Lead Dev, DM, Hal
Matilda
- Power: 8 (+0)
- Courage: 22 (+3)
- Wisdom: 20 (+0)
- Hearts: 15/6 (+9)
- Magic: 9/9 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 5
- Armor: 3
- Stat Points: 0
- Stat Points (Used): 75
- Heart Containers: 9
- Rupees: 500
Affinities: Water, Light
Description
Race: Keaton.
Occupation: Ex-Bandit.
Appearence: Matilda is a female Keaton. Standing at about 1.7 metres tall in a slim feminine body, she is covered in thick yellow fur and sports three long, bushy tails.
She is currently wearing an azure-blue tunic rimmed with white and a pair of cream pants, a replica of her old uniform from being part of Thoughter's band of thieves without the emblem of a Keaton's face with a manji symbol on the forehead. She is also wearing brown leather boots and gloves.
Personality: Matilda is generally a serious, realistic Keaton who seems to have little sense of humor. She takes everything seriously and doesn't like being joked around with much, making it difficult to get along with her if you tend to joke around a lot. She can be quite cynical and often reluctant to accept deals or signs contracts.
Occupation: Ex-Bandit.
Appearence: Matilda is a female Keaton. Standing at about 1.7 metres tall in a slim feminine body, she is covered in thick yellow fur and sports three long, bushy tails.
She is currently wearing an azure-blue tunic rimmed with white and a pair of cream pants, a replica of her old uniform from being part of Thoughter's band of thieves without the emblem of a Keaton's face with a manji symbol on the forehead. She is also wearing brown leather boots and gloves.
Personality: Matilda is generally a serious, realistic Keaton who seems to have little sense of humor. She takes everything seriously and doesn't like being joked around with much, making it difficult to get along with her if you tend to joke around a lot. She can be quite cynical and often reluctant to accept deals or signs contracts.
- Immunity to enemy EFFECTS that drain or reduce your Magic.
- Once per battle; if you have 6 or more Hearts, you can outlive any attack that would normally kill you.
- When Sonic Blade is equipped, you gain 5 Dice when defending against Spot Checks and 5 Dice when making Sneak Attacks.
- Once per round, you can convert any instance of Neutral Damage you receive into Hearts recovery.
- After anyone hits you, they lose 1 Attack Dice
- If you pay the robe's Augmented Cost, this Attack Dice loss is increased to 3
Skills
Signature
Moonlit Energy
- RESTRICTIONS: Moonlit Energy can only be used by Matilda.
- REQUIREMENTS: Water, Light and a Sword equipped.
- COST: 4 Magic
- CHARGE: 1 Action
- During this time, you bask in moonlight; preparing to lunge.
Innate Skills
Spirit Dive
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- COST: 1 Heart for every 50ft traveled.
- If you cannot pay that Hearts cost, you are ejected from the Spirit Dive before you reach your target.
Will O' Wisp
- RESTRICTION 1: This is an Innate Skill. Only Keaton can learn and use this skill.
- RESTRICTION 2: You can only have one illusion active at a time via this skill.
- COST: Any amount of Magic
- DESCRIPTION: Keaton have the ability to lead people astray by creating sinister embers containing part of their soul; which project a 3D illusion of theirself as the embers move around.
- EFFECT: Create a living, breathing illusion of yourself that moves around and defends against attacks.
- You silently control the illusion by whispering into your hands.
- This illusion can phase through objects and fly through the air on command.
- The illusion has stats equal to your base Power, Courage and Wisdom stats, with its Hearts stat being the amount of Magic spent in casting the illusion. It does not retain any bonuses or Armor you had.
- DURATION: The illusion is dispelled once its Hearts is depleted to 0, or someone successfully uses Illusion Break on it.
Soul Echolocation
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- CHARGE: 1 Action
- Charge by focusing on gathering as much spiritual power as possible, and then concentrating on releasing it in a controlled manner.
- Your soul will glow brightly during this time, being visible from behind objects and any Camouflage you have wears off.
Spirit Sense
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton are closely connected with the spirit world, being able to sense the spirits residing in people.
- EFFECT: You are able to sense the spirits of people who have Magic within the same room or area.
- You can also pinpoint their exact location and read their feelings.
Innate Knowledge
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton have natural knowledge of the world, giving them a higher innate ability to solve riddles and puzzles.
- EFFECT: Whenever you are presented with a riddle or a puzzle which has an answer, you are given an extra hint to solve the riddle or puzzle with.
Spiritual Resistance
- RESTRICTIONS: This is an Innate Skill. Only Keaton can learn and use this skill.
- DESCRIPTION: Keaton souls are resistant to the effects of weathering from the effects of attacks, cutting the power of anything that attempts to effects that drain Magic.
- EFFECT: Any Magic you would lose, outside of your own Magic Costs and transferring to allies, is halved.
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).
Active
Steal
- SELL VALUE: 75 Rupees
- REQUIREMENTS: A free hand
- DESCRIPTION: Select a target to steal from. Hopefully it's not considered illegal.
- Roll your Courage dice vs. targets' Wisdom dice
- Damage: None
Spin Attack
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by pouring your energy into your weapon, which emits a blue glow.
- If you have two melee weapons equipped, you can bypass the Charge time entirely.
Down Thrust
- SELL VALUE: 100 Rupees
- REQUIREMENTS: A melee weapon
- CHARGE: 1 Action
- Charge by preparing yourself for a large leap.
Back Strike
- SELL VALUE: 100 Rupees
- DESCRIPTION: Prepare yourself to retaliate against an oncoming attack by placing yourself into a Counter Stance.
- EFFECT: If you successfully defend the next attack that hits you, you can Counterattack the attacker by rolling behind them:
- Roll your Courage +5 dice vs. targets' Courage dice
- EFFECT: If it succeeds, follow-up with an attack from an equipped weapon, gaining Dice equal to the difference in successes.
Camouflage
- SELL VALUE: 125 Rupees
- COSTS: 3 Magic
- DESCRIPTION: Shh! I'm being sneaky. Go away! Magically camouflage in with your surroundings to go sneaky.
- You cannot be targeted by anything Single-Target.
- If you take any damage or do anything other than moving around, Camouflage ends.
Passive
(4) Hanging On
- SELL VALUE: 200 Rupees
- Stat Point Cost: 4
- RESTRICTIONS: You can only activate Hanging On once per battle.
- DESCRIPTION: You are capable of surviving a powerful attack that would normally kill you.
- EFFECT: If you have at least 6 Hearts before damage is calculated, you can activate this skill.
- Your Hearts are reduced to 1 instead.
Spells
Offensive
Glacial Ice
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Fling a large chunk of ice at a target, reducing their speed.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 5 Courage.
Nullify
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Water
- COSTS: 5 Magic
- DESCRIPTION: Wrap the target in a frozen bubble, nullifying the bonuses their attacks gain.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
Spiral Light
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Three beams of Light descend upon the target through the heavens, striking them. The target defends once against all three attacks.
- EFFECT: Bypasses Cover
- Roll your Wisdom +5 dice vs. targets' Wisdom dice * 3
- Damage: 6 per hit
- Armor is calculated for each attack individually.
Mass Blind
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Light
- COSTS: 6 Magic
- DESCRIPTION: Shine a Light so bright, it lights up the night! Hits all enemies.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Target(s) hit get Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
Support
Restoration Bubble
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Water
- COSTS: 2 Magic
- DESCRIPTION: Wrap the target inside a large bubble, slowly regenerating their life.
- EFFECT: Target gets Regen x2.
Block
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Water
- COSTS: 4 Magic
- DESCRIPTION: Set up a blockade of Water, suppressing a nasty power produced by an attack.
- EFFECT: Target gains Effect Block:
- Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
Enlighten
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Bathe someone in a shower of Wisdom, enlightening them.
- EFFECT: Target gains 5 Wisdom
Mirage
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Create a mirage of a target, giving them a chance to completely dodge attacks.
- EFFECT: Target gains Disillusion:
- Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
Items
Weapons
Sonic Blade (Equipped)
- INFORMATION: This item is an Artifact
- DESCRIPTION: A long curved sword made of a strange alloy that rips through the air with ease, the pommel being as thin as a knife and hilt bearing markings that resemble speakers. Can Slash, Stab or send a Sound Wave at the target.
- EFFECT: The sound in the area around the blade becomes muffled, giving you +5 Dice when defending against Spot Checks and when using Sneak up while the sword is equipped.
- Slash:
- Roll your Courage +8 dice vs. targets' Courage dice
- Damage: +0
- Neutral Damage: 2
Lunar Wand
- INFORMATION: This item is an Artifact.
- DESCRIPTION: A white wand with a crystal-blue tip; sparkling under moonlight. It shows the current phase of the moon, regardless of wherever it is day or night. It can fire Moonlight beams at single targets, beam all enemies with a spread of Moon Beam or perform Renewal
- Focused:
- Roll your Wisdom +9 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits; you recover 2 Hearts and 1 Magic
Siphoning Wand
- SELL VALUE: 100 Rupees
- DESCRIPTION: Souls... give me your SOULS! While it doesn't have much power, it makes up for being able to siphon Magic from its targets. Can hit a target with Siphoning Strike.
- EFFECT: Once per round, at any time, you can transfer any amount of your Magic to any other target.
- Siphoning Strike:
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, siphon Magic from the target to anyone else, up to an amount equal to the damage dealt.
Bombs
- SELL VALUE: 150 Rupees
- DESCRIPTION: A small, blue Bomb, packed with gunpowder, that can blow stuff up. Can be thrown at one Target or at a Group of enemies.
- Target:
- Roll your Power +4 dice vs. targets' Power dice
- Damage: 8
Shields
Hylian Shield (Equipped)
- INFORMATION: This item is an Augmented Item. This item has had 2/3 Augments applied to it.
- SELL VALUE: 325 Rupees
- DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against most attacks.
- Defense Dice: +5
Armor
Undertow Armor (Worn)
- INFORMATION: This item is an Artifact
- DESCRIPTION: Crafted both from the hide and bones of a fearsome aquatic dragon, this unique armor fills you with the determination and the resolve of a mighty sea warrior.
- Armor: +3
- Courage: +3
- EFFECT: Once per round, you can convert any instance of Neutral Damage you receive into Hearts recovery.
Blue Tunic
- SELL VALUE: 100 Rupees
- DESCRIPTION: This sky blue tunic, crafted from the scales of fallen Zora warriors, grants the wearer the ability to breathe underwater.
- Armor: +2
- EFFECT 1: Once per battle, if an EFFECT or Bonus you have would be removed or reduced, you can prevent it entirely.
- EFFECT 2: You are able to breathe underwater.
Robes
Teal Robe (Worn)
- SELL VALUE: 200 Rupees
- DESCRIPTION: A teal-colored robe that freezes anything it touches. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Water Bonus: After anyone hits you, they lose 1 Attack Dice.
Tools
Hookshot
- SELL VALUE: 100 Rupees
- DESCRIPTION: The Hookshot fires a chained, miniature harpoon at a target, which can reach up to 50 feet away. Can fire a Reel at a target.
- EFFECT: This harpoon can pull you towards objects or vice versa.
- Can pull you towards any wooden surface, soft surface, or Hookshot Target.
- Can pull Small Objects towards you.
- The chain cannot lock.
Switchhook
- SELL VALUE: 75 Rupees
- DESCRIPTION: The Switchhook has two different chains attached to a handle at the end, which can reach up to 50 feet away. Can fire at a target.
- Roll your Courage +10 dice vs. targets' Power dice
- Damage: None
- EFFECT: If it hits, the handle reels the target back on one chain while it reels you toward’s their previous position on the other chain, thus switching places.
Ping Box
- SELL VALUE: 75 Rupees
- COSTS: 1 Magic
- DESCRIPTION: A small, peculiar metal box that feels pretty light.
- EFFECT: When you channel Magic into it, it fires a ping across the room, causing the sound of a bell to ring.
- After a short time, the ping comes back to the box, and it lets you know the number of "entities" it passed over.
- Any "entities" that have 0 Maximum Magic are ignored by the ping.
- The ping will not return if you're outside.
Magic Shackles
- SELL VALUE: 25 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- DESCRIPTION: A pair of handcuffs that magically wrap around the target’s wrists, no matter who or what the target is. That’s right, you can even handcuff a Gleeok… not that they really have hands.
- EFFECT 1: When you would kill a target, instead reduce the target to 1 Heart and cuff them with the Magic Shackles, preventing them from doing anything, save for talking.
- Though, it also comes with a Magical Duct Tape option.
Magic Feather
- SELL VALUE: 75 Rupees
- INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
- COSTS: 2 Magic per jump
- DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
- EFFECT: When you pay the Magic Cost, gain the following effects:
- Defense Dice: +3
- Your Jump Distance is doubled, meaning for every Success you get when jumping, you cover 2 Feet of distance.
- Any fall damage you would take from any source is halved.
- DURATION: Until the end of the turn.
Consumables
Red Potion
- Amount: 2
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light red liquid that gives you health back when you drink it. So what's in it anyways?
- EFFECT: Consume this to recover either:
- Recover 10 Hearts... OR
- Half of your Maximum Hearts.
Red Medicine
- Amount: 1
- SELL VALUE: 100 Rupees
- DESCRIPTION: A powerful, red liquid capable of restoring all wounds. It actually kinda looks like blood…
- EFFECT: Consume this to recover to your Maximum Hearts.
Green Potion
- Amount: 2
- SELL VALUE: 50 Rupees
- DESCRIPTION: A light green liquid that restores your magical powers when you drink it. This isn't actually poison, is it?
- EFFECT: Consume this to recover either:
- Recover 7 Magic... OR
- Half of your Maximum Magic.
Chateau Romani
- Amount: 1
- SELL VALUE: 100 Rupees
- DESCRIPTION: It's spiked with Jack Daniels. THAT'S SMART. A favorite of Lon Lon Ranch which is essentially alcoholic milk. Oddly, it restores your magical powers.
- EFFECT: Consume this to recover to your Maximum Magic.
Splash Blue Potion
- Amount: 2
- DESCRIPTION: A Blue Potion in a strange, glass container that you can throw to your allies' face the ground and heal your party… heartilly and magically.
- EFFECT: Drop this to cause you and your allies to recover 6 Hearts & 4 Magic.
Full Rejuvenation Potion
- Amount: 1
- SELL VALUE: 200 Rupees
- DESCRIPTION: A mystical and very potent potion, capable of restoring you back to your prime.
- EFFECT: Consume this to recover to your Maximum Hearts & Magic.
Pegasus Seed
- Amount: 3
- SELL VALUE: 25 Rupees
- DESCRIPTION: A light-blue seed shaped like a wing. It can be eaten to gain various effects, depending on whether you're in battle or not.
- Out-of-Battle:
- DESCRIPTION: A current of wind wraps around you, allowing you to glide over the ground.
- EFFECT: Your ability to jump increases, allowing you to jump 2 feet per 1 Success.
- DURATION: This lasts until you leave the room.
Frost Seed
- Amount: 2
- SELL VALUE: 75 Rupees
- DESCRIPTION: A woody hexagonal seed surrounded by a coating of leaves that resemble a snowflake. A frosty delicacy to enjoy, normally in the company of heat and safety. It can be consumed in battle or outside of battle for varying effects
- Out-of-Battle:
- DESCRIPTION: Your body and skin becomes very cold, enabling you to create platforms of ice wherever you walk on Water and increasing your resistance to heat.
- DURATION: Until you leave the current area or room.
Baneroot Juice
- Amount: 2
- SELL VALUE: 50 Rupees
- DESCRIPTION: A foggy but partially clear liquid that has a terribly acidic taste when you drink it. Might wanna use some flavoring to mellow it out.
- EFFECT: Halve one of your Negative Bonuses.
Fairy
- Amount: 1
- DESCRIPTION: A lively Fairy, waiting in a bottle for your death! Isn't she just so kind?
- EFFECT: If you use the Fairy manually, you are restored to Maximum Hearts.
- If you die, you can use the Fairy on the spot, reviving you and restoring you to 3 Hearts.
Masks
Misc
Neap Tide Anklets
- INFORMATION: This is a Passive Mythical Artifact. Simply having it in your inventory is enough for it's effects.
- RESTRICTIONS: Neap Tide Anklets can only be worn by Matilda.
- REQUIREMENTS: Water, Light.
- DESCRIPTION: The enhanced Spring Tide Anklets, these anklets are imbued with the power of the passing tide. These anklets stop your movement from being hindered by cold or wet conditions .
- EFFECT 1: Any loss in movement as a result of cold or wet conditions is negated
- This also gives immunity to the Blizzard Field Effect