body, allowing you to quickly manoeuvre around an enemy to strike a weak point of theirs, allowing you to pull off a sneak strike attack, even if your target was already aware of your presence or were on guard. This skill doesn’t work on enemies who possess more agility than you, requires you to know of an enemy’s weak point before its use, and doesn’t work on enemies who’s weak points you can’t reach.

Horizon Slash

  • Condition : Using a slashing weapon
  • Cooldown : None

Using your ki, create a copy of your weapon’s blade, launching it as you strike, allowing you to reach distant enemies with your slashes. The projectile produced by this skill will have their physical statistical multiplier reduced by 2, will emanate a small amount of light and only have 60% accuracy.

Shockwave

  • Condition : Using a blunt weapon
  • Cooldown : 10 turns

Channel ki into a blunt weapon before hitting an enemy, releasing all the charged up ki from the point of impact, causing an instance of damage that deals (STR or AGI) * 5 to your enemy and launching you and your target backwards, making you both leave melee range of each other. This skill also makes physical wounds that would’ve been caused by your strike to become slightly more severe.


  1. This can be seen as a level 75 equivalence.

  2. For instance an attacker wouldn’t be able to grab your weapon and take it away from you, and even if your hands were burned, as long as you still have hands to hold your weapon, you wouldn’t let go of it. However, you can drop your weapon yourself, and things like mind control still allow people to force you to drop your weapon.

  3. This also applies to your fists.

Martial King1

  • Unlock : Possessing Martial Lord and having defeated one god in a fair (or unfavorable for you) fight.

Passives

Ki Mist

You now constantly emanate Ki and detect any interference with it, giving you awareness of everything that gets near you (approximately within a radius of 3 meters from you).

Greater Ki Shield

You are now able to masterfully manipulate your ki to strengthen your body wherever you are expecting to be hit. As long as you were expecting an attack, you will possess an addition 20 defense per level against it, this skill also greatly reduces the risk of physical injuries from most attacks.

Actives

Absolute Meditation

  • Conditions : Cannot be used while in combat.

Meditate, focusing your Ki into wounded parts of your body instead of your attack or weapons, allowing you to quadruple your natural health regeneration, the rate at which you heal physical injuries, and the rate at which negative effects go away. Can be used to heal even minor missing body parts2.

Dragon Strike

  • Cooldown : 17 turns
  • Duration : 3 turns

Fully encompass one of your weapons in ki, changing the type of damage it deals from physical to an elemental damage type of your choice for up to 3 turns. Using this skill takes 1 turn.

Ignition

  • Cooldown : 17 turns
  • Duration : 3 turns

Temporarily release all of your ki, surrounding you in a layer of ki so thick it will visibly glow while taking away your ability to use all of your active skills. While Ignition is active, ki shield’s defense will protect you from every attack, including ones you didn’t see coming, ki shield’s defense per level will be increased to 30, you will gain all the effects from Absolute Meditation, all of your attacks’ physical statistical multipliers will be increased by 2, and your attacks will never miss unless they are dodged. Activating Ignition takes one turn. After Ignition’s effect wears off, you won’t be able to use active skills for the next 2 turns.

Hyperactivity

  • Cooldown : 17 turns
  • Duration : 3 turns

A really bad idea. Channel all of your ki into your brain, supercharging it. While Hyperactivity is active, you will be fully aware of everything currently happening around you and be able to act twice as fast as everyone else, allowing you to use two actions every turn, however, you will also become unable to focus on any single thing, making it so that you cannot target the same enemy twice during the same turn, and that for the whole duration, you cannot use the same weapon twice or focus enough to use Ki Shield, Quickstep, or Ki Mist. Activating Hyperactivity doesn’t count as your action for the turn.


  1. This can be seen as a level 100 equivalence.

  2. You cannot heal a completely missing arm, but an arm with a huge chunk missing can still be healed, same with a hand, or even organs.

Oracle

General description

Oracles are individuals who, trough different means, were able to please the Gods1 and acquire their favor. Using this favor, oracles are able to see into the future and to change the outcomes of different events to their own benefits. Support class best paired with others

Unique mechanic(s)

Oracles can cheat lady luck, allowing themselves to retry dice throws and assign random buffs to allies.

Intelligence and luck can be useful to make the most of your abilities as an oracle, though no particular stat is required.

Social status

Can readDepends
Can writeDepends
Social statusDistrusted at low levels, but respected once they start gaining some reputation
Knowledge of the worldVery high
Political understandingGenerally low
Geographical knowledgeGenerally low
Known forMore often than not, being shams at low levels, but real oracles being extremely valuable and dependable allies.

Starting items

Budget: 100 pts

  • 25 pts Dagger 1d4/2 * (2 * AGI + LVL * 25) (Sneak strikes increase your statistical multiplier by 5) (Takes 1 less turn to pull out (but not to put away)) (Silent to pull out and put away)

  • 25 pts Short sword 1d4/2 * (4 * STR + LVL * 25)

  • 25 pts Magic staff 1d4/2 * (2 * Mag + LVL * 20)

  • 25 pts Glass orb (increases spell accuracy by 10%)

  • 10 pts Tarot cards

  • 10 pts Playing cards

  • 10 pts Astrolabe

  • 10 pts Leather backed hood (30 defense)

  • 10 pts Leather backed shirt (30 defense)

  • 10 pts Leather backed pants (30 defense)

  • 10 pts Medical kit (Surgical needles, thread (x5), flask2 of 80% pure ethanol (x5 uses), bandages stops bleeding, 200 HP (x5))

  • 1 pts Coins (x3)

Multi-classing

Criterions

  • Owning tarot cards
  • Having both luck and intelligence, charisma, or negotiation be amongst your 5 highest stats.
  • Having heard of the Gods3.

Process

  • Meditating for 20 non-consecutive turns4 as a way to try and reach the Gods.
  • Showing your faith in the Gods by dedicating an act of massive proportions to them and getting a majority of the Gods approve of you becoming an oracle from this act5.

  1. By Gods, I mean it as in the game-systems, players, and DM.

  2. The kit contains a singular flask with a size comparable to a bottle of pills.

  3. Gods, as opposed to the gods, are quite literally deities, or, in other words, the players themselves.

  4. Meditation sessions that last less than 2 turns won’t count towards this goal.

  5. The DM’s vote counts for double in this vote. In the case of a tie, your character will fail to become an oracle.

Abilities

Passives

Favor

  • Unlock : Level 1

Oracle are able to use skills which change reality in major ways at the cost of favor from the gods, a resource which they can acquire in a multitude of ways and store up to 10 of. They always regenerate 2 favor in the morning everyday from simply being liked by the Gods, but they can also receive 1 from doing selfless1 actions such as caring for someone’s injuries, or extremely selfish2 actions. It is also possible for oracles to gain 1 favor for every turn they spend studying the night sky, eclipses, or auroras.

Foresight

  • Unlock : Level 1

Because of the Gods favor, you are able to see some of what is waiting for you in the future, allowing your character to have a general idea on the results of various actions3.

Danger Sense

  • Unlock : Level 10

Because the Gods like you, and would prefer if you stayed alive, they offer you protection by making you aware4 of imminent danger5, allowing you to react in advance to attacks or skills you couldn’t see coming.

Do Over

  • Unlock : Level 50

Using your foresight abilities, you are able to know when you were about to miss an attack or be dodged, allowing you to redo any accuracy checks once and to force any enemies trying to dodge you to successfully dodge your attacks twice.

Greater Danger Sense

  • Unlock : Level 75

Allows you to know when an attack is coming, what type of attack it is, and where it’s coming from. You can pay 1 favor to have a 50% chance to dodge it if it’s an unexpected attack (sneak or surprises attacks) +50% dodge sense on most attacks.

Omniscience

  • Unlock : Level 100

Your current level of divining abilities allowed you to take the red pill, making your character understand the forces and systems that govern this world. Your character will now be able to be aware of out-of-character (OOC) happenings, though, trying to explain the reason why you are able to know such details will lead to most simply believing you have gone insane6.

Actives

Change of Fortune

  • Unlock : Level 1
  • Favor cost : 1 favor

Being favored by the Gods allows you to foresee a failure caused by your own incompetence in your next action, and to try and change this failure at the cost of one favor. Using this ability before a dice throw(s) makes it so that once you throw your dice(s), you will be able to decide whether to keep your result or to throw your dice again instead and change your result. This ability affects an entire set7 of dice throws, meaning that if used before throwing 2D4, you will be able to replace both dices, but will have to either keep or replace both.

Tarot Reading

  • Unlock : Level 1
  • Requirement : Owning a deck of tarot cards and currently not being in a fight

Read someone’s fortune with tarot cards. The affected stats resulting in the tarot cards pulled depend on the result of 3D12, as shown in the following table :

Dice resultAffected Stat
1STRength
2AGIlity
3MAGic
4LUCk
5CRAfting
6INTElligence
7INTImidation
8CHArisma
9NEGociation
10HP
11HP
12MANA

The reading’s target will see the stat with your first dice’s result will be increased by 25% (or have by 50% for HP or MANA), with the same happening with your second dice’s result8, however, the stat associated with the third dice’s result will be decreased by 25% (or cause a loss of 50% of HP or MANA). These effects last 20 turns, you cannot use this skill on someone who’s already had their fortune read with tarot cards in the last 20 turns.

Fortune Lock

  • Unlock : Level 10
  • Cooldown : 10 turns
  • Favor cost : 1 favor

Use up some favor to be allowed to observe the result of the next luck-based encounter9, someone who you are touching (or yourself) will have to face, solidifying its result in the process. Once this skill is used, throw 2D8, if the first D8’s result is higher than the second’s, they will gain the “Fortune Lock success” effect, causing their next luck confrontation to be assured success unless whatever luck value they are being tested against is twice as high as their own luck stat. If the first D8’s value was lower than the second’s, the target will instead receive the “Fortune Lock failure” effect, making it so that their next luck confrontation will be assured to fail, unless the luck value they are being tested against is twice as low as their own. If the result of both D8 is the same, the target’s future is too unclear for you to know if they will succeed. Using this skill on someone who already possessed “Fortune Lock success/failure” will replace their current fortune with the newer result.

Paradigm Shift

  • Unlock : Level 25
  • Cooldown : 20 turns
  • Favor cost : 3 favor

Use up large amounts of favor in exchange for being allowed to change the very flow of history, allowing you to swap your current amount of health with the health of a neutral or friendly creature currently within five meters of you. This ability swaps health rather than regenerating it, meaning regeneration blocks don’t affect it. If your or your target’s health would exceed their cap after the swap, the health will be reduced to equal their current health limit.

Misery Bond

  • Unlock : Level 50
  • Cooldown : 20 turns
  • Channel time : 3 turns
  • Favor cost : 3 favor

Link two people10’s future torments, making it so that any damage one would take will be shared with the other for the next 5 turns. This skill can only be used on creatures within a 50-meter radius of you, the effect ends if the targets ever get more than 50 meters away from each other.

Fortuitus Bond

  • Unlock : Level 50
  • Cooldown : 20 turns
  • Favor cost : 3 favor

Link two people11’s future blessings, making it so that any health one will recover will also be recovered by the other for the next 5 turns. This skill can only be used on creatures within a 50-meter radius of you, the effect ends if the targets get more than 50 meters away from each other.

Mortuary Postponement

  • Unlock : Level 75
  • Cooldown : 140 turns
  • Channel time : 5 turns
  • Favor cost : 10 favor

Make a ritual and ask for permission to delay someone’s death from the Gods. Using this skill on someone (or yourself) will give them the “Moratorium” effect, which makes it so that the next time their health points would fall under 1, they won’t be able to do so, while also making them unable to die from health loss and fall unconscious for the next 10 turns. If after the end of the 10 turns, their health points aren’t maxed out, they will die instantly. Each oracle can only offer one “Moratorium” at a time.

Dices of Destiny

  • Unlock : Level 100
  • Cooldown : 20 turns
  • Favor cost : 2 favor

Change the course of the future by compelling the Gods to reroll destiny itself. This ability, which can be used even outside of your own turn, allows you to force a reroll of any single dice (or dice set) throw, this effect has absolutely no limits, it can be used for random encounter spawn dice throw, enemy damage multiplier dice throws, stat multiplier dice throws, it can literally be used to force a reroll of any single dice (or dice set)!


  1. These actions have to positively affect others in tangible and non-negligeable ways without offering any benefit to the oracle.

  2. These actions have to negatively affect others in non-negligeable way while only benefiting the oracle.

  3. For instance, your character could know how good or bad of an idea it is to try and intimidate someone else.

  4. You will be aware that you are about to be in danger three to five seconds ahead of time, however you will not be aware of where the danger is coming from, its origin, or its nature.

  5. “Danger” being most things that would negatively affect you, like theft, an attack (or sneak attack),

  6. It should be noted that players aren’t allowed to directly interact or tell things to omniscient oracles. Oracles also cannot differentiate between lies/incorrect information and the truth/correct information coming from OOC happenings.

  7. if used after throwing 2D4, this skill would make you retry both D4 at the cost of only one favor.

  8. Stat increases from this stack additively.

  9. Only you will be aware of the results.

  10. This skill can be used on yourself.

  11. This skill can be used on yourself.

Paladin

General description

Paladins are an extremely powerful and versatile class that, given enough time, can create powerful ready-to-use enchantments made by carving runes into things that can be attached onto characters, items, and even locations to produce a wide array of effects, serving as healing, damage enhancements, defense enhancements, traps, shields, etc. Because of this, as long as a paladin is given enough time to prepare enchantments, they can serve as support, a tank, or even as a damage dealer for their party. The power of the enchantments they make vary based on the experience they have, meaning that a paladin’s skills scale entirely off of their levels, making them especially weak during the early game, where they should mostly rely on indirect ways of fighting like creating traps or causing physical injuries with their enchantments.

Unique mechanic(s)

Paladins can produce ready-to-use elemental enchantments that can do essentially anything and stack with themselves additively without wasting turns to use these effects as long as they were prepared in advance.

Paladins usually build similarly to knight but with a larger focus on intelligence and magic. They can use any type of weapons and armor.

Social status

Can readYes
Can writeAlways
Social statusOutside of opinions based on the relationship between the elements, nothing much.
Knowledge of the worldIgnorant
Political understandingUnknowledgeable for humanoid politics
Very knowledgeable for divine politics
Geographical knowledgeIgnorant
Known forSpending all their times drawing runes or trying to invent new ones alone
Being patient

Starting items

Budget : 100 pts

  • 0 pts Quick-draw bracelets1 (x2)

  • 0 pts Script paper (x10)

  • 50 pts Claymore 1d4/2 * (8 * STR + LVL * 20) (Takes two turns to swing)

  • 25 pts Short sword 1d4/2 * (4 * STR + LVL * 25)

  • 25 pts Great shield (150 defense)

  • 20 pts Round shield (100 defense)

  • 15 pts Buckler (50 defense)

  • 25 pts Iron helm (100 defense)

  • 30 pts Iron chest piece (100 defense)

  • 25 pts Iron leggings (100 defense)

  • 15 pts Chainmail hood (50 defense)

  • 20 pts Chainmail body armor (100 defense)

  • 15 pts Chainmail leggings (50 defense)

  • 10 pts Leather hood (50 defense)

  • 15 pts Leather body armor (50 defense)

  • 10 pts Leather pants (50 defense)

  • 5 pts Iron carving knife (used to carve runes)

  • 25 pts Living wood carving knife (used to carve runes)

  • 50 pts Abyssal Steel carving knife (used to carve runes)

  • 5 pts Bandages (stops bleeding, heals for 200 HP)

  • 1 pts Coins (x2)

Multi-classing

Criterions

  • Having experience with the use of some kind of elemental magic, this can come from having used elemental skills, enchantments, or items in the past, or having experienced on multiple occasion the feeling of elemental magic.
  • Knowing how to read and write.
  • Having magic and crafting be amongst your 5 highest stats.

Process

  • Studying runes2 for 20 non-consecutive turns. This unlocks Runic Literacy.
  • Practicing writing down singular runes for 10 non-consecutive turns. This unlocks Experience 1.
  • Practicing writing rune sequences for 10 non-consecutive turns. This unlocks all the other paladin skills except Papermaking.
  • Optionally, practicing making script paper for 5 turns. This unlocks Papermaking.

  1. Bracelets worn on your forearm made specifically to hold onto scripts, making them keep skin contact with the whoever drew them to keep the runes from activating, allowing for the safe storage of enchantments. These also allow you to pull scripts out without wasting a turn, allowing you to effectively apply them instantly. Each bracelet (generally, only 1-2 of them are worn) can hold up to 5 scripts at most.

  2. This can be done in a main elemental temple or with books.

An Introduction to Enchantments

Enchantments are effects paladins can produce by activating sequences of runes they draw into different items to create elemental effects.

Runes are complex drawings possessing simple meanings and magical abilities, for instance, you can write down a rune for each element, a rune for “Delay”, one for “Create”, “Power”, “Defend”, “Release”, “Restore”, “Spread”, etc1. The more runes you are able to chain together, the more detailed instructions you will be able to give to an enchantment, so, for instance, while “Fire” would only create a small flames, “Fire | Fire” would make a proper fire, and “Fire | Fire | Fire” would make a flame powerful enough to burn bones. Every rune in a sequence has to be attached to every other rune in the same sequence, meaning that they get exponentially harder to create since one wrong detail in a sequence will end up breaking and entire sequence. Runes function by absorbing the magic in the air around them, and their capacity to do so is proportional to how detailed they are, in other words, their power is dependant on the experience of whoever drew them. There are two types of runes: elemental runes, which give an enchantment its power, and effect runes, which define what an enchantment does. Effect runes are things like “Power”, which make an enchantment increase the damage of whatever it is attached to, “Defend”, which increases defense, “Protect”, which give elemental immunity and protect the enchantment’s user its effects, “Restore”, which heals and repairs, “Spread”, which makes the elemental magic affect a larger area, these can be stacked with each other to create result like turning an entire city’s ground into an electric floor with enchantments like “Spread | Spread | Spread | Thunder | Thunder | Thunder”. Runes and rune sequences can be activated in two ways, the first one being after a few seconds of losing direct contact with whoever drew them unless a “Delay” rune is part of the sequence, or when whoever drew them wants to activate them2.

Scripts are pieces of paper-thin soft wood on which paladins draw sequences of runes, they are commonly used by paladins because of a few special attributes they possess which make them specially potent for making enchantments. First of all, since they are made of softened wood, they are quite light, durable, and they allow for the precise carving of runes. Their thinness and elasticity also makes it so that they can easily be attached or stuck onto other items, which will cause them to share the effects of the enchantments they contain with whatever they are attached to, this characteristic is particularly useful, since what is technically being enchanted (and thus limited to only having one sequence of runes drawn on it) is the script paper, and not what it is attached to, meaning that scripts allow paladins to enchant the same item multiple times and to attach multiple different enchantments on the same items at the same time.


  1. As long as you can think of a simple and clearly defined word, you can probably create a rune that will try and replicate its effects.

  2. Which is mostly used by paladins who want to apply enchantments on their own bodies.

Abilities

Passives

Runic Literacy

  • Unlock : Level 1

Being a paladin, you are able to read and understand runes and their effects.

Experience

As paladins gain more rune-making experience, they develop the ability to write longer stable sequences of runes.

Skill nameUnlock requirementElemental runesEffect runes
Experience 1Level 110
Experience 2Level 111
Experience 3Level 1012
Experience 4Level 2522
Experience 5Level 5023
Experience 6Level 7533
Experience 7Level 10034
Experience 8N/A144
Experience 9N/A245
Experience 10N/A355

Battle Experience

  • Unlock : Level 10

Because of your battle experience, you know understand of your own body well enough to be able to apply scripts directly onto your body with relative4 safety, enchanting yourself, while keeping the side effects from doing at a minimum.

Lunacy

  • Unlock : Level 25

Power corrupts; absolute power corrupts absolutely. Scripts are power, and you are weak, whenever you start applying scripts on your body, the rush of power coursing through your veins will be enough for you to make you completely lose track of the escalating side effects from enchanting living things (yourself). This ability also makes it so you can never5 die from the side effects of your own scripts, however, the aftermath6 of the effects still can.

Actives

Inscription

  • Unlock : Level 1

The first skill any paladin ever learns to use. Write down a single rune into something. Because of the lack of details in this rune, its effects will be quite limited, only allowing you to do simple things like slightly hardening or softening the ground, making plants grow, making a small fire, creating a layer of frost, etc.

Papermaking

  • Unlock : Level 1

An essential skill to every paladin that allows them to create their precious script paper. Before using this skill, you need to have drawn a “Soften” rune onto a tree to make it easier to draw runes into and more flexible. Then, you can start to remove the tree’s bark, and to cut down small paper-thin rectangular-shaped pieces of wood from this tree, creating 5 pieces of script paper per turn.

Rune Crafting

  • Unlock : Level 1

Draw a sequence of runes. Runes activate once they lose contact with whoever drew them for a few seconds or whenever he wants to activate them, and they last 5 turns. An item7 cannot have more than one sequence of runes (or individual runes) (including ones that ended or that failed to be created) on it8. Drawing a rune or adding one to a sequence takes one turn; however, this can be done while walking around the map or while talking with people. The number of runes you can draw depends on the level of your Experience skill. The stats of enchantments are calculated when they are created, not when they are used. When multiple elements are used in a sequence, the statistical effects will be divided equally between each element9. The main effect of an enchantment is defined by the first rune used in that sequence, so here are the effects resulting from the using some of the more common and important runes as the main rune for an enchantment, as well as some notes on the side effects of over-using runes.

Elemental runesStarting a rune sequence with an elemental rune will cause it to randomly spew out short-lived magic of that element10 all around itself.
CreateStarting a sequence with Create will cause it to produce a long-lasting and concentrated magic of the specified element11 around itself.
PowerUsing Power as your main rune in a sequence will make whatever is being enchanted deal an additional (LVL * 5) * ER12 damage of whatever element(s) is/are used in the sequence.
DefendUsing Defend as your main rune in a sequence will make whatever is being enchanted offer an additional (LVL * 5) * ER12 defense in the form of whatever element(s) is/are used in the sequence13.
ProtectEnchantment starting with Protect offer (ER * 25)% resistance against whatever element(s) is/are part of its sequence. When Protect is used as a secondary rune, it will instead protect the enchantment’s maker the effects of the sequence its part of14.
RestoreHaving an enchantment start with Restore will cause magic of whatever element the sequence uses to heal any creature it is applied on for LVL * 5 * (ER) every turn, however, these enchantments only last 3 turns instead of 5. If used as a secondary rune instead, it will be able to repair broken things and close wounds by filling gaps with magic of the elements is used in its sequence.

Elemental Recoil

It should be noted that every sequence, even safe ones like those starting with Restore, still function by creating elemental magic, meaning that adding too many elemental runes onto the same person’s equipment will eventually lead to themselves being harmed by the runes, this is especially the case when the runes are applied directly onto someone’s body, as nothing separates the person from the elemental magic. The safe number of elemental runes that can be applied onto someone’s equipment15 is about twice the amount of elemental runes you are allowed to draw in a single sequence of runes with your current level of Experience, while this amount is about the number of elemental runes you can draw on a single sequence with your current level of Experience when enchanting someone’s body directly.

Experimentation

  • Unlock : Level 10

Push your limits and try to go past your current level of Experience for one turn. This skill can only be used once you have finished writing a sequence of rune containing the maximum number of runes allowed with your current level of Experience. Using it will allow you to try and add an additional rune of the type associated with the following level of Experience (or of any type if you are also using Unholy Designation), however, when using this, you have to throw 1D4, and if the result is odd, the entire your entire sequence of runes you were working on will be break instead.

Unholy Designation

  • Unlock : Level 25

Eureka! Why even bother trying to make stable sequences of runes when you can simply just not do it instead? Write down unstable sequences of runes which replace runes of one type with those of another. This means that, if you have the skill Experience 3, instead of being able to draw a sequence containing 1 elemental rune and 2 effect runes, you could draw 3 elemental runes, or 2 elemental runes and 1 effect runes. These sequences are “unstable” because they are extremely hard to make; taking two turns per rune you draw instead of one, being impossible to draw while walking around or talking, and because losing focus while drawing runes from an unstable sequence will instantly break the entire sequence; and because when an unstable sequence breaks, unlike normal sequences, they will instantly activate16.

Divine catharsis

  • Unlock : Level 50

You only get the choice to use this ability once, if you miss that occasion, you will never be able to use this skill again. This choice comes the first time after the end of whatever allowed you to gain level 50 while you are outside of an encounter, and your health is at 100%.

Your character receives a divine revelation (or rather, a severe lapse in judgement). The reason why you are unable to enchant yourself at your heart’s content is not because enchantments will eventually end you, but because your body will eventually end your enchantments! Flesh is weak and the only way forward is to replace this weakness with strength.

“Purge” your own body of its weakness, drawing runes onto different parts of your own body directly instead of relying on scripts to enchant yourself. If you succeed in “purging” yourself, you will achieve one of five stages: Exterior Cleansing; Expurgation; Angelic Might; Transcendence; or True Devotion. You are unallowed to receive any help during this process17, or else you would be admitting the insufficiency of enchantments, proving their weakness, and making this whole endeavor pointless in the end. Depending on what tier you hope to achieve, how you go about it, and how much you prepared for this, this process can take anything from a day to a whole week. Note that being underprepared for this can easily lead to the death of a character and you should only ever consider using this skill if you have carefully been preparing for it18. This skill can be used on a specific body part or on your whole body, though the strength of the effects will vary immensely depending how much of your body you drew runes on19.

Exterior CleansingYou have drawn runes onto your skin. You will now have some minor permanent benefits20 relating to the type of runes you decided to draw.
ExpurgationYou have drawn runes on not only your skin, but also under it, on your flesh, and major veins. You can start to feel power coursing through your entire body. You will gain permanent buffs depending on the types of runes you drew.
Angelic MightDeeper still, you have been able to leave magic marks onto your muscles and everything above them. True strength is now yours. Your body will not only gain noticeable permanent benefits relating to the type of runes you drew21, but this benefit will also temporarily grow whenever you start sticking scripts onto yourself.
TranscendenceYou have enchanted your skin, flesh, muscles, and now your bones. Your body’s basic functions will start to be affected by the type of runes you drew22, these effects will also grow whenever you apply scripts of the same element on yourself. On a sidenote, you also had to tear off your nerves and can no longer feel a thing, but this is simply the cost of power! You will now be able to regenerate physical wounds simply by being surrounded by the concepts your elemental runes represent23.
True devotionYou almost assuredly cannot be described as whatever race you were at the beginning of the process. Almost nothing (or literally nothing) was left untouched, every nook and cranny24 of your body was enchanted, this also includes most (or all) of your major organs like your heart, lungs, eyes, stomach, bladder, etc. Your body has become so close to whatever element the runes you inscribed in yourself were, it will start visibly regenerating the instant it comes in contact with that element, which is convenient considering you also now emanate enough elemental magic to not only passively affect yourself, but everything in your surroundings too25. You will be able to release elements in a way comparable in scale to tier 4 magic26, while also being able to manipulate elements even better than most tier 5 mages can. However, power comes at a price, your body has become so reliant on magic that any anti-magic item will cause you serious injury, it is also so abnormal that it has lost the capacity to repair itself, meaning you will no longer be able to have any natural health regeneration27. Depending on how far you went, this is one way to become a fully-fledge elemental28 29.

An Elementary Theory of Everything

  • Unlock : Level 100
  • Channel time : 20 turns30

You only get the choice to use this ability once, if you miss that occasion, you will never be able to use this skill again. This choice comes the first time after the end of whatever allowed you to gain level 100 while you are outside of an encounter, and your health is at 100%.

You feel indescribable sort of inspiration, allowing to write a Theory of (Element) in your own blood. Theory of (Element)s are books containing every bit of knowledge and experience a certain individual on the level of a god has been able to acquire over the course of their life in relation to one specific element, being in possession of such a book increases the potency of every effect related to this element by 50%31, however, getting the spark of inspiration required to write one requires you to fully devote yourself to the element you’ll be writing about, meaning you will no longer be allowed to use skills related to any other elements.


  1. Experience 8 can only be used once after successfully using Experimentation after having used Experience 7.

  2. Experience 9 can only be used once after successfully using Experimentation after having used Experience 8.

  3. Experience 10 can only be used once after successfully using Experimentation after having used Experience 9.

  4. Obviously, sticking magic paper that generally makes stuff catch on fire on your body still isn’t the smartest idea if you start overdoing it.

  5. N E V E R, you could literally be burning bones, as long as you don’t get hit once by anything else, you will stay alive, this protection works against death related to both physical injuries and health loss.

  6. If we go back to our example of a burning skeleton, you will die the moment you stop burning.

  7. And item here would be a single a continuous object, meaning that if, for instance, you drew runes on a sword’s blade, then changed the blade itself, you could draw a new functional sequence of runes on it.

  8. So, if you decide to enchant a sword, this enchantment will only last 5 turns once activated, and once it was done, you wouldn’t be able to draw any more runes on that sword, but you would still be able to stick functional scripts on it, since the script is technically the enchanted item, while the sword is only getting shared benefits from the script’s own enchantment.

  9. For instance Protect | Earth | Light would give 25% resistance against light, and 25% resistance against earth.

  10. Thunder | Thunder would spew small lightning bolts all around itself, while Nature | Nature would grow plants and trees all around itself in a small radius.

  11. Create | Thunder | Thunder would create a small ball of electricity that would shock anything conductive getting close to it, while Create | Nature | Nature would create a ball of hard plants that would cover the rune sequence.

  12. ER means Elemental Runes, its value is the number of elemental runes used in the same sequence of runes. ↩2

  13. For instance, Defend | Wind would give you defense by blocking attacks by pushing against them with wind, while Defend | Darkness would make part of the weapon used to attack disappear.

  14. For instance, making Spread | Spread | Protect | Darkness | Darkness, would make everyone in a wide area go blind, except yourself.

  15. By this, I mean that the same recoil will be caused by adding 10 fire runes to someone’s sword, and adding 5 fire runes to someone’s sword and five others to their shield, since the total amount of elemental runes on them is what matters, not where they are found.

  16. Because of this reason, it is highly recommended to add at least one Delay rune to unstable sequences that use a lot of elemental runes for your own safety.

  17. This includes getting buffed or healed by anyone other than yourself.

  18. This can be done by doing things such as making weak scripts to activate Lunacy to ignore the pain you are causing yourself while drawing runes in yourself, stacking up on healing potions or scripts beforehand, making sure you get the revelation in a safe and sanitary area, learning about biology, having tools that will stop you from bleeding when you cut yourself, etc.

  19. So, while a Transcendent left arm might be able to instantly freeze anything it touches, having Transcendence over your entire body could allow you to instantly freeze everything within a one-meter radius of things you touch.

  20. This can be the ability to start fires on your body, reducing a certain type of damage, giving slight defense, or some other minor buffs.

  21. From this point on, you won’t only get very minor permanent effects with more noticeable effects that you have to focus to activate, but proper permanent elemental magic coming out of your body at all times, though at this tier, it will be simple things such as constantly emanating heat, or making flowers grow wherever you walk, with active effects (that you have to focus to use) that will encompass your entire body.

  22. Even simple movement will cause major elemental magic to come off your body, wind runes could allow you permanently float and use wind pressure rather than your own body to touch things, chaos runes could allow you to permanently be invisible, light runes could make you blind anyone who looks at you, earth runes could turn your skin into actual metal, etc.

  23. So jumping in fire would repair the parts of your body you enchanted if you drew a type of fire rune on yourself.

  24. This includes the inside of your mouth, your ears, your skull (as in the bone), your spine, your “crotch”, etc.

  25. This gives you 10% permanent health regeneration as well as insane physical injury regeneration. This regeneration can be halved, for instance, if a fire paladin was walking alongside a frozen mountain, or doubled, if the same fire paladin would be walking next to a volcano.

  26. Though the scale (as in, size) is comparable, you will not be able to start casting tier 4 magic at no cost.

  27. This obviously excludes the regeneration stemming from being around your element.

  28. Elementals are magical creatures who literally represent one of the elements, they can freely and completely manipulate them without the need for things like mana.

  29. This would happen if you drew runes absolutely everywhere, including your brain, which is almost assured to kill you.

  30. These turns do not have to be consecutive.

  31. You cannot stack the effect of multiple books of the same element.

Priest

General description

Priests are a class of magic users, who, contrary to mages (who are conscious of their use of magic), and paladins (who use the magic found in their inks), can use magic, but are ignorant of their own powers, instead believing that their abilities are borrowed from higher beings1 or gods2 who they generally devout themselves to. Using their power, priests are capable of channeling powerful large-scale support spells that offer element or utility effects to large groups, though, the belief that their powers are borrowed rather than simply used causes priests to unconsciously limit the power of their own abilities to specific levels, however, this does come with the unforeseen benefit of making them not need to rely on any specific stat or build to be useful, making them great generalists. Their position in relation to certain gods also give them some level of political influence, making them quite capable diplomats and negotiators.

Unique mechanic(s)

Priests are able to offer defensive and offensive enhancements to large groups or specific players that don’t rely on any stats to function. A priest’s status also makes it easier for them to deal with official political matters.

Because of the nature of their abilities, priests can work with almost any build and type of equipment, but some level of focus on their social capabilities is still recommended.

Social status

Can readYes
Can writeYes
Social statusRespected by most but distrusted by followers of opposing deities.
Knowledge of the worldLow
Political understandingVariable
Geographical knowledgeNone or very limited
Known forBeing outspoken fanatics of certain deities.
Being humble recluses who are considerate to all those around them, even followers of opposing deities.

Starting items

Budget : 100 pts

  • 25 pts Dagger 1d4/2 * (2 * AGI + LVL * 25) (Sneak strikes deal double damage) (Doesn’t take a turn to pull out3)

  • 25 pts Short sword 1d4/2 * (4 * STR + LVL * 25)

  • 25 pts Morningstar 1d4/2 * (6 * STR + LVL * 20) (Takes two turns to swing) (50% piercing)

  • 25 pts Elemental god’s prayer book (Increases the level multiplier of all prayers4 by 3)

  • 50 pts Elemental god’s bible (Increases the level multiplier of all prayers5 by 5)

  • 25 pts Flute (Increases negotiation by 10%)

  • 25 pts Lute (Increases charisma by 10%)

  • 25 pts Lyre (Increases charisma by 10%)

  • 0 pts “Ignorance” (A cursed blindfold6 which increases the level multiplier of all prayers by 5) (Has to be worn on character spawn)

  • 5 pts Farmer’s outfit (0 defense)

  • 10 pts Monastery’s grab (20 defense)

  • 25 pts Battlepriest’s robe (50 defense)

  • 5 pts Bandages (stops bleeding, heals for 200 HP)

  • 1 pts Coins (x2)

Multi-classing

Criterions

  • Being unable to use magic
  • Believing in one or multiple elemental gods
  • Owning a prayer book, bible, or history book related to the god(s) who you want to be able to pray to.
  • Having considerable reputation as a devotee of the elemental god(s) you want to be get acknowledged by.

Process

  • Train your mana until you can materialize it for 15 non-consecutive turns with a priest of level 25 or higher.
  • Successfully gaining 5 successive levels while under the effect of the Pacifism skill, all the while only being allowed to use the Lesser Prayer and God’s Hand (if unlocked) active class skills in battle7.
  • Being appointed as a permanent unofficial priest by your god, a saint, or higher tiered priest relating to your desired god.
  • Gaining at least 10 levels from the moment you have become a permanent unofficial priest before being able to become an official priest (by gaining the Priesthood skill).

  1. Higher beings can be any creature who your character perceives as a god, for instance, an element or golem could be source of a priest’s powers.

  2. This is a fundamental misunderstanding, as, in essence, gods are really just unimaginably powerful or renowned individuals who don’t actually possess special abilities.

  3. Pulling out a dagger without it counting as your action for the turn does require you to drop whatever you are holding.

  4. All prayers of the element of this prayer book’s god.

  5. All prayers of the element of this bible’s god.

  6. A cursed blindfold with eyes drawn on it used as a proof of devotion which permanently turns the user’s eyes black and opaque. Once wrapped around someone eyes, it becomes impossible to pull off and can only be removed by destroying it.

  7. In other words, for the next five levels, you will become unable to use any other active class skills, otherwise, you will have to start again from scratch.

Abilities

Passives

Ecclesiastical Charisma

  • Unlock : Level 1

Because of the position you hold in relation to certain Churches, you have some level of informal political immunity and influence. Your position also makes it so that believers in the gods you preach for are more likely to trust and help you, while the opposite is true for people believing in gods that oppose yours.

Pacifism

  • Unlock : Level 1

To become an unofficial priest1, you have to vow to never take life without your gods’ approval, which is also reaffirmed while becoming an official priest2, meaning that unless you are willing to lose all your rights and abilities as a priest from being forsaken by your god, you aren’t allowed to kill any living creature without your god’s direct permission. Unless you have been given explicit permission by at least 1 of the gods you believe in to kill a specific target, damage3 you deal can never4 bring a target under 1 health.

Devotion

  • Unlock : Level 10

Your devotion allows you act in self-sacrifice as long as this sacrifice is for a cause that you see as just. Once you run out of mana, you can purposefully use health instead.

Priesthood

  • Unlock : Level 25 and a god’s recognition5

You are now strong enough to be officially recognized by most deities. Once you have gained this recognition, you gain access to some semiformal political immunities and privileges. These allow you to get away with some minor crimes, to affect the outcome or reduce the sentences related to criminal cases, to access some private areas and documents and to make demands to political figures.

Saint’s Authority

  • Unlock : Level 50

Your position and status have gotten to a point where people your own gods will personally recognize you, meaning that people who know who you are simply cannot ignore your words. People who believe in the same gods as you will also accept most requests you make of them, while people who believe in opposing gods will see your presence as a nuisance. You can now also appoint unofficial priests.

Revere(n)d Diplomat

  • Unlock : Level 75 and a god’s recognition6

You have become so powerful that the gods you believe in will most likely recognize you as more than a simple priest, because this special relation, your status as the representative of gods has been solidified. This position forces most officials to acknowledge your status for the sake of stability, giving you almost complete political immunity as well as a plethora of privileges.

Pontiff’s Authority

  • Unlock : Level 100

Being a highly regarded and all-powerful priest comes with its fair share of benefits, like standing alongside your own gods. As long as you still are maintaining a good relationship with the gods you preach for, you can now officially speak on their behalf and make use of their authority without having to request permission7. Your words will also now be regarded as the truth by default by people who believe in the same deities as you, while you will be seen as an active threat by most believers of opposing deities.

Actives

Lesser Prayer

  • Unlock : Level 1
  • Mana cost : 250 on cast + 100 per target, per turn
  • Cast time : 1 turn

A channelled spell that gives its targets some elemental damage or resistance. The targets and type of prayer8 have to be decided after the cast time, but before the first turn of effect, and cannot be changed after the effect has started. The spell stops completely if the caster loses focus and stops affecting a specific target if another prayer is used on them or if they break line of sight with the caster9.

When used offensively, the prayer will add 1d4/2 * caster LVL * 10 damage of the prayer’s targeted god’s element to any physical attacks dealt by targets of the prayer.

When used defensively, the prayer will add caster LVL * 10 defense to every target as well as 25% resistance against the prayer’s targeted god’s element.

God’s Hand

  • Unlock : Level 10
  • Mana cost : N/A

Allows you to heal a target by touching them while praying. This skill can heal a target for up to caster LVL * 20 health per turn and costs as much mana has it heals, while also repairing (not regenerating10) physical wounds in proportions to the amount of health recovered in a turn by the target. The exact way a wound is healed depends on the element of the god who’s targeted by the caster’s prayer.

Moderate Prayer

  • Unlock : Level 25 Mana cost : 1000 on cast + 200 per target, per turn

A channelled spell that gives its targets considerable elemental damage or resistance. The targets and type of prayer11 have to be decided after the cast time, but before the first turn of effect, and cannot be changed after the effect has started. The spell stops completely if the caster loses focus and stops affecting a specific target if another prayer is used on them or if they break line of sight with the caster12.

When used offensively, the prayer will add 1d4/2 * caster LVL * 15 damage of the prayer’s targeted god’s element to any physical attacks dealt by targets of the prayer.

When used defensively, the prayer will add caster LVL * 15 defense to every target as well as 50% resistance against the prayer’s targeted god’s element.

Greater Prayer

  • Unlock : Level 50
  • Mana cost : 2500 on cast + 300 per target, per turn

A channelled spell that gives its targets considerable elemental damage or resistance. The targets and type of prayer have to be decided after the cast time, but before the first turn of effect, and cannot be changed after the effect has started. The type of prayer can be decided on a target-to-target basis. The spell stops completely if the caster loses focus and stops affecting a specific target if another prayer is used on them or if they leave the caster’s tile.

When used offensively, the prayer will add 1d4/2 * caster LVL * 20 damage of the prayer’s targeted god’s element to any physical attacks dealt by targets of the prayer.

When used defensively, the prayer will add caster LVL * 20 defense to every target as well as 50% resistance against the prayer’s targeted god’s element.

Divine Intervention13

  • Unlock : Level 75
  • Mana cost : 5000
  • Cooldown : 40 turns

Ask a god you believe to partially possess someone (or yourself), allowing the target to make use of greater element elemental powers for 5 turns. This power increases the damage of each of the target’s physical attacks by 1d4/2 * caster LVL * 20 of the targeted god’s element, gives them an armor that protects them from caster LVL * 20, 50% damage resistance against the targeted god’s element, 500 health regeneration per turn and moderate physical injury regeneration14.

A Wish for Extinction

  • Unlock : Level 100
  • Cooldown : 140 turns
  • Mana cost : 10’000
  • Cast time : 10 turns

“The hourglass of death”, put your hands together and pray for the death of all who oppose true gods. A skill that uses tremendous amounts of mana to punish all those you may perceive as enemies, like monsters, criminals, and believers of opposing gods, within a 500 meters radius of yourself. This skill can be cancelled at anytime, but forcibly gets cancelled if you get knocked out, if you stop holding your hands together, or if you have to move outside of a 10-meter radius from your location at the time of cast.

Once this skill is used, everyone within its radius, including people unaffected by it, will hear a bell be rung once from your exact location at the end of each of your turns, getting louder and louder each time. Each time the bell rings, the spells inside everyone you perceive as an enemy will get closer to materializing. People do not know if they have a spell inside of them until the 5th ring. After the tenth ring, everyone you see as an enemy still inside the 500-meter radius will be hit by a spell of the element of a god who believe, dealing possibly lethal damage directly to their health bar equal to caster LVL * 25.


  1. An unofficial priest is a priest that has not yet been recognized by its gods. Becoming an unofficial priest is a required step to becoming an official priest.

  2. This skill can only be ignored once you reach level 100 and unlock the “Pontiff’s Authority” skill.

  3. This includes sources such as damage over time and poison, but not indirect methods such as enhancing an ally who then kills a target.

  4. Unless you are willing to lose your status as a priest and possibly the class (intelligence and mostly luck check to see if you realize you never needed a god to cast spells), this ability will always automatically stop you.

  5. You have to personally ask a god to be recognized as a representative of his cult. You can do this with multiple gods.

  6. You have to personally ask a god to be recognized as a representative of his cult. You can do this with multiple gods.

  7. Though this only works if people know who you are to begin with.

  8. Every target has to be affected by the same type of prayer.

  9. Seeing the target isn’t necessary, but maintaining a line of sight is, so while a target entering a building would break the spell, the target entering a cloud of dust wouldn’t.

  10. For instance, if you healed your target for the maximum amount of health possible in a turn, it could repair bones, repair a damaged organ, or stop internal bleeding, but it cannot replace or reattach missing limbs, replace or rebuild missing or completely destroyed organs, or repair unrecognizable limbs (so a crushed arm for instance could not be fixed even if no part of it is missing).

  11. Every target has to be affected by the same type of prayer.

  12. Seeing the target isn’t necessary, but maintaining a line of sight is, so while a target entering a building would break the spell, the target entering a cloud of dust wouldn’t.

  13. When this skill is used on yourself, the turn used to cast the spell doesn’t count as part of the skill’s duration.

  14. This regeneration would close sword wounds and dislocated bones, but not broken bones, cut muscles, missing limbs or missing organs.

Races

Races in Nazarax are the main factor in determining a character’s overall preferred playlist, as they make fundamental changes1 to the game and how you interact with its systems, while also determining things such as a character’s innate affinity with certain stats.

Races not only differ from classes because of the scale of the changes they bring to a character, but because they mostly focus on out-of-combat interactions or on indirect combat options instead of mostly coming into play during direct combat2.

Another important thing to note about races is that they are not limited to the ones displayed here. Though basic intelligent humanoid races are recommended, it is still possible, with a DMs approval, to start a character as an Elemental, a Goblin, a Demi-Dragon, an Abyss Knight, an Undead, etc. It should be noted however that this is not recommended for new players, as these races will naturally be much harder to play as.


  1. And how far those changes go, you might be asking yourself? Well… Nokis, in practice, have a 50/50 chance to have their stats be 9 times higher than anyone else or for their stats to be 1. Dimensionals can teleport across the entire map in one turn. Dwarves get buffs from being drunk. Succubi are able to steal stats. Gnomes are racist. Demi-humans essentially have multiple personality disorder. Humans are boring. Etc.

  2. With the exception of Dragonkin.

Architect

General description

Architects are a generally peaceful race who can manipulate matter in their surroundings to their will. Because of this, they are generally useful to have around, especially while fulfilling quests, contracts or trying to find alternative ways to deal with certain enemies or bosses to setup traps.

Unique mechanic(s)

Architects have holes in the middle of their hands and feet that allows them to passively absorb energy out of the air. They store this energy as a supplementary layer of skin made of a rock-like material that also serves as a reservoir of energy, allowing them to consume part of this layer of skin to change the shape anything they touch with their bare hands or feet.

Physical characteristics

Weight70 to 120 kilos
Height1.7 to 2.1 meters
Physical appearanceAs well as having the aforementioned holes in their hands and feet, architects can be identified by their smooth and unreflective, light blue, almost clay-like skin that gets rougher as they get stronger. Their bodies are also unusually very sharp, having almost no smoothness to it and almost unnoticeable knees and elbows.

Statistic characteristics

Increases

  • +25% Crafting

Reductions

  • -30 HP
  • -25% Strength
  • -50% Agility

Known for

Being talented artisans and repairmen.

Starting items

N/A

Abilities

Passives

Absorption

  • Unlock : Level 1

You naturally absorb energy from your surroundings with the holes in your hands and feet, making you regenerate 5% of your racial energy at the start of each of your turns. Because of the location of these holes, covering up one of your hands or feet will reduce your racial point regeneration by 1%.

Clay Skin

  • Unlock : Level 1

You store up energy that you absorb from the air around you in a clay-like skin layer. This layer of skin counts as both your racial point pool and as a supplementary health bar which gets used up before your real health bar. You have 20 racial points per level.

Rocky Skin

  • Unlock : Level 50

You store up energy that you absorb from the air around you in a rock-like skin layer. This layer of skin counts as both your racial point pool and as a supplementary health bar which gets used up before your real health bar. You have [30] racial points per level.

Magic Stabilisation

  • Unlock : Level 75

You can now reshape magic or enchanted items while keeping the magic part of the item intact after your reshaping of the item depending on your luck and the quality of the enchantment.

Crystal Skin

  • Unlock : Level 100

You store up energy that you absorb from the air around you in a crystal-like skin layer. This layer of skin counts as both your racial point pool and as a supplementary health bar which gets used up before your real health bar. You have 40 racial points per level.

Actives

Rough Reshaping

  • Unlock : Level 1

This ability allows you to loosely reshape simple inorganic matter from items you touch1 at will, this, however, cannot be used on items made out of more than 1 material, out of materials you don’t know, or items made from multiple parts2. This skill requires you to expend a quantity of racial points proportional to the size of the manipulated item, it’s material’s strength and elasticity, and it’s geometric complexity. This skill’s cost also increases as you get stronger and the shapes you create naturally become sturdier and more precise. You also need to manipulate and examine the item you want to deform3 for one turn before starting to change it.

Controlled Reshaping

  • Unlock : Level 25

You can now deform, and form items made from more than one part, more than one material4, or that use a combination of different simple shapes5 at the expanse of more racial points.

Reshaping Finesse

  • Unlock : Level 50

You can now also deform, and form items with high levels of precision6, allowing you to manipulate items made from large amounts of different materials, parts, or even complex shapes7, however, this costs tremendous amounts of racial points.

Gift of Creation

  • Unlock : Level 100

You can now reshape living beings as long as you have the necessary knowledge of the target’s body shape and materials. This can be used to repair organs and bones, close wounds, heal people, or to even damage them. However, this costs non-negligeable amounts of racial energy.


  1. An item here is any singular “grouping” of an item type, if you put your hand in a box of nails, you can manipulate all the nails since they are all the same and in contact with each other, the same rule would apply to gold coins in a bag or logs roped together.

  2. Both the original item and the final product have to meet all the criteria.

  3. This doesn’t apply to simple things like dirt, simple wooden walls (as long as they are made of logs and nothing else), and so on.

  4. The same limitations as “Rough Reshaping” still apply, you need to understand the original item, and final product’s ins and outs completely if you don’t want to fail while also still needing to examine an item before deforming it.

  5. A basic gear or bicycle wheel with a frame would be possible for instance, while a sword with a guard, a complete shield or a crossbow would be impossible.

  6. This includes things such as recreating a weapon you know from it’s scraps, creating entire buildings out of iron (nails) and wood, and making crossbows.

  7. The same limitations as “Rough Reshaping” still apply, you need to understand the original item, and final product’s ins and outs completely if you don’t want to fail while also still needing to examine an item before deforming it.

Demi-humans

General description

Demi-humans are an incredibly diverse race consisting of humanoids with animal-like features and multiple minds. This race of generally nomadic beings is often seen as savages because of their unpredictable mental state and shape shifting abilities as well as their resemblance to animals, this stigma is only strengthened by their tendency to isolate themselves from other humanoids because of the risk they can pose, instead spending times in the wild with animals. However, this does not mean that they cannot live in cities, those who can hide their animal parts, with smart enough animals to coexist with them or that chain their animals can often be found in and around cities.

Unique mechanic(s)

Most of the time, demi-humans will play as a normal human character would, however, they will sometimes have the mind and/or body of their character be replaced with the one from one of their inner animals1 2, which are constantly trying to take over by draining their host’s racial points.

Physical characteristics

Weight50 to 100 kilograms3
Height1.5 to 1.9 meters4
Physical appearanceDemi-humans look mostly humans, but they can be distinguished because of the animal-like characteristics that they present because of the animals that inhabit them like fur, scales, feathers, horns, wings, extra limbs, a shell, a tail, etc5. These attributes can range from painfully obvious to barely noticeable. At least 1 physical characteristic must be present in a demi-human’s human form for each animal that inhabits them. These characteristics must also add to or change part of the human form, and cannot remove from it, for instance, by removing a limb, not have body hair, or removing vocal cords from a character’s human form6.

Statistic characteristics

Increases

  • +25% to any stat7 8
  • +50% to any stat7 8
  • +50% to any stat7 8

Reductions

  • -25% to any stat7 8
  • -50% to any stat7 8
  • -50% to any stat7 8

Known for

Being savages, unpredictable and nudists.

Starting items

  • Shape shifting clothing (10 defense) (Optional)
  • Chain necklace9 (Optional)

  1. Since the players are in control of both their human and animal parts, this race is very roleplay heavy, often forcing them to make wrong decisions or to compromise on their actions and is not recommended for those who want to play optimally.

  2. The number of animals in a character is decided by a throw of a d4, the specific animals and their personality are chosen by the player, but their gender will always be the same as yours unless you pick animals which have different or varying genders like Oysters. These animals have to be given a clear order from 1 to 4. The same animal can be chosen multiple times; however, they will still be individually different (relations, personality).

  3. This weight is presented as a baseline, as it can vary outside of this range if characteristics that affect weight are present in a character.

  4. This height is presented as a baseline, as it can vary outside of this range if characteristics that affect height are present in a character.

  5. These parts cannot offer major benefits, for instance, any wings would be unfunctional, or only partially functional if many flying creatures reside in the same character and shells or scales will not offer or only offer minor defense on very specific parts of the body.

  6. Some exceptions can be made, for instance, not having eyes can be allowed under certain circumstances.

  7. Cannot be used on a stat that has already been increased or decreased. ↩2 ↩3 ↩4 ↩5 ↩6

  8. This can include health or magic, but it has to make sense in relation to the chosen animals. ↩2 ↩3 ↩4 ↩5 ↩6

  9. A magic necklace or crown (akin to flower crowns) made from chains that creates a prison of sorts in your mind, stopping the Savagery, Disfigurement, and Shapeshift skills from ever being activated as long as it is worn, however it does not stop your racial points from decreasing over time (even letting them go into the negatives), it also makes your animal parts more stressed and aggressive.

Abilities

Passives

Savagery

  • Unlock : Level 1

Before the start of every turn you lose 1d6 racial points. If after a roll, the racial point’s value of a character is less than 11, you have to roll a d4 to see which of your character’s animals you will have to turn into2. Turning into an animal this way does not take a turn, however, turning back into a human does makes you very dizzy for a turn. While in animal form, the animal which as been let out’s mind will take over your character’s actions and you will regenerate 20 racial points per turn, once you reach 1003, you will turn back into your human form. When you transform, any items that are not shape shifting (or attached to a shape-shifting item) will fall off your body and be dropped. While in animal form, your character is partially conscious of what is happening around them4.

Fractured mind

  • Unlock: Level 1

Every animal that is part of a demi-human want freedom, and thus, affect their mental state. Before the start of every turn, after throwing your racial point change dice, throw one d20, if it falls on a number assigned to an animal, you will be able to fully communicate with said animal and be influenced by its desires until the end of your turn5. Whenever this happens, you regenerate 10 racial points. You can also purposefully let a random6 come out of your subconscious for a turn, doing so also allows you to communicate with said animal for the duration and make it influence your actions for that turn, however this does not regenerate any racial points.

Domination

  • Unlock: Level 100

You have now mastered your transformation and can now decide into which animal you want to transform7.

Actives

Indulgence

  • Unlock: Level 10

You have started to understand your abilities better, and thus, can somewhat let your animalistic impulses loose, increasing your racial point loss from 1d6 per turn to 1d12 per turn. This skill can be turned on and off on demand and do not count as an action.

Restraint

  • Unlock: Level 10

You have started to understand your abilities better, and thus, can somewhat limit your animalistic impulses, reducing your racial point loss from 1d6 per turn to 1d4 per turn. This skill can be turned on and off on demand and do not count as an action.

Shapeshift

  • Unlock: Level 25

When your animals are getting closer to coming out themselves, you are able to let go of your human form on purpose, letting out a random8 animal within you come out pre-emptively. This skill does not count as your action for the turn; however, you cannot act while transforming, which takes one turn. After the transformation is over, until your racial points reach 100, you will regenerate 20 racial points per turn. To use this skill, your racial points must be under 50.

Disfigurement

  • Unlock: Level 50

Partially let out your animal form. This skill lets you completely turn certain parts of your body that you decide into their counterparts from a random8 animal that inhabits you, the parts that will be turned must be chosen before the animal is decided on. Additional body parts like wings, tails or additional limbs appear only if you transformed the body parts they are meant to be connected to, so, for instance, to develop wings from a bird, you would need to have decided to transform your body. Your head cannot be swapped out while using this skill. Using this skill does not count as your action for the turn, however, you cannot act while transforming, which takes one turn. Parts that are transformed will act according to the animal’s will, however you can fully communicate with the animal that came out while this transformation is going on. Once you are done transforming, as long as this skill is active, you will lose 1d20 racial points per turn, and this skill will only end once you fully transform into an animal by activating Savagery or Shapeshift.

Takeover

  • Unlock: Level 75

You have now mastered your transformation and can turn back into your human form at any time8. This skill requires your racial points to be above 40 to be used and turning back into a human makes you extremely dizzy for 1 turn and dizzy for another.


  1. This value can go into the negatives.

  2. Your health and stats stay the same whatever your form, however, animals can only speak in their own languages and their attacks and armors’ depend on their species and your level, these can vary depending on the animal’s personality and experience and have no formal rules surrounding their values.

  3. This number is a hard cap which cannot be increased in any way.

  4. Conversely, your inner animals are partially conscious of what is happening while you are in human form.

  5. As previously noted, animals are only partially conscious of their surroundings while you are in human form, and thus, will not know the full circumstances they are in even if they are intelligent enough to do so, they will only know the general situation you are currently in.

  6. As per usual, this is decided via a d4 throw.

  7. This includes Disfigurement but not Fractured mind.

  8. This skill cannot be used to cancel Disfigurement. ↩2 ↩3

Dimensionals

General description

The most inhuman of the intelligent humanoids found on the continent, dimensionals are tall and imposing creatures with tight blackish-red fibers that serve as both their respiratory organ and as their skin and a lack of any facial features or body hair. Dimensionals have no nose or sense of smell, but they do have eyes on each of their 8 fingertips, which are limited to achromatic vision, though this doesn’t impair their capacity to distinguish between different materials, as they generally use a combination of their extreme sense of touch and their capacity to feel the spatial energy around things they are in contact with1 to distinguish between those. Dimensionals are able to speak, though no one really knows how they do so, and are able to create portals by manipulating a special type of energy only they can detect to transport goods or people at speeds that simply cannot be achieved otherwise.

Unique mechanic(s)

Dimensionals are able to accumulate spatial energy and manipulate it to create portals between, allowing them to transport themselves, allies, and even enemies and items from one point to another within the blink of an eye.

Physical characteristics

Weight100 to 200 kilograms
Height2.2 to 3 meters
Physical appearanceDimensionals have imposing hairless bodies made of blackish-red strands with literally blank faces, eyes on their fingertips and “consumption holes” (as these pseudo-mouths aren’t needed to talk) on the back of their hands.

Statistic characteristics

Increases

  • +50 HP

Reductions

  • -25% STR
  • -25% AGI
  • -25% MAG

Known for

Dimensionals are known for three main attributes:

  • Firstly, they tend to hide themselves as they are extremely sensitive to anything that touches them;
  • Secondly, high ranking ones are often merchants or associated with merchants because of their transportation capabilities;
  • Thirdly, they often disappear without a trace, which led to rumors of them being able to move from to different worlds, which is also the reason for their name.

Starting items

N/A


  1. This spatial energy doesn’t allow them to know what something is made out of, but the same material will always have the same type of spatial energy, so with enough experience, they can base themselves off of this to know the material and purity of an item.

Abilities

Passives

Spatial Reserve

  • Unlock : Level 1

As a dimensional, your body has the innate ability to store abnormal quantities of spatial energy. You can have up to 100 + level * 10 racial points stocked up.

Spatial Capture

  • Unlock : Level 1

Dimensionals have the unusual ability to use the muscle like fibers that serves as their skin as a sort of net which lets spatial energy pass into their bodies, but not back out of them, giving them the ability to create a store of this energy. You regenerate 10 + level racial points at the start of every one of your turns.

Actives1 2 3

Anomaly

  • Unlock : Level 1

You focus your spatial energy into an efficient, yet simple line, allowing for single use, one-way4 portal that lasts until the start of your next turn. This spell takes 2 turn to cast and costs 20 racial points per map tile of movement. This portal’s destination is defined by the direction and length of the line of spatial energy created, thus, specific locations are impossible to teleport to, and it teleports to a random place5 within the desired tile. Walking into the portal does not count as your action for the turn.

Spatial Distortion

  • Unlock : Level 10

Having experience, you are now able to create a rope from multiple twisted lines of special energy. This creates a one-way portal that can be used by groups of people (up to 8) after casting it for 3 turns, this portal costs 50 racial points per tile of movement to create, it lasts for 2 turns (closing at the start of your turn) and cannot be closed on demand. Even though this spatial link makes sure to transport everyone to the same area by twisting different lines of energy together, the exits aren’t stuck together, and so, everyone who walks through this portal will get transported to a different location6 in the same tile.

Departure

  • Unlock : Level 25

Construct a link between two places in the world at great speeds at the cost of efficiency, instantly creating a portal that can be used by one person at the cost of 100 racial points plus 50 racial points per tile of movement. Both sides of the portals can be used as entrances. Creating this portal doesn’t count as your action for the turn and it can be done multiple times per turn. Portals last until the start of your next turn. The destination of these portals is almost always safe.

Exodus

  • Unlock : Level 50

Release great amounts of dimensional energy, creating a semi-permanent link between two locations, making an unlimited use, two-way portal that lasts 3 turns (breaks at the start of your turn). This portal takes 5 turn and 50 racial points per tile of map movement to create. The portal’s exit can either be a random location within a certain tile, or, for the cost of an additional 10 racial points per tile of movement, can teleport you to an exact location within a tile7. Because of the way energy is haphazardly released, the portal’s location can be felt by creatures within the same tile.

Nowhere

  • Unlock : Level 75

With your greater control of spatial energy, you are able to create an entrance that leads to a path that ends at its entrance, allowing you to create single-use portals that simply dematerialises whoever enters them until they break down. Anyone inside this loop cannot take damage, heal, think, or be affected by anything. These portals can be created instantly without counting as an action, lasting until you close them8 or until you run out of racial energy, these portal can even be created outside of your own turn to absorb yourself into “Nowhere”. Creating “Nowhere” costs 200 racial points at the start of every turn it stays open.

Black hole

  • Unlock : Level 100

Forcefully distort the spatial energy around you, making every entity within your current tile9 aware of each other’s presence and making distance completely irrelevant (within the limits of the current tile), turning any distance into melee range, as well as far enough away to use any attacks with a required range or to use attacks with an area of effect smaller than the entire tile safe to use for the next 3 turns. This costs 1000 racial points to use and takes 3 turns to cast, if your focus breaks during this time, your racial points will still be consumed.


  1. If you want to understand how the portals work: dimensionals essentially take the special energy in their surroundings to create a line made of the compressed energy with an opening on both sides, walking into the opening dematerialises you, turning you into special energy and moves you at immeasurable speeds to the other side of the line. Portals are extremely reflective, with a blueish tint and fragile, and it is impossible to see through it unless you fully enter it.

  2. All portals are three meters high and one meter wide and can break very easily if one of their sides is hit.

  3. Objects thrown into a portal that aren’t touching someone count as an individual entity that passed through and take a charge of the portal.

  4. Only the side from which the portal was cast can be used as an entrance, however, until someone fully enters the portal, they can always come back out of it.

  5. This also means that anything such as enemy spawn chance dices have to be rerolled when someone enters the portal.

  6. This means that a dice for events such as enemy spawn has to be thrown for each person that walks through a portal.

  7. This can be a type of location (safe area, shore, next to a landmark), but if the location is a specific landmark is chosen, luck and intelligence will determine if you will even be able to land in the right tile, if you are unable to, you will instead be teleported to a random location within a random tile in the landmark’s surroundings.

  8. You cannot close “Nowhere” while inside of it since you cannot think or act.

  9. One map tile is a square around 3 km in length.

Dragonkin

General description

Descendants of humans and dragons generally born from human females who escaped a dragon’s lair, seen as foul creatures by dragons and sick by the masses. Proof that nature can be cruel at times, they are a rare race of people who almost systematically die on birth (from natural causes because of their weak bodies, by their own mothers because they are seen as a reminders of a past trauma, or by their fathers because they are seen as impure) who, even when allowed to live, are imprisoned in unageing bodies unfit for their dragon heritage forcing them to live in constant fear of death and of their own abilities. They are often given positions as advisors or administrators as they present the pride of Dragons, are able to speak with Dragons, and are often highly intelligent because of their long lives.

Unique mechanic(s)

Dragonkin are humanoids with eternal life, extremely weak bodies and exceptional regeneration abilities, they are also able to tap into the power of the universe itself similarly to dragons, though the backlash from this can often be fatal.

Physical characteristics

Weight30 to 50 kilograms
Height2 to 2.5 meters
Physical appearanceUnhealthy. Tall and thin people with almost transparent skin partially covered by scales that look fragile enough to break at the slightest touch with fragile fleshy retractable wings that seem to barely hold on to their own bodies.

Statistic characteristics

Increases

N/A

Reductions

  • -25 HP
  • -25% Strength
  • -25% Agility
  • -25% Magic
  • -25% Intimidation
  • -25% Charisma
  • -25% Negotiation

Known for

Being weaklings and “peace-loving geckos”, background characters who do nothing but sit back and try to avoid confrontation at any cost, but also wise men and exceptional professors.

Starting items

N/A

Abilities

Passives

Foul Blood

  • Unlock : Level 1

Because of your impure blood and weak body, most dragons will see you as an insult to their race and will want to kill you on sight no matter what.

Genetic Impurity

  • Unlock : Level 1

Dragonkin’s impure blood make having children somewhat more complicated. If their partner is human, the child will always be human, if it is any other race, it will have a 50/50 chance of being human or the partner’s race, if their partner is another dragonkin, the child will have a 25/75 chance of being human/dragonkin and if their partner is a dragon, their child will have a 75/25 chance of being dragonkin/dragon.

Frail Body

  • Unlock : Level 1

Because of your impure blood, your body barely functions to begin with and is very susceptible to failures. Whenever you receive any damage1, some part of your body in the region of the damage will be break (bones), be ruptured (muscles, organs), be crushed (bones, organs), or fail (organs), the importance of the internal damage and the number of affected body parts varies depending on the amount, type, source, and location of the damage.

Dragon’s Metabolism

  • Unlock : Level 1

Because of your dragon heritage, your body is constantly fighting against aging by constantly replacing parts of itself like a dragon’s would, however, because of your human body, instead of only counteracting the aging process, this regeneration also allows you to regenerate your entire body at an incredible rate, making it so that you regenerate 10% of your health at the start of every turn, even while fighting or while taking damage. This also makes it so that most of your bones, muscles and organs can repair themselves naturally in 3 to 5 turns and so that you can recover any limbs in 10-20 turns. This abnormal health and body part regeneration only ever stops whenever you are using any active racial skill, as your regeneration has to be used to limit your power’s destructive effect on your body.

Dragon’s Pride

  • Unlock : Level 1

A dragon’s pride seems to be hereditary, as it seems completely impossible to intimidate dragonkin. Any intimidation confrontation against a you will not work; however, you can still lose intimidation confrontations that you start.

Proof of Strength

  • Unlock : Level 50

You have become strong enough to have your existence be acknowledged as legitimate by most dragons. This means that a majority of dragons will now at least tolerate your existence, while some might even accept to converse with you or teach you, though some will still try to end your life no matter what.

Actives

Flight

  • Unlock : Level 1

Open up your wings and soar through the sky at blistering speeds. Allows you to move around the overworld at two tiles per turn while having no enemy spawn chance. This can be used while in combat to escape.

Equalizer

  • Unlock : Level 10

You have started to become stronger, and thus, your body can finally withstand a dragon’s power. Temporarily call upon the power hidden withing your dragon’s blood, changing all your own racial statistical modifiers except for health and mana to 0% and ignoring your Frail Body passive for a total of 5 turns. Activating this skill requires you to roar but does not count as an action. You lose 10% of your health at the end of every turn this skill is active for.

Restoration

  • Unlock : Level 25
  • Cooldown : 10 turns

Dragons always existed, and thus, the natural laws of this world that came to be after them hold no meaning to the proud race and their children. Remind the world of its former shape with a powerful roar, nullifying everyone’s statistical multipliers2, including those related to items or skills, around yourself for 3 turns. This roar, however, puts a great strain on your body, costing you 50% of your maximum health.

Dragon’s Gag

  • Unlock : Level 75

You have gained the strength required to be call upon powers comparable to young true dragons. Focus3 and absorb all the mana in your surroundings for two turns before releasing power strong enough to shake the world itself with every breath you take. This skill causes you to uncontrollably spit out4 a pseudo-dragon’s breath composed of pure magic, dealing 1d4/2 * (Sk * 10 + Level * 20)5 damage of a random element6 in a wide area7 in front of you for three turns in a row8.

Retribution

  • Unlock : Level 100

All shall fear the dragons and their kin, who bring destruction and order upon to this world, a roar that brings death to all in its path. A powerful skill for those who have abandoned all hope, with a cost equal to none, the life of a dragon. Using this skill destroys your body and permanently destroys your soul, essentially making it impossible for you to be brought back in any way. After focusing3 on converting your body and soul into mana for 3 turns9, you release your last roar, causing the instant destruction of anything in a straight line in front of you with a diameter of about 25 meters with a length of two full world tiles, dealing 1d4/2 * (Sk * 20 + Level * 50)5 damage of a random element6 to anything in its path.


  1. Even one damage from poison is enough to cause your liver to fail.

  2. This skill nullifies every statistical multiplier that come from races, skills, and items with the only exceptions being that it cannot affect dragons and racial changes to health or mana.

  3. Getting hit by anything, even if no damage is taken, cancels this skill’s use, but not it’s health consumption. ↩2

  4. Closing your mouth will stop you from breathing it out but will cause you to take the skill’s full damage directly from your insides. This also makes it so you cannot speak and can barely even breath.

  5. Sk can be your strength, agility, or magic. ↩2

  6. The element is chosen by throwing one d12 with numbers being associated with an element each, 1 for darkness, 2 for chaos, 3 for wind, 4 for ice, 5 for fire, 6 for earth, 7 for nature, 8 for thunder and 9 for light, 10/11/12 are rerolls. ↩2

  7. The resulting attack lingers for a bit before dissipating, so if you move in any direction except backwards while the skill is still in use, you will walk into the damage zone.

  8. The element stays the same for the three turns.

  9. The attack is launched at the start of the fourth turn if the first turn is when the skill is used.

Dwarf

General description

Dwarves are a race of short-tempered, strong, and proud individuals who pride themselves for them luxurious beards and warm personalities. Even though dwarves are generally regarded as drunkards, they are quite talented with their hands, which leads them to often specialise in craftsmanship and mining, which is also why you usually find them where metals are found.

Unique mechanic(s)

Dwarves weaponize their drunkenness to become even more lethal warriors than they already were.

Physical characteristics

Weight75 to 100 kilograms
Height0.9 to 1.6 meters
Physical appearanceDwarves are generally ginger, small, and chubby, with long beards which are their pride, generally alcohol on their bodies and heavy, oversized metal clothing, armor and weapons.

Statistic characteristics

IncreasesReductions
+20 HP
+50% STR
+25% CRA
-50% AGI
-25% INT

Social

LanguageCommon, Dwarven
Racial relationshipsGood with everyone
Known forLiving in mines, being great blacksmiths, having the best alcohol and being fun people to be around.

Starting items

  • Hammer (optional)
  • Rusty iron pickaxe 1d4/2 * (3 * STR + LVL * 20) (Takes two turns to swing) (can be used to break walls) (optional)
  • Brewing kit (1 to 5) (A bottle containing chemicals that create alcohol that only lasts half a day (10 turns) 1 day (20 turns) after water has been added to it) (optional)
  • Emergency drink (1 to 3) (strong alcohol) (optional)
  • Drunkard’s belt (A belt on which you can attach bottles safely) (optional)

Abilities

Passives

Drunken Brawler

  • Unlock : Level 1

Dwarves, even if perfectly functional in a perpetual state of debauchery, are still known to be quite the fighters once they truly get drunk. When drunk (which reduces accuracy and intelligence by 50%), your statistical modifier for STR becomes 100% and you gain 25% damage resistance1.

Alcoholic Desensitization

  • Unlock : Level 10

Your body has grown strong enough to counteract the downsides of being drunk, allowing you to only lose 25% intelligence and accuracy when drunk instead of the usually 50% while also severely reducing the effects of hangover.

The Vault

  • Unlock : Level 50

Your body somehow developed an organ which seems to serve no purpose other than to store alcohol which had been ingested beforehand. This organ can be added to your inventory and store a volume equivalent to 5 bottles of alcohol. Alcohol inside this organ remains as what it was before being ingested and can be consumed at any time without counting as your action for the turn a turn2.

Actives

Weaning Rage

  • Unlock : Level 25
  • Cooldown : 50 turns (shared with Wasted Rage)
  • Condition : Having not touched a single drop of alcohol for at least the past 50 turns

Having not touched alcohol in so long, your mind breaks, throwing you into a rage that lasts for the next 5 turns. While in this state of rage, you become uncontrollable and your statistical multiplier for STR is changed to 150%. Once you are out of your rage state, your statistical multiplier for STR will change to -75% for 5 turns. Activating this skill does not count as your action for the turn.

Wasted Rage

  • Unlock : Level 25
  • Cooldown : 50 turns (shared with weaning rage)
  • Condition : Having been drunk for at least the past 50 turns

Having been drunk for so long, your brain just gives up on you, forcing you into an uncontrollable rage for 5 turns. While in this state of rage, your statistical multiplier for STR is changed to 150%. Once you are out of your rage state, your statistical multiplier for STR will change to -75% for 5 turns. Activating this skill does not count as your action for the turn.

Inebriated Dragon’s Breath

  • Unlock : Level 75

“The Vault” somehow developed the capacity to evaporate alcohol, letting you to spit out large amounts of alcoholic gas. This allows you to create a drunkenness-inducing mist around you or wherever you breath with a strength that varies on the environment3 it was used in and the strength of the alcohol that was evaporated. Depending on the conditions, this skill can do nothing, turn everyone around you drunk, or even kill some people from alcohol intoxication.

Prayer to Bacchus

  • Unlock : Level 100

Trough an unknown process, you can now turn your kidneys into a fully functional distilleries! This allows you to become drunk on demand, for however long you want, however, the duration has to be at least 10 turns. Activating and disabling this skill doesn’t count as your action for the turn.


  1. Which is calculated after armors.

  2. You can consume any amount of alcohol stored in “The Vault” instantly.

  3. For instance, this skill has a stronger effect while in confined rooms and a weaker effect while outside if there’s wind.

Elf

General description

Elves are a race of tall and beautiful humanoids known for being close to nature and their rather extreme isolationist practices. Elves are physically weaker than most other races even though they are quite agile, because of their fragile bones that limit the strength their muscles can use safely but are able to make up for it with their magic and seemingly endless lifespans, which allow them to safely acquire experience over long periods of time.

Unique mechanic(s)

Elves are a pretty standard race who have access to some simple utility skills based around nature.

Physical characteristics

Weight55 to 80 kilograms
Height1.7 to 2.6 meters
Physical appearanceElves can easily be distinguished from other races from their elongated limbs, tall bodies, pointy ears, and golden, almost reflective hair.

Statistic characteristics

IncreasesReductions
+25% AGI-20 HP
-25% STR

Social

LanguageCommon, Elvish
Racial relationshipsLikes semi-humans
Hates gnomes
Somewhat unfavorable with everyone else
Known forBeing capable archers, scouts, supporters, and diplomats.

Starting items

  • Elven boots (20 defense on your feet and allows elves to not make sound while walking)

Abilities

Passives

Light-Footed

  • Unlock : Level 1

Elves large feet, great balance, and low weight make it so that they naturally make very little noise from footsteps.

Fragile

  • Unlock : Level 1

Elves have naturally very weak bones and skin, making them somewhat susceptible to physical injuries.

Green Thumb

  • Unlock : Level 25

Because of the relation between elves and nature, most plants and plant-based creatures will naturally feel neutral towards Elves. Elves are able to converse with most plants or plant-based creatures to a limited capacity.

Actives

Agronomy

  • Unlock : Level 10

Cooldown : 20 turns Enchant a small area (around half a meter in diameter) for a full day (20 turns), making it suitable for plant growth1 as well as healing most plants within it at an unusually high speed.

Impatience

  • Unlock : Level 25

Cooldown : 10 turns While touching a plant, you are able to forcibly increase the speed of its2 metabolism, to make it grow, age, rot, bloom, heal, etc. at speeds comparable to what would happen to it in one year each turn. This spell can be canceled mid-turn but will still count as a full action to use.

Heal Roots

  • Unlock : Level 50

Call upon nature to come to your aid. This spell, which takes 1 turn to cast before it can start being used and that has to be continuously cast to stay in effect calls for magical roots to come out of the earth and wrap around chosen targets3. These roots stop any bleeding, close external wounds after 3 turns of healing, and heal its targets at a rate of LVL * 54 per turn if you are in a biome that isn’t considered to be of the nature element, or LVL * 104 per turn if you are in a biome that is considered of the nature element. This spell can last as long as the caster’s focus isn’t broken, and the target doesn’t try to move. The number of targets that can be affected by this spell is equal to the caster’s INT/40. This spell cannot be used if you are currently not in a nature element tile or next to one.

Winds of Change

  • Unlock : Level 100

Cooldown : 80 turns Demand help from the earth itself, changing the current weather to windy and the time to Day in the tile you are in for the next 5 turns.


  1. Depending on your location, this can mean different thing, like watering the location, creating a small light in that area, making the area darker, fertilizing the location, increasing the moisture in the air, etc.

  2. This affects the plant you are touching and any non-intelligent living being that grows on it, like parasitic plants, fruits, mosses, mushrooms, bacteria, etc.

  3. This spell can be used on yourself too.

  4. LVL is the caster’s level. ↩2

Gnome

General description

Gnomes are a hyper-specialized class that work best when they can indirectly engage with an opponent rather than facing them head on. This is mostly due to their weak physique, intolerant nature which makes it hard to coordinate with them, and their excessive pride which stops them from working with people who rely on brute force or magic. However, this does not mean Gnomes are uncapable, as they are arguably the most powerful of all the races when it comes to their speciality, magic interference.

Unique mechanic(s)

Gnomes, like mentioned above are lacking in most stats, but they are able to create powerful consumable items that allow them to completely curb stomp anyone that relies too heavily on magic.

Physical characteristics

Weight20 to 45 kilograms
Height0.6 to 1.2 meters
Physical appearanceGnomes are extremely short, with an almost child-like appearance from birth to adulthood, having generally smooth skin, underdeveloped muscles, limited body hair, and very little difference between males and females outside of voice.

Statistic characteristics

Increases

  • +100% Intelligence
  • +50% Crafting

Reductions

  • -30 HP
  • -50% Strength
  • -25% Agility

Social

LanguageCommon, Gnomic
Racial relationshipsHate Elves
Known forBeing highly intelligent, enslaving and torturing mages for fun, being successful merchants and having short tempers.

Starting items

  • Backpack (optional)
  • Storage belt (optional)
  • Red pointy hat (optional)

Abilities

Passives

Magic Denial

  • Unlock : Level 1

Because of their pride and the importance gnomic culture1 gives to science, Gnomes naturally reject the very existence of unexplainable forces such as magic. This makes it so that Gnomes will avoid anything that relies on magic unless it is to try and explain it or using it as a simple source of energy, as doing otherwise would be acknowledging magic as a force that disregards all the fundamental rules of the universe discovered scientifically.

Gnomic Literacy

  • Unlock : Level 1

Being a Gnome2, you are able to read and learn from blueprints made by other Gnomes. You can learn to create items in the list associated with the “Gnomic Craftsmanship” skill by reading their blueprint while meeting its statistical requirements. This skill also allows you to create your own contraptions or blueprints3.

Resourcefulness

  • Unlock : Level 1

Your numerous experiments4 have lead you to become extremely resourceful, allowing you to substitute most professional parts found in real blueprints5 with parts made of random scraps6 you find lying around. This skill allows you to create items from the “Gnomic Craftsmanship” list.

Multitasker

  • Unlock : Level 5

Having spent your whole life inventing, creating, and assembling small contraptions, doing so has become a mindless task. You can now craft items from the “Gnomic Craftsmanship” list while doing other actions that don’t require the use of your hands like walking or talking.

Bookworm

  • Unlock : Level 10

Being a Gnome, you have an abnormally high intellect, allowing you to read and finish books about twice as fast as most people.

Unhinged

  • Unlock : Level 25

Over time, your hate for magic has just grown stronger and stronger, making it so that you now are unable to feel any sort of empathy for a pure magic user7. This indifference towards the treatment of mages allows you to create “reactors” out of them by imprisoning them and continuously pumping their mana out of their bodies.

Fast Hands

  • Unlock : Level 50

Yours hands have gotten so dexterous at this point that you don’t even need to use both hands to create items (or interact with most things in general). You can now only need to use one hand for complex actions (such as crafting), allowing you to do two per turn.

Deranged Ideals

  • Unlock : Level 75

Because of how powerful you have become and your strong sense of pride, your ideals have become so deformed and out of control that it has become debatable if you even have any humanity left. You can now enslave, torture, abuse, blackmail, kill, etc. anyone or anything8 as long as it ends up being beneficial for you or science without any negative effect on your mental state.

Actives

Gnomic Craftsmanship9 10

  • Unlock : Level 1

This ability allows you to create items. Crafting any items form that list will increase your CRA while using these items increases your INT, however, this does not happen if you are mass-producing the same item continuously for no reason. Damage is always calculated upon use rather than upon crafting11.

Magnetic Launcher

  • Unlock : Having more than 20 intelligence
  • Time to craft : 3 turn

This cannon-like contraption uses magnets to launch any metallic consumable item at high speeds at a target, making your throw accuracy become 100%. This item can be upgraded using 3 wind magic crystals, giving it the ability to shoot even non-metallic items. Every time it is used, throw a D12, if it falls on 1, the cannon breaks instead of throwing the item.

Designless Contraption

  • Unlock : Having more than 20 intelligence
  • Time to craft : 1 turn

A small ball of random sharp stuff with has highly random damage, dealing 1d100/25 * (CRA + INT) damage with 50% accuracy.

Shrapnel

  • Unlock : Having more than 40 intelligence
  • Time to craft : 1 turn

A small device which, after being thrown and passing close to something, explodes into smaller shards, dealing 1d4/2 * (CRA + INT + LVL * 20) with 50% accuracy.

Magic Prison

  • Unlock : Having more than 60 intelligence
  • Cost : A fresh (1 turn old at most) corpse
  • Time to craft : 1 turn

Using your intuition and some pseudo-scientific understanding of how “magic” works, you imprison the soul of a creature in a small chamber made of scrap that can fit in the palm of your hand. The resulting magic prison/crystals are used in crafting. However, because of your pride as a Gnome and your “high” standards, you cannot use the souls of an enemy more than 5 levels below you. The soul’s element depends on the type of creature whose soul was imprisoned. If left as is, breaking a magic crystals can have a wide variety of results depending on your luck, the element of the crystal and soul’s strength.

Magic Shell

  • Unlock : Having more than 80 intelligence
  • Cost : 1 magic prison
  • Time to craft : 1 turn

You add a small mechanism to a magic prison to carefully crack it once it gets close to or hits something, forcing it to release all its power in a controlled way, dealing 1d4/2 * (1.5 * (CRA + INT) + LVL * 20) damage of whatever element the prison you used was.

Shield Charge

  • Unlock : Having more than 100 intelligence
  • Cost : 1 soul prison and a scrap of metal
  • Time to craft : 2 turns

Using your mechanical knowledge, you are able to make a small contraption which forces a jailed soul to release its magic in your surroundings to protect the person who activated it, giving its user a supplementary health bar which has 5 * (CRA + INT) + LVL * 20 and takes damage before the user health is depleted while also offering 50% magic resistance against whatever element the magic prison you used was. This effect lasts 3 turns. Shield Charges cannot be stacked on top of each other and using a new one while on is already in effect will replace the original, but make the user take as much damage directly to his health as the health the original charge had left.

Magic Pump

  • Unlock : Having more than 140 intelligence
  • Time to craft : 1 turn

A small claw-like machine that allows you to turn someone’s mana into a renewable source of magic prisons. To start the process, you need to plant one of these, which can easily be removed12, into a creature’s (or person’s) skin and give it enough time (5 turns) to anchor itself into its target. Once this is done, the machine will disable the target’s mana regeneration and start draining the target’s mana at a rate of 500 per turn, stealing their health once they are out of mana. After 5’000 mana13 has been pumped, 1 artificial magic prison will be created. Once anchored, even though the pumps become harder to remove than they originally are, they can still relatively easily be pulled out. Multiple pumps can be used at a time. Once a pump is removed or its target dies, it will stop working completely.

Life Pact

  • Unlock : Having more than 180 intelligence
  • Time to craft : 6 turns
  • Cost : 6 magic prisons of the same element

This spider thingamajig, which comes in a pair, can only be installed on immobile, currently conscious, and relaxed14 targets. Once it is installed, terms can be decided, and once both parties agree on the same terms, the device will start digging themselves into both parties’ bodies, constraining one or both parties to the aforementioned rules at the risk15 of instant death cause by the explosion of the device from inside of the rulebreaker’s body. The only way to remove the machine from one’s body is to start removing someone’s skin, flesh, muscles and/or organs while searching for it (the search’s success depends on the searcher and the target’s luck). Otherwise, this contraption will break after 5 days (100 turns) or once predetermined requirements are met. Once one machine from the pair breaks or gets unattached, the other will also break of get unattached.

Life Drainer

  • Unlock : Having more than 220 intelligence
  • Cost : 5 soul prisons of the same element
  • Time to craft : 5 turns

A chaotically shaped pair of machines which pushed itself into bodies of its users. The first of the pair is used for the receiver, while the second is the bank. Once this machine is installed and it was given 3 turns to push itself into the bodies of both parties, it disables all natural regen for them, and, from now on, whenever the receiver will take damage, the bank’s health will be drained instead. The bank will always take double the usual amount of damage. This machine isn’t very capable at hiding itself, and so, it is feasible to pull out for the average person, though it is quite small, so it cannot be done while fighting someone for instance.

Punishing Charge

  • Unlock : Having more than 260 intelligence
  • Cost : 1 magic prison
  • Time to craft : 2 turns

This small and flat, sticky tape look-alike contraption expands when it hits something, opening up and wrapping around it16. Once this is done, it is enabled and for the next 5 turns, whenever the thing is wrapped around uses magic17, it will take 1d4/2 * (2 * (CRA + INT) + LVL * 20) damage. Multiple of these can be slapped on the same target.

M.I.D. (Magic Interference Device)

  • Unlock : Having more than 300 intelligence
  • Time to setup : 2 turns
  • Cost to use : 3 magic crystals per turn.

This furnace looking device, which requires constant upkeep to function, disables all magic within its area of effectiveness, which is a sphere around 50-meter radius. It should be noted that this machine is quite enormous and only has CRA * 10 health.

N.U.K.E. (Negligent and Unsafe Kids Exterminator)

  • Unlock : Having more than 400 intelligence
  • Cost : N/A
  • Time to craft : N/A

This small and unassuming ball, also known as the N.U.K.E., is actually a weapon of mass destruction created by condensing unimaginable amounts of magical energy into a small container.

To make it, you need to compress at least a prison containing the soul of 1 boss tier monster (which is worth 10 normal prisons) or at least 20 normal magic prisons. Then, you can add as many additional magic prisons as you would like to it, though adding prisons (including the original 20), takes 1 turn.

The resulting item deals # of souls / 5 * (CRA + INT) damage in an infinitely small area on impact. Before this item can be used, it needs to be engaged, once this is done, it will start emitting a loud siren and will take 2 turns to arm, unless unengaged. At the start of the turn it is finally armed, if it touches anything with the slightest18 force, it will instantly explode, dealing its damage at that location.

Scientific Ascension

  • Unlock : Having more than 500 intelligence
  • Cost : 10 magic prisons
  • Time to craft : 5 turns

You are now able to create fully mechanical replacement body parts which are nearly identical in function to real ones, though, they are made of scrap instead, allowing you to replace organs and body parts completely.

Elixir of Life

  • Unlock : Having 600 intelligence
  • Cost : 1 boss soul prison
  • Time to craft : 10 turns

By liquifying the magic in the soul of a boss type creature, you can create a true elixir of life, which completely regenerates any missing limbs or organs, brings back youth, brings back all of the drinker’s forgotten memories, and refills their health, mana and racial points fully instantly. If it hasn’t been consumed after 3 days (60 turns), the potion will rot and become useless.

Manipulation

  • Unlock : Level 100

Intelligence can be a weapon in and of itself. Make up believable reasons for the actions you have taken over your entire lifespan to change the people’s perception of you. Once this skill is used, decide how to redistribute all your reputation points. Once the rumors about the “true” reasons behind your actions are done spreading, which takes three days (60 turns) from the point you stopped talking to the target19 of this skill, your reputation points will be redistributed in the way you desired on use. Once rumors start to spread, they cannot be stopped, but you can start new rumors (which will have a separate timer) to change your reputation while the first set of rumors is still also spreading. If this skill is used too often, it will eventually stop working.


  1. This skill can be ignored if your backstory is able to work around your character growing up with Gnomes, but also that this skill can be forced on characters who aren’t Gnomes but did grow up with them.

  2. Similarly to Magic Denial, this skill can also be taken away from a Gnome or given to another race depending on a specific character’s backstory.

  3. Player-made contraptions have to be approved by a DM. An item without a complete description, similar to what can be found in pre-existing items from the “Gnomic Craftsmanship” list cannot be approved. If an item is invented, it won’t be added to the “Gnomic Craftsmanship” list until a blueprint of it is made.

  4. Similarly to Magic Denial, this skill can also be taken away from a Gnome or given to another race depending on a specific character’s backstory.

  5. It should be noted that real gnomic blueprints all ask for unrealistically high-quality materials and precise instructions, and that even an item’s inventor will never truly follow its blueprint.

  6. The word “random” here should be taken almost literally, as the scraps can be torn paper on the street, rocks, rubble, tree branches, moss, crushed herbs, manure, whatever you find in trash, broken weapons, etc. This is essentially your average gnome: “If I take these twigs, this small rock, my bubble gum…”. However, this does mean that you cannot create items if you aren’t moving around to find materials, unless you keep random garbage on you.

  7. A “pure” magic user would be mages and non-religious archers. Priests and paladins think their power comes from gods, who objectively exist, so they are not an issue (though scripts and enchantments can still be unacceptable depending on how extreme your character is).

  8. This even includes characters you might have been partying with since level 1.

  9. This skill is associated with “Resourcefulness”, thus if “Gnomic Craftsmanship” is disabled, so is “Resourcefulness”, and if “Resourcefulness” is disabled, so is “Gnomic Craftsmanship”.

  10. Items from this list have to be pulled out of your inventory to be used, so using them takes one turn.

  11. This is to reduce inventory clutter.

  12. Running around is enough to make it fall off someone.

  13. When health is drained, it doesn’t serve any purpose for the creation of magic crystals.

  14. If a target’s muscles are tense, the contraption won’t be able to stick itself to their body properly and will break.

  15. A strong or lucky enough person can survive this in some cases.

  16. Around the hit area, this can be around a rock, around an arm, around a neck, around a weapon, etc.

  17. This includes magic effects such as enchantments on items or even just existence for some magic items.

  18. This force can be as weak as being picked up.

  19. The skill doesn’t work if you have already used it on the target. The skill won’t work if the target is socially isolated.

Human

General description

Humans are a basic, all-around race with no major strengths or weaknesses.

Unique mechanic(s)

Humans are able to grow slightly faster than the other intelligent races.

Physical characteristics

Weight50 to 100 kilograms
Height1.5 to 1.9 meters
Physical appearanceThey look like, well humans.

Statistic characteristics

IncreasesReductions
N/AN/A

Social

LanguageCommon
Racial relationshipsN/A
Known forN/A

Abilities

Passives

Growth

  • Unlock : Level 1

Humans are able to grow their abilities ever so slightly faster than the other intelligent races. You need 1 less stat experience before it increases.

Self reflection

  • Unlock : Level 1

Humans are known to be able to learn slightly faster than other intelligent races from their past experiences. You only need 80 experience to level up.

Mutant

General description

Mutants are genetic abominations that randomly mutate, developing more and more random traits as they become stronger.

Unique mechanic(s)

Mutants develop their statistical increases and decreases over time using their mutation and degeneration abilities instead of having them straight away from the start. They can also unlock abilities that come from any other race in the same process. This allows mutant to become more and more specialized over time.

Physical characteristics

Weight25 to 360 kilograms
Height0.6 to 3.6 meters
Physical appearanceVariable

Statistic characteristics

IncreasesReductions
N/A-25 HP

Social

LanguageCommon
Racial relationshipsVariable
Known forUsually being rejected by everyone and being outcasts

Starting items

  • N/A

Abilities

Passives

Mutation 1

  • Unlock : Level 1

You can choose one of the following: 1 skill1 from any race, a racial stat multiplier to be set to 50% (this can be used to double your health too, but cannot be used on mana), have a natural regeneration (health or mana) become permanent (works even while fighting or taking damage) or a natural regeneration to be doubled. You cannot choose stats or skills that have been affected by mutations or degenerations before.

Degeneration 1

  • Unlock : Level 1

You have to chose 1 stat to have its racial modifier be changed to -50%. You cannot choose stats which you have mutated or degenerated before.

Mutation 2

  • Unlock : Level 10

You can choose one of the following: 1 skill2 from any race, a racial stat multiplier to be set to 50% (this can be used to double your health too, but cannot be used on mana), have a natural regeneration (health or mana) become permanent (works even while fighting or taking damage) or a natural regeneration to be doubled. You cannot choose stats or skills that have been affected by mutations or degenerations before.

Degeneration 2

  • Unlock : Level 10

You have to chose 1 stat to have its racial modifier be changed to -50%. You cannot choose stats which you have mutated or degenerated before.

Mutation 3

  • Unlock : Level 25

You can choose one of the following: 1 skill3 from any race, a racial stat multiplier to be set to 50% (this can be used to double your health too, but cannot be used on mana), have a natural regeneration (health or mana) become permanent (works even while fighting or taking damage) or a natural regeneration to be doubled. You cannot choose stats or skills that have been affected by mutations or degenerations before.

Mutation 4

  • Unlock : Level 50

You can choose one of the following: 1 skill4 from any race, a racial stat multiplier to be set to 50% (this can be used to double your health too, but cannot be used on mana), have a natural regeneration (health or mana) become permanent (works even while fighting or taking damage) or a natural regeneration to be doubled. You cannot choose stats or skills that have been affected by mutations or degenerations before.

Degeneration 3

  • Unlock : Level 50

You have to chose 1 stat to have its racial modifier be changed to -50%. You cannot choose stats which you have mutated or degenerated before.

Mutation 5

  • Unlock : Level 75

You can choose one of the following: 1 skill5 from any race, a racial stat multiplier to be set to 50% (this can be used to double your health too, but cannot be used on mana), have a natural regeneration (health or mana) become permanent (works even while fighting or taking damage) or a natural regeneration to be doubled. You cannot choose stats or skills that have been affected by mutations or degenerations before.

Mutation 6

  • Unlock : Level 100

You can choose one of the following: 1 skill6 from any race, a racial stat multiplier to be set to 50% (this can be used to double your health too, but cannot be used on mana), have a natural regeneration (health or mana) become permanent (works even while fighting or taking damage) or a natural regeneration to be doubled. You cannot choose stats or skills that have been affected by mutations or degenerations before.

Degeneration 4

  • Unlock : Level 100

You have to chose 1 stat to have its racial modifier be changed to -50%. You cannot choose stats which you have mutated or degenerated before.


  1. You must meet the skill’s level requirement at the time of you unlocking it and all level 100 skills are banned.

  2. You must meet the skill’s level requirement at the time of you unlocking it and all level 100 skills are banned.

  3. You must meet the skill’s level requirement at the time of you unlocking it and all level 100 skills are banned.

  4. You must meet the skill’s level requirement at the time of you unlocking it and all level 100 skills are banned.

  5. You must meet the skill’s level requirement at the time of you unlocking it and all level 100 skills are banned.

  6. You must meet the skill’s level requirement at the time of you unlocking it and all level 100 skills are banned.

Noki

General description

Nokis are a race for the unhinged, mentally unstable, and min-maxers out there. They are entirely uncappable of most tasks and completely rely on their luck (both in and out of game) to be able to do anything at a competent level, which can lead to a temporary god-like state of being or strings to failures that lead to their entire party’s demise.

Unique mechanic(s)

Nokis are entirely centered around luck and money and should never need anything else unless they don’t have the balls to play Nokis the way god (Fred) intended them to be played.

Physical characteristics

Weight30 to 40 kilograms
Height0.7 to 1.3 meters
Physical appearanceNokis are similar to humans but have blondish-brown hair covering up every part of their body completely.

Statistic characteristics

Increases

  • +100% luck

Reductions

  • -10% health
  • -25% strength
  • -25% agility
  • -25% magic
  • -25% crafting
  • -25% intelligence
  • -25% intimidation
  • -25% charisma
  • -25% negotiation

Social

LanguageCommon
Racial relationshipsEveryone finds them annoying except dwarves
Known forBeing full of themselves, annoying, overly energetic, uncappable of reading the room, liabilities, acting outside of plans, making casinos go bankrupt and spending all their time in their ethno-state/gambling capital of the world, Lucky’s town.

Starting items

  • Coins (x180)

Abilities

Passives

Good Fortune

  • Unlock : Level 1

Nokis will naturally have mild success in any normal luck-based confrontation or check unless they are confronted with another Noki.

Gold Hands

  • Unlock : Level 10

You gain 0.04 coins for every point of damage you deal on purpose to an enemy rounded up.

Prosperity

  • Unlock : Level 25

You naturally have great success in any normal luck-based confrontation or check unless they are confronted with another Noki.

Diamond Hands

  • Unlock : Level 50

You gain 0.1 coins for every point of damage you deal on purpose to an enemy rounded up.

Beating the Odds

  • Unlock : Level 75

You naturally have tremendous success in any normal luck-based confrontation or check unless they are confronted with another Noki.

Devil’s Dices

  • Unlock : Level 100

When your health reaches 0, throw a coin, if it lands on heads, you survive and your health will be fully replenished, while if you land on tails you die.

Actives

Wager

  • Unlock : Level 1

Leave your success up to luck! This skill has to be used at the start of a statistical check or confrontation. Throw a D4, if it lands on an even number, you can replace any of your stats with your luck, if it lands on an odd number, the stat will instead be replaced with a 1. If multiple stats have to be checked, each one has to be replaced individually.

Golden Tooth

  • Unlock : Level 25

You can eat coins to replenish that same amount of health instantly, however, this ability does not repair wounds in any way.

Slot

  • Unlock : Level 50

This ability allows you to gamble away amount of money, consuming it in the process. Once this is done, throw a D4, if the result is odd, you waste your turn, if the result is even, a magic coin will appear that deals damage equal to the amount gambled as physical damage.

Loan

  • Unlock : Level 75

You temporarily loan luck for 10 turns at a price of 1 luck per 100 coins. You can loan up to the same amount of luck as you have at the moment, excluding any loaned luck and pay up to double your current total amount of coins, in which case, you will go into debt. You cannot use coins for anything until your debt is fully paid. This skill doesn’t count as your action for the turn to use.

All In

  • Unlock : Level 100

Once this skill is used, temporarily always succeed at replacing a stat with your luck for the next 5 turns. Once the five turns are over, your health will be set to 1 and you will permanently lose 20 luck.

Succubus

General description

Succubi are a type of peaceful and frail demons with a natural affinity for chaos magic who use such magics and their form, which is similar to seductive humans to attract intelligent creatures so they can feed off small amounts of their lifeforce. This method of sustaining themselves is also the reason Succubi are allowed to live in human cities, as unlike most other demons, their presence doesn’t represent an inherent risk to life.

Unique mechanic(s)

Rather than using social skills to develop relationships, Succubus use magic to get closer to people who they can then feed off of.

Physical characteristics

Weight50 to 100 kilograms
Height1.5 to 1.9 meters
Physical appearanceA Succubus’ physical appearance varies based on their gender since they mimic the appearance of what is perceived as attractive humans, but a few of their more common characteristics are their black, empty eyes, their clean skin, slightly grayish skin, their under-developed wings, and a questionable level of skin exposure in public spaces.

Statistic characteristics

Increases

  • +50% Charisma
  • +25% Negotiation

Reductions

  • -25% HP
  • -25% Strength
  • -25% Agility
  • -25% Magic

Social

LanguageCommon, Demonic
Racial relationshipsN/A
Known forOften owning or working in brothels, being highly reliable and competent businesspeople, and being highly sought after as slaves.

Starting items

  • Exposing outfit(s) (0 defense)

Abilities

Passives

Attraction

  • Unlock : Level 1

Being a Succubus, you constantly emanate chaos magic that makes you seem more attractive to any creature that sees you and that you need to utilize all your skills, because of this, the more of your skin is hidden under armor or clothing, the less effective all your skills will become.

Demonic Sight

  • Unlock : Level 1

Being a demon, you possess pitch black eyes that are only capable of perceiving different shades of gray, however, they come with the advantage of allowing you to see perfectly in darkness, even while in areas where there not even a single beam of light can be found.

Chaotic Tones

  • Unlock : Level 1

You voice carries chaos magic, allowing you to be understood by most intelligent creatures who are capable of communication.

Demon Blood

  • Unlock : Level 1

Being a demon yourself, certain demonic monsters will naturally be neutral towards. Being non-human, you can also interact considerable number of monsters who possess intelligence and social capabilities, and even possibly charm them.

Actives

Spirit Syphon

  • Unlock : Level 1

Whenever you kiss a creature, you get the option of using this skill, if you do so, you will steal 25% of their STR, AGI, MAG, and INT for one day (20 turns), if you do more than kissing instead (and decide to use this skill), this duration will be extended to 2 days (40 turns).

Seduction

  • Unlock : Level 10
  • Cooldown : 20 turns

Use chaos magic to force a creature to fall in love with you. For this skill to succeed, you have to win a confrontation between your CHA and your target’s INT, if this skill fails, they will realize what you just tried doing.

Charm

  • Unlock : Level 25

This skill requires you to maintain physical contact with its target to function and to win a confrontation of your CHA against your target’s INT, if this fails, your target will realize what you just tried doing. Charm a creature, reducing their intelligence by half, and making them regard you as a long forgotten close friend for the next 5 turns or until they are harmed in any way. The target will not be able to remember what happened during the duration of this skill.

Projection

  • Unlock : Level 50
  • Cooldown : 20 turns

Try to force yourself into the dreams of someone who you’ve had physical contact within the last week (140 last turns). To succeed at this, you must win a confrontation of your CHA against your target’s INT, if you fail, your target will simply wake up. This skill lasts 3 turns and makes your target unable to wake up1, while in the dream, your target will be easier to influence and manipulate. If this skill is used on a target who is currently awake and you succeed at the CHA/INT confrontation, it will start to fall asleep, while if you fail, they will notice a spell has been cast on them (however they won’t know who cast it or what kind of spell it was).

Greater Charm

  • Unlock : Level 75

This skill requires you to currently watching your target and to win a confrontation of your CHA against your target’s INT, if this fails, your target will realize a spell was just cast on them, however they will not know what kind of spell it was or who cast it. Charm a creature, reducing their intelligence by half, and making them regard you as a long forgotten close friend for the next 10 turns or until they are harmed in any way. The target will not be able to remember what happened during the duration of this skill.

Kiss of Death

  • Unlock : Level 100
  • Cooldown : 20 turns
  • Channel time : Target LVL / 202

Give a consenting and fully conscious3 creature one last kiss, sucking them dry of all their life force. Using this ability will deal 100 / (Channel time)% damage per turn and steal 50% of all their stats for 60 turns.


  1. However it will still be possible to wake you up from this.

  2. The result should always be rounded up.

  3. This means this skill cannot be used on charmed creatures.

Dice Converter

Do you have some dice1, but not the right size?

Not a problem! This Dice Converter can convert between any size of dice with great efficiency, AND the output should be as uniform as the input!

Entropy: 0 bitsInput herePress on these
Number of faces on YOUR dice:
Roll and enter numbers here:
Target dice size:
Result #0N/A

How this works

You know how you can convert numbers between bases? Like between base 10 and base 2?

Well it turns out this also applies to any series of dice rolls!

For example, let’s say we want to convert the dice rolls from a d6 to those of a d10. Let’s say we got the numbers 2, 1, 5, and 6. Since dice usually start from 1 and numbers start from 0, we’ll have to remove 1 from each value. If we then put those together, we get 1045 in base 6 which in base 10 is 5 + 4*6 + 1*6^3 = 245.

This is the numerator of our fraction. Wait, a fraction!? Wasn’t it supposed to be about whole numbers? Well, because we want to extract digits from the left (since we inserted them from the right, and we want to make them flow like a nice conveyor belt), the most intuitive way is by imagining this is a fraction, while still only operating on whole numbers2.

So what’s the divisor then? What’s below the division line of that fraction? To make the value of the fractional number be in the range [0,1), the divisor needs to be one more than the max possible number of the random numerator, so in this case, 6^4 (since we have four d6 rolls), which is 1296.

Now, we have the fraction 245 / 1296. To extract a d10 out of this, we’ll divide the divisor by 10 (which will do the same as multiplying the numerator, while avoiding too-big numbers). BUT! We can’t do it like this, because the divisor is not divisible by 10 yet. It has an extra range of 6 possible values we can’t care about if we want to avoid biasing the output3. More formally, that extra range is 1296 % 10 = 6, where % is the remainder operator.

Let’s remove that. So the fraction is now 239 / 1290. See what I did here? I removed the “extra” range (6, in this case) from both numbers of the fraction. The divisor is now cleanly divisible by the number of faces of a d10. The only case where this does not work is when the numerator of the fraction is smaller than the “extra” range. In that case, the “extra” range should become the new divisor, and we could not extract a digit before re-rolling, because the range would be too small.

The first digit we’ll extract is the integer part of 239 / 129 = 1.853, which is 1. To get back a suitable numerator, we have to remove that 1 from the fraction, so (239 - 129) / 129 = 110 / 129. Remember when I said dice usually start from 1 and digits from 0? Well, to get the first d10 result, we’ll have to add back that 1. So 1 + 1 = 24.

The first d10 roll is 2.

Then repeat the above process with 110 / 129, to get 101 / 120, then 101 / 12 = 8.417 to get 8 as the whole number part, then remove that 8 from the fraction and get (101 - 96) / 12 = 5 / 12. Adding back the missing 1, the second resulting roll is 8 + 1 = 9.

The divisor of 5 / 12 is still bigger than 10 (we want d10 rolls, remember?), so we can get a third roll from that. If you’ve followed all the way through here, you should be able to figure out why the third calculated roll is 3 + 1 = 4.

There you go. That’s exactly how this converter can get 3 fair d10 results from 4 fair d6 rolls, which in this example achieves 96% of the theoretical maximum conversion rate.

To see whether that explanation is still valid or not, simply use the converter above with by setting the Number of faces on YOUR dice to 6 and the Target dice size to 10, then select the field next to Roll and enter your numbers and type 2 Enter 1 Enter 5 Enter 6 Enter, and then click on Calculate a few times to see appear 2, 9, then 4.

Conversion Efficiency

In the process of keeping a uniform probability distribution for the output, this tool discards some parts of the input (as described above).

The maximal theoretical efficiency for converting between dice sizes is log(input_size) / log(output_size).

For example, the maximal theoretical efficiency of converting a d12 to a d4 is log(12)/log(4) = 1.79, while the observed average efficiency of this tool is 1.54 for non-batched d12 to d4 conversions, making that a ratio of 1.54/1.79, so 86%, as shown in the table below. For reference, the naive way to convert a d12 to a d4 (mapping all slices of 3 consecutive values to a single face on a d4) would have an efficiency ratio of 1.00/1.79, so 56%.

The following table lists the ratio between the observed efficiency and the maximal theoretical efficiency when calculating rolls as soon as it’s possible (i.e. when not batching).

d4d6d8d10d12d20d100
d4100%71%100%77%77%83%88%
d676%100%84%77%87%79%90%
d8100%76%100%82%87%87%91%
d1078%75%83%100%88%94%100%
d1286%92%82%83%100%89%90%
d2083%85%85%94%81%100%95%
d10087%90%87%100%91%94%100%

When batching (inputting a bunch of rolls before calculating outputs), however, the efficiency is much, much better in all cases (usually more than 97% of max theoretical efficiency). See for yourself by opening the section below and playing with the parameters used to generate the above table.

Generate variations of the efficiency table

The following recreates a table similar to the above by generating 131072 (217) random numbers as input dice to the dice converter, and then measuring how many rolls can be generated out of that for each pairs of sizes in the dice size list. You can compare the conversion between any dice sizes you want.

If the delay annoys you when generating the table, either try with fewer dice sizes, or reduce the number of input rolls. This is using the actual code of the dice converter, and the default configuration makes it process more than 6 million rolls to generate the table.

What the data of the table represents:
Dice sizes list:
How many input rolls (max 220):

A markdown version of the same table should also be generated below.

Why

Some dice sizes are not satisfying to roll.

Converting between dice sizes is silly when you could instead use a Random Number Generator. That’s what people say when they see this tool. Anyway, it is a mathematically interesting problem to solve. It looks like a very easy problem, but that’s only true for trivial cases. A great motivator for trying to make it work in all cases, including when the dice sizes are coprime, is having your own almost-working version posted online. It gives a sense of responsibility to fix it, even if no one really cares5.

It’s weird how this seems to be the first ever any-to-any online dice converter. Searching for something similar only seems to lead to online random number generators. Is this such an unnecessary tool? Probably. At least now it exists!


  1. Make sure the smallest value on your dice is 1, since the program here currently assumes this.

  2. Actually, while implementing it, I didn’t even think of it as a fraction. At the time, I thought of them as a pair of numbers where one is a random number in a certain range, and the other is the upper bound of that range. So the most intuitive way to extract digits from the most significant side of the number (when I was thinking about the direction of the extraction) was to divide the upper bound by the output dice size, and then dividing the stored random number by that. I didn’t even think about multiplication in that case! But when trying to explain how it works, a fraction better conveys the message. And the division helps to avoid the integer overflows that could happen when multiplying.

  3. We cannot keep out-of-desired-range numbers “for later” when trying to avoid the bias, because that would introduce another bias. What is done here (throwing away what doesn’t fit) is called rejection sampling, and it’s what makes the output have the same probability distribution as the input.

  4. Hmm. 1 + 1 = 2. That equation seems familiar…

  5. Note that such dedication is not necessarily shared among all contributors of Nazarax, and that “I” may refer to different people when seen on different pages.

Random Number Generator

This is for people without dices or those who prefer not using their dices.

If you prefer dices, but simply don’t have the right size, you can use the Dice Converter.

The random number generator used here is your local web browser’s crypto.getRandomValues(), which should be random enough because it’s supposed to be cryptographically secure.

MinMax

Result:

The Timestamp is not used by the RNG at all and is there for informational use. It’s in milliseconds since 1970 (the Unix epoch).

ResultMinMaxTimestamp (milliseconds)

The results should appear in the table above when you press on the Generate button.

Download

This site can be fully downloaded for offline use.

How to use that?

Extract that zip somewhere, then open the top-level index.html inside with your web browser.

Have fun! The search bar should still work.

And the above download link too should also still work.

License

Please keep in mind that the content (not the layout) of this site is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License (CC-BY-NC-SA 4.0 for short).

The layout and stuff comes from mdBook, so the license(s) for that are described there.

The source of this site (in Markdown) is available here: https://git.compilade.net/nazarax/nazarax-mdbook

That source link is also present on every page. It’s the top-right icon resembling a fork with the hover-text “Git repository”.