Darte
Party Members
Waterlogged lasts for the remainder of the battle.
Can use the Snipe ability:
Shoot a target with deadly accuracy. However, the damage is nerfed and there is no recoil damage.
Roll your Power +7 dice vs. targets' Power dice / Damage is halved
If the attack is unsuccessful, Darknut's Tower Shield is disabled.
This lasts until the end of Darknut's turn round later.
Berserk lasts until the end of your turn two rounds later.
Blinded lasts until the end of your turn one round later.
Enlightened lasts until the end of your turn two rounds later.
Bleeding lasts for the remainder of the battle.
Second Swing:
Roll your Power -1 dice vs. targets' Power dice / Damage increased by 1
Siphons 2 magic from each successfully-struck target.
Costs 3 Magic
Second Swing:
Roll your Power -1 dice vs. targets' Power dice / Damage increased by 1
Siphons 2 magic from each successfully-struck target.
Second Swing:
Roll your Power -1 dice vs. targets' Power dice / Damage increased by 1
Second Swing:
Roll your Power -1 dice vs. targets' Power dice / Damage increased by 1
Siphons 2 magic from each successfully-struck target.
Second Swing:
Roll your Power -1 dice vs. targets' Power dice
- Red Enrics (Initial Level: 12)
- Kirran (Initial Level: 13)
- Vincent Valentine (Initial Level: 14)
- Dex Eyegouger (Initial Level: 15)
Enemies
ChuChu, Green (Level: 19)
Description
Origin: Majora's Mask
A member of the ChuChu family, these slimy beasts sap away at their opponents, excreting absorbed magic to its allies. Their gelly exterior causes attacks to bounce off, making them very difficult to harm directly.
A member of the ChuChu family, these slimy beasts sap away at their opponents, excreting absorbed magic to its allies. Their gelly exterior causes attacks to bounce off, making them very difficult to harm directly.
Skills
Goo (Passive)
- Unless Green ChuChu would die from a single hit, Green ChuChu takes a maximum of 4 damage from physical attacks.
- Spell damage taken is reduced by 2
Glomp (Active)
- Green ChuChu glomps a target, stealing Hearts and Magic.
- Roll your Courage +2 dice vs. targets' Courage dice / Deals no damage
- If the attack is successful, steal 3 Hearts and 3 Magic from the target.
Siphon (Active)
- Green ChuChu transfers Magic to an ally.
- Cannot transfer more than 5 Magic in a single Siphon.
Octorok, Red (Level: 18)
Description
Origin: The Legend of Zelda
Found both on land and sea, Octoroks are tentacled, slimy beasts that prefer to stay hidden until they're ready to fire rocks at their opponents. They can also be quite handy with a mouthful of water...
Found both on land and sea, Octoroks are tentacled, slimy beasts that prefer to stay hidden until they're ready to fire rocks at their opponents. They can also be quite handy with a mouthful of water...
Octo Snouth (Drop)
- When Red Octorok dies, it drops a Water Octo Snout.
- A Water, rubbery and slimy snout that can be used for insulation... which is kind of gross.
Add Water Octo Snout to your Materials
Code:Select All
[box=Water Octo Snout][list]
[*][Amount]1[/Amount]
[*]A [Water], rubbery and slimy snout that can be used for insulation... which is kind of gross.[/list][/box]
Affinities
Water (Level: 3)
Skills
Slimy Skin (Passive)
- Damage taken is reduced by 2.
- Shock damage (neutral) taken is doubled.
Cannon-Mouth
- Red Octorok fires a large rock at a target from its cannon-like mouth.
- Roll your Power +3 dice vs. targets' Power dice
Spells
Impact Water Blast (Offensive)
- Requires Water (Level: 1)
- Costs 2 Magic
- A highly impactful blast of Water is fired at a target.
- Roll your Wisdom +4 dice vs. targets' Wisdom dice
- If the attack is successful, knock the target's shield away from them.
- Target can spend a turn to reacquire the shield.
- Target can still use a 150% cost Support Spell.
Aqua Beetle (Level: 18)
Description
Origin: A Link to the Past
It's a pretty cool sight to see these beetles wave dashing across the Water so quickly, up until they slam into you.
It's a pretty cool sight to see these beetles wave dashing across the Water so quickly, up until they slam into you.
Affinities
Water (Level: 4)
Skills
Waterflouge (Passive)
- When defending, Aqua Beetle floats on top of the Water, allowing it to move quickly and dodge heavier attacks.
- All attacks against Aqua Beetle do not get any damage or success bonuses when attacking you.
- Nature attacks will still get a Counter Bonus.
Waterlogged (Passive)
- Every time Aqua Beetle successfully hits a target, target gets the Waterlogged Affliction:
- Target has 2 less dice when attacking. Stacks infinitely.
Water Ski (Active)
- Aqua Beetle rapidly skis across the water towards a target, ramming it at high speeds.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage is halved
Tidal Force (Active)
- Requires Water (Level: 3)
- When there are at least two targets on the field with Waterlogged, you can erase all Waterlogged Afflictions to use Tidal Force, which hits all enemies.
- Roll your Wisdom dice vs. targets' Wisdom dice
Wind Keese (Level: 19)
Description
Origin: The Legend of Zelda
The nocturnal Keese are ever-present in Hyrule, flocking in swarms around unsuspecting travelers.
The nocturnal Keese are ever-present in Hyrule, flocking in swarms around unsuspecting travelers.
Affinities
Nature (Level: 4)
Skills
Flight (Passive)
- When defending, Keese’s roll is increased by 4 dice.
- Lightning attacks (Nature sub-type) gain 5 dice when attacking Keese.
Slash
- Keese slashes a target with its sharp wings.
- Roll your Courage +2 dice vs. targets' Courage dice
Spells
Wind Slash
- Requires Nature (Level: 1)
- Costs 1 Magic
- Keese calls the wind to its control briefly and charges a target, slashing him with the wind.
- Roll your Courage dice vs. targets' Wisdom dice
- If the attack is successful, Keese gains +3 bonus dice when defending and attacking.
- This lasts until the end of Keese's next turn.
Wisp, Shadow (Level: 17)
Description
Origin: ZURPG
A shadowy offshoot of the Wisp, Shadow Wisps are just like flies - they see a source of Light and they want to touch it. In this case, they explode in order to attack and siphon life energy from their victims.
A shadowy offshoot of the Wisp, Shadow Wisps are just like flies - they see a source of Light and they want to touch it. In this case, they explode in order to attack and siphon life energy from their victims.
Affinities
Light (Level: 2), Shadow (Level: 1)
Skills
Regeneration (Passive)
- Firerobe gains 2 Magic at the start of each round.
Warp Shield (Passive)
- When damage is taken, Shadow Wisp can expend 1 Magic for any 1 Heart lost in its place.
Spells
Dark Orb (Offensive)
- Requires Shadow (Level: 1)
- Shadow Wisp shoots an orb of Shadow out, hitting all enemies.
- Roll your Wisdom -2 dice vs. targets' Wisdom dice / Deals 6 Shadow Effect Damage
Repulse (Offensive)
- Requires Light (Level: 2)
- Costs all Hearts and Magic
- Shadow Wisp explodes in an explosion of Light, hitting everyone.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target(s) takes damage equal to the total cost of Repulse.
- Shadow Wisp will then reform with Hearts and Magic equal to half of the amount of total damage done.
- Its Hearts and Magic cannot exceed Maximum.
Darknut Archer (Level: 18)
Description
A ranged variant of the Darknut, the Darknut Archer specializes in taking out foes from a distance, usually dealing extreme damage with every shot. However, just like the Red Darknut, it's just as brainless.
Iron Scrap (Drop)
- When Darknut Archer dies, it drops an Arcane Iron Scrap.
- An Arcane scrap of iron from the remainder of Darknut Archer's armor. It's pretty sturdy.
Add Arcane Iron Scrap to your Materials
Code:Select All
[box=Arcane Iron Scrap][list]
[*][Amount]1[/Amount]
[*]An [Arcane] scrap of iron from the remainder of [b]Darknut Archer's[/b] armor. It's pretty sturdy.[/list][/box]
Replaced Drop
- When Darknut Archer dies, any equipped items are dropped, replacing the random item drop.
Add Mini-Ballista to your WeaponsCode:Select All[box=Mini-Ballista][list]
[*][Level=10]
[*]A [i]Two-Handed[/i] mini-ballista, it fires bolts that tear through enemies. Can hit one target.[list]
[*][dice type-a=Power type-b=Power] / Damage increased by 5
[*]Every time you fire this weapon, you lose [Hearts]2[/Hearts] from recoil.[list]
[*]If you cannot spend this amount, you lose 3 [Power] for each [Heart] that you would've lost.[/list][/list]
[*]Can use the [b]Snipe[/b] ability:[list]
[*]Shoot a target with deadly accuracy. However, the damage is nerfed and there is no recoil damage.[list]
[*][dice type-a=Power amount-a=+7 type-b=Power] / Damage is halved[/list][/list][/list][/box]Add Soldier Platemail to your ArmorsCode:Select All[box=Soldier Platemail][list]
[*][Level=10]
[*]Damage taken is reduced by 2.[/list][/box]
Affinities
Arcane (Level: 4)
Skills
Darknut Strength (Passive)
- All Darknuts have absurd strength and are thus able to carry Two-Handed items with one hand instead.
- Darknut attacks also deal impact damage to those that successfully block their attacks.
- Targets that successfully defend Darknut attacks take damage equal to their bonus dice when defending.
Items
Mini-Ballista (Weapon)
- Level 10
- Darknut Archer wields a Two-Handed mini-ballista, firing bolts that tear through enemies. Can hit one target.
- Roll your Power dice vs. targets' Power dice / Damage increased by 5
- Every time Darknut Archer fires this weapon, he loses 2 Hearts from recoil.
- If he cannot spend this amount, he loses 3 Power for each Heart that he would've lost.
Soldier Platemail (Armor)
- Level 10
- Damage taken is reduced by 2.
Darknut, Red (Level: 17)
Description
Origin: The Legend of Zelda
Red Darknuts may be extremely powerful, capable of knocking out foes with ease, but they're completely mindless and only seek to destroy.
Red Darknuts may be extremely powerful, capable of knocking out foes with ease, but they're completely mindless and only seek to destroy.
Affinities
Shadow (Level: 3)
Skills
Darknut Strength (Passive)
- All Darknuts have absurd strength and are thus able to carry Two-Handed items with one hand instead.
- Darknut attacks also deal impact damage to those that successfully block their attacks.
- Targets that successfully defend Darknut attacks take damage equal to their bonus dice when defending.
Replaced Drop (Passive)
- When Darknut dies, any equipped items are dropped, replacing the random item drop.
Add Claymore to your WeaponsCode:Select All[box=Claymore][list]
[*]A large, [i]Two-Handed[/i] sword, the Claymore can cut through anything in your path.[list]
[*][dice type-a=Courage type-b=Courage] / Damage increased by 3[/list][/list][/box]Add Tower Shield to your ShieldsCode:Select All[box=Tower Shield][list]
[*]A large, [i]Two-Handed[/i] shield that helps defend against attacks and mitigate damage.[list]
[*]When defending, your roll is increased by 2 dice. Additionally, damage taken is reduced by 2 (on top of your armor).
[*]If you are unsuccessful when attacking, target automatically gets to counterattack.[list]
[*]While anyone is counterattacking you, Tower Shield is disabled.[/list][/list][/list][/box]Add Soldier Platemail to your ArmorsCode:Select All[box=Soldier Platemail][list]
[*]Damage taken is reduced by 1[/list][/box]
Collision (Active)
- Darknut charges at a target with its shield. The shield must not be disabled to use Collision.
- Roll your Courage +3 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target loses all bonus dice when defending.
- This lasts until the end of Darknut's turn one round later.
Spells
Berserk (Support)
- Level 10 and Shadow (Level: 2)
- Costs 3 Magic
- Give an ally the Berserk Affliction:
- Target is forced to use melee attacks.
- Target gains +3 damage on all attacks, excluding neutral and affinity effect damage.
- Target takes +2 damage from all attacks, excluding neutral and affinity effect damage.
Items
Claymore (Weapon)
- The Darknut wields a mighty Two-Handed claymore in one hand, effectively using it to deal great damage to opponents. Can hit one target.
- Roll your Courage dice vs. targets' Courage dice / Damage increased by 3
Tower Shield (Shield)
- A large, Two-Handed shield that helps defend against attacks and mitigate damage.
- When defending, Darknut's roll is increased by 2 dice. Additionally, damage taken is reduced by 2 (on top of Soldier Platemail).
- If Darknut is unsuccessful when attacking, target automatically gets to counterattack.
- While anyone is counterattacking Darknut, Tower Shield is disabled.
Soldier Platemail (Armor)
- Damage taken is reduced by 1
Wisp (Level: 13)
Description
Origin: ZURPG
The flame-wreathed skulls known as Wisps may appear frightening, but in reality, they are quite fragile. They do aid allies whenever they can.
The flame-wreathed skulls known as Wisps may appear frightening, but in reality, they are quite fragile. They do aid allies whenever they can.
Affinities
Light (Level: 3)
Skills
Warp Shield (Passive)
- When damage is taken, Wisp can expend 1 Magic for any 1 Heart lost in its place.
Light Orb (Active)
- Requires Light (Level: 2)
- Wisp shoots an orb of light out, hitting all enemies.
- Roll your Wisdom -1 dice vs. targets' Wisdom dice / Deals 5 Light Effect Damage
Spells
Blind (Active)
- Requires Light (Level: 1)
- Costs 3 Magic
- Flash a target with a bright ray of Light, causing him to potentially miss with attacks.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target gets the Blinded Affliction:
- If target tries to use an action or counterattack that targets someone else, afflicted target rolls $1d2 first. If the result is a 1, the action/counterattack misses.
- Actions or counterattacks that hit everyone on the field are not included.
Enlighten (Support)
- Costs 5 Magic
- Requires Light (Level: 3)
- Wisp enlightens an ally by sending it to the sun, giving him the Enlightened Buff:
- Target has 3 bonus damage reduction against Light and Shadow attacks.
- Target's Magic costs are lowered by 1 (minimum cost of 1 Magic).
- Target's successes when using offensive spells are increased by 3.
Stalfos (Level: 14)
Description
Origin: The Ocarina of Time
The bigger brother to the Stalchild, the Stalfos enters the fray with a jagged edged sword and a shield. While it may not be as explosive or infectious, it does help resurrect its allies.
The bigger brother to the Stalchild, the Stalfos enters the fray with a jagged edged sword and a shield. While it may not be as explosive or infectious, it does help resurrect its allies.
Affinities
Shadow (Level: 3)
Skills
Reanimate (Passive)
- If Stalfos is killed while there is a dead ally, Stalfos' energies reanimate a dead allied body to 5 Hearts.
- Ally has -4 Power, Courage and Wisdom stats while reanimated.
- Stalfos cannot reanimate each other or other Undead beings.
Replaced Drop (Passive)
- When Stalfos dies, any equipped items are dropped, replacing the random item drop.
Add Jagged Edged Sword to your profileCode:Select All[box=Jagged Edged Sword][list]
[*]A deadly blade with jagged edges, it causes its victims to bleed to death. Can hit one target.[list]
[*][dice type-a=Courage amount-a=+3 type-b=Courage] / Damage is halved
[*]If the attack is successful, target gets the [b]Bleeding[/b] [u]Affliction[/u]:[list]
[*]Target takes 1 bleed damage (neutral) at the start of each round.
[*][b]Bleeding[/b] stacks infinitely.[/list]
[*][b]Bleeding[/b] lasts for the remainder of the battle.[/list][/list][/box]Add Balanced Shield to your profileCode:Select All[box=Balanced Shield][list]
[*]A well built shield that should help protect against most attacks.[list]
[*]When defending, your roll is increased by 3 dice.[/list][/list][/box]
Bash (Active)
- Requires a shield
- When you have your shield out, you can bash a target, effectively dealing some damage.
- Roll your Power +2 dice vs. targets' Power dice / Damage is halved
Items
Jagged Edged Sword (Weapon)
- Stalfos wields a deadly blade with jagged edges, causing its victims to bleed to death. Can hit one target.
- Roll your Courage +2 dice vs. targets' Courage dice / Damage is halved
- If the attack is successful, target gets the Bleeding Affliction:
- Target takes 1 bleed damage (neutral) at the start of each round.
- Bleeding stacks infinitely.
Balanced Shield (Shield)
- A well built shield that should help protect against most attacks.
- When defending, your roll is increased by 3 dice.
Bosses
Water Golem
Description
A rippling mass of motile water, it resembles a crouched humanoid in form. It stands on four feet, its back hulking over in a predatory arc. An aqua-blue gem shines on its forehead, streaks of moisture running across its surface.
Water Golem Shard (Drop)
- When Water Golem dies, it drops a Water Golem Shard.
- A cohesive sphere of water extracted from a Water Golem. It pulses faintly with the remnants of the spell that animated it.
Add Water Golem Shard to your Materials
Code:Select All
[box=Water Golem Shard]
[list]
[*]
[Amount]
1
[/Amount]
[*]A cohesive sphere of water extracted from a [Water] Golem. It pulses faintly with the remnants of the spell that animated it.
[/list]
[/box]
Affinities
Water (Level: 5)
Skills
Icewind Gale
- The golem opens its mouth and breathes over its opponents, chilling them to the bone.
- Roll your Courage dice vs. targets' Power dice / Deals no damage.
- Inflicts Frosted Limbs on a successful strike:
- The target moves sluggishly due to the ice encrusting their body.
- The target loses 3 dice on any attack.
- Frosted Limbs lasts until the beginning of the target's turn two rounds later.
Knuckle Swipe
- The Golem rears up, swinging both its fore-fists at a pair of targets.
- First Swing:
- Roll your Power dice vs. targets' Power dice / Damage increased by 3
Spells
Pressurize
- Requires Water (Level: 2)
- The Golem pushes magical power through its Essence Heart, manifesting it as a column of pressurized water that fires at a single target.
- Those with Water affinity are immune to the effects of the spell.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice / Deals no damage
- If the attack succeeds, the target is Crushed:
- All status effect are cleansed from the target.
- For each status effect removed, the target takes 4 damage.
Items
Ice Essence Heart
- This gemstone shines brightly on the Golem's forehead, dripping moisture.
- The gemstone immediately cleanses the Golem of any afflictions it receives at the cost of one magic.
- If the Golem has no magic left, the affliction remains until magic is gained.
Frost Golem
Description
The golem towers overhead, its frozen, icy shell steaming in the relative warmth of its surroundings. It stands on four feet, its back hulking over in a predatory arc. A royal blue gem shines on its forehead, frosted air rippling in front of it in a thick cloud.
Frost Golem Shard (Drop)
- When Frost Golem dies, it drops a Water Golem Shard.
- A fragment of ice chipped off of a Water Golem. It pulses faintly with the remnants of the spell that animated it.
Add Frost Golem Shard to your Materials
Code:Select All
[box=Frost Golem Shard]
[list]
[*]
[Amount]
1
[/Amount]
[*]A fragment of ice chipped off of a [Water] Golem. It pulses faintly with the remnants of the spell that animated it.
[/list]
[/box]
Affinities
Water (Level: 5)
Skills
Icewind Gale
- The golem opens its mouth and breathes over its opponents, chilling them to the bone.
- Roll your Courage dice vs. targets' Power dice / Deals no damage.
- Inflicts Frosted Limbs on a successful strike:
- The target moves sluggishly due to the ice encrusting their body.
- The target loses 3 dice on any attack.
- Frosted Limbs lasts until the beginning of the target's turn two rounds later.
Knuckle Swipe
- The Golem rears up, swinging both its fore-fists at a pair of targets.
- First Swing:
- Roll your Power dice vs. targets' Power dice / Damage increased by 3
Spells
Cold Snap
- Requires Water (Level: 2)
- The Golem pushes magical power through its Essence Heart, manifesting it as a rapid chill in the surrounding temperature.
- Strikes all on the field. Those with Water affinity are immune to the effects of the spell.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- If the attack succeeds, the target takes 2 Water Effect Damage.
- Costs 3 Magic
Items
Ice Essence Heart
- This gemstone shines brightly on the Golem's forehead, emanating blasts of frozen air.
- The gemstone soaks up warmth, reducing the damage of Fire spells cast on the Golem by half.
Glass Golem
Description
These bizarre beast appears to be made entirely out of transparent, sparkling glass. Its body is framed in precise lines and sharp edges. It stands on four feet, its back hulking over in a predatory arc. A multi-faceted area on the beast's angular forehead shines more brightly than the rest of the golem, beaming with its own source of light.
Glass Golem Shard (Drop)
- When Glass Golem dies, it drops a Light Golem Shard.
- A glass shard chipped away from the body of a Light Golem. It pulses faintly with the remnants of the spell that animated it.
Add Glass Golem Shard to your Materials
Code:Select All
[box=Glass Golem Shard]
[list]
[*]
[Amount]
1
[/Amount]
[*]A glass shard chipped away from the body of a [Light] Golem. It pulses faintly with the remnants of the spell that animated it.
[/list]
[/box]
Affinities
Light (Level: 4)
Skills
Charge
- The Golem dashes toward a single target, angular head lowered for a vicious blow.
- Roll your Power dice vs. targets' Courage dice / Damage decreased by 2
- Inflicts Bleeding on a successful strike:
- At the beginning of the target's turn, the target takes 3 damage.
- Bleeding lasts until the end of the target's turn three rounds later.
Knuckle Swipe
- The Golem rears up, swinging both its fore-fists at a pair of targets.
- First Swing:
- Roll your Power dice vs. targets' Power dice / Damage increased by 3
Spells
Hardlight Javelin
- Requires Light (Level: 2)
- The Golem pushes magical power through its Essence Heart, manifesting it as a Javelin of solid light capable of piercing a single target.
- Roll your Wisdom dice vs. targets' Power dice / Deals 4 Light Effect Damage
- Costs 3 Magic
Items
Light Essence Heart
- This gemstone shines brightly on the Golem's forehead, emanating potent beams of piercing light.
- Those with Shadow affinity are blinded by the light of the gem, and lose 3 dice on their attack.
- When the Glass Golem successfully performs a melee attack, it siphons 2 Magic from the attack's target.
Molten Golem
Description
The golem is a mass of red-hot and cracked stone. It stands on four feet, its back hulking over in a predatory arc. On its forehead, a deep red crystalline gem sparkles and gives off powerful light, outshining the molten stone of the golem itself.
Molten Golem Shard (Drop)
- When Molten Golem dies, it drops a Fire Golem Shard.
- A molten shard chipped away from the body of a Fire Golem. It pulses faintly with the remnants of the spell that animated it.
Add Molten Golem Shard to your Materials
Code:Select All
[box=Molten Golem Shard]
[list]
[*]
[Amount]
1
[/Amount]
[*]A molten shard chipped away from the body of a [Fire] Golem. It pulses faintly with the remnants of the spell that animated it.
[/list]
[/box]
Affinities
Fire (Level: 4)
Skills
Blazefoot
- The Golem lifts a mighty hind-foot, bringing it to the ground with a terrible crack and sending a wave of molten material to surround an opponent.
- Roll your Power dice vs. targets' Courage dice / Deals no damage.
- Inflicts Molten Prison on a successful strike:
- The target is surrounded by a molten ring.
- Any melee attack will break the target from the ring, but will cause them to take 5 Fire Effect Damage in the process.
- Breaking through the ring will cauterize any Bleeding wounds the target has, removing the affliction.
- Lasts until the end of the target's turn one round later.
Knuckle Swipe
- The Golem rears up, swinging both its fore-fists at a pair of targets.
- First Swing:
- Roll your Power dice vs. targets' Power dice / Damage increased by 3
Spells
Lava Flurry
- Requires Fire (Level: 2)
- The Golem pushes magical power through its Essence Heart, manifesting it as a series of lava globules that scatter over everything in the nearby vicinity.
- Strikes all on the field. Those with Fire affinity are immune to the effects of the spell.
- Roll your Wisdom dice vs. targets' Wisdom dice / Deals no damage.
- If the attack succeeds, the target takes 2 Fire Effect Damage.
- Costs 3 Magic
Items
Fire Essence Heart
- This gemstone shines brightly on the Golem's forehead, emanating tongues of vicious flame.
- Those who perform a melee attack on the Molten Golem take 1 Burn Damage from the heat.
Lesser Glass Golem
Description
These bizarre beast appears to be made entirely out of transparent, sparkling glass. Its body is framed in precise lines and sharp edges. It stands on four feet, its back hulking over in a predatory arc. A multi-faceted area on the beast's angular forehead shines more brightly than the rest of the golem, beaming with its own source of light.
Glass Golem Shard (Drop)
- When Glass Golem dies, it drops a Light Golem Shard.
- A glass shard chipped away from the body of a Light Golem. It pulses faintly with the remnants of the spell that animated it.
Add Glass Golem Shard to your Materials
Code:Select All
[box=Glass Golem Shard]
[list]
[*]
[Amount]
1
[/Amount]
[*]A glass shard chipped away from the body of a [Light] Golem. It pulses faintly with the remnants of the spell that animated it.
[/list]
[/box]
Affinities
Light (Level: 3)
Skills
Charge
- The Golem dashes toward a single target, angular head lowered for a vicious blow.
- Roll your Power dice vs. targets' Courage dice / Damage decreased by 2
- Inflicts Bleeding on a successful strike:
- At the beginning of the target's turn, the target takes 2 damage.
- Bleeding lasts until the end of the target's turn three rounds later.
Knuckle Swipe
- The Golem rears up, swinging both its fore-fists at a pair of targets.
- First Swing:
- Roll your Power dice vs. targets' Power dice / Damage increased by 2
Spells
Hardlight Javelin
- Requires Light (Level: 2)
- The Golem pushes magical power through it Essence Heart, manifesting it as a Javelin of solid light capable of piercing a single target.
- Roll your Wisdom dice vs. targets' Power dice / Deals 3 Light Effect Damage
- Costs 3 Magic
Items
Light Essence Heart
- This gemstone shines brightly on the Golem's forehead, emanating potent beams of piercing light.
- Those with Shadow affinity are blinded by the light of the gem, and lose 2 dice on their attack.
- On a successful physical attack, the Golem absorbs a single magic from the attack's target.