Adventurer Quest

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Summary: A quest set in a fantasy world of my own making. One with magic, adventurers, monsters...
Character Creation 1.0

Kolarthecool

Hiding from the light of day.
Location
Calgary, Canada.
Summary: A quest set in a fantasy world of my own making. One with magic, adventurers, monsters, dungeons and more. You all play the role of a newbie adventurer seeking to make it big.

--==+++==--​

The year is 290 AW. The various nations of the world are at peace. The legions of adventurers and guilds continue to repel to constant incursions of monsters, demons and the undead.

It has been two hundred and ninety years since the Great War, wherein an ever growing army of the undead led by the Lich King Nazareth set out to inflict horrors on the world in the name of the dark god Nacht and his fallen bride Malitiae. Only by banding together were the various kingdoms of the world able to repel this fell force and bring about an unsteady peace.

It has been twenty-five years since the last major war between the nations. Recently, tension has risen due to the assassination of the human emperor Clovis III of the Landoran Empire by unknown forces. There is talk of war and the various guilds have mobilized in preparation.

You are..

[][Name] Write in.

...a newly licensed adventurer ready to take on all comers in search of fame and fortune. The world is on the cusp of a new age, war is on the horizon and there is talk of increased activity in the Forbidden Lands. It is a good time for a capable adventurer to achieve great renown… or find their doom.

Character Creation 1.0

Choose wisely, all choices will affect your character's personality, how they act and react, and first impressions of them.

Subraces and Subclass can be chosen on the next vote.

See the Game Mechanics post for an explanation on stats and skills.


What is your Alliance, Race and Nationality?
[][Alliance] The Harmonious: an alliance of the 'three great races', called such as they are the most widespread and powerful of the six major races. The Harmonious was formed by the Church of Light at the cusp of the Great War as they rallied the member races under their banner and lead the charge against the undead. Due to the need for mutual aid following the war and the formation of The Prime, the member nations of The Harmonious have remained close allies for nearly three centuries.
[][Race] Human: a fast growing and versatile race. Though they are generally weaker, slower, shorter lived and more magically inept compared to other races, mankind has a versatility and adaptability that few other races can match.
Racial Trait: +1 bonus skill training point every 3 levels.
Subraces: Imperial (ESO style), Lebian (Desert folk), Horse Lord (Rohirrim).

[][Race] Dwarf: a strong and hardy people. Though they are of short stature, the Dwarves are a ferocious and durable race.
Racial Trait: Starts with Adept level in Smith and Jeweler professions. Starts with Darkvision spell regardless of class.
Subraces: Gold Blooded (traditional Dwarf), Nether Dwarf (Duergar)

[][Race] Elf: a nimble and long lived people. The Elves are a solitary race, preferring to keep to themselves save for the few young and adventurous sorts.
Racial Trait: Starts with 5 points in spirituality training.
Subraces: Drow, Sun Elf (High Elf), Wood Elf.​

[][Alliance] The Prime: an alliance of 'the first ones', the oldest races of the world. The Prime was formed to counter the explosive growth of The Harmonious following the Great War and has remained a powerful alliance due to their combined will to stymie the ever growing nations of the 'three great races'
[][Race] Beastkin: a race of human/animal hybrids, the Beastkin tribes have long roamed the world. While they were first mistaken for monsters, their calm and peaceful nature has done much to set them apart.
Racial Trait: +1d6 to all Insight, Investigation and Perception rolls.
Subraces: Canine, Feline, Bovine, Avian, Aquatic.

[][Race] Fae: a mercurial and lively race of spiritual beings. They are born with an innate talent for the magical arts and a sense of mischievous whimsy.
Racial Trait: Starts with 10 points of spirituality training.
Subraces: Fairy, Ifrit, Undine, Dryad, Angel. Pixie, Dhampir, Devil.

[][Race] Monster-kind: a small nation of sapient monsters willing to set aside their more bloodthirsty nature in the name of advancement. Were they able to completely set aside their brutish and violent nature, they would quickly spread at a rate comparable to that of the 'three great races'.
Racial Trait: can evolve race every 20 levels for a bonus to stats and skills.
Subraces: Goblin, Orc, Lizardman, Kobold, Gremlin.​

Choose your gender
[] Male.
[] Female.

Choose your starting class.
[][Class] Warrior: a basic melee class focused on dealing as much direct damage as possible in a short amount of time.
Subclass: Berserker, Fighter, Brawler (martial artist).​

[][Class] Squire: a basic melee class focused on defensive power and mobility.
Subclass: Knight, Lancer (mounted unit).​

[][Class] Templar: a healer/melee class with a balance of offense and defense.
Subclass: Crusader (knight), Inquisitor (mage), Paladin.
[][Class] Mage: a spellcaster that primarily utilizes Elemental magic.
Favored equipment: wand, staff, robes.
Subclass: Fire, Water, Air, Earth.​

[][Class] Warlock: a spellcaster that primarily utilizes Dark magic.
Subclass: Necromancer, Leecher (drain spells), Plague Bringer (status effects).​

[][Class] Priest: a spellcaster that primarily utilizes Light magic.
Subclass: Cleric, Purifier (healer), Exorcist.​

[][Class] Druid: A spellcaster/melee class with a balanced focus on both martial and magical ability.
Subclass: Changer, Naturalist (shaman).​

[][Class] Summoner: a spellcaster that summons minions and spirits.
Subclass: Tamer (monsters), Elemental, Pact Maker (demons).​

[][Class] Rogue: a stealthy class that relies on critical hits and thievery.
Subclass: Thief, Assassin, Ninja.​

[][Class] Archer: a stealthy class that relies on long range combat.
Subclass: Speed shooter, Ranger.
[][Class] Acrobat: a fun loving class that uses tricks and traps.
Subclass: Bomber, Gambler, Jester.​

What is your Backstory?
[][Backstory] Merchant's Assistance: you traveled the country with your employer, assisting him in buying and selling various wares. It was a life fraught with danger and the occasional bandit attacks that left you both almost destitute. One day, your wagon stumbled upon an ambush by a bandit group. They'd foolishly attacked a band of adventurers and paid the price as they were wiped out to the last man. The adventurers moved on soon after looting the corpses but your master's years of experience with bandits had you both searching the area for their camp. This paid off as you found a chest of stolen gold. Upon reaching the age of majority, you gathered up your savings and set off to become an adventurer.
Start with a bonus 500 gold.
Start with +2 to Haggle skill.
[][Backstory] Guardsman: you served as a minor guard in a village so small it wasn't even on the maps, there was very little to do but you took to the job with great aplomb and worked to keep the villagers feeling safe and protected. You must have done quite the job of it as when you left to become an adventurer, the village elder gifted you with a set of free equipment.
Start with some basic equipment.
Start with +2 to Intimidation skill.
[][Backstory] Laborer: working the docks was a tough job and not meant for the weak, you spent many years loading and unloading the many ships that sailed into your port city. It was hard work but the muscles you earned were well worth it and you picked up plenty of interesting tidbits from the stories of the various travelers. It was one such story that made you decide to switch professions.
Start with 3 bonus training points.
Start with +1 to Dungeoneering and Streetwise skills​

[][Backstory] Write in.

--==+++==--
Voting is Closed​
 
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Quest Mechanics
Game Mechanics

This quest is a mix of a simplified DnD system and the mmorpg Dofus. It will primarily follow a D20 system for most, if not all, dice rolls. Currently, the only exceptions to this are if I need to roll for treasure, gold, or random effects.

Combat.
Combat is done in rounds. Each round, the combatants can move up to their Movement stat in feet and use up all of their Action Points. Talking and item use are free actions but there is a limit to the number of items that can be used in a turn and opponents can still attack while you are talking. Attempted attacks must roll above a targets Armor Rating to land. Damage mitigation is applied after this.

It should be noted that all Monsters are a number of degrees more powerful at night but will also provide an increase in dropped treasure and experience.

Xp Calculator*: ((Base Monster xp + 50xp for each level it is higher than you) / (your party level/mob level)) × 2 at night.

*as of chapter 10.

Level Up.
Each time the character levels up, they will receive 5 stat points, 1 spell point and 3 training points to spend. Stat points can only be spent on the five primary stats (Str, Vit, Agi, Int, Wis, Cha). Spell points can be used on any spell you have unlocked. Training points can only be spent on the four secondary stats (Pwr, Con, Spi, Spd).

Stats.
Below are the basic stats. More stats may appear as they become relevant due to spells, equipment or skills.

Health Points (HP)
: a stat value that is drained whenever the character takes damage, it recovers slowly outside of combat and the player will die if it reaches 0.
Action Points (AP): a stat value that is drained whenever the character attacks or uses a spell, it fully recovers every round.
Movement Points (MP): the maximum number of feet the character can cross in one round.

General Stats:
These can only be increased with stat points. Based on your class, there might be stat caps for each stat. When a stat cap is reached, the stat will requires extra points to increase. Most caps are at every 50 base points in a stat.

Strength (STR): a measure of your physical might and stamina.
Each point of STR increases Melee attack and Earth element damage by 1 point.​

Vitality (VIT): a measure of your overall health and endurance.
Each point of VIT increases HP by 1 point and Healing efficiency by 1%.​

Agility (AGI): a measure of your speed and reflexes.
Each point in AGI increases Air element damage by 1 point, and critical hits and dodge chance by 0.1 points.​

Intelligence (INT): a measure of you mental prowess and overall knowledge.
Each point in INT increases Fire and Light/Dark element damage by 1 point.​

Wisdom (WIS): a measure of your problem solving ability and spirituality.
Each point in WIS increases EXP gain by 1% and resistance to debuffs by 0.1 points.​

Chance (CHA): a measure of you luck.
Each point in CHA increases Water element damage by 1 point and treasure finding ability by 1%.​

Trainable stats.
These can only be increased with training points. Training takes time and you are unable to perform other actions while training. The higher the stat, the more training time is required. Training time can be split up into hour long intervals when it gets long enough.

Power (PWR): a stat that improves your physical damage.
Each point of PWR increases physical damage by 1%​

Constitution (CON): a stat that improves your health.
Each point of CON increases your max hp by 10 points.​

Spirituality (SPI): a stat that improves your magical damage.
Each point of SPI increases magical damage by 1%.​

Speed (SPD): a stat that improves you movement speed.
Each point of SPD increases your Mp by 1 point.​

Extra Stats
These can not be increased with points or training, only through special equipment or buffs.

Max Summons: the maximum number of summons you can have active at a time.

Range: a stat that increases the maximum distance your spells can reach. Only applies to spells with an adjustable range. 1 point of Range equals 5 feet.

Resistance: your resistance to certain types of magical damage.

Armor Rating: your resistance to physical damage.

Status afflictions

Status afflictions are negative effects that can have a number of debilitating effects. Some status effects can inflict or worsen other status effects. Most will vanish at the end of combat or after enough time has passed but some will require the use of items to remove. Each status effect has a number of ranks, the higher the rank, the worse the effect.

Erosion
: an effect that is applied every time damage is taken. Reduces max hp by 2% until the fight ends.

Poisoned (5 ranks): lose 10 to 50% of max hp at the start of your turn for 2 to 5 rounds.
Burned (5 ranks): take 25 to 125 points of Fire damage at the start of your turn for 2 to 5 rounds.
Bleeding (5 ranks): lose 15 to 75% of max hp at the end of your turn for 2 to 5 rounds.
Silence (5 ranks): -2 to -10 ap for 1 turn.
Diseased (5 ranks): applies a rank of the Poisoned status effect. -1 to -5 to Endurance skill. Requires an item to remove.
Stunned (5 ranks): unable to act for 1 to 5 rounds.
Confused (5 ranks): 10 to 50% chance of attacking allies.
Berserk (5 ranks): gain a 100 to 500% damage boost. Applies an equal rank of Confused status.
Fear (5 ranks): increased chance to flee the fight. Must make a flee roll at the start of your turn for 2 to 5 rounds.
Intoxicated (10 ranks): lose 10 to 100 points of Agi, Int and Wis. 10 to 100% chance to also gain a rank of Poisoned, Diseased, Confused or Berserk status effects.
Tranquilized: chance to lose consciousness. Ends a fight if applied in combat and no allies remain.
Charmed (5 ranks): -1 to -5 on attack rolls against the one that applied the status.
Crippled (10 ranks): affected limb loses 10 to 100% usability - crippled legs or wings reduces Mp, crippled arms reduce damage.
Blinded (5 ranks): -2 to -10 on attack rolls until the cause of the status effect is removed.
Grounded (5 ranks): -5 to 25 mp for 2 to 5 rounds. -2 to -10 to Flight skill for 2 to 5 rounds.
Controlled: all of the units actions are controlled by another.
Malnourished (5 ranks): -10 to 50% total Str, Vit and Agi until status is removed. -1 to 5 to Endurance skill. Must make an Endurance saving roll once a day to avoid death. Each rank requires an additional meal to remove.
Exhausted (5 ranks): -10 to 50% total Int and Wis. -1 to 5 to Endurance skill. Must make an Endurance saving roll once a day to avoid losing consciousness. Each rank requires an additional 6 hours of sleep to remove.

Spells
Class spells are unlocked at certain levels. You start with three at level 1, then unlock more at levels 3, 6, 9, 13, 17, 21, 26, 31, 36, 42, 48, 54, 60, 70, 80, 90, 100. Spells can be increased with spell points up to level 5 but every time a spell is improved, it requires one more point to level it up again. Ex: level 1 to 2 takes 1 point, 2 to 3 takes 2 points, 3 to 4 takes 3 points, etc.

Overview:
Spell Name | Spell Level.
Spell Effect (base damage/heal (crit damage/heal), bonus effect).
Spell Cost | Spell Range.
# of uses per round | Spell Cooldown.​

Skills
These are modifiers for actions that you can perform or information that you may know. Every 25 base points in the related stat will grant you +1 to the related skill modifier. Skill checks are made by rolling a d20 and adding the relevant modifier.

Skills can also be trained by repeatedly performing relevant actions.

Acrobatics: a measure of your acrobatic ability. It covers complex actions such as jumping, balancing and flips.
Relevant Stat: Agi.​

Animal Handling: your skill at dealing with animal companions, wild animals and mounts.
Relevant Stat: Wis.​

Arcana: a measure of your knowledge regarding magic related topics.
Relevant Stat: Int.​

Athletics: your athletic ability in activities such as running or swimming.
Relevant Stat: Str.​

Bluff: your ability to fool and deceive others.
Relevant Stat: Wis.​

Diplomacy: your ability to come to a peaceful resolution with others.
Relevant Stat: Wis.​

Dungeoneering: your general know how about dungeons and delving into them. It can grant you vital information about random encounters as well.
Relevant Stat: Int.​

Endurance: your ability to stave off ill effects or push beyond your physical limits.
Relevant Stat: Vit.​

Medicine: your skill to non-magically treat wounds and illnesses. It affects how much hp is recovered from healing items.
Relevant Stat: Int.​

Haggle: a mercantile skill that allows you to negotiate better prices with vendors.
Relevant Stat: Cha.​

History: your knowledge of the history of a region and beyond.
Relevant Stat: Int.​

Insight: your ability to decipher intent and see through deception.
Relevant Stat: Wis.​

Intimidation: your ability to influence others through hostile actions, overt threats, and deadly persuasion.
Relevant Stat: Str.​

Investigation: your ability to piece together clues and solve mysteries.
Relevant Stat: Int.​

Nature: a measure of your knowledge regarding various fauna and flora.
Relevant Stat: Int.​

Perception: your ability to spot hidden secrets and details.
Relevant Stat: Int.​

Religion: a measure of your knowledge of various religious practices and beliefs.
Relevant Stat: Int.​

Stealth: your ability to remain concealed and move undetected.
Relevant Stat: Agi.​

Streetwise: your ability to quickly suss out relevant information about new locales.
Relevant Stat: Cha.​

Survival: your ability to survive in the wild, follow tracks and gather resources.
Relevant Stat: Wis.​

Thievery: your ability to perform thief related actions such as lock picking, disarm trap, sleight of hand or pickpocket.
Relevant Stat: Agi.​

Gainable skills.
Skills that you dont start with but can gain in a variety of ways.

Riding: your ability with riding a mount and performing actions while mounted.
Relevant Stat: Str.​

Flight: your ability to take flight and navigate through the air. Every point in this stat will increase your base movement speed by 5 points while flying.
Relevant Stat: Agi.​

Water Breathing: your ability to remain underwater for great lengths of time without a need for air.
Relevant Stat: Vit.​

Professions
Professions allow you to gather or create items that can be sold for gold or used by you. Some pieces of powerful equipment can only be acquired through a profession. While you can hire a professional to do the same tasks, it is easier, cheaper and more beneficial in the long run to improve your professions instead.

There are six ranks for professions: Beginner (Level: 1 to 10), Apprentice (Level 10 to 25), Adept (Level 25 to 50), Expert (Level 50 to 75), Master (Level 75 to 99), and Grandmaster (Level 100). Ranks determine what materials you can work with and improve the quality of finished goods. Performing a profession gains xp for it and ranks it up.

Baker: creates flours and baked goods.
Alchemist: gathers potion materials and creates potions.
Hunter: gathers meat items and creates meat dishes.
Carver: creates wooden weapons and tools.
Smith: creates metal weapons and armor.
Tailor: creates cloth and leather armor, hats and capes.
Shoemaker: creates shoes and belts.
Jeweler: creates rings and amulets.
Artificer: creates nonstandard equipment and tools.

When it comes to professions, both your Rank and your level in the relevant profession determine what you can do. When you choose to work on a profession, you will have two options: Gather Materials or Craft Item. Both take a minimum of one hour but you can choose how many hours you want to spend on them.

Gathering Materials
When it comes to gathering materials, your rank and level both determine qhat you can gather. If your level isn't high enough for a certain material, you will not be able to gather it. The higher your rank, the more materials you can gather in one session. Your rank also determines what materials you can buy. Shop owners will refuse to sell items beyond your rank. Once you have the proper rank however, you can buy the related supplies even if you dont have the level to use them.

Once the Gather Materials option is chosen, your character will go off and gather items for the chosen time period. A d20 is rolled for each hour to determine how many items you gather. Each rank you reach adds another d20 to the base roll. Specialty tools and items can also add to your gathering rolls. (Ex: an Expert ranked Smith with a basic pickaxe can gather 4d20+5 materials per hour)

A single d20 is also rolled to determine if there is a random encounter or event with each gathering attempt. This can range from being attacked by a monster to finding a rare material or treasure.

The only limits to gathering resources are available time and inventory space. There are a limited number of hours in the day and your character needs at least 6 hours of sleep. If your character gathers more than they can carry, the excess items will be left behind and will vanish before they can return for them. You start with 50 inventory slots with a limit of 99 of the same item per slot, bags can be bought to increase this limit.

Crafting
Craftable items are divided by a 5 level gap and each level requires a certain number of basic materials to craft.

When crafting a food item or potion: a d20 is rolled to determine if you succeed or fail. The difference in your level and the item level is also added to this roll. Special materials can be added to grant the item a bonus effect.
Ex: a level 3 Alchemist crafting a level 1 Minor Healing Potion with a +fire resistance special material.
  • Needs 10 Herb, 2 Water and 1 Vial.
  • Add a Fire Leaf for a bonus effect.
  • Roll 1d20:= 13 + 2 = 15.
  • The potion succeeds. It heals 50 hp instantly and grants 5% fire resistance for 1hr.

When crafting equipment or toosl: the same rolls as the food/potion crafting are made to determine if you succeed or fail. In the chance of a success, a d20 plus the item level and a d6 are rolled to determine the damage range for weapons, while a d6 is used for armor rating for equipment. A d6 is then rolled to determine the number of enchantments are on the item. Finally a number of d20s and d100s are used to select the enchantments from a list. Special materials can also be added to the crafting process to improve any of these options. Players can also vote on what they want to aim for in regards to general equipment effects.
Ex: a level 8 Carver crafting a Level 5 wand. Players have voted to aim for a fire related effect.
  • Needs 10 wood, 2 gems and 1 magic powder.
  • Add a Refined Gem to increase the damage range roll to 1d10.
  • Roll 1d20 = 14 + 3 = 17. The craft is a success.
  • Roll 1d20 + 5 and 1d10: 15 and 7: it deals 15 to 22 base damage.
  • Roll 1d6 for number of enchantments: 3.
  • Roll 3d100s and select from a list: 12, 32 and 64. 12 is a useless effect for a magical class so it is replaced with one related to fire. The enchatments are now +fire damage, +hp, and +crit chance.
  • Roll 3d20s and adjust for item level as seems fair: 8, 15 and 12: the wand gives +4 fire damage, +60 hp and +3% crit chance
 
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Character Sheet
Character sheet



Name: Lireal (Li-ree-al).
Race: Fae - Angel.
Gender: Female.
DoB: 272 AW (18 y/o)

Class: Summoner - Tamer.
Level: 9 (13,732 / 19,200 xp).
Rank: E (10 / 25).

Hp: 203.
Regen: 1/hr​
Ap: 6.
Mp: 35.

Stat Points: 0.
Str
: 5.
Melee Damage: 5 (+10).
Earth Damage: 5.​
Vit: 25 (+8) = 33.
Healing: +33% (+10%) = 43%​
Int: 5.
Fire Damage: +5 (+5) = 10.
Light Damage: +5 (+5) = 10.
Fire Power: +5%
Light Power: +10% (+5%) = 15%​
Wis: 0.
Agi: 4 (+2) = 6.
Air Damage: +6.
Crit Chance: +0.6%
Dodge Chance: 0.6.​
Cha: 6.
Water Damage: +6.
Treasure Find: +6%​

Training Points: 0.
Pwr
: 0.
Con: 7 (+70 Hp). [Pending +10]
Spi: 10 (+10% Magic Damage). [Pending +5]
Spd: 5 (+5 Mp).

Extra Stats
Max Summons
: 2 (+1) = 3.
Light Resistance: +10%.
Armor Rating: 2 (+2) = 4.

Acrobatics: 0.
Animal Handling: +3.
Arcana: 0.
Athletics: 0.
Bluff: -1.
Diplomacy: +2.
Dungeoneering: +1.
Endurance: -1.
Flight: +2.
Haggle: +1.
History: 0.
Insight: -1.
Intimidation: +2.
Investigation: 0.
Medicine: 0 (+1).
Nature: 0.
Perception: 0.
Religion: +1.
Stealth: 0.
Streetwise: 0.
Survival: +2.
Thievery: 0.
Spell Points: 0.
Of the Light: +1d6 to all rolls under direct sunlight.
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).
Heals: 1d100 hp (Crit: 2x).
Buffs: +5 to Hit chance and Armor (2 turns).​
Cost: 3 ap | Range: 30 ft around Self.
1 use per day | Cooldown: 1 day.
Flame Whip | Lv: 2 / 5.
Damage: 2d6 Fire - Magical (Crit: 2x).
15% chance to inflict Burned I.
Deals double damage with a Whip equipped.
Deals triple damage to summons.​
Cost: 4 ap | Range: 15 to 20 ft.
2 uses per target | Cooldown: None.
Green Ostrid | Lv: 3 / 5.
Summons a Lv 10 Green Ostrid.
150 hp | 5 ap | 70 mp.
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.​
Cost: 4 ap | Range: 5 ft.
1 use per round | Cooldown: 3 rounds.
Animal Healing | Lv: 2 / 5.
Heals: 2d12 hp (Crit: 2x).
Only usable on summons.​
Cost: 4 ap | Range: 40 ft.
2 uses per round | Cooldown: None.
Iron Crackrock | Lv: 3 / 5.
Summons a Lv 16 Iron Crackrock.
200 hp | 6 ap | 30 mp.
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.​
Cost: 4 ap | Range: 5 ft.
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).
Iron Crackrock is not affected by the effects of this spell.​
Cost: 4 ap | Range: 10 to 30 ft (20 ft AoE) | Cooldown: 8 turns.
Animal Vigor | Lv: 2 / 5.
Target: +40 Vit (2 rounds).
Target Summon: +200 Vit (3 rounds).​
Cost: 2 ap. | Range: 30 ft | Cooldown: 4 rounds.
Lv 13: Feline Speed (buffs summon mp).
Lv 17: Horned Trool (a fast and strong summon with a push back effect).
Lv 21: Call of the Wild (increases max summons).
Lv 26: Natural Defense (buffs summons defense).
Lv 31: Perk Up (buffs summon ap).
Lv 36: Feral Wrath (buffs summon damage).
Lv 42: Bworc Magus (a magic using summon, air and water damage).
Lv 48: Monster Tamer (control enemy monster).
Lv 50: Teamwork (a strong attack that is dependent on the summons on the field).
Lv 60: Windstorm (AoE Air dmg, stuns).
Lv 70: Circle of Life (sacrifices one summon to heal all other summons).
Lv 80: Downpour (water dmg, ap drain).
Lv 90: Lava Wyrm (the most powerful summon, flight and fire damage).
Lv 100: Hi-energy Shot (gives all summons +ap, +mp, +dmg and +hp).
Currency.
Gold: 508 G.
Bank Fees: 50 G / 30 days (starting on 278 / 290 AW)​

Equipment.
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)
+5 Vit.
+1 Max Summons.​
Cost: 5 ap | Range: 13 to 15 ft.

Inventory (12 / 50)
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 remaining
Adds +2 Survival.​
Sell: 85 G.
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.
Adds the Poison I enchantment to Armor.​
Sell: 50 G ea.
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.

Personal Storage (3/20)
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.
Adds +2% Earth Resistance enchantment to a ring or necklace.​
Sell: 5 G ea.
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.

Bank Storage (0/75)
Gold: 0.
Interest: +5% G / 30 days (starting on 278 / 290 AW)​
Baker: 1 (0/100. 1 special material slot).
Flour: 10 Grain Item.
Bread (Lv 1 to 10): 1/3/5 of Wheat + Yeast + Oil.
Bread (Lv 15 to 25): 1/3/5 of Wheat Flour + Yeast + Distilled Water.
Alchemist: 1 (0/100. 1 special material slot)
Distilled Water: 5 Water + Potion Vial.
Herbal Concentrate: 10 Herb.
Minor Healing Potion (Lv 1): 3 Herb + Distilled Water + Potion Vial.
Low Healing Potion (Lv 10): Herbal Concentrate + 2 Distilled Water + Potion Vial
Healing Potion (Lv 20): 2 Herbal Concentrate + 3 Distilled Water + Potion Vial
Minor Potion of Regeneration (Lv 1): 2 Distilled Water + Herb + Potion Vial.
Low Potion of Regeneration (Lv 10): 4 Distilled Water + Herbal Concentrate + Potion Vial.
Potion of Regeneration (Lv 20): 8 Distilled Water + 2 Herbal Concentrate + Potion Vial.
Weak Antidote (Lv 5): Weak Poison + Herb + Potion Vial.
Antidote (Lv 15): Poison + Herbal Concentrate + Potion Vial
Weak Poison (Lv 10): 3 Poisonous Plant + Distilled Water + Potion Vial.
Poison (Lv 20): 5 Poisonous Plant + 1 Distilled Water + Potion Vial.
Weak Remedy (Lv 10): 2 Spice + Herbal Concentrate + Potion Vial.
Remedy (Lv 20): 3 Spice + 2 Herbal Concentrate + Potion Vial.
Weak Coagulant (Lv 5): Low Quality Cloth + Herb.
Coagulant (15): Medium Quality Cloth + Herbal Concentrate.
Weak Burn Balm (10): Distilled Water + Herbal Concentrate + Potion Vial.
Burn Balm (20): 5 Distilled Water + 3 Herbal Concentrate + Potion Vial.
Hunter: 1 (0/100. 1 special material slot)
Provisions: 3 Meal Item.
Spiced Meat: Meat + Spices.
Floured Meat: Meat + Flour.
Roasted Meal (Lv 1): Meat.
Cooked Meal (Lv 5): Meat + Oil.
Spiced Meal (Lv 10): Spiced Meat + Oil.
Stewed Meal (Lv 15): Spiced Meat + Oil + Water.
Fried Meal (Lv 20): Spiced Meat + 2 Oil.
Baked Meal (Lv 25): Floured Meat + Oil.
Carver: 1 (0/100. 1 special material slot)
String x5: Cloth of any quality.
Sanded Wood: 10 Wood item.
Wand/Staff/Bow/Crossbow: Ask the QM (provide the level of item, via a multiple of 5, you want).
Smith: 1 (0/100. 1 special material slot)
Ingot: 10 Ore of the same grade.
Shield/Armor/Weapon: Ask the QM (provide the level of item, via a multiple of 5, you want).
Tailor: 1 (0/100. 1 special material slot)
Armor: Ask the QM (provide the level of item, via a multiple of 5, you want).
Shoemaker: 1 (0/100. 1 special material slot)
Studded Leather: Leather of any grade + Ore of matching grade.
Armor/Belt/Boots: Ask the QM (provide the level of item, via a multiple of 5, you want).
Jeweler: 1 (0/100. 1 special material slot)
Polished Gemstone: Water + Gemstone.
Magic Crystal: 5 Magic Powder.
Magic Stone: 2 Magic Crystal.
Rings/Amulets/: Ask the QM (provide the level of item, via a multiple of 5, you want).
Artificer: 1 (0/100. 1 special material slot)
Lockpick x2: Low-Grade Ore.
Trap Tool x2: Low-Grade Ore.
Basic Thievery Kit (Lv 10): 10 Lockpick + 10 Trap Tool.
Tools/Whip/Equipment: Ask the QM (provide the level of item, via a multiple of 5, you want).
C Rank: Scarab Extermination.
Kill at least fifteen Scarab and bring their shells to Foreman Hedwick.​
Recommended Level: 5.
Reward: 100 G/shell, limit 40.
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).​
 
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[X][Name] Lireal
[X][Alliance] The Prime
[X][Race] Fae
-[X] Fairy
[X] Female.
[X][Class] Summoner
-[X] Tamer
[X][Backstory] Guardsman
 
Following my first instinct and trusting in Veekie's judgement
[X] Plan Veekie
 
@Kolarthecool do we chose subclasses to start?

No, you'll get more info on those next post before you get to pick one. Edit: you can of you would like though and then change your vote when you learn more next post.

Edit: I spent like 2 days writing up small blurbs for each race and class only to go and make them pointless by realizing I can just have you vote on main races and classes. Hopefully they come in handy for npcs and enemies.
 
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[X][Name] Lee
[X][Alliance] The Harmonious
[X][Race] Human
-[X] Horselord
[X] Male
[X][Class] Squire
-[X] Lancer
[X][Backstory] Guardsman

Thinking of a spear wielding agi fighter. Not sure whether warrior or squire makes more sense though.

Edit: Changed to Squire-Lancer from the replies below.
 
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Don't have a clear idea of what the sub races for human mean, so that was a random choice too.

They're basically bog standard humans but for a few differences. Imperials are like their Elder Scroll counterparts and get a bonus to finding gold. Lebians are like Redguards but tougher, they get a bonus to survival and edurance checks. Horselords are like the men from Rohan in LOTR, just good with mounts and mounted combat.

The Lancer is a squire class that uses mounts and spears, good synergy there.
 
[X] Na'weh the Stonespliter
[X][Race] Monster-kind
-[X][Subrace] Ork
[X] Male.
[X][Class] Mage
-[X] Earth
-[X][Backstory] Laborer

I was thinking about writing in slave background, but that would be a little too obvious, i think. Either way, a Orcish Shaman is a go! I think that evolution mechanic is just too interesting to pass up.
 
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[X] Plan Augmented Tamer
-[X][Name] Hauler Stonekeeper
-[X][Alliance] The Harmonious
-[X][Race] Dwarf
--[X]Gold Blooded (traditional Dwarf)
-[X] Male.
-[X][Class] Summoner: a spellcaster that summons minions and spirits.
-[X]Monsters
-[X][Backstory] Laborer


Tinkerer Tamer Kit sounds pretty sick. We can Tame monsters, then build our pets things to augment there abilities.

Plus we'd be a fucking dwarf, I can't think of any quests where you play as a dwarf. (i'm sure theirs atleast one)

Think of all the short people jokes
 
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[X][Name] Lireal
[X][Alliance] The Prime
[X][Race] Fae
-[X] Fairy
[X] Female.
[X][Class] Summoner
-[X] Tamer
[X][Backstory] Guardsman
 
[X] Plan Naive Trickster
- [X][Name] Eilwen
- [X][Alliance] The Prime
- [X][Race] Fae
- [X] Female
- [X][Class] Acrobat
- [X][Backstory] Forest Dweller: you grew up in the woods, living with your parents and very few others. The forest provided most of what you needed and your community produced little else. As such your contact with civilisation was very limited, though sometimes adventurers stayed with you for a few days, trading stories and small favours for a place to rest. When you came of age, you decided you wanted to become an adventurer and see the world with your own eyes.
+ Nature/Survival I guess?
Maybe a malus to Haggle.

I want a trickster and Acrobat seems to be the closest. Let's hope this still allows for some magic.
 
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[X] Na'weh the Stonespliter
[X][Race] Monster-kind
-[X][Subrace] Ork
[X] Male.
[X][Class] Mage
-[X] Earth
-[X][Backstory] Laborer
 
Just noticed that higher wis means more exp. What's a melee wis build? Monk?

None. While I'm sure you guys can figure out a workable Wis build, there is no class that depends on it as their base damage stat.

Stat and spell resets will be available in game though so you can make a wis build and reset later on.

Or just focus on the non combat parts of the adventurer lifestyle. Diplomacy go!!

Or leech off stronger adventurers
 
[X] vrim nan'dan
[X][Race] elf
-[X][Subrace] drow
[X] Male.
[X][Class] Rogue: a stealthy class that relies on critical hits and thievery.
-[x]Subclass: Thief
-[X][Backstory] Merchant's Assistance

I like drow. I am the only one?
 
I like drow. I am the only one?[/b]
It's interesting that they're on the same side as other elves, but how often do you get to play as Fae?

Edit: Also, if they're anything like the Drow I know of, playing as a male one is asking for trouble.
 
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[X] Na'weh the Stonespliter
[X][Race] Monster-kind
-[X][Subrace] Ork
[X] Male.
[X][Class] Mage
-[X] Earth
-[X][Backstory] Laborer
 
[X][Name] Lireal
[X][Alliance] The Prime
[X][Race] Fae
-[X] Fairy
[X] Female.
[X][Class] Summoner
-[X] Tamer
[X][Backstory] Guardsman
 
[X] Plan Dwarf Necromancer
-[X][Name] Hauls Deadbodies
-[X][Alliance] The Harmonious
-[X][Race] Dwarf
--[X]Gold Blooded (traditional Dwarf)
-[X] Male.
-[X][Class] Warlock: a spellcaster that primarily utilizes Dark magic.
-[X]Necromancer
-[X][Backstory] Laborer

Someone, please, help me with the name.

Subraces: Gold Blooded (traditional Dwarf), Nether Dwarf (Duergar)

What's the difference? More to the point, what exactly does the second subrace mean?
 
What's the difference? More to the point, what exactly does the second subrace mean?

Gold Blooded are your traditional, bearded, battleaxe swinging, gold loving, ale drinking dwarves. Like those you see in Middle-earth.

Nether Dwarfs are like their evil cousin. Pitch black skin and hair, small horns, red eyes and a ruthless personality. They are a cruel people that keep slaves and are willing to do anything for gold.

Edit: don't worry about the subraces and classes though. Once the main ones are picked, you will get an overview of the subs and a chance to vote on one.
 
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