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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, 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 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 their 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 minor1 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 limbs2 will not be regenerated.


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

  2. 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 divided in a 50x50 square grid. 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 out1.

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


  1. 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 begin

Random encounter begins Bandits notice the player group and the designated player for the luck check to notice the bandit fails

A 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 begin

Random encounter begins Bandits notice the player's group

Doesn'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 Greatbow (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)

  • 20 pts Iron chainmail hood (40 defense)

  • 20 pts Iron chainmail body armor (60 defense)

  • 20 pts Iron chainmail leggings (40 defense)

  • 10 pts Leather hood (20 defense)

  • 10 pts Leather body armor (30 defense)

  • 10 pts Leather leggings (20 defense)

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

  • 1 pts Coins (x5)

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 8 arrows every 2 turns2.

Quickdraw

  • Unlock : Level 75

You have become quite dexterous and can now shoot out an arrow as you pull out your bow, allowing you to shoot two arrows during the first turn of combat. This also allows you to pull out Greatbows instantly.

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 and as long as you can still use at least one of the following senses : hearing, smell, sight.

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 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. The real arrow shot by this will deal an additional 3 * MAG chaos elemental damage. This skill also makes every enemy within melee range of the real target take the full 3 * MAG and half of the arrow’s physical damage as chaos elemental damage, however if the real arrow misses, every fake arrow will also miss.

Wind - Gale Force

  • Mana cost : 350

This spell creates strong winds that allow your arrow to reach astonishing speeds, adding 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 : adding 3 * MAG cold elemental damage to your arrow and freezing the body part that was hit by the arrow for 1 turn.

Fire - Burning Arrow

  • Mana cost : 350

This ability makes you arrow burn upon impact, making it deal 3 * MAG additional fire elemental damage and causing the target to start to burn.

Earth - Heavy Arrow

  • Mana cost : 350

This spell turns your arrow into stone without making it any heavier. This ability increases your bow’s physical 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 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 Star

  • Mana cost : 350

This spell makes the release of your arrow emit a sun-like light for a fraction of a second, blinding anyone looking towards you when you shot your arrow for 1 turn and adding 3 * MAG light elemental damage to your arrow.

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 it3 for 3 turns, however, you are still able to see within this darkness. It also strengthens your arrow, making it deal an additional 4 * MAG dark elemental damage.

Chaos - Occult Sightings

  • Mana cost : 1000

This spell makes the next arrow you shoot induce insanity. Anyone hit by your arrow will become panicked and will have -50% accuracy on all attacks, as they will start to see illusions of their targets and become unstable on their feet. This effect lasts 5 turns and can be refreshed.

Wind - Typhoon4

  • Mana cost : 1000

This spell creates a violent gust behind your arrow, making it go at speeds unperceivable to the human eye. With this much power, arrows are able to fully pierce armor and damage multiple enemies in a straight line.

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, making them unable to even properly contract their muscles in the affected region for two turns. This spell also adds 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 and armor, causing great pain, and dealing and addition 4 * MAG fire elemental damage to your attack. Might permanently reduce armor values depending on the type of armor (can it melt?).

Earth - Strength from Below

  • Mana cost : 1000

Temporarily turns your arrow in abyssal steel. This ability increases your bow’s statistical multiplier by 4.

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 (deals any damage), it will paralyze both their arms or legs depending on where they were hit for a turn. This toxin also deals an additional 4 * MAG nature damage to the target.

Thunder - Thunderbolt

  • Mana cost : 1000

This spell turns your arrow itself into a bolt of lightning, making it reach its target instantaneously, and causing it to deal an additional 4 * MAG thunder elemental damage to its target. This elemental damage can also arc to two additional targets5. 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) for one turn who looks at it, and making it deal an additional 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 type of magic simultaneously, adding 1d4/2 * (6 * MAG + LVL * 20) as pure6 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 may eventually break your mind, making you more and more insane with every shot.

Spirit Siphon

  • 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 lose as much health their target should’ve regenerated. This effect lasts 5 turns or ends once the shooter or target dies.

Punishment

  • Unlock : Level 10

More commonly known as the “Flagellant Arrow”, this pact links your own body with the body of whoever got shot, making both of you share any pain you feel7 and share surface level physical injuries8 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 functional9 eyes with a demon eye for 10 turns, making anything you would consider as a “target” visually stand out perfectly, no matter the conditions, as long as you have direct line of sight to them, and giving you perfect accuracy10 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 doubles your next arrow’s damage but simply shooting it will destroy all the bones in both your arms up to (and including) your shoulders. Using this ability when your bones are already damaged will lead to them being pulverised.

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 activated11, 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 lose as much health as you had. Even if the arrow doesn’t hit anyone, you die upon releasing the bowstring after having used this pact.


  1. Generally through the use of magic.

  2. Making 8 arrows requires 1 material.

  3. In a radius of about a meter.

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

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

  6. Except elemental-less magic resistance, no magic resistance will work against this spell. This damage type will be simultaneously increased by every single elemental damage buff you have.

  7. 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.

  8. 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.

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

  10. However, your arrows are not assured to hit their target, they are simply assured to go where you aimed. Meaning that you would be immune to any accuracy reductions but could still be baited by illusions.

  11. 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 is higher than your target’s and your AGI is at least twice as high as theirs, 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)

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

  • 25 pts Reinforced black leather hood (40 defense)

  • 25 pts Reinforced black leather chest piece (60 defense)

  • 25 pts Reinforced black leather leggings (40 defense)

  • 15 pts Black leather hood (20 defense)

  • 15 pts Black leather chest piece (30 defense)

  • 15 pts Black leather leggings (20 defense)

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

  • 8 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 (x5)

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! As you are now immune to most ingested poisons and food poisoning. Most poisons also now last only half as long on you.

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 and super 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 and super 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 led to develop a strong intuition when it comes to traps and incoming danger, 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.

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 non-AOE, non-magic attacks from humanoids or humanoid-like creatures.

Foul Play

  • Unlock : Level 100

Your experience in assassination has caused you to now be able to instantly find the location of weak points in any creature’s body, making it so that whenever you deal damage with a weapon that can also sneak strike, you will (even on non-sneaking attacks) now also apply a refreshable and stackable 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. This skill fails if the target has an extremely thick skull or head padding.

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 one, focusing on it for one turn to pinpoint a target’s location and location-to-be, allowing you to strike them with a perfectly accurate attack even while blind, disoriented or in an illusion. This skill can also be used to simply amplify a sense to an inhumane level.

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. For traps, you will know where they are, but not what they do or how they are triggered. For attacks, you will know when a big wind up is coming and when it’s going to be released.

  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.

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. Though bards can combat, their effectiveness is almost entirely dependant on how close to human and how smart their targets are, as they cannot affect creatures who do not understand them.

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 is higher than your target’s and your AGI is at least twice as high as theirs, 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)

  • 15 pts Leather cap (20 defense)

  • 20 pts Leather body armor (30 defense)

  • 15 pts Leather leggings (20 defense)

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

  • 1 pts Coins (x5)

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 from their body language alone to any social (or at least communication-capable) creature who’s intelligent.

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 could be willing to listen to understand your message. You can now transmit messages simply by your tone and body language 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 anything speaking (or barking, or screeching, or howling, or …) 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 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 historical fights and battle strategies, giving them courage and preparing them for combat, giving them charisma * 2 defense until the end of your next encounter.

Warrior’s Orchestration

  • Unlock : Level 5

Play an inspiring march, helping your allies who can hear you focus, increasing the statistical multiplier of every attack they deal by 1 for the first turn and by 2 for the second turn onwards 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. While this skill is active, your allies gain double INTE and INTI when checked against illusions and feel less pain.

Bluff

  • Cast time : 1 turn
  • Unlock : Level 25

Brag about your skills and how powerful you are to someone. If your INTI is at least twice as high as your target’s INTI or INTE, 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 lullaby3, calming your targets down, 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. Note that allies affected by this will have all their senses dulled for the duration of the lullaby.

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, this shameless display of fear will cause enemies intelligent enough to understand the meaning of your actions, but not merciless and stupid enough not to realize you are faking to hesitate before hurting you… If your NEG is at least twice as high as the (individual) enemies INTEL and NEG, for 3 turns after using this skill (5 if you are pregnant, a child or were just hit), enemies will not directly target you5.

This skill won’t work on merciless creatures. The effect ends the moment you use your INTI or attack.

Martyrdom

  • Unlock : Level 5

Present yourself as a dangerous-to-mess-with pacifist6 to a target group (or single target) to try and reduce the target’s will to fight or even make them leave altogether. For this skill to succeed your NEG must be at least twice as high as the INTEL of the smartest (or most influential) creature within your target’s group. If this skill works on the target group’s smartest individual (or leader) it will affect the entire target group.

On the second turn you use this skill, if your party still hasn’t attacked, your NEG is doubled. On the third turn you use this skill, if your part still hasn’t attack, you NEG is tripled.

With enough reputation, when this skill is used on humanoids, you can entirely ignore the stat check of this skill.

This skill doesn’t work on extremely stupid, aggressive, prideful or boastful targets.

Unorganised Melodies

  • Unlock : Level 10

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

From the Abyss

  • Unlock : Level 25

A very low toned song that seems to carry some magical properties : this song makes the vision of everyone who can hear it go dark7, while also making them feel extremely stressed, feel watched and make every sound except the song start to echo, as if in an extremely large cave. This song also makes the temperature considerably until it reaches a point where the air you breath out will at least visibly condensate.

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 taunts every single enemy around you 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 win an INTI confrontation against all of your (individual) targets. If you die while this skill is active, every enemy will see their damage be increased by 50% for 10 turns. Enemies’ moral also considerably drops with this skill’s use, making them a lot more likely to flee once a few of them have been felled.

Tonal Correction

  • Unlock : Level 75

Play a song that carries the power to make all oral communication seem to come from random directions and undistinguishable from one another, making it impossible to know to who’s saying what, while also automatically translating all speech. This effect also applies to creatures who screech, howl, gurgle, whistle, etc., again, it applies to all creature who communicate orally, but those who do not use oral communication will be left almost completely unaffected by this skill and still be unable to understand speech translated by this skill.

Hysteria

  • Unlock : Level 100

A song that makes anyone who hears it (except the musician playing 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 a turn. This skill doesn’t work on targets whose INTI or INTEL are equal or higher than your INTI.

Fighting

Melodic Destruction

  • Unlock : Level 1
  • Condition : Being desperate
  • Cooldown : 100 turns

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 if you dealt at least 25% of their health as damage and win a LUC confrontation against them, or if you did at least 50% of their health as damage.

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 hears you, understands you and notices that you are talking to them.

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 * 3 + LVL * 10 damage.

Final Words

  • Unlock : Level 25

Infuse the words you throw at someone who’s putting your life at risk with your own fear of death, causing the target to feel your own dread, causing them 1d4/2 * INTI * 5 + LVL * 20 damage. This skill can only be used on someone who has dealt damage to you at least once.

Dooms(d)ay

  • Unlock : Level 50

A skill that requires you to whisper to someone to function, thus, using this skill lets its target use an attack for free on you (which doesn’t count as their action for the turn)10. Whisper into someone’s ears, letting them know of an imminent doom, directly damaging their mind and causing them to take 1d4/2 * INTI * 6 + LVL * 20 fully piercing damage, though causing them no physical harm to speak of.

Devil’s Tongue

  • Unlock : Level 75

Let some unknown entity speak on your behalf, making you produce otherworldly sounds that cause everyone, including yourself, who hears you to become panicked and take 1d4/2 * NEG * 4 + LVL * 20 damage.

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 a crater and producing violent winds pushing away from the location of impact, causing your target to receive (INTI + CHA + NEG) * 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 potential reputation gains of an event by 1D100. Be careful, as failing a NEG confrontation against the target may lead to a loss of 1D100 reputation.

Relaxing Tunes

  • Unlock : Level 5

Play some relaxing beats to relax/study to, slightly reducing the aggressiveness of everyone who can hear you and calming 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 CHA than your target(s).

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 INTI 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 make lies sound like fully reasonable explanations as long as you have more CHA than whoever you are trying to lie to.

Song of Soothing

  • Unlock : Level 75

You start humming 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 NEG to accept the possibility of selling or trading an item they would usually never consider parting ways with. However, be warned that these items will always have an unreasonably high cost for what they truly are, as they will be emotionally (and not rationally) priced.


  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. This doesn’t use up the ally’s chance to be sent to Death’s Door, as they remain fully conscious and actionable after this skill’s activation, though greatly wounded.

  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 dusk, 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 300 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 helm (60 defense)

  • 20 pts Bone chestplate (80 defense)

  • 20 pts Bone leggings (60 defense)

  • 10 pts Rampage (x1) (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 (x5)

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 more than a piece of medium armor, or any pieces of heavy or super heavy armor 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.

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, making you half-deaf, but also allowing yourself to completely ignore fear, pain, illusions 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, cause internal bleeding and 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 3 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

Budget : 100 pts

  • 10 pts Rampage (x1) (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)

  • 1 pts “Booze” (x1) (Some abhorrent alcohol, causes drunkenness that lasts 10 turns immediately)

I don’t think you understand what you’re getting into yet.

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, though this doesn’t mean you don’t understand danger.

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 that isn’t super-light that you try to use will only ever hinder your movement, making you more likely to lose your balance, reducing your accuracy and reducing the damage you deal by the same amount of defense it gives. Consumable healing items are not affected by these debuffs.

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 to compensate. You gain you 26 defense per level and start out with 150 defense.

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 led 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 * (2*STR + LVL * 10).

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 major 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. Through a thousand lifetimes worth of punching you have also realised that… Ehm. You have two hands. Yeah, so now you can punch twice per turn! Yeah, let’s go with that.

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)

  • 0 pts Order’s Crest (A crest that proves your affiliation with the Knight’s Order)

  • 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 * 25) (Armor health is doubled against it)

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

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

  • 25 pts Spear

    • 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)
  • 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)

  • 25 pts Iron great shield (120 defense)

  • 25 pts Dense iron great shield (140 defense)

  • 30 pts Dense iron bulwark (160 defense)

  • 40 pts Mysterious metal aegis (200 defense) (cannot be deformed, melted or analysed; burns away at metal-melting temperatures)

  • 20 pts Dense iron plate helm (80 defense)

  • 20 pts Dense iron plate chest piece (120 defense)

  • 20 pts Dense iron plate leggings (80 defense)

  • 10 pts Iron chainmail hood (40 defense)

  • 10 pts Iron chainmail body armor (60 defense)

  • 10 pts Iron chainmail leggings (40 defense)

  • 5 pts Leather hood (20 defense)

  • 5 pts Leather body armor (30 defense)

  • 5 pts Leather pants (20 defense)

  • 5 pts Head padding1

  • 5 pts Body padding2

  • 5 pts Legs padding3

  • 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 (x5)

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 5 highest stats.

Process

  • Spending at least 60 semi-consecutive4 turns with or near a knight, while under his tutelage.
  • 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 and in the presence of a knight, next to a temple. 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 selflessness5, to never harm someone without reason or provocation, and to uphold the knight’s order’s reputation.

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

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

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

  4. 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 60 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.

  5. 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 a 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 armor 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-sensitive3 debuffs, and allow yourself to keep fighting through most injuries.

Knight’s Strength

  • Unlock : Level 10

Through your adventures you have gotten even stronger and more used to using weapons and heavy armor in real-life scenarios, and thus, armors and heavy weapons will no longer hinder your movements. The strength requirements of armors and melee physical weapons (their weight) will now be 20% lower for you.

Endurance

  • Unlock : Level 25

Being in the front lines all the time teaches you a few things, but 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 and ways to bait enemy attacks into it. You will now be able to more easily block or deflect attacks with shields, and shields you use will now offer 50% more defense.

Adrenaline

  • Unlock : Level 75

Getting hurt only gets you more pumped! Every time you lose health, gain one stack of “Adrenaline” : Adrenaline increases the statistical multipliers of your physical melee weapons by 1; Adrenaline lasts 3 turns with each stack getting refreshed whenever a new stack is gained; you can have up to 10 stacks of Adrenaline; you lose all stacks of Adrenaline if you did not get hit at least once during the last turn.

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 become unable to die from anything for one full turn, after which you will instantly regenerate half your health and become completely unaware of any pain for a short while.

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 its 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) have to be reckless or violent in nature.

Shield Bash

  • Unlock : Level 5
  • Cooldown : 5 turns

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 it too! This ability deals shield defense damage and taunts its target for 5 turns as long as it dealt damage. If you have twice as much strength as your target, this ability will also stun them for one turn.

Penance

  • Unlock : Level 10
  • Cast time : 2 turns

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!6This skill increases the intimidation of all allies, including yourself 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 : 60 turns

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

Fortification

  • Unlock : Level 100
  • Cast time : 1 turn

Brace yourself for impact, anchoring your feet to the ground and contracting all your muscles as much as you possibly can, making you unmovable but also greatly reducing the severity of all physical injuries you would receive, reducing any health loss you would suffer from by 50% and causing any attacks that would sweep, pierce or explode to be stopped when they reach you, making them unable to hit anyone who’s hiding behind or past you. While Fortification is in use, you cannot move, attack or use items. Once in use, Fortification can be kept on for as long as you want. Disabling Fortification doesn’t take a turn.


  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. With an upper limit of 40 turns; any debuffs longer than that will remain unaffected.

  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 mage. Mages most often specialise 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 can build in essentially any way depending on what elements they want to learn! 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, elemental artifacts, enchanted weapons, though even that isn’t a requirement, as experienced enough mages can learn to 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 Apprentice’s tome (Allows you to cast 10 tier 2 spells of the tome’s element at no cost)

  • 25 pts Iron chainmail hood (40 defense)

  • 25 pts Iron chainmail body armor (60 defense)

  • 25 pts Iron chainmail leggings (40 defense)

  • 25 pts Calming leather hood (20 defense) (offers 1% permanent mana regeneration)

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

  • 25 pts Leather leggings (20 defense)

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

  • 1 pts Coins (x5)

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, magic tome, 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 is a total of nine elements which each have unique spells and passives. These elements are sorted by their closeness to other elements, with, on one side darkness, chaos, wind and ice, and on the other side earth, nature, thunder and light, while fire stands in the middle.

darknesschaoswindicefireearthnaturethunderlight



Class wide abilities

Note on MAG experience gain : When using AOE damage spells, MAG experience is increased by 1 per target.

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 user who shares an element with you (archers can drink any mana potions). 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 20 turns, while it only takes 10 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. You can create or modify spells by simply trying to produce a specific effect, with the outcome getting closer and closer to your desired result with each use.

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.


  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.

Dark Mage

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

Passives

Twilight’s blessing

  • Unlock : Level 1

Darkness magic deals 20% 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 through 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 : 60 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.

Chaos Mage

Chaos attribute magic specialises 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; it also costs very little mana; however, it is noticeably weaker than other types of magic.

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 through 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 you receive is doubled while this spell is active and taking any damage will stop the spell’s use and disable you from using mana for 1 turn. 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. The target can alternatively break the threads with brute force by winning 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 INTEL than you have INTIM or NEG for 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. The effect depends on the affected creature’s nature, and state of mind at the time of casting, it may 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.

Wind mages

Wind mages are the masters of positional advantage, able to attack from any range any to completely supress, or at least severely hinder the ability of their enemies to position themselves in an advantageous position. Though not exactly the most powerful or reliable type of magic, well used wind magic allows its user to turn the tides of battle in an instant.

Passives

Breeze Break

  • Unlock : Level 1

As you control wind, you are able to control the wind flowing around you, allowing you to redirect it to stop it from being carried away. You can control if you smell can be detected by creatures as long as you remain in open spaces.

Zephyr’s protection

  • Unlock : Level 10

As you gain better control of the wind, you learn how to use it to reduce impacts. You can now cancel fall damage for yourself or nearby allies as long as you expect the fall to happen.

Actives

Gust

  • Tier 1 wind magic

Produce a powerful gust, blasting a target with wind mana, dealing 1D4/2 * (3 * MAG + LVL * 20)

Updraft Kick

  • Tier 1 wind magic

Imbue your legs with wind mana and attack, dealing 1D4/2 * (3 * MAG + LVL * 20) wind elemental damage. The target will also be push outside of melee range if your MAG + AGI is greater than their STR * 2.

Flight

  • Tier 2 wind magic
  • Mana cost : 250 mana per turn

Produce an updraft underneath yourself, allowing yourself fly at a desired height at considerable speeds. While outside of combat, flight can be used without counting as your action for the turn and be used for less than a turn (though still costing 250 mana). While in combat, enabling flight counts as your action for the turn.

While flying, most melee attacks cannot reach you, and you cannot use melee attacks without making yourself vulnerable to them as well. While flying, you can move by two map tiles per turn. Running out of mana while flying will make you fall to the ground immediately.

If you get hit while flying, you have a 25% chance to lose your balance and fall. Flight requires focus to stay activated; having your focus broken will cause you to fall.

Sonic Blast

  • Tier 2 wind magic
  • Mana cost : 350 mana

Send out a powerful blast of wind in front of yourself, causing a thundering noise which deafens any creature in the general direction you blasted for 6 turns.

If you send the blast towards a specific target, you will push them away, deafen them for 12 turns and deal (1D4/2 * (MAG * 4 + LVL * 20) wind elemental damage to them.

Targets who expect the blast won’t be blast away if their STR or AGI is at least half of your MAG.

Cyclone

  • Tier 3 wind magic
  • Mana cost : 1000 mana

Produce a cyclone at your current location, causing any creature who isn’t holding onto something, isn’t incredibly heavy or doesn’t have at least half as much STR as you have MAG within a 100-meter radius of yourself to be brought into your melee range. Creatures pulled in by the cyclone receive 1D4/2 * (MAG * 5 + LVL * 20) wind elemental damage.

Flying creatures affected by this skill aren’t pulled towards you, they are instead pushed outside of your melee range, at the edge of the cyclone.

Anticyclone

  • Tier 3 wind magic
  • Mana cost : 1000 mana

Produce an anticyclone at your current location, causing any creature who isn’t holding onto something, isn’t incredibly heavy or doesn’t have at least half as much STR as you have MAG within melee range of you to be pushed 100 meters away from yourself. Creatures pushed away by the anticyclone receive 1D4/2 * (MAG * 5 + LVL * 20) wind elemental damage.

Flying creatures affected by this skill aren’t pushed away from you, instead being pulled into your melee range.

Gale Burst

  • Tier 4 wind magic
  • Mana cost : 1750 mana

Blast yourself forward using the explosive power of wind, allowing you to move 4 world tiles in a single turn. This skill cannot be reacted to. This skill can be used to break any distance equal or lower than 4 map tiles instantly.

If you send yourself towards a location where you simply land, this skill can be used without any risk.

However, if send yourself at anything (be it an object or a creature), you will be sent flying at it at hundreds of kilometers per hour, most likely destroying it or making it fall in the process while also dealing (1D4/2 * (MAG * 6 + LVL * 20) wind elemental damage to them; though using this skill to target something will put incredible pressure on your legs, which will have to absorb the shock of the attack, as such, it may break your legs if you don’t have at least half as much STR or AGI as you have MAG.

Abrasive Blast

  • Tier 4 wind magic
  • Mana cost : 2500 mana

Create a strong current on the ground able pick-up small particles, lifting them up and sending them flying at incredibly high speeds towards a very small point, piercing it through strong abrasive action, dealing wind elemental damage with 50% pierce.

Though the blast is incredibly powerful, it rapidly loses in strength as it moves further from its user and progressively loses particles, making its damage vary based on the distance of the target. Within melee range, it deals (1D4/2 * (MAG * 6 + LVL * 20); outside of melee range, while still in close proximity (5-20 meters), it deals (1D4/2 * (MAG * 5 + LVL * 15); outside of melee range, while quite far (21-50 meters), it deals (1D4/2 * (MAG * 4 + LVL * 10); further than 50 meters away, this spell becomes nothing more than a small stream of harmless small particles.

Squall

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

Produce sustained winds strong enough to stop people from even moving. As long as you are casting Squall, any creature who isn’t incredibly heavy, or who’s STR or AGI isn’t at least as high as your MAG won’t be able to move around, unless they do so with a skill (such as dashes, charges or even Gale Burst). You cannot move or take actions as long as you are using this skill, however, this skill doesn’t require concentration to stay on.

Vis-Versa

  • Tier 5 wind magic
  • Mana cost : 4000 mana
  • Cast time : 1 turn

Create streams of air that push against each other in opposite directions, that are able to pick up and swap1 the position of any creatures you are aware of2 within a 500-meter radius. This spell can swap as many pairs as of creatures as you want in a turn at no additional mana cost. This skill requires extreme amounts of focus as it requires you to know the exact position and state of the creatures you want to swap.

This skill cannot pick up creatures who are fast enough or strong enough to dodge the currents, meaning it won’t work on creatures with at least as much STR or AGI as you have MAG.

Blade Goddess’ Song

  • Tier 6 wind spell
  • Cooldown : 60 turns
  • Mana cost : 10000 mana
  • Item requirement : Sword or shortsword3

An ancient spell said to have been invented by a god of the draconic era who eventually became the first goddess of the wind. This spell is known as the Blade Goddess’ Song as the sharp winds it produces sing like an instrument as they slash through the air.

While holding a sword tightly, infuse its sharpness into the wind itself, producing a tempest that lasts 10 turns composed of winds fast enough to slash through armor and flesh.

Every creature within your current tile who isn’t covered from the wind will get slashed every turn, receiving damage equal to your sword’s damage4.

This spell requires constant focus to stay activated. Focus from this spell cannot be broken in any way, unless desired by the user. You are immune to the spell’s effect.


  1. This spell allows you to “swap” the position of creatures that “you are aware of”; you cannot swap a demon with a flower or simply move away a target. To displace a target, you must push target A to where target B is, while also moving target B to where target A was.

  2. This spell doesn’t offer omnipotence; you must be aware of a creature before using it in a swap.

  3. The weapon being held HAS to be a sword or shortsword, it cannot be a dagger, axe, claymore or any other bladed weapon. Unlike most spells, this spell doesn’t require a magic catalyst to be used, like a staff, magic ball or tome.

  4. This damage is calculated purely off of your stats, excluding the 1D4/2 damage randomizer.

Ice mages

Ice mages are known for their extreme consistency, simply being just plain useful in almost any scenario. With a relatively high damage to mana ratio, damage that doesn’t rely on dice rolls and high combat flexibility, ice mages are extremely useful for fighting, while somewhat lacking in their abilities to interact with the world in non-violent ways.

Passives

Snowman

  • Unlock : Level 1

Being an ice mage, you are used to being frozen, allowing you to keep full range of motion while frozen and while walking on ice.

Cool Mind

  • Unlock : Level 10

Learning ice magic thought you the value of keeping cool, and staying calm, allowing you to be more consistent in general. This skill allows you replace the 1D4/2 multiplier used in stat and damage checks with an assured 1.25 multiplier.

Actives

Ice Blade

  • Tier 1 ice magic

Produce a blade of ice with which you slash a target, dealing 1.25 * (3 * MAG + LVL * 20) ice elemental damage.

Snowball

  • Tier 1 ice magic

Send out a high velocity ball of hardened ice a target, dealing 1.25 * (3 * MAG + LVL * 20) ice elemental damage.

Frost Spear

  • Tier 2 ice magic
  • Mana cost : 250 mana

Produce a spear made of pure ice which can be used to attack a target within melee range or shot out at high speeds.

When wielded as a two-handed weapon the spear deals 1.25 * (4 * MAG + LVL * 20) or 1.25 * (4 * STR + LVL * 20) ice elemental damage with 50% pierce and a lowered accuracy when fighting in extremely close quarters.

When wielded as a hand-handed weapon the spear deals 1.25 * (4 * MAG + LVL * 20) or 1.25 * (4 * AGI + LVL * 20) ice elemental damage.

When shot out, the spear deals 1.25 * (4 * MAG + LVL * 20) ice elemental damage.

Flash freeze

  • Tier 2 ice magic
  • Mana cost : 250 mana per turn

Spread out ice mana, causing a sharp drop in the temperature of surrounding surfaces1 causing water to rapidly condensate on them and turn into a thin layer of ice2; this ice follows you as you move, growing around you and melting away from you.

While on the ice AGI is reduced by MAG / 2, movement related dodge skills are disabled and charges/sprints cause their user to slip and fall (thus becoming unusable).

The ice doesn’t affect creatures who have spiked feet or boots, who win a STR or AGI confrontation against your MAG (who can simply break the ice under their feet or stay balanced) or against flying creatures. Creatures with at least 6 INTEL also adapt to the ice after 4 turns.

Winter’s Whisper

  • Tier 3 ice magic
  • Mana cost : 750 mana

Infuse your breath with ice mana before exhaling towards a target within melee range, sending a frozen breeze at them, which, if breath in, causes the target’s lungs to freeze dealing 1.25 * (5 * MAG + LVL * 20) ice elemental damage while also making it hard to breath and reducing the target’s STR and AGI by MAG / 2 for 3 turns. Even after having breath out the mana, you keep control of it3, allowing you to decide to delay its activation (by up to 5 turns) or even to never activate it.

Arctic’s Bite

  • Tier 3 ice magic
  • Mana cost : 500 mana per needle

Create and throw out up to 4 small needles made of ice that, at the time of their creation, reach a temperature of -200°C.

Upon contact with something, each needle instantly causes a huge amount of ice and mist to spread.

Upon contact with a creature, each needle deals 1.25 * (MAG + LVL * 5) fully piercing ice elemental damage. Each needle individually inflicts a stack of the “Frostbite4” debuff onto the body part5 that was hit. Each individual needle has 75% accuracy, however, trying to aim at a specific body part will reduce this accuracy further.

Winter’s Howl

  • Tier 4 ice magic
  • Cooldown (regular) : 5 turns6
  • Cooldown (overcharged) : 10 turns
  • Mana cost (regular) : 1500 mana
  • Mana cost (overcharged) : 4000 mana
  • Cast time (regular) : 1 turn
  • Cast time (overcharged) : 2 turns

Form 2 Ice Wolves from the water in the air that leap at your targets, which can be changed every turn. Each Ice Wolf has 1.25 * (MAG * 5 + LVL * 20) health and bites a target within melee range every turn, dealing as much ice elemental damage as they have health left. Ice Wolves take double damage from blunt attacks and instantly die to fire damage. The Ice Wolves melt after 5 turns.

The overcharged form of this spell increases the mana cost, cooldown and cast time, however, it summons 4 Ice Wolves instead of 2.

Snow Screen

  • Tier 4 ice magic
  • Mana cost : 1000 mana

Pulse out ice mana around yourself, forcing all the water particles suspended in the air to instantly freeze and turn into snow, causing a 250-meter radius ball of unpacked snow to appear without warning around yourself. Because the air inside the ball isn’t actually cooled down in any way, the ball will quickly start to melt, lasting at most 3 turns, however, for the duration of the ball it does block the view of every creature inside while also almost completely blocking sounds. Creatures stuck inside do ball do not get crushed or suffocated as only the water that was in the air was frozen and thus the ball is actually extremely light and filled with air.

Crystal Prison

  • Tier 5 ice magic
  • Cooldown : 5 turns
  • Mana cost : 5000
  • Cast time : 2 turns

Summon a glacier upon any number of targets in the same area (can be self-cast), locking them in ice. To break out of a Crystal Prison, targets have to do a STR confrontations every turn against its health, which starts at MAG * 6.25, until it reaches 0, at which point, it breaks, setting everyone inside free. Creatures inside the Crystal Prison cannot be damaged by outside sources (poisons and curses still work, as they come from inside). Though creatures inside the Prison cannot get damaged from the outside, the Crystal Prison itself can. Creatures inside stay fully conscious and do not need air, food or water, nor do they age or get sick; creatures inside can decide to remain in the Crytal Prison.

Cryogen’s Maw

  • Tier 5 ice magic
  • Mana cost : 2500 mana

Produce a giant dragon’s mouth from the ground itself which find your targets and bites them down, impaling them between the giant icicles that serve as the dragon’s teeth, dealing 1.25 * (MAG * 6 + LVL * 20) ice elemental damage and afflicting the target’s head, body, legs and arms with Frostbite4.

Ice Reaper’s Wrath

  • Tier 6 ice magic
  • Cooldown : 20 turns
  • Mana cost : 10000 mana

Infuse your hand with inhuman amounts of ice mana, disabling your own mana regen and completely freezing over your arm, but causing the next person you touch to instantly freeze from the inside, instantly killing most living creatures.


  1. “Surfaces” excludes anything that moves (creatures, machines) or burns (fires, etc.).

  2. This ability doesn’t work in especially warm conditions, for instance, during a firestorm or around a volcano. Fire magic can also stop the ice from spreading.

  3. This doesn’t imply you can move it or create traps by breathing somewhere and making someone walk into it, as the mana breath you create is a stationary and very obvious blue mist.

  4. The “Frostbite” debuff afflicts a specific body part and stacks up to 3 times per body part, lasting 40/80/10 turns. Each stack reduces every stat used in actions requiring the afflicted body part(s) by 25%/50%/75%. Frostbite 1 can be purged by heating up the body part next to a fire for a turn or by using fire items or magic, while the same can be done to reduce Frostbite 2 into Frostbite 1. Frostbite 3 cannot be purged. After the 10 turns of Frostbite 3, Frostbite gets replaced with “Necrosis”, which makes the afflicted body part unusable and reduces maximum health by 20% until the necrosed body part is gotten rid of. ↩2

  5. If a specific body part wasn’t targeted, the body part that is hit by each needle is decided by a dice roll, for instance, humanoids have 6 body parts (2 arms, 2 legs, a head and a body), so you would throw 1D6 per needle to select the body part that was hit.

  6. This spell’s cooldown doesn’t start going down until the previous Ice Wolves all die or melt.

Fire mages

Fire mages are damage-heavy glass-cannons that receive incredible damage scaling in exchange for a complete lack of mobility, utility and defense.

Fire mages also scale purely off of your stats rather than based on your stats and level, making them combat hyper-specialist that heavily rely on stats; the level multiplier on every spell is replaced by a +7 to the statistical multiplier.

Passives

Scorched Flesh

  • Unlock : Level 1

Using most fire spells while wearing metal armor will cause the armor to become incredibly hot, causing yourself to get burned in the process. Any fire spells cast while wearing metal armor makes you receive LVL * 6 damage per piece of metal armor1.

Inner flame

  • Unlock : Level 1

Being a fire mage, your body naturally stabilises its own temperature, allowing you to be immune to the side effects of being hot or cold.

Actives

Fire Punch

  • Tier 1 fire magic

Infuse your fists with fire mana to punch an enemy, dealing 1D4/2 * (10 * MAG) fire elemental damage.

Flare

  • Tier 1 fire magic

Shoot out a small flare from your fingers towards a target, burning them on contact, dealing 1D4/2 * (10 * MAG) fire elemental damage.

Fireball

  • Tier 2 fire magic
  • Mana cost : 350 mana

Every fire mage’s signature spell : a simple, yet effective fireball. Shoot out a ball made of pure flames at a target, dealing 1D4/2 * (11 * MAG) fire elemental damage and bursting on impact, dealing half as much damage to every other creature within melee range of the main target.

Flame Stream

  • Tier 2 fire magic
  • Mana cost: 250 mana per turn
  • Cast time : 1 turn

Charge up and shoot out a stream of flames that engulfs a target, dealing 1D4/2 * (11 * MAG) fire elemental damage to them, while also going past them and burning any other creature behind them, dealing equal damage to them.

Torch

  • Tier 3 fire magic
  • Mana cost : 1000 mana

Create a short flame from your wrist that reaches thousands of degrees Celsius. The flames are hot enough to quickly start melting through most metals and burns through flesh like nothing else, letting you deal 1D4/2 * (MAG * 12) fire damage to a single target within melee range. When used for a second turn in a row on the same target, this skill gains 50% pierce, and 100% pierce on the third turn.

Overheat

  • Tier 3 fire magic
  • Mana cost : 500/1000/1500 (initial cast)
  • Health cost : 10%/20%/30% (per turn)

Raise the air temperature around yourself, increasing the strength of your flames at the cost of your own well-being. Overheat cannot be active for less than 2 turns. Overheat can kill you. When casting overheat, you can pick which tier of it you want to use, the tier of Overheat cannot be changed after use.

Overheat I : Heat up the air around yourself to water-boiling temperatures, increasing all statistical multipliers on your fire spells by 1. Costs 500 mana to cast and 10% of your health per turn.

Overheat II : Heat up the air around yourself to around 200°C, increasing all statistical multipliers on your fire spells by 2. Costs 1000 mana to cast and 20% of your health per turn. The heat from this skill will leave slight burn marks on your body.

Overheat III : Heat up the air around yourself to 300-400°C, increasing all statistical multipliers on your fire spells by 3. Costs 1500 mana to cast and 30% of your health per turn. The heat from this skill will leave quite large permanent burn scars on your body.

Smoldering

  • Tier 4 fire magic
  • Mana cost : 1500 mana (on cast); 1000 mana per turn (excluding the first turn)

Produce flames around your own body, dealing 1D4/2 * (12 * MAG) fire elemental damage to every creature within melee range of you, while also instantly burning up any vegetation in that same range. This spell takes 1 turn to activate, however once activated, it will stay active, allowing you to take other actions while Smoldering still deals damage, until you decide to deactivate Smoldering.

Jet Charge

  • Tier 4 fire magic
  • Cooldown : 2 turns
  • Mana cost : 2000 mana

Produce flames from your feet that you synchronise to give you an explosive run, allowing you to instantly reach a target outside of melee range before putting up a foot against them and causing another explosion, dealing 1D4/2 * (12 * MAG) fire elemental damage to the target. If the target wins an AGI confrontation against you, they will be able to react to the charge.

Inferno

  • Tier 5 fire magic
  • Mana cost : 2000 mana

Produce a condensed ball of inferno from thin air that you throw at a target. Once the ball makes contact with anything, it will implode, engulfing the target in unnatural flames, dealing 1D4/2 * (13 * MAG) fire elemental damage to it and half as much damage to any other creature within melee range of the target.

Sun’s Call

  • Tier 5 fire magic
  • Mana cost : 3000 mana on cast; 2000 mana per turn (excluding initial cast turn)
  • Cast time : 1 turn

Infuse your voice in fire mana and reproduce a ritual chant to request the sun’s strength, causing it to burn brighter and hotter in a 25-meter radius around yourself. Any creature, except yourself and those you consider allies, caught in this radius will receive 1D4/2 * (13 * MAG) fire elemental damage every turn from the effect of the sun. Plants caught in this area will quickly start to dry up. This spell requires concentration to be used.

Ignition

  • Tier 6 fire magic
  • Cooldown : 60 turns
  • Mana cost : 10000 mana

Gather an army’s worth of fire mana inside of yourself before instantly releasing it, causing truly unextinguishable flames2 to cover every inch of space3 within a 250 meter radius around yourself for 5 turns.

On the first turn, as there is still air to burn through and the flames reach their highest temperatures, every creature touched by the flames (except yourself) take 1D4/2 * (14 * MAG + LVL * 20) fire elemental damage.

On the second to fifth turn, the flames deal 1D4/2 * (10 * MAG) fire elemental damage to every creature they touch (except yourself) every turn.

During the sixth turn, as the flames subside, air violently rushes into the area of this spell to fill the vacuum that was created, dealing (5 * MAG + LVL * 20) blunt physical damage to every creature in the area (except yourself).

For the duration of this spell, the intense flames around you allow you fuel your body without oxygen. All oxygen in the area will be burned within a turn. These flames can burn away or melt most armors within a few turns.


  1. This excludes things like rings and necklaces.

  2. Even after they burn all the oxygen in the area (which only takes a turn), the flames will keep on burning.

  3. This includes the sky.

Earth mages

Earth mages are heavy frontline fighters with some of the most powerful defensive utility and area-of-effect spells in the game, being best suited for direct approaches to problems and melee combat. Earth mages also uniquely cause physical damage rather than elemental damage.

Passives

Down-to-earth

  • Unlock : Level 1

As long as you are standing on earth, stone, or sand, you gain 2% mana regen per turn.

Shale Shell

  • Unlock : Level 50

You have begun to naturally strengthen your defenses with the mana running trough your body, making it so that as long as you don’t start running out of mana, you are more resistant to injuries. All armor values are now increased by 20%1.

Actives

Pebble Shot

  • Tier 1 earth magic

Shoot a small rock at your enemy, dealing 1D4/2 * (MAG * 2 + LVL * 20), though this spell is slightly weaker than other tier 1 ranged spells, it has the unusual attribute to be purely physical damage, while also often causing the target’s focus to be redirected to you.

Stone Armaments

  • Tier 1 earth magic
  • Cooldown : 3 turns

Conjure up any type of weapon that uses STR to calculate its damage from stone. Weapons made from this skill can be used on the same turn as they were created. Weapons created this way have -1 to their statistical multiplier2. These weapons are somewhat fragile, breaking after 3 turns. Alternatively, this skill can also be used to surround your fists in stone, protecting them and serving as a weapon that deals 1D4/2 * (STR * 4 + LVL * 20). This skill can also be used to create Bulkwarks that offer STR * 4 + LVL * 20 defense.

Stone Body

  • Tier 2 earth magic
  • Cast mana cost : 500 mana
  • Maintenance mana cost : 100 mana per turn

Cover yourself in stone, gaining STR * 4 body-wide defense and massively increasing your weight3. This skill doesn’t hinder mana regeneration. While using this skill, you cannot use AGI.

Earth Wall

  • Tier 2 earth magic
  • Mana cost : LVL * 20 mana

Elevate a 5*5 meters chunk of the ground from a target location you can see 6 meters above ground, this “wall” has LVL * 20 HP, receives half damage from slashes and most magic but double damage from explosions and heavy attacks.

This spell can be re-used4 on walls that have been up for at least 1 turn to cause them to fall unto a target, dealing the wall’s current health as physical damage, covering the enemy in dirt and stones and potentially stunning them. The walls last 4 turns. This spell can be used multiple times during a turn, however, each subsequent cast increases the mana cost by LVL * 10.

Rockslide

  • Tier 3 earth magic
  • Mana cost : 1500 mana
  • Cast time : 1 turn

Pull large rocks towards the surface for a turn before making them erupt from the ground, creating rough, stoney terrain and launching some of the rocks into the sky. The activation of this spell breaks the focus every surrounding creature and has a 50% chance to deal 1D4/2 * ((STR + MAG) * 3) physical damage to every surrounding creature (including yourself). After being cast, this spell reduces every surrounding creature’s AGI by half, unless they are flying.

Stone Impact

  • Tier 3 earth magic
  • Mana cost : 1000 mana
  • Cooldown : 4 turns

Conjure up mana in your legs and stomp the ground with one of your feet, creating a supersonic pillar of rock come out of the ground at a 10° to 40° angle, hitting a target within melee range with enough strength to throw most foes into the air as they writhe in pain. Pushes the target out of melee range and deals 1D4/2 * (STR * 6 + LVL * 20) damage.

Tectonic Displacement

  • Tier 4 earth magic
  • Mana cost : 3000 mana
  • Cooldown : 10 turns

Pull at the earth itself, creating fractures under its surface, forcing the ground below you to shift. This spell allows you to move a non-flying target right next to another non-flying target and causing both targets to lose their footing, making them unable to move for the next 2 turns5. For an additional 1000/2000 mana, this spell can be cast on 3/4 targets.

Dust Storm

  • Tier 4 earth magic
  • Mana cost : 2500 mana
  • Cooldown : 5 turns

Disjoint all the soil particles and throw them in the air, creating a dust storm that blinds and slows every surrounding creature (including yourself) for 4 turns. Every creature in the area will have to take 2 turns instead of 1 to close distances. The initial use of this skill also breaks every creature’s focus.

Idol of protection

  • Tier 5 earth magic
  • Mana cost : 5000 mana
  • Cooldown : 100 turns
  • Cast time : 3 turns
  • Duration : 5 turns

Create an “idol of protection” from the earth, an empty shell marked with your mana. When the idol is completed, it is immobile, has no defense and has your maximum health. If you die while the Idol is still standing, you will come back to life where the idol was.

Earthquake

  • Tier 5 earth magic
  • Mana cost : 2500 mana per channelling turn, 1000 per use turn6
  • Channel time : 2 turns

Slowly pull tectonic plates into one another under your feet before releasing them, causing a violent movement leading to an earthquake. Continuously breaks the focus of every surrounding creature, excluding yourself, reduces any use of AGI by non-flying creatures by 50% and causes every attack other than earthquake to have an additional 50% miss chance. Deals 1D4/2 * ((STR + MAG) * 4 + LVL * 20) physical damage to every surrounding non-flying creature, except yourself. Your focus cannot be broken during this spell’s channelling or use.

Sinkhole

  • Tier 6 earth magic
  • Mana cost : 10000 mana
  • Cooldown : 240

The earth quakes, and the mountains tumble. While channelling all your mana into your fists, smash the ground, disjointing all the rocks under your feet, creating a hole in a 100-meter radius around you going all the way down to the abyss. This causes everyone caught in the hole to fall for 3 turns straight while in complete darkness before finally hitting the ground, taking damage relative to their weight and STR, generally leading to death.

Tectonic Blast

  • Tier 6 earth magic
  • Mana cost : 10000 mana
  • Cooldown : 240

While channelling all your mana into your fists, smash the ground, disjointing all the rocks under your feet from the rest of the earth, creating a pillar in a 100-meter radius around you going 10000 meters into the sky at an absurd velocity. You have complete control of all the earth and stone composing the pillar. The pillar breaks apart and falls back into the hole it comes from after 10 turns.


  1. The values are all rounded to the nearest 10.

  2. Over time, it is not rare to see mages develop their skill with this spell, causing them to eventually learn the alternative spells “Mineral armaments” and “Geological armaments”.

  3. To be able to move while using this skill, you need at least LVL * 2 + 10 STR.

  4. Making a wall fall does require repaying the mana-cost.

  5. You are able to target yourself with this skill.

  6. Once the channelling time is over, you can cast this spell for as many turns as you want.

Nature mages

Nature magic allows you to be the root of your team by using your wide variety of support magics and by taking advantage of the environment around yourself.

Passives

Photosynthesis

  • Unlock : Level 1

Your basic health and mana regeneration1 are increased by 5% while standing in sunlight.

Nature’s Love

  • Unlock : Level 25

Having control over plants, you have developed immunity to most plants and mushroom related infections and drugs.

Actives

Thorn Fist

  • Tier 1 nature magic

Summon thorns from your skin before punching a target, dealing 1D4/2 * ((MAG + CRA) * 1.5 + LVL * 20) nature elemental damage.

Log Blast

  • Tier 1 nature magic

Create a ball of thorns which you launch at a target, dealing 1D4/2 * ((MAG + CRA) * 1.5 + LVL * 20) blunt physical damage.

Rose’s Embrace

  • Tier 2 nature magic
  • Mana cost : 300 mana

Summon a quickly growing thicket of vines at a non-flying target’s feet, stopping them from moving for 2 turns. The movement lock ends if, at the start of one of the target’s turns the target is able to win a STR or AGI confrontation against your (CRA + MAG) / 2. After being hit by this spell at least once, targets start to anticipate it, allowing them to more easily dodge it. When this spell is cast on a target who was hit by it before, the spell will only last a single turn and the condition to escaping changes to a STR or AGI confrontation against your (CRA + MAG) / 4.

This spell can be cast on as many target as you want in a single turn, though the mana cost increases additively for each target.

Canopy

  • Tier 2 nature magic
  • Mana cost : 500 mana
  • Cast time : 1 turn

Grow a Tentleaf, a rare plant that produces giant leaves that take on the color of their environment and rest on each other, forming a small hidden enclosed space with a single opening, with its flower being found on the inside.

The flower’s pollen is known to have quite a few medicinal uses, as those who inhale it have an increased rate of healing, relax and become more focused.

Any creature that rests inside the Tentleaf regenerates an additional 10% health and mana per turn, has any disease or addiction’s duration go down twice as fast and can read at double their usual speed. If an entire party is inside a Tentleaf, the peace level is increased by 2, the risk level is decreased by 2 (making fortuitus encounters more likely and undesirable ones less likely) and the party will be camouflaged, making it less likely that outside creature will notice you.

Loaire’s somniferum

  • Tier 3 nature magic
  • Mana cost : 1500 mana

Grow a handful of Loaire’s somniferum, a purple flower ending in a pod filled with a white glue-like liquid. The liquid, often referred to as Loaire’s euphoria is known as an astonishingly strong quickly acting pain reliever that also leads to a state of light-headedness, though it has never been mass-produced as it turns yellow and rots away within hours of being extracted from the pod.

Drinking Loaire’s euphoria completely numbs pain, while also making the drinker fearless, more receptive to others and reducing their INTEL and all three social stats by 50% for 5 turns.

Pulmonum interrumpens

  • Tier 3 nature magic
  • Mana cost : 500 mana per turn

Using nature mana, grow and maintain Pulmonum interumpens mushrooms on and around yourself which release toxic spores that infect any creature hostile to you within melee range. The mushrooms take one to mature, until mature they cannot produce spores.

Creatures who breath in the spores develop Pulmonary Lag, a disease caused by the mushroom growing in their lungs. Pulmonary Lag limits breathing, reducing STR and AGI by 25% and increasing mana usage by 25%. Pulmonary Lag also causes the diseased to lose 10% of their health every time they try to take a magically2 or physically intensive action and causes the diseased to fall unconscious if they take magically or physically intensive actions two turns in a row.

Pulmonary Lag doesn’t affect creatures with 40 LUC or more. Pulmonary Lag can be simply cured by not taking any physically demanding actions or using any magic for 10 turns or by resting for 5 turns. Pulmonary Lag can also be cured by breathing in air outside the range of -20 to 50 degrees Celsius.

Hirsutella Sanguis

  • Tier 4 nature magic
  • Mana cost : 2000 mana

Produce a pod as hard as steel filled with parasitic spores from your palms that shoot out at a target. If the pod is able to pierce the target’s armor3 and make contact with the target’s skin, it will borrow into the target. Once borrowed the spores will bloom and start to grow inside the target, piercing their veins and leeching off their blood.

Once infected, the target loses the ability to passively regenerate health4 and has all instances of healing reduced by 50%. Until treated, a few Hirsutella Sanguis (small hairy light-purple stems) will push their way out of the target’s skin every turn, causing the target to take 5% of their health as damage every turn.

People with more than 70 luck are immune to this infection. The infection goes away after 10 turns, it can be treated by all versions of Prayer or God's Hand or by staying outside the range of ‑20 to 50 degrees Celsius. The diseased will spread the parasite to 1 creature within melee range every turn.

Nature’s Guardians

  • Tier 4 nature magic
  • Cooldown : 6 turns
  • Mana cost : 2500 mana

Produce 2 Nature’s Guardians, flowers that evolved to catch small birds with their extremely thick leaves that quickly react to sound to try and catch sources of it coming from specific directions. The 2 immobile flowers can be summoned around a target’s current location to react to incoming attacks by blocking them with their leaves; as long as the target doesn’t move, the flower will automatically catch attacks coming from the outside aimed at the target.

Each Guardian has 1D4/2 * ((MAG + CRA) * 1.5 + LVL * 15) health.

Gift of Self

  • Tier 5 nature magic
  • Cooldown : 10 turns
  • Mana cost : 50% of maximum mana
  • Cast time : 2 turns

Infuse part of yourself into a seed that can be planted into bodies; when planted into a body part connected to a missing limb, the seed will grow back into the shape of said limb as long as the receiver shares a similar body to yours. Creating a Gift of Self costs 10% of all your base stats; whoever receives the Gift of Self gains the sacrificed stats as temporary stats that last until the limb is destroyed. Gift of Self can be used on yourself.

Nature’s Treasure

  • Tier 5 nature magic
  • Cooldown : 10 turns
  • Mana cost : 2500 mana
  • Cast time : 1 turn

Artificially produce a Nature’s Treasure, a flower composed of extremely large and thick leaves that cover a closed pinkish bulb. This flower usually takes years to grow and only blooms for around 5 minutes in its entire lifetime, during which it opens up its bulb and releases an aromatic mist known to have incredible healing properties. Every creature who breaths in the mist heals for 1D4/2 * (MAG * 7 + LVL * 20), while also calming down and becoming mostly numb to pain.

Gaia’s Love

  • Tier 6 nature magic
  • Cooldown : 60 turns
  • Mana cost : 10000 mana
  • Cast time : 2 turns

Release huge amounts of nature mana into the ground, creating a Tree of Peace, a tree which is then able to generate its own, essentially endless, supply of mana by absorbing the mana from the earth itself. The Tree forces a Life Pact, which is known by every creature affected by it, upon every creature within the map tile that lasts until the Tree’s death and makes any and all acts of violence result in instant death. The Tree lasts 10 turns.


  1. This skill is mutually exclusive with Sun’s Blessing.

  2. Magically intensive actions are actions which costs 20% or more of the diseased mana in a single turn.

  3. The seeds can pierce armor that is [super light], [light] or [normal and not (+1) or higher].

  4. Targets can still actively regenerate health.

Thunder mages

Thunder mages are short-live, but extremely powerful, being able to use extremely powerful magic at the cost of heightened mana-costs. Take the initiative and keep the advantage by denying your enemies their turn!

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, 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. 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 : 12000

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 turn.


  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

Light mages

Light is a catch-all element, offering a good mix of both utility and high damage options with relatively low mana costs, though lacking in powerful area-of-effect skills and having a notable weakness against enemies who don’t rely on sight.

Passives

Sun’s Blessing

  • Unlock : Level 1

You gain an additional 2% natural mana regeneration1 while standing in sunlight.

Flash-Proof

  • Unlock : Level 10

Being a light mage, you are used to conditions that would usually blind you, giving you immunity to blinding effects.

Actives

Light Shard

  • Tier 1 light magic

Shoot out a bright crystal shard dealing 1D4/2 * (3 * MAG + LVL * 20) light elemental damage. Targets hit by this glow slightly for 1 turn.

Holy Uppercut

  • Tier 1 light magic

Imbue your fists with light mana and attack, dealing 1D4/2 * (3 * MAG + LVL * 20) light elemental damage. Targets hit by this have a 50% chance to be blinded for 1 turn.

Dazzle

  • Tier 2 light magic
  • Mana cost : 500 mana

Throw out a condensed ball of light that blows up after a short delay, blinding an unsuspecting target2 for 2 turns, and other creatures or people in a short radius around the main target for 1 turn.

Star Cannon

  • Tier 2 light magic
  • Mana cost : 500 mana

Shoot out a short lived, but powerful beam of light, dealing 1D4/2 * (MAG * 4 + LVL * 20) damage to a target. For an additional 1000 mana, this spell can also be cast on a second, different, target at the same time.

Purify

  • Tier 3 light magic
  • Mana cost : 1500

A heavily magic-infused palm strike, that deals 1D4/2 * (MAG * 4 + LVL * 20) light elemental damage to a target within melee range, or, if the target’s alignment is opposite to yours, instead dealing 1D4/2 * (MAG * 6 + LVL * 25)3.

Mana Lensing

  • Tier 3 light magic
  • Mana cost : 1000 mana on cast, followed by 500 mana per turn

Use magic to bend incoming light that would’ve hit you so that it instead goes around your body, essentially making you invisible, as you can be seen through. This skill does, however, also stops light from reaching your eyes, essentially making you blind.

Gleam

  • Tier 4 light magic
  • Mana cost : 2000

Charge up an item within your line of sight with light mana, causing it to burst with light after a short delay. Creatures caught within melee range of the item that exploded take 1D4/2 * (MAG * 5 + LVL * 20) light elemental damage. Victims of this spell who looked at the item as it burst also get blinded for 1 turn.

Radiant Spear

  • Tier 5 light magic
  • Mana cost : 3750

Produce a spear made of pure light and throw it at a target, dealing 1D4/2 * (MAG * 6 + LVL * 20) light elemental damage with 50% pierce to its target and possibly impaling them.

Divine Light

  • Tier 6 light magic
  • Mana cost : 10000
  • Cooldown : 5 turns

Call upon a light from the heavens, causing a beam of light with a 5m radius to instantly shoot down from the sky at a target location, burning away everything in its way, leaving nothing but ash, dealing 1D4/2 * (MAG * 10 + LVL * 25) light elemental damage and getting rid of any weather condition related to clouds.

Trick of the Light

  • Tier 4 light magic
  • Mana cost : 2500 mana
  • Cast time : 1 turn
  • Cooldown : 10 turns

Create a copy of anyone or any creature you’ve seen before entirely of light. You share your vision with this copy and have complete control over it. It cannot speak or physically interact with anything, as it doesn’t hold a physical form. Copies last 5 turns. Spells can be cast at a copy’s location.

Daybreak

  • Tier 5 light magic
  • Mana cost : 5000 mana

Create a miniature black-hole that absorbs all the light around itself in the sky above your head, slowly filling up. Once full, after 2 turns (day) or 3 turns (night), it turns into a sun, shinning immeasurably powerful light at any number of chosen targets who would have direct line of sight with it, blinding them forever. After spending a turn to initially cast this spell, you are fully actionable.


  1. This skill is mutually exclusive with Photosynthesis.

  2. A creature that expects the skill will always simply cover their eyes as to not get blinded.

  3. This skill would deal bonus damage to a chaotic neutral target if you were lawful neutral, or bonus damage to a chaotic evil target if you were lawful good. This skill deals bonus damage to true neutral targets if you are also true neutral.

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

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

  • 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) (Takes two hands to use)

  • 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)

  • 5 pts Longsword 1d4/2 * (6 * STR + LVL * 20) (Takes 2 hands to use)

  • 25 pts Mace 1d4/2 * (6 * STR + LVL * 25) (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 is higher than your target’s and your AGI is at least twice as high as theirs, this weapon completely pierces armor)

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

  • 25 pts Sling (50% accuracy) 1d4/2 * (3 * STR + LVL * 20) (50% chance to stun enemies with a brain and an unprotected head for 1 turn)

  • 25 pts Spear (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)

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

  • 25 pts War hammer 1d4/2 * (7 * STR + LVL * 20) (Takes two hands to use) (You cannot dodge attacks or block them with your weapon after attacking with this)

  • 25 pts Warstaff 1d4/2 * (4 * STR + LVL * 20) (Causes its target to flinch if they take damage)

  • 25 pts Whip 1d4/2 * (3 * AGI + LVL * 20) (Causes its target to flinch if they take damage) (Can be used as rope) (Cannot kill unless the target has 1 HP left)

  • 25 pts Leather buckler (50 defense) (20% to deflect slashing attacks)

  • 25 pts Reinforced leather round shield (70 defense)

  • 25 pts Iron round shield (100 defense)

  • 25 pts Iron great shield (120 defense)

  • 25 pts Dense iron great shield (140 defense)

  • 25 pts Dense iron bulwark (160 defense)

  • 25 pts Mysterious metal aegis (200 defense) (cannot be deformed, melted or analysed; burns away at metal-melting temperatures)

  • 15 pts Reinforced leather hood (40 defense)

  • 15 pts Reinforced leather body armor (60 defense)

  • 15 pts Reinforced leather pants (40 defense)

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

  • 5 pts Miracle remedy2 (Heals most poisons under level 25 instantly when drunk)

  • 1 pts Coins (x5)

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. It comes in a leather gourd.

  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 statistical 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 situations, increasing their STR and AGI by 25% in non-combat confrontations and checks1. This skill also gives martial artists a better understanding of the body and wounds in general.

Fast Hands

Your control of Ki and intense practice allows you to quickly strengthen the muscles needed to put away and pull out your weapons and items, allowing you to use items and pull your weapons back out in a single turn.

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 (up to 500 meters) while also making you instantly use 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 its 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 who’s INTEL or AGI aren’t at least twice as high as your AGI to see. This skill makes you instantly pull out a slashing weapon and attack using it during the same turn.

Once the strike is complete, you can decide to put away your weapon (or not) and to pull out any other weapon of your choice. This skill can be used as a counter-attack while it isn’t your turn if you didn’t attack last turn.


  1. This bonus is also applied when checking if you are able to meet an item’s statistical 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 even more quickly enhance the muscles needed to put away and pull-out weapons, allowing you to freely do both as many times as you want in a single turn, and making weapons that take 1 turn to take out be taken out instantly.

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 5 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 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 intact2.

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 * (4 * STR + LVL * 20) damage and forcefully pushing them outside of your melee range. This skill can be used on almost anything that isn’t more than 5x larger or heavier than you are3.

Powershot

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

Strengthen one of your bow’s or crossbow’s string using Ki, 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 that may lead to inaccuracies in your blow, making it so that your next attack’s D4’s result will be increased by 1 if the result was 1 or 24.


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

  2. For instance : repairing a broken bone would take 10 turns. If you have any other physical-injury healing ability active, the physical healing rate of meditation is doubled.

  3. The skill’s 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.

  4. The same effect applies if your weapon uses a dice other than D4, with the effect increasing the result by 1 and being unable to give a result higher than the dice’s highest value.

Martial Master1

  • Unlock : Possessing martial warrior and killing 1 enemy in each of the following biomes : Irradiated plains; Enchanted Mushroom Forest; Alpine Tundra; Arctic Tundra; Volcano; Desert; Ocean; Sea; Swamp; Lake; River; Ravine; Mountain; Hills; Rocky Plains; Deep Woods; Forest; Plains; City; Ruins.

Passives

Switcheroo

Your combat experience gave you enough insight into the mechanics of your body to allow you to now effectively use your endurance-oriented muscles for demanding tasks and your strength-oriented muscles for long-term tasks. Your can now use your AGI and STR interchangeably when doing damage calculations and checking if you meet the stat requirements to use 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.

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 of a target with your bare fists, dealing damage, and weakening your target for a short time. This skill replaces your damage with 1D4/2 * (4 * AGI + LVL * 20) and stuns your target for 1 turn if damage was dealt and the creature is not more than 10x your weight and size.

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.

After using this skill, you become unable to use Ki for a turn (including passives), as you used it all…

Horizon Slash
  • Condition : Using a slashing weapon

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 emanate a small amount of light and only have 75% accuracy.


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

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 physical attacks 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 additional 10 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 (this cannot be used to replace MAG in damage calculations).

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, 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 parts4.

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. The spear used with this skill will actually be launched, and picking it back up takes 1 turn if combat is still ongoing.

Shatter
  • Condition : Using a two-handed blunt weapon
  • Channel time : 1 turn5
  • 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 forever6. 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 after your damage on them is dealt.

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 confrontation against your STR or AGI, or by simply tearing off whatever (ground, wall, etc.) they are chained to.


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

  2. Demi-dragons count but dragonkin do not.

  3. 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 golems.

  4. For instance : repairing a broken bone would take 5 turns.

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

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

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 and speed to transfer the Ki you usually use to defend yourself passively 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 a target 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 AGI than you and requires you to know one of the enemy’s weak points and doesn’t work on enemies whose weak points you can’t physically reach (for instance, flying targets).

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 statistical multiplier will be increased by 3, 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 through your target.

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 increases your weapon’s physical statistical multiplier by 3 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 even 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 affecting it, giving you awareness of everything that near you (within a radius of 6 meters of yourself).

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 14 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, 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. This skill doesn’t take a turn to use. Using this skill disables all passive Ki-related abilities and disables to use of active Ki abilities.

Ignition

  • Cooldown : 17 turns
  • Duration : 3 turns
  • Cast time : 1 turn

Temporarily release all of your Ki, surrounding yourself in a layer so thick it visibly glows 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, Ki shield’s defense per level will be increased to 20, you will gain all the effects from Greater 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 or skill 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 or a missing hand can still be healed, same with a hand, or even organs. This process takes 5 turns.

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 Ritual candles (x20)

  • 10 pts Leather backed hood (20 defense)

  • 10 pts Leather backed shirt (30 defense)

  • 10 pts Leather backed pants (20 defense)

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

  • 1 pts Coins (x5)

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 10

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.

Spirit Sight

  • Unlock : Level 25

Your closeness to the Gods allows you to share part of their vision, allowing you to see souls, allowing you to deduce a creature’s health and emotions as well as the ability to approximate their strength. You are also able to acquire fragments of information people and creatures have from simply looking in their eyes4. This skill also allows you to communicate with the souls of the freshly diseased.

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).

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 insane5.

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 or the incompetence of an ally in their next action. When this skill is used, you can try and change this failure at the cost of one favor : using this ability before your own or an ally’s dice throw(s) makes it so that once the dice(s) are thrown, you (not your ally) will be able to decide whether to keep the results or to reroll them to change the result. This ability affects an entire set6 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 4D12, as shown in the following table (Undefined numbers have no effect, they do not cause you to reroll) :

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

The reading’s target will see their stats rolled on the first, second and third dice be increased by 25%, while the stat associated with the fourth dice’s result will be decreased by 25%. This effect lasts 10 turns, you cannot use this skill on someone who’s already had their fortune read with tarot cards in the last 10 turns.

Divine Intervention

  • Unlock : Level 1
  • Cooldown : 20 turns
  • Favor cost : 1/3/5 favor
  • Cast time : 1 to 2 turns
  • Catalyst : 10 ritual candles

Ask the Gods to summon a god at your current location.

For 1 favor, you can ask for a completely random god to be summoned at your location.

For 3 favor, you can ask for a random god from a general alignment7 to be summoned at your location.

For 5 favor, you can ask for a random god with an exact alignment8 to be summoned at your location.

This skill usually takes 1 turn to cast and the use of 10 ritual candles as an offering to the Gods. However, oracles can also decide to spend an additional turn to read the skies (astrolabe) or their future (tarot cards) to predict which god would be summoned after having set up the ritual and lit the candles, but before asking the Gods for help : doing this allows them to then decide whether or not they want to summon the god who will be sent or not.

Giving an additional offering to the Gods could also affect the outcome of this.

Fortune Lock

  • Unlock : Level 10
  • Cooldown : 10 turns
  • Favor cost : 2 favors

Use up some favor to be allowed to observe the result of the next stat confrontation 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 this confrontation to be assured success unless whatever even in the best-case scenario their opponent has at least twice as much of the stat as the target does. If the result of both D8 is the same, the target’s future is too unclear for you to know if they will succeed.

Danger Sense

  • Unlock : Level 10
  • Cooldown : Next sunrise
  • Favor cost : 1 favor

Because the Gods like you, and would prefer it if you stayed alive, they try to protect you by making you aware of imminent danger. Once per day, you are allowed to make your character aware of an imminent danger9.

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 : 5 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. For instance, you could tell whether someone might be lying or if they are telling the absolute truth simply by looking in their eyes. You might also be able to learn locations they might have used if they were to hide things.

  5. 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.

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

  7. You could thus summon a random god with the “Good” alignment or “Chaotic” alignment or “Evil” alignment, etc.

  8. You could thus summon a random god with the “Lawful-Good” alignment or “Neutral-Evil” alignment or “True-Neutral” alignment, etc.

  9. This could allow your character to not do something like breaking a nightmare shard without knowing what it does. When used on an attack this skill gives you a free dodge.

  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 a 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 writing 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)

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

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

  • 25 pts Longsword 1d4/2 * (6 * STR + LVL * 20) (Takes 2 hands to use)

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

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

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

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

  • 15 pts Leather buckler (50 defense)

  • 20 pts Reinforced leather round shield (70 defense)

  • 25 pts Iron round shield (100 defense)

  • 25 pts Iron great shield (120 defense)

  • 20 pts Iron helm (60 defense)

  • 20 pts Iron chest piece (80 defense)

  • 20 pts Iron leggings (60 defense)

  • 15 pts Chainmail hood (40 defense)

  • 15 pts Chainmail body armor (60 defense)

  • 15 pts Chainmail leggings (40 defense)

  • 10 pts Leather hood (20 defense)

  • 10 pts Leather body armor (30 defense)

  • 10 pts Leather pants (20 defense)

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

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

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

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

  • 1 pts Coins (x5)

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 Runes

Runes are effects paladins can produce by activating sequences of runewords they write into different items (generally by carving the runewords into the target item) to create elemental effects.

Runewords are complex drawings possessing simple meanings and magical abilities; here are some examples of runewords : Darkness, Chaos, Wind, Ice, Fire, Earth, Nature, Lightning, Light, Delay, Create, Power, Restore, Repair, Protect, Spread, Destroy, Harm, Reflect1.

Over time, as they become more experienced, Paladins gain the ability to chain together more and more runewords, allowing them to create more powerful runes working in more complex ways.

So, for instance, a Fire rune would only create a small flame, but Fire-Spread would create a proper fire, while Fire-Ice-Spread-Delay would allow you to create a delayed Steam-bomb.

Every runeword in a sequence will be attached to every other runeword in a sequence, meaning that runes get exponentially harder to write down as they get longer.

Runes function by absorbing the magic in the air around them, and their capacity to do so is proportional to how complex they are, in other words, more runewords equals more power.

There are two types of runewords : elemental runewords and action runewords.

The first type defines how (by means of which element) a rune will materialise its effect.

The second type defines what the rune will do.

Thus, a Fire-Empower rune attached to a sword would cause the sword to burn up and deal additional damage from the flames.

And again, the more words, the more power, allowing for results like Thunder-Thunder-Thunder-Spread-Spread-Spread being able to cause an entire city’s ground to become electrified.

Runes can be activated in one two ways : the first one being the writer simply wanting to active it and the second being activation after a few seconds of losing direct contact with the writer (unless the rune contains the word Delay).

Scripts are pieces of paper-thin soft wood on which Paladins will often write out their runes. These are widely spread as their creation is extremely fast and easy and because, being made of soft wood they are quite light and durable while still allowing for the precise carving of runes.

Another plus is how thin scripts can be : runes by themselves attach to whatever they come in contact with once they activate and only the first rune carved into an item will actually function, meaning that scripts become unintrusive and portable ways to use runes on items more than once, even allowing for the use of multiples runes on a singular item by simply attaching multiples scripts to the target item.


  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.

Abilities

Passives

Runic Literacy

  • Unlock : Level 1

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

Experience

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

Skill nameUnlock requirementElemental runesEffect runes
Experience 1Level 110
Experience 2Level 111
Experience 3Level 1012
Experience 4Level 2522
Experience 5Level 5032
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 now understand your own body and items well enough to be able to apply even more runes relatively4 safely, while keeping the side effects from doing so at a minimum. You and your own items will not feel Runic Overcharge from just a few elemental runes, though once you go past 4 elemental runes on yourself or 5 on your items, you will still receive the effects from Minor Runic Overcharge.

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 to make you completely lose track of the escalating side effects of this. 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

Papermaking

  • Unlock : Level 1

A simple but essential skill for every paladin : the ability to create script paper from wood. Remove a tree’s bark and cut down small paper-thin rectangular-shaped pieces of wood, creating 5 pieces of script paper per turn.

Inscription

  • Unlock : Level 1

The first skill any paladin ever learns to use : the ability to write down any single runeword into something. Though quite weak on its own, this skill takes on a new shape when used in conjuncture with Rune Crafting.

Rune Crafting

  • Unlock : Level 1

Write a sequence of runewords. Runes activate once they lose contact with whoever wrote them for a few seconds or whenever the writer wants to activate them. They generally last 5 turns.

Only the first rune carved into an item7 will function8.

Writing a runeword takes one turn; however, this can be done while walking around, talking with people, etc. (though not while fighting). The number of runewords you can add to a single rune depends on the level of your Experience skill. Any stat or level checks relating to runes are done when the rune is used rather than created. When multiple elements are used in a sequence, the effects will be a mix of all the used elements9.

The main effect of an enchantment is defined by the first effect runeword used in the rune.

The following section presents some basic runewords and limits to the use of runes.

Runic Overcharge

It should be noted that every rune, even safe or helpful ones like Restore-Fire, still function by creating elemental magic, as such, using high quantities of them will lead to harm.

Minor Runic Overcharge

Anyone affected by more than 2 elemental runewords (unless protected by Battle Experience or Lunacy) will start to take (CRA + LVL * 5) * (Number of elemental runeword) direct (100% piercing) damage per turn.

Anything affected by more than 3 elemental runewords (unless protected by Battle Experience) will degrade over time.

Major Runic Overcharge

Anyone affected by more than 4 elemental runewords will start to take (2 * CRA + LVL * 10) * (Number of elemental runeword) direct (100% piercing) damage per turn. Those protected by Battle Experience or Lunacy will instead take (CRA + LVL * 5) * (Number of elemental runeword) damage.

Anything affected by more than 5 elemental runewords will start to immediately break down. Those protected by Battle Experience will instead have their weapon start to degrade over time at this point.

Power / Empower

Causes the affected item (or creature) to deal an additional ER * (CRA + LVL * 5) elemental damage per attack, where ER is the number of Elemental Runewords which are part of the rune.

Defend

Causes the affected item (or creature) to have an additional ER * (CRA + LVL * 5) defense in the form of whatever element(s) is/are used in the rune.

Protect

Causes the affected item (or creature) to have an additional (ER * 20)% (up to 60%) resistance against whatever element(s) is/are used in the rune.

Protect also has the secondary effect of protecting whatever the rune is sticking to from the effects of the rune itself.

Restore

If used on an item, it causes the affected item to be repaired (proportionally to the ER) over time for 5 turns.

If used on a creature, heals the affected creature for ER * (2 * CRA + LVL * 10); though this rune does also quickly work to undo physical harm to its target.

Other

Here are some other useful basic, but simpler to understand, effect runewords :

Spread causes its elements and effects to spread;

Destroy causes physical damage to whatever it is on;

Delay delays the rune’s activation by 2 turns;

Create simply causes its elements to manifest in condensed balls;

Launch violently sends out its elements at random;

Experimentation

  • Unlock : Level 10

Push past your brain’s limits and try to go past your current level of Experience for one turn. This skill can only be used on runes you have written which are currently as long as you can make them with your current level of Experience.

Using it will allow you to try and add an additional runeword of the type associated with the following level of Experience (or of any type if you are also using Unholy Designation).For this to succeed, you have to successfully get an even result on a D4 throw : if the result is odd the rune will be ruined and cease to function instead, at least, after having broken a rune, you gain the “Catharsis” effect, making it so your next failed Experimentation turns into a success.

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 write a sequence containing 1 elemental rune and 2 effect runes, you could write 3 elemental runes, or 2 elemental runes and 1 effect runes. These sequences are “unstable” because they are extremely hard to make : they take two turns per runeword you write instead of one and they are impossible to write while walking around or talking. Losing focus while writing an unstable sequence will instantly break the entire sequence and cause it to instantly activate10.

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 you are level 50 outside of an encounter and at 100% health.

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

“Purge” your own body of its weakness, writing 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 process11, or else you would be admitting the insufficiency of runes, 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 (whose, let us remember, level 50!) and you should only ever consider using this skill if you have carefully been preparing for it12. 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 onto13.

Exterior CleansingYou have written runes onto your skin. You will now have some minor permanent benefits14 relating to the type of runes you decided to write.
ExpurgationYou have written 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 wrote.
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 wrote15, but this benefit will also temporarily grow whenever you start sticking runes 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 wrote16, these effects will also grow whenever you apply runes 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 represent17.
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 cranny18 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 its element, which is convenient considering you also now emanate enough elemental magic to not only passively affect yourself, but everything in your surroundings too19. You will be able to release elements in a way comparable in scale to tier 4 magic20, 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 regeneration21. Depending on how far you went, this is one way to become a fully-fledge elemental22 23.

An Elementary Theory of Everything

  • Unlock : Level 100
  • Channel time : 20 turns24

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 you are level 100, outside of an encounter and are at 100% health.

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%25, 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, but at least you can now do it without starting to immediately burn or die.

  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 would then die the moment you stopped burning.

  7. An item here would be a single a continuous object : thus, while you can only enchant a sword once, you can enchant strips of paper and attach them to a sword so that they share their enchantment with the sword as many times as you like.

  8. So, if you decide to carve a rune into a sword, the rune would only last 5 turns once activated and once it ends, you wouldn’t be able to carve any more functional runes into that sword, but you would still be able to stick scripts on which runes have been carved, because the sword is only getting shared benefits from the script’s own rune.

  9. For instance : Ice-Fire would produce steam and Empower-Nature-Earth would give bonus earth and nature elemental damage.

  10. 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.

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

  12. This can be done by doing things such as making weak runes to activate Lunacy to ignore the pain you are causing yourself while writing runes in yourself, stacking up on healing potions or runes beforehand, making sure you get the revelation in a safe and sanitary area, learning about biology, having ways to stop you from bleeding, having artificial ways to stay alive, etc.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

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

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

  19. 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.

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

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

  22. 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.

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

  24. These turns do not have to be consecutive.

  25. 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 Warstaff 1d4/2 * (4 * STR + LVL * 20) (causes targets to flinch and lose focus)

  • 25 pts Whip 1d4/2 * (3 * AGI + LVL * 20) (causes targets to flinch and lose focus) (unless used on a target with only 1 HP left, it will not kill) (can also be used as a rope)

  • 25 pts Chain 1d4/2 * (3 * STR + LVL * 20) (causes targets to flinch and lose focus) (unless used on a target with only 1 HP left, it will not kill) (can also be used as a rope)

  • 25 pts Penance 1d4/2 * (5 * STR + LVL * 25) (an enchanted spiked chain) (can only be used for self-harm) (any damage dealt by this weapon is regenerated as mana) (100% 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)

  • 100 pts [Divine relic6] (Increases the level multiplier of all prayers7

  • 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 blindfold8 which increases the level multiplier of all prayers by 5) (Has to be worn on character spawn)

  • 10 pts Monastery’s grab (20 defense)

  • 25 pts Battlepriest’s reinforced leather robe (60 defense)

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

  • 1 pts Coins (x5)

Multi-classing

Criterions

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

  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 relating to this prayer book’s god.

  5. All prayers relating to this bible’s god.

  6. This item can be almost anything : it is simply something which is directly related to one of the gods you pray (chipped weapon part; bit of flesh; finger; old book; blood; armor piece; item blessed by the god; etc.)

  7. All prayers relating to the god this item relates to.

  8. 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, though this does not fix the wearer’s eyes.

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 far 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 the life of another man2 without your gods’ approval3. This vow also has to be reaffirmed when becoming an official priest4. This vow makes it so that the murder of any man without direct permission from your god will cause you to be forsaken by your god. Taking this vow causes damage5 you deal to be unable to bring humanoids under 1 health unless you want to. The vow isn’t broken if you kill someone while unable to control yourself. Some gods may not require you to take this vow at all if they consider life to be meaningless6.

Devotion

  • Unlock : Level 10

Your devotion allows you to act in self sacrifice as long as this sacrifice is for a cause that your god would see as just. Once you run out of mana, you can purposefully use your health as mana instead, though at a cost of 2 health per 1 mana.

Priesthood

  • Unlock : Level 25 and a god’s recognition7

You are now strong enough to be officially considered as a person by most deities. Once you have gained this recognition, you gain access to some semi-formal 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 some demands.

Saint’s Authority

  • Unlock : Level 50

Your position and status have gotten to a point where ordinary people might personally recognize you as a representative of your god : people who know who you will thus simply be unable to ignore your words, as they will hold quite a lot of weight. People who believe in the same gods as you will also accept most requests you make of them immediately, while people who believe in opposing gods will see your presence as a danger. You can now also appoint unofficial priests.

Revere(n)d Diplomat

  • Unlock : Level 75 and a god’s recognition7

You have become so powerful that the gods you believe in will most likely recognize you personally, 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. You can now also appoint official priests.

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 maintain a good relationship with the gods you preach for, you can now speak directly on their behalf and make use of their authority. 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

God’s Hand

  • Unlock : Level 1

While touching a target with at least one of your palms, you close your eyes and think of one of your gods, trying to channel its power through you into your target, causing the target to become attractive to the mana in the air around them, leading to them healing faster. While this skill is in use the target will regenerate, in addition to their basic health regeneration, caster LVL * 10 health per turn.

As this skill simply increases a target’s own ability to regenerate, it doesn’t work on target who are unable to regenerate. While this skill is in use, neither target nor priest can move. This skill can only be used on one target at a time.

Lesser Prayer

  • Unlock : Level 1
  • Cast time : Number of targets turn
  • Cooldown : 4 turn

Demand a favor from your god : a channelled spell that gives its targets8 some elemental damage or resistance.

When used offensively, this skill adds caster LVL * 10 [element9] damage to any physical attacks dealt by the prayer’s target(s).

When used defensively, this skill adds caster LVL * 5 defense to every target as well as 25% resistance against the prayer’s targeted god’s element.

The buff from the prayer ends after 5 turns or after two uses10. The target(s) and type (defensive or offensive) of prayer11 must be decided at the start of the cast time and cannot be changed. Prayers cannot be stacked on one target.

God’s Grace

  • Unlock : Level 10
  • Mana cost : Healing / 2

Allows you to heal a target near you by praying for them to one of your gods. This skill heals caster LVL * 20 health per turn, costing half as much mana as it heals, while also repairing (but not regenerating) physical wounds in proportions to the amount of health recovered by the target12. The exact way a wound is healed depends on the prayer’s god.

Prayer

  • Unlock : Level 25
  • Mana cost : 1000 on cast + 500 per target
  • Cast time : 1 turn
  • Cooldown : 2 turns

Borrow some of your god’s power for the cause of their greatness praying as to bath your allies (or yourself) in your god’s glory, protecting them or allowing them to use inhuman power for a short time.

When used offensively, this skill adds caster LVL * 15 [element9] damage to any physical attacks dealt by the prayer’s target(s).

When used defensively, this skill adds caster LVL * 10 defense to every target as well as 50% resistance against the prayer’s targeted god’s element.

The buff from the prayer ends after 5 turns or after two uses10. The target(s) and type (defensive or offensive) of prayer11 must be decided at the start of the cast time and cannot be changed. Prayers cannot be stacked on one target.

God’s Warmth

  • Unlock : Level 25
  • Mana cost : Healing / 2

Pray for the masses! This prayer allows you to unburden the weak, healing every creature within a 10-meter radius of you indiscriminately (it will heal every wounded creature around you). This skill heals every target for caster LVL * 20 health per turn while also nourishing them and causing the duration of anything that could be considered “poison” to go down 5x as fast as it normally would for this turn, though it does not repair wounds any worse than minor scratches.

This skill can only be used if your location relates directly to the god you are trying to pray to13. This skill can only be used while you are immobile and extremely calm, as it requires great focus to call upon this much power from a god.

Greater Prayer

  • Unlock : Level 50
  • Mana cost : 2000 on cast + 1000 per target
  • Cast time : 1 turn
  • Cooldown : 2 turns

Let your call for a droplet of your god’s immeasurable strength be heard! Pray for your allies’ success, giving them considerable strength or defense for a few hours!

When used offensively, this skill adds caster LVL * 20 [element9] damage to any physical attacks dealt by the prayer’s target(s).

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

The buff from the prayer ends after 5 turns or after two uses10. The target(s) and type (defensive or offensive) of prayer must be decided at the start of the cast time and cannot be changed. Prayers cannot be stacked on one target. The type of prayer can be decided on a target-to-target basis.

God’s Radiance

  • Unlock : Level 50
  • Health cost : Healing / 2
  • Mana cost : 3000 mana
  • Exhaustion time : 1 turn
  • Cooldown : 3 turns

Let the light of your all-mighty master shine upon the face of your companions so that they can live another day to spread his glory onwards! Pray for an ally’s safety, healing them for caster LVL * 60, and even replacing limbs and organs that were lost in the last 3 turns!

Sadly, being used as a conduit for this much power does come at a great cost : casting this spell causes you to lose half as much health as you heal and tires you out greatly, causing you to become inactionable for a turn after use…

Divine Intervention14

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

Personally request from one of your gods to offer part of themselves to one of your allies or yourself for a short while, allowing the target to make use of great amount of power for 5 turns. For the duration of this skill, every attack by the target will deal an additional caster LVL * 20 [element9] damage with every physical attack they use, they will also gain caster LVL * 20 defense as well as 50% resistance to the god’s element, moderate protection against physical injuries and 500 health regeneration.

A Wish for Extinction

  • Unlock : Level 100
  • Cooldown : 140 turns
  • Mana cost : 10000
  • Cast time : 10 turns

“The hourglass of death”, put your hands together and pray for the death of all who oppose the true gods. A skill that uses tremendous amounts of mana to punish all those you may perceive as enemies within a 500 meters radius of yourself.

This skill can be cancelled at anytime. Your focus cannot be broken during its cast time, though the spell will be forcibly cancelled if you get knocked out, if you stop holding your hands together, or if you have to move outside of a 1-meter radius from the location you originally cast it at.

Once this skill is used, everyone within its radius, including people unaffected by it, will hear bell ring at your exact location, the number of bells and their volume only increasing with each turn.

As long as this spell is active, it is impossible to leave its radius. Everyone in the spell’s radius becomes aware of their imminent doom coming from the bells at the 5th ring. After the tenth ring, everyone you see as an enemy who is considerably weaker than you still inside the 500-meter radius will be killed immediately, while those relatively close to you in strength will all immediately take direct damage equal to caster LVL * 50.


  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. The word “man” should be taken as “any creature your god might consider to be a humanoid”, as such, if your god doesn’t consider, for instance, dragonkin to be humanoids, you can freely kill them.

  3. This approval must be explicit : you must literally be granted the permission to kill by the god or a high-ranking priest (other than yourself), or it has to be well known that your god allows priests to kill someone like the person you are about to kill.

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

  5. This includes any source of damage you deal yourself but doesn’t count damage that wasn’t dealt from your two hands such as an ally you enhanced killing a target or an ally giving your target a poison (even if you were the one who gave your ally the poison for this purpose in the first place!).

  6. This includes Gas, Shard, Pyro, Naix, Kael and Grog.

  7. You have to personally ask a god to be recognized as a representative of his cult. You can do this with multiple gods. ↩2

  8. You must have a direct line of sight with the target (even if you cannot see them, it counts) and they must be within a kilometer of you for this to work.

  9. The type of damage added depends on the god who was prayed during this prayer. ↩2 ↩3 ↩4

  10. This means after your ally attacked twice or after they took two attacks. Though this effect does not end upon the second use, but at the end of the turn of the second use (so an ally could attack thrice in a single turn and every single one of those attacks would be empowered). ↩2 ↩3

  11. Every target will be affected by the same type of prayer. ↩2

  12. The strength of this skill’s regenerative properties will depend on the relative amount of health target healed for. For instance, if the target just healed 50% of their maximum health, crushed and broken bones could be healed right back, damaged organs could be closed and missing chunks might get refilled; if they healed for 25% of their maximum health, slight bone fractures might get undone, and slashed skin might close back up; under 10% of health regeneration, nothing more than cuts, bruises and very slight internal damage will get undone.

  13. For instance, you could be on a mountain and pray to Quake, in a casino and pray to Lucky or in a temple to pray to its elemental god.

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

Wanderer

Description

The wanderer is probably the most versatile class, at the cost of lacking in pure firepower. Wanderers offer the unique ability to copy items and skills, making them able to fill any role, however, they are probably the hardest to play, requiring quick thinking and high adaptability.

Unique mechanics

On their own, wanderers have considerably weaker attacks and skills than other classes, however, they are able to copy skills they have seen and transmute parts of themselves into replicas of items or weapons. The class barely scales at all, rather, it scales as enemies and allies unlock stronger skills.

N/A

Social Status

Can readNo
Can writeNo
Social statusDistrusted
Knowledge of the worldVery knowledgeable
Political understandingVery knowledgeable
Geographical knowledgeVery knowledgeable
Known forBeing volatile and unpredictable

Starting items

Budget: 150 pts

Wanderers can take starting items from any other class

Every item a wanderer starts with will be shapeshifting

Multi-classing

Criterions

  • Having broken bones or limbs multiple times and having successfully recovered without the use of any magic.
  • Being an open minded, for instance, gnomes would have a very hard time becoming wanderers.
  • Having a body composed of both hard structures and soft tissues.
  • Not having any major artificial parts in your body

Process

  • Find a swamp during or right after1 a spore bloom and capture some leeches2.
  • let said leeches borrow into your skin and survive 20 turns while losing 10% of your health per turn.
  • After this process is done you are now a wanderer.

  1. On the start of the fourth turn after the end of a spore bloom, you can no longer find what you need.

  2. You have Luck/(350+Luck)% chance of catching a leech.

Abilities

Passives

Dexterity

  • Unlock : Level 1

Wanderers, being used to injury, have developed the ability to wield two weapons at a time and to use two-handed weapons with only one hand.

Recovery

  • Unlock : Level 1

After endless injuries wanderers have developed the ability to regenerate incredibly quickly and even repair entire missing body parts! Every 10 turn, one missing body part can be regenerated. Regenerate 10% of your health and mana per turn instead of 5% per turn and constantly regenerate instead of only regenerating while out of combat1 2. The duration of bleeding, and most other “physical” injuries is halved.

Endurance

  • Unlock : Level 1

Being used to literally turning themselves inside out, wanderers are extremely desensitised to pain, allowing them to ignore it for the most part.

Fine-tuning

  • Unlock : Level 1

Copied abilities and shapeshifted items only require half the regular levels and/or stats to be used.

Lack of balance

  • Unlock : Level 1

As you are used to using shapeshifted items, which don’t add to your bodyweight, using non-shapeshifted weapons now feels unnatural, causing you to have an additional 50% miss-chance while using non-shapeshifted items.

Copy slots : 2

  • Unlock : Level 1

You have 2 copy slots.

Copy slots : 3

  • Unlock : Level 20

You have 3 copy slots.

Copy slots : 4

  • Unlock : Level 40

You have 4 copy slots.

Copy slots : 5

  • Unlock : Level 60

You have 5 copy slots.

Copy slots : 6

  • Unlock : Level 80

You have 6 copy slots.

Copy slots : 7

  • Unlock : Level 100

You have 7 copy slots.

Actives

Copy

  • Unlock : Level 1

Within 3 turns of having observed an active ability be used3, you can copy it, putting a replica of said ability into one of your copy slots.

Copying a skill and adding it to a copy slot to be remembered takes a turn.

Copying a skill for immediate use (use within the same turn as you copy it) doesn’t take a turn, however, doing so will also make the skill be forgotten after the end of the turn. Doing this still requires you to empty a copy slot.

An ability’s cooldown doesn’t reset upon re-copying it. You cannot keep more than 1 copy of each ability.

Only abilities that could be defined as a “skill” can be copied, for instance, while a Berserker’s Limit Break could be copied, something like a Dragon’s Flight, a Dimensional’s Black Hole or a Architects’ Reshaping cannot be copied, because while the former could realistically be used by anyone, the latter are tied to having some particular biological traits.

Passives cannot be copied. Boss and mini-boss abilities cannot be copied. If you rely too much on a singular copied ability over a long period of time, the DM may forcefully make you forget an ability.

Shapeshifting

  • Unlock : Level 1

You can turn any body part of yours into an unenchanted4 copy of an item you’ve held and inspected before, however, the body part being transformed must have an approximately equivalent size to the desired item5. This ability also allows you to reverse the process and turn shapeshifted items back into your own body parts.

Copied items allow you to cast skills requiring them, however, they deal 25% less damage and offer 25% less defence.

As long as a shapeshifted item is kept, the body part used to make it cannot regenerate.

Shapeshifting part of yourself into an item does not cause bleeding.

Any damage dealt to a shapeshifted item will be mirrored to the shapeshifted body part once it is reintegrated into the body, thus, if a shapeshifted claymore made of your arm were to break in half, turning it back into your arm would give you a broken, partially missing and heavily bleeding arm back.

Turning damage body parts into items causes heavy bleeding and worsens the condition of said body part.

When you lose contact with shapeshifted equipment, you will not be able to reintegrate it into your body.

Shapeshifting doesn’t require a turn to perform; it can be done infinitely as long as it is your turn. Getting damaged while shapeshifting causes you to take double damage, fail to shapeshift and get heavily physically damage.

Shapeshifted items are black and don’t reflect light, they cannot be painted or otherwise modified.

Trying to shapeshift a body part covered by non-shapeshifting armor will cause you and your armor to take extreme damage from the resistance and torque.


  1. This regeneration bonus doesn’t stack with any other passive skill that offers regeneration bonuses; if you have any other regeneration passives, you will have to pick between this one and all of the other ones.

  2. If your basic (without the use of temporary buffs) health or mana regeneration would ever be higher than 10 even without this skill, this skill’s bonus regeneration is removed.

  3. You need to directly see the ability (excluding any cast time) being used, and thus, you cannot steal abilities while in the dark or blinded.

  4. You can copy enchanted/magical items, however, these copies will lack any magical properties (including enchantments) of the original. Note that magical catalysts, such as staves or tomes will still work as intended.

  5. For instance, you wouldn’t be allowed to turn a kidney into a claymore, it would instead require a larger body part, such as an arm, or your entire ribs.

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 by setting up 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 and almost unnoticeable knees and elbows.

Statistic characteristics

Increases

  • +25% CRA

Reductions

  • -30 HP
  • -25% STR
  • -50% AGI

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 30 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 50 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 75 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 on 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 its 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 eyes on their fingertips, “consumption holes” on the back of their hands (which they use to eat, as they only have vestigial mouths) and literally blank faces.

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 and 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 + LVL * 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 to let spatial energy enter their bodies without being able to come back out of them, giving them the ability to create a store of this energy. You regenerate 10 + LVL racial points at the start of every turn.

Actives1 2 3 4

Anomaly

  • Unlock : Level 1

You focus your spatial energy into a simple but efficient line, allowing single use one-way5 travel 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 can be loosely defined by the direction and length of the line of spatial energy; thus, specific locations are impossible to reach consistently; these portals will teleport people who enter them randomly6 within the desired tile7. 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 made of multiple twisted lines of special energy. This creates a one-way portal that can be used by groups of people (up to 8) after a 3 turn cast time. This portal costs 50 racial points per tile of movement to create and lasts 2 turns. It 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 location8 within the same map tile.

Departure

  • Unlock : Level 25

Quickly construct a link between two places in the world, though at the cost of efficiency, instantly creating a portal that can be used by one person at the initial 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. 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 tile9. 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. Upon breaking down, people inside “Nowhere” simply rematerialize. 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 them10 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 300 racial points to open and costs 150 racial points to keep open at the start of every turn.

Black hole

  • Unlock : Level 100

Forcefully distort the spatial energy around you, making every entity within your current tile aware of each other’s presence and making distance completely irrelevant (within the limits of the current tile), turning any distance into melee range, but also far enough away to use ranged attacks while also making every AOE effect irrelevant for the next 3 turns (except tile-wide AOEs) 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 spatial energy that fits into the line, moving at immeasurable speeds until you reach the other side, where you rematerialize. Portals are extremely reflective and fragile, with a blueish tint, and it is impossible to see through them.

  2. All portals are three meters high, 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. Every turn used to create a portal increases either CRA or INTE (the player choses)

  5. 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 back out of the portal.

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

  7. A tile is a 3KM² area.

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

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

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

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

N/A

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 walking.

Fragile

  • Unlock : Level 1

Elves have naturally fragile bodies, that are more prone to physical injuries.

Green Thumb

  • Unlock : Level 25

Because of the relation between elves and nature, most plants, plant-based creatures, and animals will naturally be neutral towards Elves. Elves are able to converse with them to a very 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. The enchanted area also heals most plants within its boundaries.

Impatience

  • Unlock : Level 25
  • Cooldown : 10 turns

While touching a plant, you are able to forcibly increase the speed of its2 metabolism, causing it to grow, heal, bloom, age, and rot at about 60 times its usual rate. This spell can be stopped before the full 60 turns.

Healroots

  • Unlock : Level 50
  • Cast time : 1 turn

Summon Healroots from the earth to { +protect you and your allies. After the cast time is over, Healroots will pop out of the ground, and wrap around your target’s3 wound(s), healing them for (Caster LVL) * 25 HP, and causing skin to quickly grow back to close the wound(s). After having healed a target, Healroots can be moved onto a new target without having to wait for the cast time. This skill requires both the caster and target to be immobile for and can only be cast while a target has fresh wounds.


  1. Depending on your location, this can mean different thing, like watering ground, creating a small source of light, making the area darker, making the ground more fertile, making it colder or hotter, increasing the moisture levels, etc.

  2. This skill will also affect plants that are connected to your target, like mosses, and mushrooms, and also causes diseases affecting your target to be sped up.

  3. This skill can also target yourself.

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 is somewhat difficult, making it hard to pull off while being watched, and causing this action to take 3 turns.

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, you can decide how to redistribute all of your reputation points. Rumors about the reasons behind your actions take three days (60 turns) to spread19 from the point you stopped talking to the original target20 of this skill. Once rumors start to spread, they cannot be stopped, however, using this skill a second time while rumors are still being spread around will cause the effects of Manipulation to be canceled from confusion being born. 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 eventual reputation distribution change is decided upon use, and not upon the effect taking place.

  20. 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

LevelMutationDegeneration
111
1022
2532
5043
7553
10064

Mutation

  • Unlock : Level 1, 10, 25, 50, 75, 100

You can choose one of the following:

  • One skill1 from any race;
  • A statistical multiplier to be set to 50%;
  • Doubling your base max health (75) value;
  • Having your natural mana or health regeneration become permanently active2;
  • Having your mana or health regeneration be doubled.

You cannot choose stats or skills that have been affected by mutations or degenerations before.

Degeneration

  • Unlock : Level 1, 10, 50, 100

You have to reduce a stat’s multiplier 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. This means that you will constantly be regenerating health, even when fighting, taking damage, or if affected by some health-regeneration disabling ability.

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 types of demons, their presence doesn’t inherently present any danger.

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. This ability deals 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.

Shop

All the prices presented in this document serve as a baseline, items will have to be bought by players for more (1-1.20x) and be sold for less (0.8-1x).

Weapons

Every weapon has 100% accuracy except if stated otherwise.

Unless stated otherwise, taking out, putting away or swapping weapons can be done in the middle of your turn instantly without counting as your action for the turn (though you can only swap what you are holding once per turn : you aren’t allowed to put away a weapon, attack with a different weapon, put it away and take out the original weapon again before the end of your turn).

Physical weapons

Arrows

Increase a bow’s statistical multiplier by 1.

Offers benefits of their material to the bow they are used with. Costs 0.125 material per arrow.

Assassin’s bow

Deals 1d4/2 * (2 * AGI + LVL * 25)

Sneak strikes (unexpected attacks) increase your statistical multiplier by 5

Silent to pull out and put away

Takes two hands to use

Can be pulled out and put away freely (as many times as you want) during your turn.

Battle axe

Deals 1d4/2 * (8 * STR + LVL * 20)

Takes two turns to swing

Takes two hands to use

Bow

Deals 1d4/2 * (4 * AGI + LVL * 20)

75% accuracy

Takes two hands to use

Claymore

Deals 1d4/2 * (8 * STR + LVL * 20)

Takes two turns to swing

Takes two hands to use

Cleaver

Deals 1d4/2 * (4 * STR + LVL * 20)

Can hit up to 3 enemies as long as they are within melee range

Takes two turns to swing

Takes two hands to use

Crossbow

Deals 1d4/2 * (LVL * 30)

Can be used even without bow experience.

Can be pre-loaded with an arrow, allowing you to shoot without wasting a turn on the attack1.

Takes two hands to use

Dagger

Deals 1d4/2 * (2 * AGI + LVL * 25)

Sneak strikes (unexpected attacks) increase your statistical multiplier by 5

Silent to pull out and put away

Can be pulled out and put away freely (as many times as you want) during your turn.

Fists

Deals 1d4/2 * (2*STR + LVL * 10)

Great bow

Deals 1d4/2 * (5 * AGI + LVL * 20)

100% accuracy

Takes a full turn to pull out and put away

Takes two hands to use

Longsword

Deals 1d4/2 * (6 * STR + LVL * 20)

Takes two hands to use

Mace

Deals 1d4/2 * (6 * STR + LVL * 25)

Defense values are doubled against it.

Morning star

Deals 1d4/2 * (4 * STR + LVL * 20)

50% piercing

Pickaxe

Deals 1d4/2 * (3 * STR + Level * 20) damage.

Takes two turns to swing.

Can be used to break down walls

Rapier

Deals 1d4/2 * (3 * AGI + LVL * 20)

If your LUC is higher than your target’s and your AGI is at least twice as high as your target’s, this weapon will completely pierce armor.

Shortsword

Deals 1d4/2 * (4 * STR + LVL * 25)

Sling

Deals 1d4/2 * (3 * STR + LVL * 20) damage.

Can be used at a range

50% accuracy.

Has a 50% chance to stun enemies with a brain who have an unprotected head for 1 turn.

Spear

When used with two hands

Deals 1d4/2 * (4 * STR + LVL * 20)

50% pierce

Has an important accuracy reduction when fighting in extremely close quarters.

When used with one hand

Deals 1d4/2 * (4 * AGI + LVL * 20)

Sword

Deals 1d4/2 * (5 * STR + LVL * 20)

War hammer

Deals 1d4/2 * (7 * STR + LVL * 20)

Takes two hands to use

You cannot dodge attacks or block them with your weapon after attacking with this

Warstaff

Deals 1d4/2 * (4 * STR + LVL * 20)

Always makes its target flinch and lose focus if they take damage.

Whip

Deals 1d4/2 * (3 * AGI + LVL * 20)2 damage

Always makes its target flinch and lose focus if they take damage.

Can also be used as a rope

Unless used on a target with only 1 HP left, it will not kill.

Magical weapons

Mana gauntlets

Deals 1D4/2 * (STR + LVL * 20) damage

Mana gauntlets are enchanted gloves that help you to focus your mana to cast spells while also allowing you to store mana. The mana gauntlet’s mana pool is distinct from your own, meaning that when casting a spell, you cannot use both your own mana and the gauntlet’s at the same time, you either have to use your own mana pool, or charge the gauntlet with your mana first, and then use their mana pool.

Elemental gloves

Deals 1D4/2 * (2 * MAG + LVL * 20) damage of an element.

Elemental gloves help mages focus their mana into spells of a specific element. They also increase the statistical multipliers some elemental spells, generally melee-oriented ones that use their caster’s hands as the means of attack like Bolt Fist or Shadow Strike.

Magic staff

Deals 1d4/2 * (2 * MAG + LVL * 20) damage

A simple magic staff that helps its wielder focus their mana into spells, while also offering some self-defence capabilities on their own.

Magic staves generally deal elemental damage and often increase the damage of spells of a specific element.

Magic tomes

Books made of (3) materials that heavily resonate with magic.

Magic tomes allow their user to focus their mana to cast spells, while also increasing their inner understanding of magic, decreasing the mana costs of their spells3 (by 10% by default).

Magic orbs

Orbs generally made from crystal or glass that help a great deal with focusing mana into spells.

Magic orbs make it harder for mages to lose focus on a spell.

Grimoires

Value :

  • Tier 1 : 100 coins
  • Tier 2 : 200 coins
  • Tier 3 : 500 coins
  • Tier 4 : 1000 coins
  • Tier 5 : 2000 coins

Spells containing all the information needed to learn a spell. It takes 20 turns to learn a spell while holding one.

When held, it allows a mage to use the spell contained within, but no other.

Instruments

Flute

Increases negotiation by 10%

Pan flute

Increases negotiation by 10%

Lute

Increases charisma by 10%

Lyre

Increases charisma by 10%

Bagpipes

Increases intimidation by 10%

Drum

Increases intimidation by 10%

Horn

Increases intimidation by 10%

Weapon materials

Hard materials

Weapons made of hard materials (most physical melee weapons) cost X/2 * Y

X is equal to the amount of material needed for the creation of the item.

Y is equal to the cost of said material.

Daggers, lances (1 for shaft, 1 for point), shortswords and bows cost 2 material

Swords, axes, morning stars, maces, rapiers, pickaxes, greatbows, etc. cost 3 material

Most two-handed weapons and cleavers cost 4 material

Repairs cost (half of a weapon’s normal materials)

Scrap metal

Value : 25 coins

Weight : Requires 2 * (Amount of material used) STR to wield effectively.

Reduces a weapon’s physical statistical multiplier by the amount of material used in its creation.

Iron

Value : 50 coins

Weight : Requires 4 * (Amount of material used) STR to wield effectively.

Dense iron

Value : 100 coins

Weight : Requires 6 * (Amount of material used) STR to wield effectively.

Copper

Value : 250 coins

Weight : Requires 3 * (Amount of material used) STR to wield effectively.

Decreases a weapon’s physical and magical statistical multipliers by 1

Increases a weapon’s level multiplier by 5.

Steel

Value : 250 coins

Weight : Requires 6 * (Amount of material used) STR to wield effectively.

Increases a weapon’s physical statistical multiplier by 1

Cobalt

Value : 350 coins

Weight : Requires 4 * (Amount of material used) STR to wield effectively.

Decreases a weapon’s physical statistical multiplier by 1

Increases a weapon’s magical statistical multiplier(s) by 14

Ancient Dweller teeth (weapon)

Value : 370 coins

Weight : Requires 7 * (Amount of material used) STR to wield effectively.

Increases a weapon’s physical statistical multiplier(s) by 1.

Increase the holder’s luck by 5

Causes enemies killed with the weapon to reroll failed item drops.

Orphan teeth

Value : 400 coins

Weight : Requires 7 * (Amount of material used) STR to wield effectively.

Increases a weapon’s physical statistical multiplier by 1.

Adds 2 * MAG ice elemental damage to a weapon.
Produces cold when a hilt connected to a tooth is held.

Somewhat heavy and offering no give, it is impossible to mold into any shape, at most being potentially carved, making it so it can only be used to make bladed weapons with short blades like daggers, lances or arrows.

Bronze

Value : 500 coins

Weight : Requires 3 * (Amount of material used) STR to wield effectively.

Increases a weapon’s level multiplier by 5.

Chrome

Value : 625 coins

Weight : Requires 10 * (Amount of material used) STR to wield effectively.

Increases a weapon’s physical statistical multiplier by 2

Gold

Value : 750 coins

Weight : Requires 4 * (Amount of material used) STR to wield effectively.

A soft but heavy metal that resonates with magic.

Decreases a weapon’s physical statistical multiplier by 2

Increases a weapon’s magical statistical multiplier(s) by 25

Ancient Dweller’s spine

Value : 840 coins

Weight : Requires 4 * (Amount of material used) STR to wield effectively.

Increases a weapon’s physical statistical multiplier by 2

Can only be fashioned into a warstaff of a whip.

Elemental stone

Value : 875 coins

Weight : Requires 12 * (Amount of material used) STR to wield effectively.

Can only be bought from high level wizards or rare item merchants.

A very chalky type of stone found in areas where powerful magical creatures died long ago. Though this material is very powerful, weapons made from it are known to be somewhat fragile since they are technically still made of simple stone that is infused with magic.

Gives a weapon 3 * MAG elemental damage of a chosen element.

Mana-proof iron

Value : 1000 coins

Weight : Requires 4 * (Amount of material used) STR to wield effectively.

An extremely rare metal sometimes found in mines where mana density is extremely high. Though similar to iron in most regards, this metal offers a very slight bluish glow, while also being slightly softer than iron. It is most unique in the fact that it blocks the effects of most magics on items made of it6! Though it can be made into armor, this isn’t recommended, as this will eventually lead to mana deprivation, and death.

This extremely rare material cannot be bought on the open market.

Titanium

Value : 1100 coins

Weight : Requires 20 * (Amount of material used) STR to wield effectively.

Increases a weapon’s physical statistical multiplier by 3

Elbailer

Value : 1100 coins

Weight : Requires 2 * (Amount of material used) STR to wield effectively.

An extremely reflective metal that reflects blue and purple light. It is famous for being almost weightless and for its possessing the odd property of being as strong as its user.

Sets a weapon’s physical and magical statistical multipliers to 0.

Increases a weapon’s level multiplier by 3 * (Amount of material used in weapon).

Abyssal steel

Value : 2000 coins

Weight : Requires 30 * (Amount of material used) STR to wield effectively.

Only sold by professional blacksmiths.

A metal harvested from the equipment of abyssal creatures. Known for its almost odd brownish-purple taint and almost chalk-like appearance, this metal is almost impossible to break.

Increases a weapon’s physical statistical multiplier by 4

Living wood (weapons)

Value : 2000 coins

Weight : Requires 3 * (Amount of material used) STR to wield effectively.

Wood from one of the few remaining Living Trees. Its still alive… it still feels warm to the touch, and it can still bleed7, talk, think, remember, suffer, see and share how it feels.

Somehow, using this feels like a sin. A taboo item that can rarely be bought from black-markets to make living weapons and living armor that repair themselves incredibly rapidly, increase the strength of enchantments by 50% and can have runes be permanently inscribed8 into them which also have their strength be increased by 50%.

Its screams can disorient creatures within melee range.

Boosts gains to chaotic and evil reputations.

Shares what it feels with every creature within melee range of itself.

Reduces physical statistical multipliers by 2.

Increases magical statistical multipliers by 2.

Young dragon bones

Value : 4000 coins

Weight : Requires 40 * (Amount of material used) STR to wield effectively.

Only sold by merchant gods such as Ego, god of wealth, Lucky, god of luck, Forge, god of creation, Shard, god of corruption, and Kael, god of magic, to people who they believe are worthy. It should be noted that owning a weapon made of dragon bones that was stolen could incur the wrath of some gods.

The bones of a dragon, though it is probably the hardest material in existence, since these bones come from a young dragon, they don’t possess any magical boosting abilities. Because of the extremely limited supply of this item, it is only sold to a select few, and even people such as Ego, god of wealth, are unable to get their hands on them.

Increases a weapon’s physical statistical multiplier by 5.

Dragon bones

Value : 5000 coins

Weight : Requires 40 * (Amount of material used) STR to wield effectively.

Only sold by merchant gods such as Ego, god of wealth, Lucky, god of luck, Forge, god of creation, Shard, god of corruption, and Kael, god of magic, to people who they believe are worthy.

The bones of a dragon, probably the hardest material in existence that also possesses incredible magic enhancing abilities. Because of the extremely limited supply of this item, it is only sold to a select few, and even people such as Ego, god of wealth, are unable to get their hands on them. It should be noted that owning a weapon made of dragon bones that was stolen could incur the wrath of some gods.

Increases a weapon’s physical statistical multiplier by 5.

Increases a weapon’s magical statistical multiplier(s) by 29

Elder dragon bones

Value : 5000 coins

Weight : Requires 40 * (Amount of material used) STR to wield effectively.

Impossible to buy.

The bones of an elder dragon, probably the hardest material in existence that also possesses unrivaled magic enhancing abilities. Because of the essentially inexistent supply of this item, it is only given or sold to a select few such as the primordial gods and Lucky. It should be noted that owning a weapon made of dragon bones that was stolen could incur the wrath of some gods.

Increases a weapon’s physical statistical multiplier by 5.

Increases a weapon’s magical statistical multiplier(s) by 310

Magic materials

For crystal balls

Pure glass

Value : 250 coins

Glass of the highest quality, it is often used in magical items or to make astronomy equipment.

Nightmare shard

Value : 340 coins

A small violet crystal containing a magenta core.

Some say these occult crystals are how demons are able to create and control Shadows.

Breaking a nightmare shard will increase the risk level by 10 for 3 turns.

With MAG above 18, nightmare shards can be inserted into yourself to cast Dissolution for 5 turns at no mana cost.

Can be crafted into a magic orb with CRA above 34, which leads to a magic ball that makes it so you can’t have your focus broken when using Darkness and Chaos magic.

Quartz
Crystal crawler’s crystal
Magic quartz

Crystals made of concentrated elemental mana

Mimic core

Value : 1100 coins

A small rubbery ball that feels like it has some kind of hard material inside. Mimic cores can be eaten to temporarily gain extremely powerful regeneration, allowing for the regrowth of entire limbs and organs; this effect lasts 5 turns and grants 20% HP regeneration, but doubles all damage taken. The exterior can be cleaned off the keep only the crystal inside, which can be used to make a crystal ball that increases spell accuracy by 20%.

Diamond
Glutton’s Pride

The eyes of a Gem Glutton.

For magic tomes

Succubi skin

Value : 40 coins

Say what you will, but demon skin is demon skin, and this type not only has a nice flexibility to it, but it also has a really soft texture, a pleasant smell, all the while being extremely cheap! It reduces mana costs by 10%.

However, do note that, since succubi are considered peaceful, carrying their skin around is seen similarly to carrying human skin around…

Magical wood paper

Value : 100 coins

Good old reliable’. Paper made from the wood found in enchanted forests. It decreases mana costs by 10%.

Glutton skin

Value : 130 coins

The skin of a corrupted humanoid, mixed in with the skin is little pieces of what look like stone… it’s probably better not think about it too much. Though it can be used to make light armor with relatively good defense (+1), it also conducts mana well enough to be made into a magic tome that reduces fire and ice spells mana cost by 20%.

Imp skin

It looks bad, folds constantly, your quill always seems to get stuck in it, but gods be damned, it simply conducts mana so wonderfully.

Devil skin

Literal layers of devil skin. Gets imprinted with mana from its user quite quickly but also somewhat poorly perceived by most, especially the demonic species.

Demon skin

Skin of proper demons.

Fairy skin

Value : 430 coins

Ever wanted to have a book that could cast spells on its own? Well now you can! Extremely taboo to the point some people will kill you on sight from just having it!

Living paper

Value : 600 coins

Paper made from the bark of the living tree. You can sometimes hear it cry and see tears flowing out of it… it’s kind of disturbing actually. This living material still feels warm to the touch, and it can still talk, think, remember, suffer, see and share how it feels. A taboo item that can rarely be bought from black-markets to make living books that write themselves, can repair themselves and can even be used to cast spells, while also being to cast spells themselves! Increases the strength of enchantments by 50% and can have runes be permanently inscribed into them which also have their strength be increased by 50%.

Boosts gains to chaotic and evil reputations.

Shares what it feels with every creature within melee range of itself.

Has its own mana pool worth (LVL * 200).

Reduces all mana costs by 25%.

For magic staves (catalyst)

Staves require 1 catalyst and 2 rod materials

Acidfly larvae egg

Value : 120

An extremely soft catalyst which is breaks easily. It is quite common, as it does conduct mana very well, and is also extremely easy to acquire, and thus, cheap.

Increases thunder and ice damage by 10%

Nightmare eyes

Value : 200

Increase ice magic damage by 25% and chaos magic accuracy by 25%. A very powerful and cheap catalyst, that comes with the undesired effect of seemingly always looking at you from your perspective because of the high amount of chaos magic left inside of it, which is very unnerving to the people around you.

Hollow stone

Value : 300 coins

Looking at it feels lonely… It feels like it belongs in the Abyss. A small-blackish stone that contains the soul of what used to be a humanoid. These are hypothesised to be found in Restless that contain stones from the Abyss, where souls would’ve gotten stuck. Can be used (if CRA > 34) to make magic staves that increase chaos magic damage by 20%. These can also be used to feed demons.

Bloody tear

Value : 600 coins

The heart of a Vampire Beetle, though it is very soft and fragile. When used as a magic catalyst, it increases earth and nature damage by 20%

Devil’s heart
Demon’s heart
Pheonix’s heart

Value : 5000

Increases fire elemental damage by 40%. Causes staves made from biological materials to self-repair.

For magic staves (rod)

Staves require 1 catalyst and 2 rod materials

Wood

Value : 10 coins

Just regular wood, doesn’t exactly excel at mana transfers, but it does the job nonetheless… Isn’t all that suited to real combat, as it is quite frail, but often used for training. Increases mana costs by 25% because of its poor mana conductivity.

Magical wood

Value : 100 coins

Simply reliable. Quality wood taken from ancient trees growing around areas thick with mana. Carved by an expert woodworker, stable, light, beautiful, sturdy, and cheap, what’s not to love?

Bloody log

Value : 170 coins

Logs from a Bloody Treant, offering an extremely conductive, hard and light material. It increases all magic damage by 10%.

Copper

Value : 250 coins

Weight : Requires 3 * (Amount of material used) STR to wield effectively.

Slightly more expensive than wood, but also quite a bit more resistant, and fireproof! If you’re planning to drag your staff through hell and back, this is probably a safer bet than magical wood.

Corpse eater wood

Value : 500 coins

Wood from a Corpse eater tree. Feels squishy in your hands, almost like moss. Every kill with staves made of this will cause its user to gain 1 stack of “Hunger” that lasts 5 turns. Every stack of “Hunger” increases all magic damage by 10%, gaining a new stack of Hunger refreshes the duration of all previous stacks; the damage increase can go up to 50%.

Moonshroom wood

Value : 500 coins

Wood from a Moonshroom tree that was cut at night. It feels quite soft but is surprisingly strong. Feels quite nice to the touch. Even though it doesn’t seem able to shrink anymore, it still appears to react to moonlight. Increases all spell damage by 20% while under direct moonlight.

Elemental stone

Value : 875 coins

A very chalky type of stone found in areas where powerful magical creatures died long ago. Though this material is very powerful, weapons made from it are known to be somewhat fragile since they are technically still made of simple stone that is infused with magic. Though it does conduct mana quite elegantly, it also does so wildly, making this a favorite of wizards with a “Scorched earth” politic to combat.

Increases damage of a specific element by 20% but has a risk of causing spells to go wild.

Living wood (magical staff)

Value : 2000 coins

Weight : Requires 3 * (Amount of material used) STR to wield effectively.

Wood from one of the few remaining Living Trees. Its still alive… it still feels warm to the touch, and it can still bleed11, talk, think, remember, suffer, see and share how it feels.

Somehow, using this feels like a sin. A taboo item that can rarely be bought from black-markets to make living weapons and living armor that repair themselves incredibly rapidly, increase the strength of enchantments by 50% and can have runes be permanently inscribed12 into them which also have their strength be increased by 50%.

Its screams can disorient creatures within melee range.

Boosts gains to chaotic and evil reputations.

Shares what it feels with every creature within melee range of itself.

Reduces physical statistical multipliers by 2.

Increases magical statistical multipliers by 2.

Increases the strength of all magics by 25%.

Other materials

Stoneshard

Value : 370 coins

The heart of a Stoneleech, this small brown pebble is said to be able to drain mana. Weapons which are embed with a stoneshard regenerate mana equivalent to 25% of the damage they deal, however, using an embed weapon while full of mana will pose a risk to the weapon, which might crack because of mana overload. Stoneshards also have a tendency to damage weapons when used alongside enchantments.

Lesser steam charger

Value : 600 coins

A gnomic replica which could never match up to the real deal… A rather large tank that can be filled up with steam that it pressurizes barely enough so it cannot turn back into water, however if the temperature drops below -5°C, the steam will turn back into water, and the device will need to be refilled. When triggered by being hit, it releases all the pressure that was built up inside of it rapidly, causing a second impact. If attached to a weapon, it can be trigged by blunt attacks to release a second hit that deals 600 damage. Needs to be manually recharged.

Acidfly vocal cords

Value : 600 coins

The vocal cords from an Acidfly. A rare find, as most Acidflies get into fights amongst themselves that lead to them having their vocal cords be destroyed, leaving them unable to produce any sound more complex than a screech.

Known for their elasticity, these vocal cords are often cut and twisted to turn them into a bowstring (+1); soundmakers to can scare off monsters (requiring 25 CRA); or as strings for instruments, doubling their stat increases (30 CRA).

Steam charger

Value : 800 coins

A rather large tank that can be filled up with steam that it pressurizes so it cannot turn back into water. When triggered by being hit, it releases all the pressure that was built up inside of it rapidly, causing a second impact. If attached to a weapon, it can be trigged by blunt attacks to release a second hit that deals 1200 damage. Needs to be manually recharged.

Can rarely be bought in shops in Utopia.

Armors

On average, damage scales by around 35 per level (3 * 5 + 1 * 20), so :

The defense of a piece of armor is calculated equal to defense value * crafter's LVL13, the defense value of a piece of armor depends on the body part it was made for, by its material (weight class) and by any changes specific to the material used for the armor ((+1) light leg armor would give 3 defense per crafter level rather than 2).

All starting armor is shapeshifting if the player character requires it.

However, armors also have weights. To wear a piece of armor, you need to have at least weight * crafter LVL strength. The weight of an armor depends on the body part it was made for, the weight class of the piece of armor and the specific material the armor was made from (additional weight is a flat value and doesn’t scale with the crafter’s level).

Your ability to wear an armor doesn’t degrade with reductions in strength (unless said reductions are major).

Armor weight requirements are additive, if you want to wear a full set of super heavy armor and an aegis, you will need at least 14 strength per level…

All starting armor has no weight.

Base defense offered by pieces of armor per crafter level

Super lightLightNormalHeavySuper heavy
Head armor246813
Body armor3681216
Leg armor246813

Base weight of a piece of armor per crafter level

Super lightLightNormalHeavySuper heavy
Head armor00123
Body armor01234
Leg armor00123

Shields have their defense scale per crafter level, like armor, however, any defense increases stemming from the defense modifiers of the specific material that was used in its making are doubled (so (+1)s becomes (+2)s).

Shield typeBucklerRound shieldRound shieldGreat shieldGreat shieldBulwarkAegis
Material weight class(es)LightLightNormalNormalHeavyHeavySuper heavy
Defense571012141620
Weight0112234

All shields take 3 materials to make.

Bucklers can be attached to your arm, and as such, they do not take hand to use.

Aegises generally take 2 hands to wield simply because of how big they are.

Armor materials

Head and leg armors take 3 materials while body armors take 4.

Chain armor can be made out of any metal : chains cost 1.25x the price of the metal they are made of and are one weight class lower than the metal’s normal weight class.

Super light

Leather

Value : 50 coins

Leather that was probably made from a cow, horse, pig, or some other common farm animal.

Frostail scales

Value : 60 coins

A pretty decent insulator, some people don’t like how it shines and reflects light, while others say it makes it fashionable.

Gilled goblin hide

Value : 70 coins

A flimsy hide with shapeshifting capabilities, offers regular defense for the super light armor-class.

Boreal Windback’s feathers

Value : 90 coins

Stylish grey feathers with a touch of brown. They could be used to decorate your armor, protecting you from extreme cold, and increasing your CHA and NEG by 3.

Can also be made into super light armor with the same effect by itself.

Sometimes, unknown humanoid merchants sell these in bulk to shops, though no one knows how they are acquired…

Shadow cloth

Value : 200 coins

A fine type of cloth that often peels off walls as a Shadow is starting to disappear after being killed. It starts to smolder and eventually burn when it’s exposed to sunlight. Wearing any piece of equipment made from this will make it impossible to visually notice when standing in darkness, this effect does not extend to things that aren’t covered by it such as any items you might be holding. You can also wrap it around items to hide them.

Fairy skin

Value : 430 coins

Ever wanted to have armor that could cast spells on its own? Well now you can! Extremely taboo to the point some people will kill you on sight from just having it!

Nightmare wool

Increases mana regen, EXTREMELY COLD.

Elbailer

Value : 1100 coins

Additional weight : Requires 1 * (Amount of material used) STR to be worn effectively.

The armor upgrades itself as you level up

Light

Reinforced leather

Value : 75 coins

Wolf fur

Value : 110

Can be used as inner coating for armor to add 25 defense onto it and make it more apt to exploration in cold areas.

Can be used as a main material to make armor that keeps the user warm while also offering basic light armor defense and 4 charisma per piece of armor.

Glutton skin

Value : 130 coins

The skin of a corrupted humanoid, mixed in with the skin is little pieces of what look like stone… it’s probably better not think about it too much. Though it can be used to make light armor with relatively good defense (+1), it also conducts mana well enough to be made into a magic tome that reduces fire and ice spells mana cost by 20%.

Dweller skin

Value : 130 coins

Orangish light and slightly heat-resistant material that increases your affinity with earth magic, increasing the damage of your earth spells (even if they deal physical damage) by 5% by armor piece.

Using 2 scales and 2 skin, “Dweller greaves” can be made, offering the “Stonestep” ability, giving you 10% dodge chance from most attacks as long as you are standing on sand or rock.

Unnerving straw

Value : 130 coins

scarecrows drop

Alpha wolf fur

Value : 150 coins

Can be used as inner coating for armor to add 35 defense onto it and make it more apt to exploration in cold areas.

Can be used as a main material to make armor that keeps the user warm while also offering light armor (+1) defense and 5 charisma per piece of armor.

Two Alpha wolf fur can be made into alpha boots, which make it impossible for you to slip, while also giving you 30 defense, and 3 CHA.

Living bark

Value : 1200 coins

Can be made into living paper or a living bark buckler, but not into living armor.

Bark of the living tree. You can sometimes hear it cry and see tears flowing out of it… it’s kind of disturbing actually. This living material still feels warm to the touch, and it can still talk, think, remember, suffer, see and share how it feels. A taboo item that can rarely be bought from black-markets to make relatively weak living bucklers (-2) that can repair themselves and can even cast spells themselves!

Increases the strength of enchantments by 50% and can have runes be permanently inscribed into them which also have their strength be increased by 50%.

Boosts gains to chaotic and evil reputations.

Shares what it feels with every creature within melee range of itself.

Has its own mana pool worth (LVL * 200).

Lacerator scales

(+1), give 25% res to thunder

Elemental cloth

Cloth that was dipped in water infused with mana (water with crushed stones from elementals). Increases mana regen.

Wyrm leather

(+ 2)

Living wood (armor)

Value : 2000 coins

Wood from one of the few remaining Living Trees. Its still alive… it still feels warm to the touch, and it can still bleed14, talk, think, remember, suffer, see and share how it feels.

Somehow, using this feels like a sin. A taboo item that can rarely be bought from black-markets to make living weapons and living armor that repair themselves incredibly rapidly, increase the strength of enchantments by 50% and can have runes be permanently inscribed15 into them which also have their strength be increased by 50%.

Its screams can disorient creatures within melee range.

Boosts gains to chaotic and evil reputations.

Shares what it feels with every creature within melee range of itself.

Dragon leather

(+3)

Normal

Scrap metal

Value : 25 coins

(-3)

Iron

Value : 50 coins

Has no special effects.

Copper

Value : 250 coins

Copper is slightly lighter than iron, so there is no STR requirements for wearing armor made of it, while it still offers as much defense as iron.

Steel

Value : 250 coins

Additional weight : Requires 2 * (Amount of material used) STR to be worn effectively.

(+1)

Bronze

Value : 500 coins

(+1)

Demidragon scales

Value : 725 coins

Additional weight : Requires 2 * (Amount of material used) STR to be worn effectively.

(+1), 25% resistance to the demidragon’s main element.

Gold

Value : 750 coins

-2, but gives 25% resistance to all elements when worn. This effect is limited to where the armor is worn.

Mana-proof iron

Heavy

Dense iron

Value : 100 coins

A somewhat rare variant of iron sometimes found under oceans which, though almost exactly the same as regular iron in every way, is slightly heavier than regular and allows for greater compression of itself.

Acidfly larvae shell

Value : 160 coins

It can be crushed (requiring 20 CRA and 32 STR) to turn it into a powder that can be thrown to blind a target and make them have a hard time breathing for 2 turns. With 30 CRA, it can be fashioned into armor, a buckler or a round shield that would all offer 10% ice and thunder resistance.

Chrome

Value : 625 coins

Additional weight : Requires 3 * (Amount of material used) STR to be worn effectively.

(+2)

Wyrm scales

Dragon scales

Super heavy

Untreated acidscales

Value : 40

Additional weight : Requires 6 * (Amount of material used) additional STR to be worn effectively.

Heavy and thick dark scales that can be harvested from dead Male Acidflies once the acid has been removed from their body.

Armor made with untreated scales will have (-2), be acidproof and offer 10% resistance against ice and thunder magics.

Though these thick scales may seem unwieldy, each scale requiring 10 STR to even just carry in your backpack, once properly treated they can used to make acid-proof, regular weight super heavy armor that offer 15% resistance against thunder and ice magics (per piece), while also isolating you from heat and cold. To treat these you need at least 50 CRA; they need to be scrapped with a metal tool individually to tear off any skin or weak layers, before heating them up to at least 800°C to melt them and get rid of impurities and any leftover acid, to then mix it with iron (1-1 ratio), making a workable metal light enough to actually be used.

Dweller scales

Value : 80

Extremely thick orangish scales that can be used to make super heavy armor and offer slight heat resistance.

Using 2 scales and 2 skin, “Dweller greaves” can be made, offering the “Stonestep” ability, giving you 10% dodge chance from most attacks as long as you are standing on sand or rock.

Treated acidscales

Value : 90 coins

Bourgogne scales.

Armor made from these will be acidproof, offer 15% resistance against thunder and ice magics (per piece) and isolate you from heat and cold.

Boreal Windback’s carapace

Value : 480 coins

When melted, this stone can be molded back into super heavy armor (+1) that offers 10% resistance against ice and wind damage.

It can also be used to make prosthetic bones that get integrated into their host’s body.

Titanium

Value : 1100 coins

Additional weight : Requires 3 * (Amount of material used) STR to be worn effectively.

(+1)

Abyssal steel

Value : 2000 coins

Weight : Requires 10 * (Amount of material used) STR to be worn effectively.

(+2)

Dragon bones

Value : 5000 coins

Weight : Requires 5 * (Amount of material used) STR to be worn effectively.

(+3)

Healing items

Health

Gilled goblin slime

Value : 10 coins

Disgusting slime which has impressive antibiotic properties that needs to be stored inside a bottle or some other type of container. It slightly speeds up natural recovery.

Flowerbed leaves

Value : 15 coins

Stops bleedings and slightly reduces the pain felt on the applied region.

Forest rations

Value : 17 coins

A small wooden box filled with various herbs, wild fruits, vegetables, and a bit of meat that were all found in the forest. Eating this while out of combat heals you for 200 HP immediately.

Flowerbed gel

Value : 20 coins

A gel that needs to be stored inside a bottle or some other type of container. It slightly speeds up natural recovery and heals the target for 100 HP.

Bandage

Value : 25 coins

Stops bleedings and heals the target for 200 HP.

Deathbed gel

Value : 40 coins

A gel that needs to be stored inside a bottle or some other type of container. Heals for 300 HP, and slightly speeds up natural recovery.

Mixed forest herbs

Value : 40 coins

A fine green powder made by crushing a mix of various herbs found in most forests.

Rubbing it against a wound heals for 200 HP, however, putting it in a soup or tea, and drinking it will not only offer a soothing taste, but also heal for 450 HP.

Lesser healing potion

Value : 50 coins

The distilled life essence of a weak creature. When consumed, instantly heals its user for 25% of their health. For 3 turns after drinking this, you will be affected by “Life sickness” which substantially dulls all your senses, causing you to have a 50% chance to fail any stat-based action you try to take. Drinking a health potion while affected by “Life sickness” will cause you to vomit blood, completely negating its healing effect.

Frostail saliva

Value : 80 coins

Rubbing this against a wound will heal its target for 1000 HP, but also cause the affected region to become completely numb for 5 turns.

Wisp Sludge

Value : 100 coins

An extremely viscous blue liquid that has absolutely no taste. Drinking it heals 800 HP.

Healing potion

Value : 150 coins

The distilled life essence of a normal creature. When consumed, instantly heals its user for 50% of their health. For 3 turns after drinking this, you will be affected by “Life sickness” which substantially dulls all your senses, causing you to have a 50% chance to fail any stat-based action you try to take. Drinking a health potion while affected by “Life sickness” will cause you to vomit blood, completely negating its healing effect.

Miracle Remedy

Value : 200 coins

A mysterious purple bottle made by martial art masters in the southern mountains that is said to cure almost any illness… Cures most poisons under level 25 instantly when drunk.

Medical kit

Value : 200 coins

Contains the following :

Surgical needle (used to close wounds with thread)

Thread (x5) (used to close wounds with surgical needles)

Flask16 of pure ethanol (x5 uses) (disinfects wounds)

Bandages (x4) (stops bleedings and heals the target for 200 health)

Demonic stitches talismans

Value : 240 coins

A talisman engraved with a hex that, when put in between 2 pieces of flesh, after 3 turns, will cause them to fuse together. Slightly corrupts the user.

Male Acidfly Sperm

Value : 400 coins

An extremely thick and sweet brown liquid known for its delectable flavor. It is often used as a sweetener by the rich or added to tea or to frozen creme to make sugary treats.

When consumed, instantly heal 1000 HP.

Purified slime

Value : 400 coins

Slime that has been boiled for a few hours. When inserted into an open wound, the slime will instantly stretch itself to try and fill it up, causing the bleeding to stop, and keeping the wounded body part functional for the next 5 turns, while also healing its target for 1500 HP.

Necrotic bone

Value : 500 coins

Bones imbued with runes. These can be used to replace the bones of creatures under level 16 with a body type similar to that of humanoids. Tissue can heal and regenerate around necrotic bones.

Phoenix feather

Value : 500 coins

Can be bought at : Magic shops (rarely).

When stabbed into someone, the feather will incinerate itself, and heal its target for 2500 HP instantly, while also heightening their senses for 3 turns.

A rare Pheonix feathers that fell down from the sky without burning into ash.

Greater healing potion

Value : 500 coins

The distilled life essence of a strong creature. When consumed, instantly heals its user for 100% of their health. For 3 turns after drinking this, you will be affected by “Life sickness” which substantially dulls all your senses, causing you to have a 50% chance to fail any stat-based action you try to take. Drinking a health potion while affected by “Life sickness” will cause you to vomit blood, completely negating its healing effect.

Divine healing potion

Value : 1000 coins

The distilled life essence of an overwhelmingly strong creature. When consumed, instantly heals its user for 100% of their health, while also closing any wounds, and clearing most temporary debuffs. For 3 turns after drinking this, you will be affected by “Life sickness” which substantially dulls all your senses, causing you to have a 50% chance to fail any stat-based action you try to take. Drinking a health potion while affected by “Life sickness” will cause you to vomit blood, completely negating its healing effect.

Mimic core

Value : 1100 coins

A small rubbery ball that feels like it has some kind of hard material inside. Mimic cores can be eaten to temporarily gain extremely powerful regeneration, allowing for the regrowth of entire limbs and organs; this effect lasts 5 turns and grants 20% HP regeneration, but doubles all damage taken. The exterior can be cleaned off the keep only the crystal inside, which can be used to make a crystal ball that increases spell accuracy by 20%.

Phoenix heart

Value : 5000 coins

Can be bought at : Black markets (extremely rarely).

The heart of a Pheonix. It is the pure manifestation of life. When it is used placed in the location of the heart of the corpse of someone who died in the last 140 turns, it starts to revive them, glowing bright orange red, it will start to unstitch itself, using its own materials to close all of the target’s their wounds, to regenerate any missing tissue and limbs, before finally bringing them back to life. This process takes 5 turns, and if the target takes any damage during that time, it will be cancelled, wasting the heart in the process.

Healing flowers

Mana

Stoneleech meat

Value : 60

Extremely elastic, almost rubber-like meat that is known for being mana-rich. Consuming this will instantly regenerates 500 mana (or health if you are already full on mana).

Fairy dust

Value : 250 coins

Can be bought at : Black markets, rarely inside of magic shops.

When consumed (either by inhaling it or drinking it in water), it regenerates 25% of its user’s mana, however, it is so dense in mana that consuming it causes harm, costing its user as much health as they regained mana.

Lesser mana potion

Value : 250 coins

The condensed essence of a lesser elemental, when consumed, it refills 25% of its user’s mana, however it also causes “Mana sickness”17, doubling mana costs for the next 2 turns. Drinking a mana potions while affected by “Mana sickness” will cause you to take damage equal to the mana you regenerate.

Mana potion

Value : 500 coins

The condensed essence of an elemental, when consumed, it refills 50% of its user’s mana, however it also causes “Mana sickness”18, doubling mana costs for the next 2 turns. Drinking a mana potions while affected by “Mana sickness” will cause you to take damage equal to the mana you regenerate.

Greater mana potion

Value : 1000 coins

The condensed essence of a primordial elemental, when consumed, it refills 100% of its user’s mana, however it also causes “Mana sickness”19, doubling mana costs for the next 2 turns. Drinking a mana potions while affected by “Mana sickness” will cause you to take damage equal to the mana you regenerate.

Utility

Items

Scrap arrows

Value : 5 coins per arrow

Shears

Value : 20 coins

Throwing Net

Value : 40 coins

50% accuracy; locks a creature in place and hinders their movements for 30 / target STR turns.

Leather gourd

Value : 75 coins

Can be used to hold a singular liquid

Glass bottle

Value : 20 coins

Can be used to hold a singular liquid (500 ml).

Male Acidfly stomach

Value : 140 coins

One of a Male Acidfly’s extremely elastic stomachs. Once closed, it can be used to store liquids like a gourd or bottle. When empty it is essentially weightless and takes no space, so it can easily be carried around. It is even acid-proof!

Survival knife

Value : 150 coins

A small iron knife that deals 1D4/2 * (STR * 2 + LVL * 20) damage. It’s main use comes from the fact it slightly increases your capabilities when used to harvest plants or parts of animals.

Hollow stone

Value : 300 coins

A stone containing an aimless soul. Rarely found inside of creatures such as the Restless or demons who consume souls. Can be used as offerings for demons.

Arrowhead mold

Value : 400 coins

A simple mold used to make arrowheads; it is made out of some odd grainy, stone-like material you don’t see around often. Can be used to cast metal arrowheads on the go out of metals going up to gold in quality. 1 material is required for every 8 arrowheads made.

Permafrost Rose

Value : 600 coins

A strain of rose created by the Witch of the Permafrost Garden that is only capable of growing in places where anguished souls are commonly found. These white flowers that able to grow in snow and survive in extreme cold possess the unique ability to capture pained souls. After capturing a soul, the flower from the rose will turn from its usual white to a cold, deep blue, as it starts to freeze over, and emit great cold. They are often used as a way to keep items cold or as offerings to demons.

Magic compass

Value : 1000 coins

A compass that has been enchanted to allow it to always point towards your desired destination. They are known to break extremely often.

Faulty perpetual motion device

Value : 1500 coins

A perpetual motion device which was damaged during combat, its core is slightly cracked and the rings around it seem slower than they should be and slightly wobbly… This item passively creates a small amount of mechanical power without the use of any magic and is highly sought after by some Gnomes. This item doesn’t react with magic in any way. Forcefully infusing it with magic causes it to stop working. The stone is relatively soft and breaks somewhat easily.

Perpetual motion device

Value : 4000 coins

A mysterious smooth blue stone that produces magnetic waves that cause metal rings to hover around it and spin rapidly, producing great amounts of mechanical energy, all completely passively and without the use of any magic. The way the stone in the middle functions or even what it’s made of still remain mysteries after hundreds of years of study. This item is highly sought after by some gnomes, who have created a sort of cult around it, praising it as a “Perfect machine”, a god of sorts. This item doesn’t react with magic in any way. Forcefully infusing it with magic causes it to stop working. The stone is relatively soft and breaks somewhat easily.

Cannot be found on the open market.

Consumables

Ritual candle

Value : 5 coins

Can be used in rituals by Priests or Oracles.

Goblin rations

Value : 10 coins

A mush made of what look like cut up grass, purple intestines, unrecognizable pieces of meat, and some rotting vegetables found in a small wood container. It smells worst than most actual poisons and is often used by adventurers to hide their smell from wild monsters, animals, and goblins.

Rope

Value : 35 coins

Ropes are 10 meters long.

Harness

Value : 35 coins

A singular harness made of scrap leather.

Salt (1 kilogram)

Value : 40 coins

It’s simply salt.

Sugar (1 kilogram)

Value : 50 coins

It’s simply sugar.

Deathbed stem

Value : 60 coins

When swallowed (shreds of it are often put in soups or salads), the thorny stem releases some Deathbed’s poison, paralyzing anyone who has less than 20 magic for 3 turns while making them spaz out.

Vampire Beetle egg

Value : 70 coins

Juicy and somewhat sweet eggs with a soft, almost bouncy, outer shell… A delicacy often eaten by the rich as a desert.

Essence of light

Value : 80 coins

A small sky-blue crystal with a white core that sometimes pops out of Shadows when they are killed. Breaking one of these crystals emits a light comparable to sunlight for 5 turns at the location it was broken.

Smoke bomb

Value : 100 coins

Can be bought at : Assassin shops, adventurer shops

Creates large amounts of smoke for 3 turns when thrown on the ground. Anyone within the smoke has a 50% chance to miss their attacks.

Acid sac

Value : 100 coins

The acid sac from an Acidfly. It can be used for a variety of things. If thrown, it will blow like a balloon on impact and deal 1000 damage with 40% accuracy.

If pierced, it can be used to store toxic, unstable, or corrosive substances safely, or even as an elastic gourd for water.

Inorganic acid

Value : 110 coins

Acid from a male Acidfly. It cannot be stored in conventional containers, since it will simply pierce trough them, needing to be stored in a container made from an organic material. It melts through most solids weaker than bronze in seconds, while being completely unable to affect anything organic, making it very useful and easy to manipulate.

Acidfly larvae egg

Value : 120 coins

If its insides are smeared over a weapon, it can give it 4 * MAG frost damage for 3 turns.

Frozen blood crystals

Value : 140

The blood of an Acidfly Larvae. It produces cold when in contact with air, causing it to cover itself ice crystals naturally. Can be stored inside of a sealed vial. If thrown, it can be used to deal 400 ice damage (100% acc.). When heated up, it will quickly expand (generally breaking its container), producing a thick mist that hinders vision.

Flashbang

Value : 150 coins

Can be bought at : Assassin shops, adventurer shops

Blows up, causing a loud noise and a powerful flash of light when thrown. Anyone who was looking at it as it blew up will be blinded for 2 turns and deafened for 1. Humanoids with more than 50 INTE will be able look away from it by reflex.

Acidfly larvae shell

Value : 160 coins

It can be crushed (requiring 20 CRA and 32 STR) to turn it into a powder that can be thrown to blind a target and make them have a hard time breathing for 2 turns. With 30 CRA, it can be fashioned into armor, a buckler or a round shield that would all offer 10% ice and thunder resistance.

Orphan tears

Value : 180 coins

Liquid that comes out of the eyes of an Orphan when it is killed. When drunk, it grants immunity to all illusions and uncontrollable crying for 5 turns.

Light dust

Value : 200

A fine, shiny blue powder. When shaken, it emits some magic light, allowing it to push back darkness caused by magic. It can clearly light up a space with a diameter of 1 meter around itself clearly, and dimly light up to 1.5 meters around itself. It can be reused multiple times. When burned, it will explode and go flying in all direction, causing it to be consumed, but also to produce a great amount of magic light, allowing it to rid an area with a diameter of 30 meters around itself for of magic darkness for 2 turns.

Bundle of screamer tongues

Value : 200 coins

Eating these tongues channels forbidden knowledge directly into your body, allowing you to speak with eldritch creatures for 5 turns. It has a foul taste that stays in your mouth.

Unstable mana oil

Value : 210 coins

Requires a bottle to harvest. Mana oil, the lifeblood of non-living creatures. Drinking this slime-like liquid supercharges your magic, increasing your spell damage by 25% for 3, however, it also makes you lose 25% of your HP; though do be mindful, as this is completely inedible and may lead to severe sickness. This liquid is necessary to allow the joints of artificial creatures to move without friction getting in the way.

Screamer eyes

Value : 250 coins

Anyone smeared by the liquid held within these eyes (which burst on impact) becomes blind and deaf for the next 5 turns.

Unstable lesser mana core

Value : 290 coins

A highly condensed mana stone that can barely even stays in one piece. This stone can be used as the heart of lesser artificial life, as a source of mana for minor gnomic contraptions or as a mana bomb.

If thrown, poorly handled or damaged, this mana core will blow up, liberating huge quantities of unchanneled mana, making the act of tracking weak mana sources unfeasible and disabling all uses of magic tier 2 and below for 2 turns. Be warned, every turn this item is carried, it has a 1D12 chance to explode.

Nightmare shard

Value : 340 coins

A small violet crystal containing a magenta core.

Some say these occult crystals are how demons are able to create and control Shadows.

Breaking a nightmare shard will increase the risk level by 10 for 3 turns.

With MAG above 18, nightmare shards can be inserted into yourself to cast Dissolution for 5 turns at no mana cost.

Can be crafted into a magic orb with CRA above 34, which leads to a magic ball that makes it so you can’t have your focus broken when using Darkness and Chaos magic.

Ancient Dweller teeth (utility)

Value : 370 coins

When their outer layer is broken, it reveals a golden mushy inside, which, when dried and crushed up, can be added to a solution of water or oil to make a luck potion, which increases luck by 20 for 20 turns.

Ghastly dust

Value : 400 coins

Can be bought at : Assassin shops

A small light purple dust that makes anyone who breaths it in extremely sleepy. Those affected by it will become sluggish for 1 turn, before falling asleep. The sleep induced by this item lasts 4 turns.

Stable lesser mana core

Value : 500 coins

A highly condensed mana stone. This stone can be used as the heart of lesser artificial life, as a source of mana for minor gnomic contraptions or as a mana bomb. If thrown or damaged, this mana core will blow up, liberating huge quantities of unchanneled mana, making the act of tracking weak mana sources unfeasible and disabling all uses of magic tier 2 and below for 3 turns.

Fairy blood

Value : 500 coins

An item that is beyond taboo. It can be used in enchanting to give magic-enhancing, or regenerative properties to an item, however, it is most commonly used as an offering for devils.

When consumed (generally by drinking it), it causes its user to go on a mana-rampage, making them able to cast spells free of mana-costs for 3 turns (except tier 5 and 6 spells), but causing those spells to always hit a random target around yourself (which can also be yourself), mana-rampage also forces those affected by it to cast a new spell every turn. Consuming fairy blood is intensely addictive and can quickly lead some to becoming demons.

Agonystone

Value : 600 coins

Just holding this makes you feel disgusting. Crushing it while looking at someone will make both of you fall asleep and wake up in the Abyss. After 20 turns, you both fall asleep again and wake up in your real bodies.

Phantom Hourglass

Value : 800 coins per turn of maximum duration

Can be bought at : Rare item shops, and high-level magic shops.

A rather old looking hourglass filled with temporal sand20 that allows you to turn back time to a set point. When turned upside down (which doesn’t count as your action for the turn), the temporal sand will start to fall and its effect will start, causing it to create a “save” in time. From that point on, if anyone turns the hourglass upright, it will turn time back to when the “save” was created, when this happens, no one keeps knowledge of what happened after the save, and all the sand inside the hourglass will disappear. After all the temporal sand inside of a Phantom Hourglass has fallen at its bottom, it will disappear and become a regular, empty hourglass. If the hourglass is broken, or the sand inside of it somehow gets out, the effect will no longer be able to be activated.

Void liquid

Value : 800 coins

If applied on a weapon, runes will appear giving the weapon an additional 1d4/2 * (2*(INT+MAG)) void damage. Cannot be applied on weapons that already have more than 1 other enchantment.

Living sap

Value : 1000 coins

The blood of a Living Tree; its still able move on its own and tries to avoid being drunk… Tastes like blood and is genuinely painful to swallow. Drinking it increases AGI by 1D8 and MAG by 1D12. Drinking this also regenerates 2000 mana. Frequent consumption may lead to your blood gaining consciousness and stop itself from moving to kill you and take control of your body.

Can extremely rarely be found on the black market.

Goblin Prince brain

Value : 1500 coins

An extremely rare food often used in high level potions, since eating it allow anyone to speak and understand any language for between 6 and 20 turns.

Some say it tastes similar to sewage water.

Specialists still aren’t sure why eating this allows for universal speech, the only certainty being that magic isn’t involved in the process…

Liquid mind

Value : 2000 coins

The gel that makes up Visages, even after its dissociation upon death, it keeps the memories it gained in life and keeps gaining new memories. Having this item is extremely frowned upon, and even illegal in most cities, being known to own it is basically a death sentence.

When drank, it grants 1D20 INTEL, 1D8 MAG and 1D8 CRA, however it may also cause strokes and unforeseen effects.

However, if the gel was infused with magic right before being drank, it will instead turn the drinker into the latest living version that the liquid has seen of one of the last creatures the Visage saw before dying. The drinker can only turn into a creature whose soul is currently unbound so it can enter this new body. This transformation is incredibly painful, lasts 10 turns and turns the drinker into an exact copy, including items, the only exclusions being cooldowns and temporary effects. The specific creature the drinker will turn into depends on who was being thought of by the person who infused the liquid with magic.

It can also be generously smeared on armors to increase their defense by 25% and to make them resistant (10%) to all magics except ice, fire and thunder to which the armor will become weaker to (-10% resistance).

Spell stones

Value :

Tier 1 : 50 coins

Tier 2 : 100 coins

Tier 3 : 250 coins

Tier 4 : 500 coins

Tier 5 : 1000 coins

Simple stones imbued with spells. They can be used to cast a spell free of mana cost, however, cooldowns will still be applied as they normally would.

Enchanted tome

Value :

  • Tier 1 : 200 coins
  • Tier 2 : 400 coins
  • Tier 3 : 700 coins
  • Tier 4 : 1200 coins
  • Tier 5 : 2500 coins

Books containing multiple copies of a spell. They can be used to cast a spell free of mana cost 5 times, however, cooldowns will still be applied as they normally would.

Magic Apprentice Books

Value :

  • Tier 1 : 400 coins
  • Tier 2 : 800 coins
  • Tier 3 : 1200 coins
  • Tier 4 : 1600 coins
  • Tier 5 : 2000 coins

Reading one of these over the course of 20 turns teaches you all main spells from the book’s element at the book’s tier. Spells of a tier cannot be learned unless all previous tiers of main spells from the same element are also known beforehand.

Alcohol

Can be bought in : Bars, inns.

“Booze”

Value : 5 coins

No one quite know what this actually is, all you know is that it’s alcohol and that it smells like shit.

Can be used as a disinfectant.

Gets you drunk upon immediately, this lasts 10 turns.

Beer

Value : 20 coins

Gets you drunk after 4, this lasts 5 turns.

Wine

Value : 40-800 coins

Gets you drunk after 3, this lasts 8 turns.

Tastes good.

Vodka (single distilled)

Value : 60 coins

Gets you drunk after 2, this lasts 10 turns.

Ethanol

Value : 100 coins

Gets you drunk instantly; this lasts 20 turns.

Will start killing you if you have less than 20 LUC and 30 STR (except dwarves and dragonkin).

Death’s call

Value : 250 coins

Gets you beyond drunk (hallucinations, unable to feel any pain, fear, or emotions) instantly, lasts 20 turns.

Closer to poison than real alcohol, cause its alcohol made from nothing but poisonous and hallucinogenic fruits.

Kills you instantly if you have less than 50 LUC and 80 STR (except dwarves and dragonkin).

Black market items

Lolipop

Value : 40 coins

Rampage

Value : 50 coins

A fine powder made from a lolipop’s bulb that was dried and crushed into a fine dust. It can be inhaled to increase strength by 25%, reduce health loss by 25%, and make you enraged for 5 turns. Consuming this too often can lead to addiction, causing you to gain 25% INTI, but to lose 25% INTE, CHA, and NEG, while also making you generally angrier for 60 turns, after which the addiction subsides, this downside can be ignored by taking the drugs once at least every 20 turns, but doing so will also restart the cure timer.

Slave collar

Value : 600 coins

An iron collar enchanted to be linked to a slave owner ring. The wearer cannot damage the collar or attack and disobey their master. Any non-lethal damage dealt to a slave owner is redirected to one of their slaves instead.

To install a slave collar on someone, they have to be unconscious and lower level than you are. Though slaves are legal, having unused slave collars on yourself is illegal in most cities and is extremely frowned upon by most. Though considered heavy head armor, slave collar only offer defense comparable to light armor. Slaves have the “Exhausted” effect on them permanently, reducing all their stats by 20%. Slave collars break and cannot be repair upon the death of their wearer.

Slave owner ring

Value : 800 coins

A small gold ring that was enchanted to be linked to slave collars. Up to 3 slaves can be connected to a single slave owner ring. Any non-lethal damage dealt to a slave owner is redirected to one of their slaves instead.

Orphan eye

Value : 1100 coins

Can only be harvested by characters with at least 40 CRA. The eyes of an Orphan. They have no pupil, being entirely filled with dark brown. Replacing your own eyes with them allows you to see movements and changes in mana. To success in a surgery using them, the operator needs at least 52 CRA and 40 INTEL. If the operation fails, these eyes will simply not offer any vision at all. These are generally considered contraband, as they do make however uses them a partial demon.

Lesser void bag

Value : 1200 coins

A small elastic ball, approximately the size of your palm, made of a young mimic’s flesh. Anything put inside this ball will be absorbed into it, making it completely disappear and become weightless. It can hold up to 10 different small items.

Bloody sap

Extremely thick, addictive and toxic sap that increases MAG by 1 when consumed when still fresh. If you have at least 20 CRA, it can be crystalized by boiling it at high temperature before rapidly cooling it. When crystalized, it becomes safe-ish to eat one or two of them, though still addictive. Eating more than 2 has a 50% to lead to Addiction or Mana overdose, which Reduces all stats by -25% for 7 days (140 turns) or Causes you to be unable to control your own mana, making you unable to use any spells for the next 2 days (40 turns).

Void bag

Greater Void bag

Rampage (can also be bought off assassins, berserkers, and shady people in most cities)

Books

Biome information

Unknowns of this World : The Abyss

Value : 400 coins

Where to buy : Gnome-run libraries

Author: Shard Dragonsoul

About: The Abyss (biome)

Elemental history

Value :

In their own temple : 150 coins

In libraries : 250 coins

In any other temple : 300 coins

Author: Icarius

About: The history of gods from a certain element.

On Curses and the Like

Value : 1200 coins

Where to buy : Directly from Gibdo, if he likes you.

Author: Gibdo the accursed

About: Curses


  1. Martial artists aren’t able to use more than 1 crossbow.

  2. Chain whips use STR instead.

  3. Sources of mana cost reduction do not stack with each other, when a character is affected by multiple reductions of this type, only the greatest one will be applied.

  4. This increase is applied to every instance of magic damage a weapon deals.

  5. This increase is applied to every instance of magic damage a weapon deals.

  6. The ore only cancels the effects on magic (for instance, illusions from chaos magic) on the item made of it, you cannot, for instance, slash a fireball in half with a mana-proof iron sword.

  7. Though it technically does bleed living sap, this sap, coming from part of a Living Tree, and not the entire tree, won’t be nearly as pure as the real deal, and as such, cannot be used like real living sap.

  8. These runes will never stop working; however, unstable runes may eventually destroy themselves.

  9. This increase is applied to every instance of magic damage a weapon deals.

  10. This increase is applied to every instance of magic damage a weapon deals.

  11. Though it technically does bleed living sap, this sap, coming from part of a Living Tree, and not the entire tree, won’t be nearly as pure as the real deal, and as such, cannot be used like real living sap.

  12. These runes will never stop working; however, unstable runes may eventually destroy themselves.

  13. Not be be confused with CRA, “crafter’s LVL” literally refers to the level of the person who made the piece of equipment.

  14. Though it technically does bleed living sap, this sap, coming from part of a Living Tree, and not the entire tree, won’t be nearly as pure as the real deal, and as such, cannot be used like real living sap.

  15. These runes will never stop working; however, unstable runes may eventually destroy themselves.

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

  17. Mana sickness is caused by mana from another creature entering your body, which leads your body to try to expulse it.

  18. Mana sickness is caused by mana from another creature entering your body, which leads your body to try to expulse it.

  19. Mana sickness is caused by mana from another creature entering your body, which leads your body to try to expulse it.

  20. An unconceivably rare type of sand that is so valuable some peasants are able to live off simply looking trough deserts for them one grain at a time.

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”.