Gurloz
- Power: 13 (+2)
- Courage: 17 (+2)
- Wisdom: 22 (+2)
- Hearts: 12/12 (+12)
- Magic: 10/10 (+6)
- Initiative: $init 1d10
- Attack Dice: 5
- Defense Dice: 0
- Armor: 8
- Stat Points: 5
- Stat Points (Used): 77
- Heart Containers: 12
- Rupees: 26,277
Affinities: Light
Information
Bonuses are calculated into the base numbers; makes it easier for me to calculate rolls.
Gurloz
- Power: 15 (+0)
- Courage: 19 (+0)
- Wisdom: 24 (+0)
- Hearts: 24/24 (+0)
- Magic: 16/16 (+0)
- Initiative: $init 1d10
- Attack Dice: 5
- Defense Dice: 0
- Armor: 8
Affinities: Light
Gurloz
- Power: 15 (+0)
- Courage: 19 (+0)
- Wisdom: 24 (+0)
- Hearts: 24/24 (+0)
- Magic: 16/16 (+0)
- Initiative: $init 1d10
- Attack Dice: 5
- Defense Dice: 0
- Armor: 10
Affinities: Light
- Weapon: Gurloz's Golden Lance
- Shield: Luekke's Blessing
- Armor: Spellbinding Plate
- Robe: Guardian Robes (+Augmented)
- 4 Magic per round.
- Gurloz's Golden Lance: +5 Attack Dice.
- Luekke's Blessing: +3 Defense Dice everytime I am hit, up to a maximum of +12.
- Luekke's Blessing: When myself or an ally is attacked, I can convert any number of this shield's Defense Dice into a shield which blocks an equal amount of Damage caused.
- Luekke's Blessing: When someone casts a Support Spell, I can steal it for twice it's Magic cost.
- Spellbinding Plate: When I am hit by an Offensive Spell, I can spend Magic equal to the spell's Magic cost to negate its effects and grant me a temporary Armor boost.
- I gain Armor equal to the Magic cost of the attack. This armor lasts for 1 round.
View Gurloz's Spreadsheet (Outdated)
Race
Gurloz is a Hylian. He's also the leader of the Knights of Light.
Appearance
TBD
Background
Gurloz was born on the day that Luekke, the Guardian of Light, passed away. After living as an orphan through the Hyrulean Civil War that soon followed after, he began to learn the legends of Luekke and became infatuated with him. When he grew older, he trained to become one of the Knights of Light, a small group of knights that protects the true legends of Luekke. The group was created with respect to the Followers of Light, a group that once spread Luekke's teachings of love, peace, and harmony throughout the land of Hyrule. These knights have spread out in a search to find the Luekke's spirit, which is rumored to still be wandering Hyrule.
Gurloz himself claims to be a paladin of righteousness. He slays "evil" in the name of "good", which, to him, is the epitome of Luekke himself. Gurloz has found the spirit of Luekke in the Fake Sunlight Dungeon, who has passed his forgiveness to him, but also tasked him with a new task. To seek him once again in the real Sunlight Dungeon, and to find the truth behind his followers and his passing. He then subsequently located the spirit of Luekke in the real Sunlight Dungeon, where he was trapped within a Mega Beamos. After destroying the Mega Beamos, Luekke tasked Gurloz with returning to Gustaf and having him relinquish his position as the leader of the Knights of Light. Gustaf originally refused, but after a magnificent light show from what used to be Gustaf's Golden Lance; he relinquished his spot in the Knights of Light and left Hyrule City. Gurloz is now in charge of the Knights of Light and is tasked with rebuilding the group along with protecting Hyrule City. Gurloz also learned of another foe, Bloodwind, who is looking for something Gustaf had locked up.
Gurloz himself claims to be a paladin of righteousness. He slays "evil" in the name of "good", which, to him, is the epitome of Luekke himself. Gurloz has found the spirit of Luekke in the Fake Sunlight Dungeon, who has passed his forgiveness to him, but also tasked him with a new task. To seek him once again in the real Sunlight Dungeon, and to find the truth behind his followers and his passing. He then subsequently located the spirit of Luekke in the real Sunlight Dungeon, where he was trapped within a Mega Beamos. After destroying the Mega Beamos, Luekke tasked Gurloz with returning to Gustaf and having him relinquish his position as the leader of the Knights of Light. Gustaf originally refused, but after a magnificent light show from what used to be Gustaf's Golden Lance; he relinquished his spot in the Knights of Light and left Hyrule City. Gurloz is now in charge of the Knights of Light and is tasked with rebuilding the group along with protecting Hyrule City. Gurloz also learned of another foe, Bloodwind, who is looking for something Gustaf had locked up.
Goals
- Overall: Protecting Hyrule City and rebuilding the Knights of Light.
- Current Task: Safeguard Hyrule City.
- Additional Task: Search for Lanayru's Body.
Rivals
- Bloodwind: Gurloz needs to keep the Crystalline Armor safe from Bloodwind.
- Nothing to see here... Run along now...
- Gurloz's Quest Tracker doesn't track quests prior to the relaunch in September of 2015.
Crippling Retribution
- RESTRICTIONS: Crippling Retribution can only be used by Gurloz
- COSTS: 7 Magic
- CHARGE: 1 Action (single-target) or 3 Actions (hit all enemies)
- Charge by amassing Light into the palms of your hand, as if preparing for a Hadoken
- For each Action that you charge, everyone else loses 3 Attack Dice.
- DURATION: Until the charge is cancelled or used.
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).
Change Focus
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill.
- COSTS: 1 Magic
- DESCRIPTION: Alter the will of your next move to use your strength or your speed instead.
- EFFECT: Change your roll for the next attack or defense you do to use either Power or Courage.
Telepathic Mindstrike
- RESTRICTION 1: This is an Innate Skill. Only Hylians can learn and use this skill.
- RESTRICTION 2: A target hit by Telepathic Mindstrike cannot be hit by it again in the same day.
- DESCRIPTION: Turn your telepathy into a weapon, as you strike a target’s mind with it!
- EFFECT: Bonus Attack Dice & Defense Dice are disabled for both the attacker and the defender in this attack.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: Halved
- Neutral Damage: 2
- EFFECT: If it hits, read the thought the target is currently thinking about.
Retribution Barrier
- RESTRICTIONS: This is an Innate Skill. Only those in the Knights of Light can learn and use this skill.
- COSTS: 3 Magic
- DESCRIPTION: A golden barrier that can turn red when you use it for offense surrounds a target.
- EFFECT: Give yourself or an ally Retribution Barrier:
- Every time the target takes damage, they gain 1 Heart (Stat).
- When you attack, you can convert any amount of Hearts (Stat) from the target into a burst for your attack, gaining Attack Dice equal to the amount converted.
- The Hearts converted does not return to the target.
Children of the Goddesses
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: Hylians are considered to be the first race created by the Goddesses and thus get a general stat boost.
- Power: +2
- Courage: +2
- Wisdom: +2
Telepathic Conversation
- RESTRICTIONS: This is an Innate Skill. Only Hylians can learn and use this skill. There’s no limit on Innate Skills.
- DESCRIPTION: You can send telepathic messages to someone else.
- You can initiate two-way communication with that person, even if he’s not capable of telepathy.
- These telepathic messages can only be sent to one person at a time.
Spirit Vision
- RESTRICTIONS: This is an Innate Skill. Only those in the Knights of Light can learn and use this skill.
- DESCRIPTION: You are able to see souls and spirits clearly, including the souls of physical beings.
- EFFECT 1: You can also communicate with them.
- EFFECT 2: You do not have a penalty when targeting them.
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
Information
Stat Points Used in Passive Skills: 0
None
- Gurloz doesn't have any passive skills...
PSI Flash
- SELL VALUE: 50 Rupees
- REQUIREMENTS: Light
- COSTS: 1 Magic
- DESCRIPTION: Send a high-energy pulse of Light at a target, cutting their Magic.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 2 Magic
Luekke's Judgement
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Call down the holy judgement of the mighty lion, subjecting the target to his wraith.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, target loses 4 Magic
Blade of Light
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: A blade of Light itself strikes at a target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +3
- EFFECT: If it hits, target loses 3 Wisdom.
Crimson Light
- SELL VALUE: 350 Rupees
- REQUIREMENTS: Light
- COSTS: 7 Magic
- DESCRIPTION: Form a blade of red Light rays, and strike a target!
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +6
- EFFECT: If it hits, target loses 5 Wisdom.
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.
Triple Laser
- SELL VALUE: 300 Rupees
- REQUIREMENTS: Light
- COSTS: 6 Magic
- DESCRIPTION: Fire a trio of lasers converging at a target from the sky, burning them. The target defends once against all three attacks
- EFFECT: Bypasses Cover
- Roll your Wisdom +5 dice vs. targets' Wisdom dice * 3
- Neutral Damage: 4 per hit
Blind
- SELL VALUE: 100 Rupees
- REQUIREMENTS: Light
- COSTS: 2 Magic
- DESCRIPTION: Subject the target to a brief laser of light, with the intensity required to blind them.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
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.
Purify
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Purify a target, ridding them of their tricks. Can be cast as an Offensive Spell to an enemy, or as a Support Spell to an ally.
- Offensive:
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: If it hits, remove one Shadow Named Effect from the target as well as any Temporary Reroll Points.
Cross Flash
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Briefly run a flash of light across the target’s eyes, briefly preventing them from focusing on distant objects.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Unfocused:
- Target cannot use ranged attacks.
- DURATION: One round.
Heaven's Silence
- SELL VALUE: 250 Rupees
- REQUIREMENTS: Light
- COSTS: 5 Magic
- DESCRIPTION: Drag the target into a realm of silence from the heavens, drowning them in silence.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: If it hits, target gets Silenced:
- Target cannot cast Spells.
- DURATION: One round.
Magic Needle
- SELL VALUE: 150 Rupees
- REQUIREMENTS: Light
- COSTS: 3 Magic
- DESCRIPTION: Poke a hole in the target’s Magic pool, causing Magic to leak out.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target gets Magic Bleeding x3.
Extend
- SELL VALUE: 200 Rupees
- REQUIREMENTS: Light
- COSTS: 4 Magic
- DESCRIPTION: Feed some lifeforce into a target, increasing their health.
- EFFECT: Target gains 5/5 Hearts (Stat).
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.
Magic Distortion
- SELL VALUE: 350 Rupees
- REQUIREMENTS: Light
- COSTS: 7 Magic
- DESCRIPTION: Create a distortion that causes the field to ripple and react violently to Magic.
- EFFECT: Summon the Feedback Field Field Effect:
- Overwrite any existing Field Effect in play.
- Anyone that spends Magic takes Neutral Damage equal to half the respective Magic Cost.
Gurloz's Golden Lance (Equipped)
- INFORMATION: This is a Legendary Artifact.
- DESCRIPTION: Contains a Light capable of piercing the heavens, which intertwines the souls of both Gurloz and Lanayru, Spirit of Light. It’s an incredibly finely crafted weapon, polished with a gold plating and containing several decorative gems that amplify its attack power. It can Quick Stab or Power Strike a single target, use the Luekke’s Protection ability, or cast Spiritual Overwhelm.
- Attack Dice: +5
- Quick Stab:
- Roll your Courage +15 dice vs. targets' Courage dice
- Damage: +0
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
Bloody Crimson Edge
- INFORMATION: This is a Mythical Artifact.
- DESCRIPTION: A bloodstained, crimson-colored sword that tears into its victims (but if it’s crimson-colored, how can you tell if there’s blood on it?). Can use Slash or Stab on a target.
- Slash:
- Roll your Courage +20 dice vs. targets' Courage dice
- Damage: Halved
- EFFECT 1: If it hits, target gets Bleeding x5.
- EFFECT 2: Additionally, recover Hearts equal to the amount Bleeding Stacks the target has.
White Sword
- SELL VALUE: 75 Rupees
- DESCRIPTION: A white blade enchanted with the power of wind. Can Slash, Stab, or Air Blade one target.
- Slash:
- Roll your Courage +6 dice vs. targets' Courage dice
- Damage: +0
Rusted Sword
- INFORMATION: This item is an Artifact.
- DESCRIPTION: It seems to be a very strong blade that has power emanating from it, but it's heavily rusted over and needs to be treated, though normal anti-rust treatment seems to have no effect on it. Can Slash or Stab a target.
- Slash:
- Roll your Courage +9 dice vs. targets' Courage dice
- Damage: +0
Archangel's Blessing
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Two-Handed and Light
- DESCRIPTION: A holy staff blessed by archangels that enhances the Magic capabilities of its user. It can also Twhack! someone over the head.
- Magic Costs: -2
- If you’re in battle, and it would drop the Magic Cost to a negative amount, you actually recover that Magic instead.
Sunray Orb
- INFORMATION: This item is an Artifact.
- DESCRIPTION: A mysterious crystalline ball that amplifies the user's spells. It can also use the Heaven’s Spark ability.
- Magic Costs: -2 for Spells (down to a minimum of 1 Magic)
- Successes: +3 when attacking with or defending against Spells
- Heaven's Spark:
- REQUIREMENTS: Fire OR Light
- COSTS: 4 Magic
- DESCRIPTION: Fire an illustrious beam of Light at a target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Neutral Damage: 3
- EFFECT: If the attack hits, one of the target's items gets Disabled:
- The item cannot be used and is immediately unequipped.
- DURATION: Two rounds.
Luekke's Blessing (Equipped)
- INFORMATION: This is a Mythical Artifact.
- RESTRICTIONS: This can only be used by Gurloz
- REQUIREMENTS: Light
- DESCRIPTION: A shield of crystallized Light in the shape of a diamond. It starts out useless, but it grows in power over the course of the battle.
- Defense Dice: +3 every time you get hit, up to a maximum of +12
- EFFECT 1: When one of you or an ally gets attacked, you can convert any amount of this shield’s Defense Dice to block an equal amount of Damage that would be caused.
- EFFECT 2: When someone casts a Support Spell, you can pay Magic equal to twice the original Magic Cost of the spell being used, steal it, and use it at that moment, regardless of the requirements.
Hylian Shield
- DESCRIPTION: A standard shield used by many of the Hylian Guards. It defends well against attacks, and it can even deflect spells.
- Defense Dice: +3
- EFFECT: When you would normally have the opportunity to Counterattack a spell, the spell can be Deflected to any other chosen target.
- The Deflected attack's successes are equal to what you used to block the attack.
Magic Shield
- INFORMATION: This is an Artifact.
- DESCRIPTION: An ancient shield with powerful enchantments to reflect most magical spells.
- Defense Dice: +5
- EFFECT: When you would normally have the opportunity to Counterattack a spell, the spell can be Deflected to anyone.
- The Deflected attack's successes are equal to what you used to block the attack +5.
Spellbinding Plate (Equipped)
- INFORMATION: This item is a Mythical Artifact.
- DESCRIPTION: A golden vest of armor, decorated with various precious stones, that creates a barrier when hit by a spell attack.
- Armor: +6
- Magic: +6
- EFFECT: When you’re hit by an Offensive Spell, you can then expend Magic equal to the Magic Cost of the attack to negate any effects of the attack and giving you a temporary Armor boost.
- You gain Armor equal to the Magic Cost of the attack
- DURATION: The barrier lasts for one round.
Dragonhide Armor
- SELL VALUE: 100 Rupees
- DESCRIPTION: Developed from the hide of a dragon, the armor provides decent protection and increases your mobility.
- Armor: +2
- Courage: +3
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.
Red Platemail
- SELL VALUE: 100 Rupees
- DESCRIPTION: A red colored platemail with steel so dense, it’ll heavily mitigate physical attacks.
- Armor: +8 against non-Magic-based attacks
Guardian Robes (Equipped)
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Light
- DESCRIPTION: These robes are enchanted with Light Magic and have the crest of the Triforce across the chest. It provides decent damage protection and can use the Divine Light ability. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Protection:
- Armor: +2
Red Robe
- SELL VALUE: 150 Rupees
- DESCRIPTION: An red-colored robe that seems to lust for destruction and devastation. With some Magic, they gain the extra power to relish the killing of a victim. Basic Mode is active by default; alternatively, you can instead have Augmented Mode active as long as you pay its Magic Cost.
- Basic Mode:
- Attack Dice: +1
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.
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.
Replenishing Deku Nuts
- SELL VALUE: 100 Rupees
- DESCRIPTION: A pouch containing… nothing? However, you can reach in and pull out a Deku Nut… nifty. Can use Escape Daze or use it as a Flashbang against a target.
- Escape Daze:
- EFFECT: You can throw it at the ground as a Support Action, causing a brief flash.
- Anyone that uses Escape gains 6 Dice.
- DURATION: This lasts until the end of turn one round later.
Spirit Gem
- SELL VALUE: 150 Rupees
- COSTS: 2 Magic or 2 Hearts
- DESCRIPTION: A green, lifeless gem that's a little larger than a Rupee. Upon activation, it will glow a color based on your soul... wait...
- EFFECT: By activating this, your soul leaves your body and takes on your Spirit Form.
- You are able to float and fly around within the boundaries of any Spirit Complex. However, you cannot attack anything.
- Your soul uses Magic as its form of health. If your Magic reaches 0, you automatically return to your physical body.
- If your physical body dies, you (in spirit form) also die.
Restoration Heart
- Amount: 4
- SELL VALUE: 25 Rupees
- DESCRIPTION: A tasty Heart that can be devoured to recover your Hearts! ... that doesn't sound right.
- EFFECT: Consume this to recover 6 Hearts.
Magic Jar
- Amount: 2
- SELL VALUE: 25 Rupees
- DESCRIPTION: A jar containing liquified Magic, which you can drink to recover your Magic! Hope there's no alcohol in it.
- EFFECT: Consume this to recover 4 Magic.
Fairy
- Amount: 3
- 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.
Red Potion
- Amount: 8
- 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.
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.
Crack Potion
- Amount: 3
- SELL VALUE: 300 Rupees
- DESCRIPTION: ACHIEVING LIGHTSPEED! Drink this to acquire a little too much high.
- Power, Courage, Wisdom, Hearts, & Magic: +5
- Attack Dice, Defense Dice, & Armor: +3
- EFFECT: ALL of your actions, no matter what they are, are completely randomized using $1d#, where # = everyone in the battle, including yourself.
- For attacks that “hit all enemies”, the roll is $1d2. A 1 will “hit all allies” and a 2 will “hit all enemies”.
Spell Scroll
- Amount: 5
- SELL VALUE: 250 Rupees
- DESCRIPTION: A scroll imbued with intense, magical power that courses through the parchment, containing a vast amount of knowledge.
- It can teach you any Spell.
Reroll Points
- Amount: 11
- SELL VALUE: 25 Rupees
- DESCRIPTION: A golden coin that can be flicked at any roll to rewind time for a moment and force a redo.
- EFFECT: Once per turn, immediately after someone rolls for something, you can flick a Reroll Point at the target to force them to reroll it. Then, choose which roll the target uses.
None
- Gurloz doesn't have any masks...
The Other Lantern of Doom
- INFORMATION: This item is an Artifact. It is also passive. Having it in your inventory is enough for its effects.
- DESCRIPTION: A dimly-lit lantern that siphons Magic from enemies, allowing it to grow brighter. For some reason, it just hangs from your arm without impeding you at all… weird. And for some reason, there’s two of these, and this is the second one.
- EFFECT: At the start of each round, siphon 1 Magic from each enemy to you.
Lance Key
- DESCRIPTION: A peculiar key that looks like it'd fit on the spearhead of a lance. In fact... it does quite seamlessly on the Golden Lance. With it, it can unlock the treasure chest that houses the Crystalline Armor. And whatever else you decide to store in that chest...
Crystalline Blade
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Shadow and Light
- DESCRIPTION: A blade melded with hardened bone and crystals that crystallizes whatever it hits. It can Slash or Stab one target.
- Slash:
- Roll your Courage +4 dice vs. targets' Courage dice
- Damage: +4
- EFFECT: If it hits, target loses 3 Attack Dice & Defense Dice, but also gains 3 Armor.
Crystalline Shield
- INFORMATION: This item is an Artifact.
- REQUIREMENTS: Shadow and Light
- DESCRIPTION: The shield, originally made of bone, is now spiked with heavy crystals, slowing you down while increasing your defense. It can also use the Crystalline Bash ability.
- Attack Dice: -4
- Defense Dice: +7
- EFFECT: When you successfully defend against a ranged attack, it can be deflected to hit anyone else at the same success rate you defended with.
- Crystalline Bash:
- DESCRIPTION: Bash a target with this shield, impaling the target with the shield's spikes.
- Roll your Power +6 dice vs. targets' Power dice
- Damage: +2
- EFFECT: If it hits, the target is slowed down, losing 2 Attack Dice & Defense Dice.