Summary: A quest set in a fantasy world of my own making. One with magic, adventurers, monsters...
User | Total |
---|---|
Kolarthecool | 21 |
Blessing of the Light (Expires in 24 hrs).
+1 Medicine skill.
+2 to Hit chance and Armor Rating.
+5 Fire and Light damage.
+5% Fire and Light power.
+10% to Healing.
+10 Melee damage.
+10% to crafting efforts.
Advantage on the first heal applied each.
Damage is doubled vs demons and undead foes.
Gain Temporary Spell: Radiance.
Healing Word | Lv: 1 / 5.
Heals: 1d6 hp (Crit: 2x).Cost: 2 ap | Range: 30 ft (adjustable).
3 uses per target | Cooldown: None.
Radiance | Lv: N/A.
A one use spell that damages enemies and helps allies.
Damage: 1d100 Fire (Crit: 2x).Cost: 3 ap | Range: 30 ft around Self.
Heals: 1d100 hp (Crit: 2x).
Buffs: +5 to Hit chance and Armor (2 turns).
1 use per day | Cooldown: 1 day.
Flame Whip | Lv: 2 / 5.
Damage: 2d6 Fire - Magical (Crit: 2x).Cost: 4 ap | Range: 15 to 20 ft.
15% chance to inflict Burned I.
Deals double damage with a Whip equipped.
Deals triple damage to summons.
2 uses per target | Cooldown: None.
Green Ostrid | Lv: 3 / 5.
Summons a Lv 10 Green Ostrid.
150 hp | 5 ap | 70 mp.Cost: 4 ap | Range: 5 ft.
50 Agi | 50% Air Power | 50% Air Resistance.
--
Mach Kick: 2d6 Air - Physical (Crit: 2x).
Steals 4 Agi per hit for 2 rounds.
Cost: 3 ap.
--
Air Cutter: 1d6 Air - Magical (Crit 1.5x)
Inflicts one rank of Bleeding status.
Cost: 3 ap | Cooldown: 2 rounds.
1 use per round | Cooldown: 3 rounds.
Animal Healing | Lv: 2 / 5.
Heals: 2d12 hp (Crit: 2x).Cost: 4 ap | Range: 40 ft.
Only usable on summons.
2 uses per round | Cooldown: None.
Iron Crackrock | Lv: 3 / 5.
Summons a Lv 16 Iron Crackrock.
200 hp | 6 ap | 30 mp.Cost: 4 ap | Range: 5 ft.
60 Str | 45% Earth Power | 25% Resistance to all elements.
--
Crusher: 3d10 Earth - Physical (Crit: 2.5x).
Steals 1 Ap per hit for 2 rounds.
Cost: 4 ap.
--
Earths Embrace.
The unit burrows underground for up to 3 rounds.
Recovers 1d20 hp a round while burrowed.
Cost: 4 ap | Cooldown: 6 turns.
1 use per round | Cooldown: 3 rounds.
Quagmire | Lv: 1 / 5.
Creates an area of thick mud that slows all within.
-10 mp (2 rounds).Cost: 4 ap | Range: 10 to 30 ft (20 ft AoE) | Cooldown: 8 turns.
Iron Crackrock is not affected by the effects of this spell.
Lv 13: Feline Speed (buffs summon mp).Animal Vigor | Lv: 2 / 5.
Target: +40 Vit (2 rounds).Cost: 2 ap. | Range: 30 ft | Cooldown: 4 rounds.
Target Summon: +200 Vit (3 rounds).
Chest
Guards Jerkin (Medium) | Lv: 1
A piece of equipment worn by civilian guardsmen.
Armor: +1
+3 Vit.
Legs
Guards Breeches (Medium) | Lv: 1
A piece of equipment worn by civilian guardsmen.
Armor: +1
+2 Agi.
Weapon 1.
Old Bullwhip (Whip) | Lv: 1
A frayed bullwhip that has seem some use.
Damage: 5 to 8 Neutral - Physical (Crit: 1.5x)Cost: 5 ap | Range: 13 to 15 ft.
+5 Vit.
+1 Max Summons.
Adventurer Plate.
A bronze plate that identifies you as an Adventurer. It can be magically updated to reflect your information and will teleport to the nearest UAA building in the event of your death.
Line of Credit: 0 / 3,000 G.
Basic Survival Kit.
A well stocked kit that contains all of the basic items required for up to three nights in the wild.
3/3 uses remainingSell: 85 G.
Adds +2 Survival.
x4 Devourer Toxin.
A toxic excretion taken from a Black Devourer. It can be applied to weapons.
Adds Poison I to next weapon hit.Sell: 45 G ea.
x2 Dread Swamp Teleportation Stone.
A magical stone attuned to the Frontier Camp in the Dread Swamp.
Teleport to Frontier Town Inn (30s)Sell: 20 G.
x2 Echo Herb.
A magical plant that can revitalize the soul.
Removes Silence I status effect.Sell: 60 G.
x2 Minor Healing Potion.
A simple mixture of healing herbs and water.
Instantly restores 50 hp.Sell: 20 G.
x2 Minor Potion of Regeneration.
A simple mixture of water and healing herbs.
Recovers 75 hp over 3 turns.Sell: 18 G ea.
x6 Provisions.
A food item that keeps the user fed for a full day.
Prevents and Removes a rank of the Malnourished status effect.Sell: 40 G.
x2 Weak Antidote.
A simple cure for basic poison and venom.
Removes Poison I status effect.Sell: 37 G.
x2 Weak Remedy.
A stimulant for the body.
Removes Stunned I status effect.Sell: 21 G ea.
x4 Devourer Skin.
Skin from a Black Devourer. It is lathered in the creatures' toxic excretions.
Adds a temporary +15% Poison resistance effect to a potion.Sell: 50 G ea.
Adds the Poison I enchantment to Armor.
x25 Scarab Antenna.
Sensory organs taken from a Scarab. It can be used to craft set armor.
Can be used to craft Scarab Amulet (10) and Ring (15)Sell: 20 G ea.
x26 Scarab Shell.
The exoskeleton of a Scarab. It can be used to craft set armor.
Can be used to craft Scarab Chest (10) and Scarab Gauntlets (5).Sell: 25 G ea.
x22 Scarab Wing.
Wings from a Scarab. It can be used to craft set armor.
Can be used to craft Scarab Cape (15) and Amulet (5).Sell: 18 G ea.
x3 Mushd Mud.
A ball of sticky mud taken from the remains of a Mushd. Can be used as a special item in the Alchemist and Jeweler professions.
Adds a temporary +10% Earth resistance effect to a potion.Sell: 5 G ea.
Adds +2% Earth Resistance enchantment to a ring or necklace.
Mushy Mushd Heart.
A rare drop taken from the remains of a Mushd. Can be used as a special item in the Jeweler profession.
Adds +2 Str and +5% Earth Resistance enchantment to a necklace.Sell: 100 G.
x6 Silver Herb.
A special herb that can only be found in certain locations. It has great healing properties.
Can be substituted with Herb in Potion crafting for increased effect.Sell: 15 G.
Black Devourer (Lv: 7 - 9).
105 - 140 hp | 6 ap | 40 mp.
35 - 45 Cha | 35 - 45% Water Power | 10% Water Resistance.
Blood Drain: Steals 20 to 30% of the targets max hp.
Mushd (Lv: 3).
44 hp | 4 ap | 30 mp.
10 Str | 5 Cha | 10% Earth Power | 50% Earth and Water Resistance | 25% Air Resistance | 50% Fire Weakness.
Mud Whip: 8 to 11 Earth - Physical (Crit: 1.5x)
Mud Ball: Inflicts Grounded I status effect.
Scarab - Drone (Lv: 5 - 6).
*stat benefits change based on color.
60 - 75 hp | 4 ap | 50 mp.
25 - 30 Stat | 25 - 30% Power | 15% Resistance to same element | 10% Resistance to complimentary element | 30% Weakness to opposing element.
Shelled: 10 - 12 physical damage reduction.
Element Shot: 10 to 13 Element - Physical (Crit: 1.5x)
Scarab Knight (Lv: 15).
*stat benefits change based on color.
250 hp | 6 ap | 25 mp.
70 Stat | 70% Power | 50% Resistance to same element | 20% Resistance to complimentary element | 50% Weakness to opposing element.
Shelled: 30 physical damage reduction.
Element Shot: 22 Element - Physical (Crit 2x)
Element Wave: 32 Element - Magical AoE (Crit 2x)
Element Blast: 42 Element - Magical (Crit 2x)
Scarab - Soldier (Lv: 9 - 11).
*stat benefits change based on color.
165 - 195 hp | 6 ap | 35 mp.
45 - 55 Stat | 45 - 55% Power | 25% Resistance to same element | 15% Resistance to complimentary element | 25% Weakness to opposing element.
Shelled: 18 - 22 physical damage reduction.
Element Shot: 15 - 19 Element - Physical (Crit: 1.5x)
Element Wave: 20 - 30 Element - Magical AoE (Crit: 2x).
Thinking of a spear wielding agi fighter. Not sure whether warrior or squire makes more sense though.
Don't have a clear idea of what the sub races for human mean, so that was a random choice too.If you're going Horselord and you want to use spears, Squire is the class for you.
Don't have a clear idea of what the sub races for human mean, so that was a random choice too.
Just noticed that higher wis means more exp. What's a melee wis build? Monk?
It's interesting that they're on the same side as other elves, but how often do you get to play as Fae?
Subraces: Gold Blooded (traditional Dwarf), Nether Dwarf (Duergar)
What's the difference? More to the point, what exactly does the second subrace mean?