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).
An adventurer plate that is currently being scrutinized by the heavily muscled Dwarf seated across from you. Arcane sigils, tattoos and scars cover his bare-chested form, making him look quite ferocious. All you can really pay attention to is his bare chin beard however, it takes a severely dishonorable act for a Dwarf to lose his beard.-In dept-
The UAA has lent you 500 gold coins to begin your adventuring career. You have exactly one year to pay it back.
Main Objective
Pay your dept (0 / 500 G)Reward: removal of dept.
Time remaining: 360 days.
Failure: late fees.
100 Copper = 1 Silver. 100 Silver = 1 Gold. 100 Gold = 1 Platinum.
[] x12 Minor Healing Potion: instantly restores 50 hp. 32 G ea.
[] x8 Minor Potion of Regeneration: Recovers 75 hp over 3 turns. 28 G ea.
[] x7 Weak Antidote: removes Poison I status. 50 G ea.
[] x4 Echo Herb: removes Silence I status. 75 G ea.
[] x9 Weak Remedy: removes Stunned I status.. 33 G ea.
[] x5 Weak Poison: can be applied to weapons and other items. Inflicts Poison I status. 60 G ea.
[] x8 Provisions: a food item that keeps the user fed for a full day. 50 G ea.
[] x2 Basic Survival Kit: a well stocked kit that contains all of the basic items required for up to three nights in the wild. Adds +2 Survival. 100 G ea.
[] x11 Lockpick: an item for picking locks. Is broken upon a fail attempt. 4 G ea.
[] x4 Basic Thievery Kit: a well stocked kit with all the items for 10 Disarm Trap attempts and 10 Lockpick attempts. Adds +2 Thievery. 60 G ea.
[] x1 Basic Adventures Sack: an adventurer's bag upgrade with twenty additional slots of inventory space. 500 G ea.
[] x3 Dread Swamp Teleport Stone: a one use item that teleports the user to the Frontier Camp in the Dread Swamp. 30 G ea.
[] x31 Low-quality Leather: a crafting material for the Shoemaker, Smith and Tailor professions. 5 G ea.
[] x22 Low-quality Cloth: a crafting material for the Tailor, Carver and Shoemaker professions. 3 G ea.
[] x12 Low-grade Ore: a crafting material for the Smith, Carver, Artifice and Jeweler professions. 10 G ea.
[] x17 Cracked Gemstone: a crafting material for the Jeweler and Carver professions. 15 G ea.
[] x18 Ash Wood: a crafting material for level the Carver, Artifice and Smith professions. 3 G ea.
[] x52 Magic Powder: a crafting material for level the Artifice and Carver professions. 8 G ea.
[] x24 Oil: a crafting material for level the Baker and Hunter professions. 4 G ea.
[] x8 Meat: a crafting material for level the Hunter profession. 12 G ea.
[] x23 Spices: a crafting material for the Hunter and Alchemist professions. 2 G ea
[] x13 Yeast: a crafting material for the Baker profession. 4 G ea.
[] x22 Wheat: a crafting material for the Baker profession. 7 G ea.
[] x36 Herb: a crafting material for the Alchemist profession. 3 G ea.
[] x21 Distilled Water: a crafting material for the Alchemist and Baker professions. 5 G ea.
[] x42 Potion Vial: a crafting material for the Alchemist profession. 10 G ea.
Shrimp and Oyster stew w/ Cabbage. 5 G.
Salted Eel and Cheese. 4 G.
Stewed Crab and Bread. 8 G.
Swamp Platter (pork, eggs, chicken and bread). 12 G.
Tankard of Bitter, Ale or Stout (3 G)
Room: 20 G/night
A Rank - Bounty: 'Man-eater' Crocabulia!
A heavily scarred member of the Dread Swamp Crocodyl tribe. Crocabulia is often in the village but sometimes roams the Deep Marsh with a small squad of his fellow tribesmen. Crocabulia is a powerful Barbarian known to wield a pair of cleaver like axes.
Wanted dead for the slaying of various adventurers.Recommended Level: 50.
Reward: 20,000 G.
You make sure to memorize the provided sketches in case you come across either one of the criminals. Below the wanted posters are papers for available mission requests.D Rank - Bounty: 'Bullseye' Welton!
The last surviving member of the Ruby Crows bandit gang. Welton is believed to be hiding out on the outer fringes of the Bottomless Peat Bog. His hideout is believed to be well hidden and trapped. Welton is an expert Ranger utilizing a high grade crossbow stolen from an Imperial weapons shipment.
Wanted dead or alive for the crime of Banditry.Recommended Level: 15.
Reward: 5,000 G.
B Rank: Crocodyl Extermination.
Mobs of Crocodyl have been seen roaming the swamp and attacking any they come across. Cull their numbers before they become a great danger to the inhabitants of the Frontier Town.
Kill at least ten Crocodyl and bring their tails to Foreman Hedwick.Recommended Level: 20.
Reward: 250 G/tail, limit 20.
C Rank: Scarab Extermination.
A Scarab hive has been spotted near the Frontier Town. Cull their numbers before they become a danger to the inhabitants of the Frontier Town.
Kill at least fifteen Scarab and bring their shells to Foreman Hedwick.Recommended Level: 5.
Reward: 100 G/shell, limit 40.
D Rank: Silver Herb Gathering.
A requirement for mid level healing potions, Silver Herb can be found growing around the Mushy Quag and Bottomless Peat Bog.
Bring twenty Silver Herb to Alchemist Jiho.Recommended Level: 5.
Reward: 1000 G.
B Rank: Golden Scarab Capture.
The rare Golden Scarab has reportedly been spotted in the Mushy Quag. It can likely be found nesting with others of it's kind.
Capture the Golden Scarab alive and bring it to Alchemist Jiho.Recommended Level: 10.
Reward: 2000 G.
Looking through the mission requests, you decide to try your hand at the:D Rank: Lost Medallion.
A medallion belonging to a Cleric of Lumino has been lost near the Mushy Quag. The Cleric reported seeing the item sink into the body of a Mushd.
Kill various Mushd to find the medallion and return it to Cleric Hamil in the Church of Light.Recommended Level: 5.
Reward: 500 G.