Dev, DM
Greetings! Some changes/additions have been made to the game, so detailed below are the updates. This will also include every item/ability that was altered or updated, so if you have it in your profile, update it with the version that's here.
Stats Profile
Some changes have been made to the Stats Profile. First off, it's now a box instead of a spoiler, so it's always open. Secondly, your Stat Points and Used Stat Points have been changed to be one piece in your profile.After
sp=5/10 --> Outputs Stat Points and Used Stat Points in the profile
Don't let it confuse you, it is not a current out of maximum; it's the same as before, just combined.
Additionally, the currency for Gold Coins has been added. This is the currency used in Castlevania games, and for shops in the world of Romania, they will only accept Gold Coins. Of course, there will be an exchange system between Rupees and Gold Coins. As for what exactly it is, we'll see the next time we visit a shop in Romania.
You'll notice some darker, grey numbers next to your base five stats. These are indicated by the following in code:
By default, all of them are set to +0. Technically, you can set it to -0 if you wanted to, as bonuses could potentially be either positive or negative.
- Before
- sp=5 --> Outputs Stat Points in the profile
- usp=10 --> Outputs Used Stat Points in the profile
Additionally, the currency for Gold Coins has been added. This is the currency used in Castlevania games, and for shops in the world of Romania, they will only accept Gold Coins. Of course, there will be an exchange system between Rupees and Gold Coins. As for what exactly it is, we'll see the next time we visit a shop in Romania.
You'll notice some darker, grey numbers next to your base five stats. These are indicated by the following in code:
- bonusp=+# --> Bonus Power
- bonusc=+# --> Bonus Courage
- bonusw=+# --> Bonus Wisdom
- bonush=+# --> Bonus Hearts (Current and Maximum)
- bonusm=+# --> Bonus Magic (Current and Maximum)
By default, all of them are set to +0. Technically, you can set it to -0 if you wanted to, as bonuses could potentially be either positive or negative.
Basic Skills
Before, there was a set of skills that applied to everyone, whether they were listed or not - Bash, Cover, and Escape. Now, those skills have been modified and shifted to a new section called Basic Skills. These are a set of skills that, whether they are listed or not, everyone (including enemies) has access to. They are listed below.
The nice part is, that entire section is done using the following code:
So it won't clutter up your profile. Cover got another buff, but not directly. All Cover Active Skills now function like actual Active Skills. You can have five different ones and use all five of them in a single battle; they're just separate from each other. They will all read from the same Cover skill and whatever modifier you have attached to it. The modifier is now a Passive Skill. Right now, only a few exist, but more will definitely be added when the Hidden Duality update releases.
This same type of system will apply to any of the basic skills.
Basic
Cover
- REQUIREMENTS: Being able to move
- DESCRIPTION: Use your body as a shield! Select a target to use Cover on or Reverse Cover.
- Cover:
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- If you are unsuccessful in defending any attack, Cover wears off.
- DURATION: Cover lasts until you're hit or until you use Cover on someone else.
- If you are unsuccessful in defending any attack, Cover wears off.
- EFFECT: Anyone targeting the selected target will instead hit you. If an attack would hit both you and the Covered target, it won't hit the Covered target.
- Reverse Cover:
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- EFFECT: Hide behind an ally, causing them to use Cover on you.
- Cover:
Hide
- RESTRICTIONS: This will only work in combat if you're Camouflaged
- DESCRIPTION: Hide behind a nearby object large enough to conceal you.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
- EFFECT 2: If you successfully get past a Spot Check while using Hide, you will gain 3 Dice when using either Sneak-Up or Stealth Strike from that position.
- This can stack up to three times.
- This can stack up to three times.
- EFFECT 1: You gain 3 Defense Dice when defending against a Spot Check.
Basic Counter
- RESTRICTIONS: This is a Counterattack Skill. If you have another Counterattack Skill set to '(Enabled)', this one is '(Disabled)' by default.
- DESCRIPTION: The basic Counterattack Skill, this skill allows you to counterattack when the opportunity arises.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
- CONDITIONS: If your Successes when defending are at least twice as great as the attacker’s Successes, you can Counterattack by using any non-charge attack.
Two Hands for One
- DESCRIPTION: You can use both of your hands for most attacks that're normally one-handed for a dice bonus.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
- EFFECT: When you use an attack that's normally One-Handed as Two-Handed, you gain 4 Dice on the attack. This does not include Spells.
Punch
- REQUIREMENTS: A free hand
- DESCRIPTION: Swords not good enough? Punch a target with your fist!
- Roll your Power +5 dice vs. targets' Power dice
- Damage: Halved
- Damage: Halved
- Roll your Power +5 dice vs. targets' Power dice
Bash
- REQUIREMENTS: A shield
- DESCRIPTION: Who says shields are only good for defending? Bash a target with your shield, head-on!
- Roll your Power +3 dice vs. targets' Power dice
- Damage: -2
- Damage: -2
- Roll your Power +3 dice vs. targets' Power dice
Throw
- REQUIREMENTS: A free hand
- DESCRIPTION: You can throw people or large objects at other people! First, pick up a target using ATTACK 1.
- ATTACK 1: Roll your Power dice vs. targets' Power dice
- Damage: None
- IF SUCCESS: You manage to pick the target up! Throw them at another target using ATTACK 2, which uses the same success rate for you.
- Damage: None
- ATTACK 2: Target rolls Courage dice to defend
- Target Damage: +0
- Projectile Damage: Halved and based on difference in successes from ATTACK 1
- Target Damage: +0
- ATTACK 1: Roll your Power dice vs. targets' Power dice
Kick
- REQUIREMENTS: Two legs
- DESCRIPTION: Why run when you can kick the crap out of your enemy? Kick a target with your leg!
- Roll your Courage +5 dice vs. targets' Courage dice
- Damage: Halved
- Damage: Halved
- Roll your Courage +5 dice vs. targets' Courage dice
Escape
- REQUIREMENTS: Being able to move
- DESCRIPTION: Run away! Run as far as you can! 'Hits' all enemies by using either Outrun or Outwit.
- Outrun:
- Roll your Courage +3 dice vs. targets' Courage dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Courage dice
- Outwit:
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If your successes are higher than the average successes of your enemies, you (specifically) escape from the current battle.
- Damage: None
- Roll your Courage +3 dice vs. targets' Wisdom dice
- Outrun:
Sneak-Up
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to speedily sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
Taunt
- REQUIREMENTS: Being able to speak in the same language as the target
- DESCRIPTION: Call out to an enemy and insult them! Insult them, their family, their backstory, and their swimming skills!
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it works, target gets Taunted:
- Target’s single-target Combat Actions can only target you.
- DURATION: One round.
- Target’s single-target Combat Actions can only target you.
- Damage: None
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
Stealth Strike
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
- IF FAIL: Target becomes aware of you and automatically gets the chance to use Escape or initiate official combat (everyone rolls initiatives).
The nice part is, that entire section is done using the following code:
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[Basic Skills]
So it won't clutter up your profile. Cover got another buff, but not directly. All Cover Active Skills now function like actual Active Skills. You can have five different ones and use all five of them in a single battle; they're just separate from each other. They will all read from the same Cover skill and whatever modifier you have attached to it. The modifier is now a Passive Skill. Right now, only a few exist, but more will definitely be added when the Hidden Duality update releases.
This same type of system will apply to any of the basic skills.
Passive Skills
You can now have a maximum of 3 Passive Skills and 1 Critical Hit Skill, excluding any Innate Skills. Enjoy!
Scaling Spells
So there's a fair number of spells that look like they'd be really effective early on, but later in the game, they don't do too much, like Barrier, Guard, Heal Beam, etc. That said, I've gone through and added higher-level versions to a lot of existing spells, mostly Support Spells. These are denoted by Alpha (Level 10), Beta (Level 20), Gamma (Level 30), Delta (Level 40), and Omega (Level 50).
All of the base level spells do not have any of those Greek alphabet names attached. So Guard at the base level is Guard, and the next level version (Level 10) is Guard Alpha. Flame Trail at the base level is Flame Trail, which is a Level 10 spell from the start. Its next level variant (Level 20) will skip Alpha and go straight to being Flame Trail Beta.
This obsoletes any item or ability variants that upgrade using Stat Points, so all of those have been edited. As for where to acquire these higher level variants, the Hylian Shop only supports scaled versions of Barrier and Negation. Other scaled variants, you'll have to get from other, specialized shops, like the Zora, Goron, and Kokiri shops.
Listed below is a list of all spells that have gotten this scaling treatment. It also lists what affinity the spell is.
All of the base level spells do not have any of those Greek alphabet names attached. So Guard at the base level is Guard, and the next level version (Level 10) is Guard Alpha. Flame Trail at the base level is Flame Trail, which is a Level 10 spell from the start. Its next level variant (Level 20) will skip Alpha and go straight to being Flame Trail Beta.
This obsoletes any item or ability variants that upgrade using Stat Points, so all of those have been edited. As for where to acquire these higher level variants, the Hylian Shop only supports scaled versions of Barrier and Negation. Other scaled variants, you'll have to get from other, specialized shops, like the Zora, Goron, and Kokiri shops.
Listed below is a list of all spells that have gotten this scaling treatment. It also lists what affinity the spell is.
- Repression - Shadow
- Veil of Flames - Fire
- Guard - Nature
- Heal Beam - Nature
- Boost - Light
- Barrier - Light
- Death Leech - Shadow
- Negation - Arcane
- Flame Trail - Fire
- Burning Mind - Fire
- Power Outage - Nature
- Suffocating Veil - Shadow
- Charge - Fire
- Entomb - Nature
- Magic Missile - Fire
- Flame Pit - Fire
- Cage - Nature
- Haste - Light
- Stormlight - Nature, Light
- Sun Storm - Water, Nature
- Berserk - Shadow
- Flame Strike - Fire
- Lightna Bolt - Fire, Nature
- Fatigue - Water
- Infect - Shadow
- Magic Shell - Water
- Poison Shell - Water, Shadow
- Negative Barrier - Shadow, Light
- Shadow Current - Water, Shadow
Shop UI Update
If you'll see the intro section to the Hylian Shop, it's been redone. Due to the scaling spells being added, the total listed in the intro section is now gone. A section for any Open Market Shops has been added, noting if there are any there and who owns them. A section for both buying and selling has been added as well. The section that involved upgrading items or abilities with stat points has been axed, as it is no longer valid.
Additionally, numbers have been added to each individual section to indicate, for example, how many weapons or shields there are. This is actually a result of a bug in the code. Turns out that it had a use after all. If you want to apply the number in your profile (up to you), this is how you do it:
As long as the start of the code is the same - [Items type=Weapons - whatever you put after it, even if it's directly connected to it (Weaponsuraefgrukaegukaer) will give it the same formatting as 'Items type=Weapons'.
Additionally, numbers have been added to each individual section to indicate, for example, how many weapons or shields there are. This is actually a result of a bug in the code. Turns out that it had a use after all. If you want to apply the number in your profile (up to you), this is how you do it:
Weapons
Here's the normal version.
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[Items type=Weapons]
[/Items]
Weapons (5)
This is the updated version.
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[Items type=Weapons (5)]
[/Items]
Open Market Bonuses
Speaking of the Open Market, the bonus you get as a result of having a shop has been altered. Before it was some weird monthly Rupee payment that was tedious to keep track of and didn't make sense. Now... you get a discount. Additionally, the limit on the number of shops you can have open has been lifted, but you still need to visit the shop at the place and speak with the Shopkeep there. For more information, read the first post.
Future Updates
I've decided to postpone the Enemy Database update and the Materials and Recipes update. Why? Because for Hidden Duality, they're barely applicable. I'll be aiming to have them updated and added after Hidden Duality is over when the Quest Board update comes up.
The Hidden Duality update itself (which will release the same time the announcement thread comes up) will add the following:Updates to the Bounty Board (adding a lot more folks on there).
A map of Hyrule Castle/Village. Twill make more sense when the quest itself happens, along with the Quest Board.
I'm aiming to get the Hidden Duality update/announcement out in a month. With the Enemy Database update and the Materials/Recipes updates out of the way, combined with that I may be moving this month, that should be possible.
The Hidden Duality update itself (which will release the same time the announcement thread comes up) will add the following:
- Level 30 stuff
- Ascended Rings
- Respec system
- More Support Spells
- More items in general
- More shops
- The system where vendors from other shops will visit will be back in place, so all of these shops will appear at least once during Hidden Duality.
- Some of these shops are adding new abilities that are much more roleplay-based.
I'm aiming to get the Hidden Duality update/announcement out in a month. With the Enemy Database update and the Materials/Recipes updates out of the way, combined with that I may be moving this month, that should be possible.
Added Stuff
Stuff that's been added around the place. Each one lists which shop it's in.
When you successfully defend for someone when using Cover, you recover 1 Heart and 1 Magic.
Can hit one target.
Roll your Courage +6 dice vs. targets' Courage dice
If the attack is successful, all Afflictions you have, including all stacks, are shared to the target.
You still keep all of the Afflictions that you share.
The durations of all Afflictions that you gave to the target are reset.
Stacked Buff lasts for the duration of the selected Buff.
Hits one target.
Roll your Power dice vs. targets' Power dice / Damage is halved
If the attack is successful, target is pulled towards you. You can then immediately follow up with a melee attack.
Active Skills (4)
Power Kick, Hylian Shop
- Kick a target with a powerful swing from your leg.
- Roll your Power +1 dice vs. targets' Power dice / Damage increased by 1
Rapid Punches, Hylian Shop
- Punch a target with a series of three light, rapid punches. The following roll is rolled three times.
- Roll your Courage -3 dice vs. targets' Courage dice / Damage is halved
- If you hit the target with all three hits successfully, the third punch will do full damage.
Rock Cover, Goron Shop
- This skill uses the Cover skill and the Cover skill modifier that is attached to it.
- When you use Cover to defend someone, your body temporarily gains the hardness of a rock.
- Physical damage taken is reduced by 3.
- If you are successful in defending, you gain 1 physical damage reduction on your next defense.
Counter Cover, Kokiri Shop
- This skill uses the Cover skill and the Cover skill modifier that is attached to it.
- Drop into a partially crouched stance when using Cover on a target.
- If you successfully defend the target, you can cancel the Cover to immediately counterattack the attacker.
- If you fail to defend the target, the attacker can roll again to attack the target you were covering.
Passive Skills (5)
Magic Leech, Hylian Shop
- Everytime you land an attack successfully, you recover 1 Magic.
Re-Covery, Hylian Shop
- This is a Cover skill modifier. Any Active Cover Skills you use will also use this modifier.
- You may only have one Cover skill modifier active at a time. All others must be set to (Disabled).
Stonewall Aura, Goron Shop
- Level 10
- Physical damage taken to you/your allies is reduced by 2.
- Spell damage taken to you is increased by 4.
- Only one Stonewall Aura can be active at a time.
Shell Aura, Shady's Shop
- Level 10
- Spell damage taken to you/your allies is reduced by 2.
- Physical damage taken to you is increased by 4.
- Only one Shell Aura can be active at a time.
Siphon Strike, Shady's Shop
- Level 20
- When you successfully hit someone with an attack, siphon 1 Heart from the target to you.
Weapons (3)
Bombchus, Hylian Shop
- Amount: 1
- Level 10
- Bombchus are moving bombs that seeks in on a target’s weak point. Hits one target.
- Roll your Power +3 dice vs. targets' Power dice
- If the attack is successful, you can choose to roll again to see if hits a weak point. If you do, the initial attack's damage is not yet applied.
- Roll your Power dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, reapply the initial attack's damage * 1.5.
- If the attack is unsuccessful, the bombchu deactivates and deals no damage.
Infector, Shady's Shop
- Level 20
- An obsidian blade with an uneasy aura from it. While this is equipped, you are affected by Amplified Afflictions:
- For every Affliction you have, you lose 1 Heart at the start of each round. This does not include stacks of Afflictions.
- Anyone hit by this blade becomes under the effect of Amplified Afflictions, which is only active while you (the user) have the Infector equipped.
- The effect, otherwise, lasts until the end of the battle.
Silver Scale Blade, Zora Shop
- Level 10
- A light blade laced with silver scales. It seems to glow lightly even in the dark. Can hit one target.
- Roll your Courage +4 dice vs. targets' Courage dice
- If the attack is successful, you get the Stacked Buff... Buff:
- Select a non-stacking Buff that is applied to this weapon. This weapon gets a stack of that same Buff with all numerical amounts (except duration) halved.
- If the original Buffed is erased, Stacked Buff is erased as well.
Armor (1)
Flow Armor, Zora Shop
- Level 10
- A weightless armor inscribed with drawings of a flowing current. It provides decent damage reduction initially, but with every attack made, its protection increases.
- Damage taken is reduced by 2.
- Once per turn, when you or one of your party members attacks, this armor's damage reduction is increased by 1.
- Once per turn, when an enemy attacks, this armor's damage reduction is decreased by 1.
- Flow Armor's damage reduction cannot exceed 5 and it cannot drop below 1.
- The only effect that can reduce Flow Armor's damage reduction below 1 is Armor Damage.
Tools (2)
Shovel, Hylian Shop
- You can attempt to dig up an area while in session. Whether you find something or not will be up to the DM.
- While in battle, you can roll to dig up something. Roll $#d50, where # = your total affinity levels:
- If the result is a multiple of 10, you get 50 Rupees.
- If the result is 25, you get a Restoration Heart.
- If the result is 50, you get 50 Rupees and a Magic Jar.
Clawshot, Zora Shop
- The clawshot fires a chained claw at a target which can reach up to 50 feet away.
- Can automatically pull Small Objects towards you.
- The chain cannot lock.
Changed Stuff
Stuff that has been changed or updated. Please check through these and update your profiles if any of it applies.
Reverse Cover lasts until the target is hit or until you use Reverse Cover on someone else.
When you successfully defend for an ally with Cover, the attacker’s next action is forced to be Cover.
This does not work if the attacker has no allies.
Cage of Earth lasts until it's destroyed.
Corrosive Acid lasts through battles until it is cured.
Cage lasts until the end of your turn two rounds later.
Diseased lasts for the remainder of the battle.
Infect lasts until the end of your turn two rounds later.
Shadow Current lasts for the next two rounds.
Active Skills (2)
Shielded Cover
- This skill uses the Cover skill and the Cover skill modifier that is attached to it.
- When you use Cover to defend someone, you gain +5 successes when defending.
- You must have a shield out.
- You cannot counterattack when using Cover.
- Even if you successfully defend, you take 2 neutral damage.
Update your profile
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[box=Shielded Cover][list]
[*]This skill uses the [b]Cover[/b] skill and the [b]Cover[/b] skill modifier that is attached to it.
[*]When you use [b]Cover[/b] to defend someone, you gain +5 successes when defending.[list]
[*]You must have a shield out.
[*]You cannot counterattack when using [b]Cover[/b].
[*]Even if you successfully defend, you take 2 neutral damage.[/list][/list][/box]
Reverse Cover
- This skill uses the Cover skill and the Cover skill modifier that is attached to it.
- Select an ally to use Reverse Cover on.
- Anyone targeting you will instead hit the selected target, coward.
- If the selected target is unsuccessful in defending any attack, Reverse Cover wears off.
Update your profile
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[box=Reverse Cover][list]
[*]This skill uses the [b]Cover[/b] skill and the [b]Cover[/b] skill modifier that is attached to it.
[*]Select an ally to use [b]Reverse Cover[/b] on.[list]
[*]Anyone targeting you will instead hit the selected target, coward.
[*]If the selected target is unsuccessful in defending any attack, [b]Reverse Cover[/b] wears off.[/list]
[*][b]Reverse Cover[/b] lasts until the target is hit or until you use [b]Reverse Cover[/b] on someone else.[/list][/box]
Passive Skills (1)
Cover Back
- Level 10
- This is a Cover skill modifier. Any Active Cover Skills you use will also use this modifier.
- You may only have one Cover skill modifier active at a time. All others must be set to (Disabled).
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[box=Cover Back][list]
[*][Level=10]
[*]This is a [b]Cover[/b] skill modifier. Any Active [b]Cover[/b] Skills you use will also use this modifier.[list]
[*]You may only have one [b]Cover[/b] skill modifier active at a time. All others must be set to (Disabled).[/list]
[*]When you successfully defend for an ally with [b]Cover[/b], the attacker’s next action is forced to be [b]Cover[/b].[list]
[*]This does not work if the attacker has no allies.[/list][/list][/box]
Offensive Spells (3)
Entomb
- Level 10 and Nature (Level: 2)
- Costs 4 Magic
- A ripple is sent through the ground to a target, forcing the target into an encasement of earth.
- Roll your Power dice vs. targets' Wisdom -2 dice / Deals no damage
- If the attack is successful, target is surrounded by Cage of Earth:
- Cage of Earth has 9 Hearts, 3 physical damage reduction, and a defending roll of 8 dice.
- Target can only hit the Cage of Earth. Additionally, anything that would hit the target instead hits Cage of Earth.
- If target is unsuccessful in destroying the Cage of Earth with any offensive spell, target's spell backfires and deals half damage to himself, along with any effects it has.
- Any attack by the target that destroys Cage of Earth can be rerolled.
Update your profile
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[box=Entomb][list]
[*][Level=10] and [Nature 2]
[*]Costs [Magic]4[/Magic]
[*]A ripple is sent through the ground to a target, forcing the target into an encasement of earth.[list]
[*][dice type-a=Power type-b=Wisdom amount-b=-2] / Deals no damage
[*]If the attack is successful, target is surrounded by [b]Cage of Earth[/b]:[list]
[*][b]Cage of Earth[/b] has [Hearts]9[/Hearts], 3 physical damage reduction, and a defending roll of 8 dice.
[*]Target can only hit the [b]Cage of Earth[/b]. Additionally, anything that would hit the target instead hits [b]Cage of Earth[/b].
[*]If target is unsuccessful in destroying the [b]Cage of Earth[/b] with any offensive spell, target's spell backfires and deals half damage to himself, along with any effects it has.
[*]Any attack by the target that destroys [b]Cage of Earth[/b] can be rerolled.[/list]
[*][b]Cage of Earth[/b] lasts until it's destroyed.[/list][/list][/box]
Stormlight
- Level 20, Nature (Level: 1) and Light (Level: 1)
- Costs 6 Magic
- A storm is summoned over a target, barraging him with lightning.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice / Damage is halved
- If the attack is successful, Light affects your side of the field, healing you and all of your allies by 5 Hearts.
Update your profile
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[box=Stormlight][list]
[*][Level=20], [Nature 1] and [Light 1]
[*]Costs [Magic]6[/Magic]
[*]A storm is summoned over a target, barraging him with lightning.[list]
[*][dice type-a=Wisdom amount-a=+5 type-b=Wisdom] / Damage is halved
[*]If the attack is successful, [Light] affects your side of the field, healing you and all of your allies by [Hearts]5[/Hearts].[/list][/list][/box]
Poison Shell
- Level 10, Water (Level: 1), and Shadow (Level: 1)
- Costs 3 Magic
- Target someone with armor (as an actual piece of equipment) and fire a corrosive spray of acid at the target.
- Roll your Wisdom +1 dice vs. targets' Wisdom dice / Deals no damage
- If the attack is successful, target’s armor is permanently inflicted with Corrosive Acid Affliction:
- So long as target is wearing armor, target takes 3 poison damage (neutral) at the start of each of each round.
Update your profile
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[box=Poison Shell][list]
[*][Level=10], [Water 1], and [Shadow 1]
[*]Costs [Magic]3[/Magic]
[*]Target someone with armor (as an actual piece of equipment) and fire a corrosive spray of acid at the target.[list]
[*][dice type-a=Wisdom amount-a=+1 type-b=Wisdom] / Deals no damage
[*]If the attack is successful, target’s armor is permanently inflicted with [b]Corrosive Acid[/b] [u]Affliction[/u]:[list]
[*]So long as target is wearing armor, target takes 3 poison damage (neutral) at the start of each of each round.[/list]
[*][b]Corrosive Acid[/b] lasts through battles until it is cured.[/list][/list][/box]
Support Spells (3)
Cage
- Requires Nature (Level: 2)
- Costs 3 Magic
- Give yourself or an ally the Cage Buff:
- Target becomes automatically caged in a cell of roots and vines, which has 10 Hearts and 5 defending dice.
- Target recovers 3 Hearts and 3 Magic at the start of each of each round.
- Until Cage ends, target is forced to automatically end his turn, unable to use any action or defense.
- Any carryover damage that breaks through Cage goes to the target as neutral damage
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[box=Cage][list]
[*]Requires [Nature 2]
[*]Costs [Magic]3[/Magic]
[*]Give yourself or an ally the [b]Cage[/b] [u]Buff[/u]:[list]
[*]Target becomes automatically caged in a cell of roots and vines, which has [Hearts]10[/Hearts] and 5 defending dice.[list]
[*]Target recovers [Hearts]3[/Hearts] and [Magic]3[/Magic] at the start of each of each round.
[*]Until [b]Cage[/b] ends, target is forced to automatically end his turn, unable to use any action or defense.
[*]Any carryover damage that breaks through [b]Cage[/b] goes to the target as neutral damage[/list][/list]
[*][b]Cage[/b] lasts until the end of your turn two rounds later.[/list][/box]
Infect
- Requires Shadow (Level: 2)
- Costs 3 Magic
- Imbue any physical weapon with the Infect Buff:
- Poison is applied onto the physical weapon. When the weapon successfully hits a target, target gets the Diseased Affliction:
- The target takes 1 poison damage (neutral) at the start of each round.
- Target's Courage, Power and Wisdom stats are reduced by 2.
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[box=Infect][list]
[*]Requires [Shadow 2]
[*]Costs [Magic]3[/Magic]
[*]Imbue any physical weapon with the [b]Infect[/b] [u]Buff[/u]:[list]
[*]Poison is applied onto the physical weapon. When the weapon successfully hits a target, target gets the [b]Diseased[/b] [u]Affliction[/u]:[list]
[*]The target takes 1 poison damage (neutral) at the start of each round.
[*]Target's [Courage], [Power] and [Wisdom] stats are reduced by 2.[/list]
[*][b]Diseased[/b] lasts for the remainder of the battle.[/list]
[*][b]Infect[/b] lasts until the end of your turn two rounds later.[/list][/box]
Shadow Current
- Level 10, Shadow (Level: 1) and Water (Level: 1)
- Costs 5 Magic
- Field Effect - A river current of shadows flows through the field, buffing your allies and nerfing your enemies.
- You and all of your allies gain +2 dice when attacking.
- All enemies lose 2 dice when attacking.
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[box=Shadow Current][list]
[*][Level=10], [Shadow 1] and [Water 1]
[*]Costs [Magic]5[/Magic]
[*][i]Field Effect[/i] - A river current of shadows flows through the field, buffing your allies and nerfing your enemies.[list]
[*]You and all of your allies gain +2 dice when attacking.
[*]All enemies lose 2 dice when attacking.[/list]
[*][b]Shadow Current[/b] lasts for the next two rounds.[/list][/box]
Armor (3)
Red Tunic
- Forged from the fires of Mount Doom Death Mountain, the Red Tunic allows you to walk through fire without taking damage.
- Cannot use if you have Nature affinity.
- Damage taken is reduced by 1
- You are immune to burn damage (neutral) while wearing this.
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[box=Red Tunic][list]
[*]Forged from the fires of [s]Mount Doom[/s] Death Mountain, the Red Tunic allows you to walk through fire without taking damage.[list]
[*]Cannot use if you have [Nature] affinity.
[*]Damage taken is reduced by 1
[*]You are immune to burn damage (neutral) while wearing this.[/list][/list][/box]
Green Tunic
Does not include pants.
- This tunic, having been enchanted by fairies over a long period of time, allows you to transcend time control the airflow around you to a small extent.
- Cannot use if you have Water affinity
- Damage taken is reduced by 1
- Non-stacking Afflictions that last for the remainder of the battle do not affect you.
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[box=Green Tunic]
[color=#FF0000]Does not include pants.[/color][list]
[*]This tunic, having been enchanted by fairies over a long period of time, allows you to [s]transcend time[/s] control the airflow around you to a small extent.[list]
[*]Cannot use if you have [Water] affinity
[*]Damage taken is reduced by 1
[*]Non-stacking [u]Afflictions[/u] that last for the remainder of the battle do not affect you.[/list][/list][/box]
Blue Tunic
- Created from the scales of fallen Zora warriors, this tunic allows you to breathe underwater.
- Cannot use if you have Fire affinity.
- Damage taken is reduced by 1
- All Buffs that give you numerical bonuses last for the remainder of the battle.
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[box=Blue Tunic][list]
[*]Created from the scales of fallen Zora warriors, this tunic allows you to breathe underwater.[list]
[*]Cannot use if you have [Fire] affinity.
[*]Damage taken is reduced by 1
[*]All [u]Buffs[/u] that give you numerical bonuses last for the remainder of the battle.[/list][/list][/box]
Bottles
The original Blue Potion has been replaced by the Deep Blue Potion:
Red Potions and Green Potions got descriptions added:
A new Blue Potion now exists. This is a lighter version of the old one. Additionally, Deep Red Potion and Deep Green Potion have been added:
Level 20 and Level 30 variants will be added in the Hidden Duality update.
Deep Blue Potion
- Amount: 1
- Level 10
- A dark blue liquid that restores your health and magic when you drink it. Careful, drink too much and you'll stain your tongue blue!
- Restore your Hearts and Magic by 10.
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[box=Deep Blue Potion][list]
[*][Amount]1[/Amount]
[*][Level=10]
[*]A dark blue liquid that restores your health and magic when you drink it. Careful, drink too much and you'll stain your tongue blue![list]
[*]Restore your [Hearts] and [Magic] by 10.[/list][/list][/box]
Red Potions and Green Potions got descriptions added:
Red Potion
- Amount: 1
- A light red liquid that gives you health back when you drink it. So what's in it anyways?
- Restore your Hearts by 10.
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[box=Red Potion][list]
[*][Amount]1[/Amount]
[*]A light red liquid that gives you health back when you drink it. So what's in it anyways?[list]
[*]Restore your [Hearts] by 10.[/list][/list][/box]
Green Potion
- Amount: 1
- A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- Restore your Magic by 10.
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[box=Green Potion][list]
[*][Amount]1[/Amount]
[*]A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?[list]
[*]Restore your [Magic] by 10.[/list][/list][/box]
A new Blue Potion now exists. This is a lighter version of the old one. Additionally, Deep Red Potion and Deep Green Potion have been added:
Blue Potion
- Amount: 1
- A light blue liquid that gives you health and magic back when you drink it. Just like Romulan Ale blueberry juice!
- Restore your Hearts and Magic by 6.
Deep Red Potion
- Amount: 1
- Level 10
- A deep red liquid that restores your health when you drink it. It looks just like blood.
- Restore your Hearts by 18.
Deep Green Potion
- Amount: 1
- Level 10
- A deep green liquid that restores your magical powers when you drink it. This really doesn't look safe to drink.
- Restore your Magic by 18.
Level 20 and Level 30 variants will be added in the Hidden Duality update.