Mini RPG Annals of the Alliance (ALPHA)

Discussion in 'Roleplaying Games' started by Zero300, Dec 5, 2019.

  1. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    The continent is divided into three kingdoms – the warrior kingdom to the south (Bevra), the magic kingdom to the east (Marst), and the holy kingdom to the west (Sebls). The three kingdoms war against each other, however one day, a new kingdom (Sermont) props up in the north. This kingdom is home to thousands of monsters and beastmen and is ruled by a Beast King.

    The overwhelming strength of the new kingdom nearly destroyed all three kingdoms. After a fortnight of discussion and negotiation, the three kingdoms formed an unlikely alliance to defeat the common enemy.

    General Information:
    To start, those interested should look over the nine different classes and choose the ones you want to use.

    Next, follow the Character Template and create your character. All players start off at Level 0. Whatever class you choose is what kingdom, your character will be from.

    For Stats, roll 1d10 and multiply your roll by 10 to get your HP. Then, for whichever kingdom your character is from, roll 1d5 for the corresponding MP/STA/FA and multiply that roll by 10 to get your MP/STA/FA.

    For Basic Skills, roll 1d6 for both Basic Attack and Basic Defend to see how much attack and defense your character can do.

    Players roll 3d10 to determine their starting Acquired Skills. Once the Acquired Skills are rolled, post the character sheet in this thread to ‘register’ your character as a member of the game.

    New players will have the opportunity of taking on a tutorial raid to both learn the ropes and complete a raid. Players do not have to choose the tutorial and can dive right in an active raid.

    Leveling depends on completion of raids. To get from level 0 to level 1, players must complete one raid. To get from level 1 to level 2, players must complete two additional raids, and so forth.

    When a player levels up, he or she gets 5 SP that he or she can use to increase his or her stat points or basic skills. Each SP can either add 5 HP or 2 MP/STA/FA or be used as a roll – either 1d10 for HP or 1d5 for MP/STA/FA. As for Basic Skills, each SP can be exchanged for one 1d6 roll. Make sure to multiply your results by 10.

    In addition, the player receives 3 skill points which he or she can use to either get a new Acquired Skill or level up an existing Acquired Skill. Player rolls 3d10 to determine whether he or she gets a new skill or level up an old one. If a skill is maxed out, then the rolled skill point would be reused to roll another skill.

    There are no penalties for death during raids or failure to complete raids. Raid loots include consumables that increase either stats or basic skills as well as equipment that provides certain resistances and damage boosts.

    Most raids are considered part of the side storyline. However, there will be certain raids that affect the main storyline (usually occurs during a holiday of sorts). Failure of the main storyline raids can significantly change the direction of the game.

    The main objective is to eradicate the Sermont Kingdom. The game is considered to fail if the royal families of the Marst, Sebls, and Bevra Kingdoms die off.

    Combat and narration will be done on the forums but dice-rolling and out-of-character chats will be done on Discord. I will invite any interested members to the Discord chat, just PM me.

    Combat Rules:
    Combat order is very flexible. Participating players can attack whenever they want to. The only restriction is that they cannot attack consecutively. They must have at least one other posts in between their attacks.

    In other words, if Player 1 attacks first, he or she cannot act again (unless via reaction or counter) until Players 2 made a move. Also, when a player attacks, the enemy automatically defends. In other words, Players must subtract their total damage of an attack from the enemy’s basic defense.

    When a player runs out of either MP, STA, or FA, then he or she can use either Basic Attack or Basic Defend to recover some MP/STA/FA. If player uses Basic Attack, he can recover a fourth of the damage dealt as MP/STA/FA. If player uses Basic Defend, he can recover half of the damage blocked as MP/STA/FA.

    The enemy will attack depending on two situations. They would either attack according to ‘reality’ schedule - each day, the enemy would attack once. Or, they would attack according to a 'post limit' schedule where they would attack after at least ten players posted a move. Some special monsters/enemies have different attack schedules and will be listed under their descriptions. The host of the raid would describe/narrate the combat scene like a story. Look through the tutorial raids for help on formatting a raid.

    Once a raid is completed, raid loot is divided via contribution. Contribution comes in two forms – healing and damage dealt. The total damage dealt and healing scores are combined and divided into percentages. The ones who done more get more.

    Character Template:
    Name:
    Gender:
    Kingdom:
    Class:
    Level: 0

    Stats:
    • HP – (roll 1d10) * 10
    • MP (Mana Points = Marst) – (roll 1d5) * 10
    • STA (Stamina = Bevra) – (roll 1d5) * 10
    • FA (Faith = Sebls) – (roll 1d5) * 10
    Basic Skills:
    • Basic Attack (roll 1d6)
    • Basic Defend (roll 1d6)
    Acquired Skills:
    • N/A
    • N/A
    • N/A

    Members List:
     
    Last edited: Dec 12, 2019
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  2. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Last edited: Dec 9, 2019
  3. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Bevra Classes:

    Swordsman
    HP +20
    STA +15

    1. Rising Upper Slash (Offense) – Level 0
    • A vertical slash starting with the blade pointing towards the ground and ending with the blade pointing at the sky, launching the targeted enemy into the air.
    • 50% chance of initiating combo to deal extra damage, with max combo being 10 hits.
    • Roll 1d2 where 2 = success and 1 = failure.
    • Each time user rolls a 2 consecutively, the combo increases.
    • Deals 10 DMG on first strike and 2 extra DMG for each subsequent combo attack.
    • Uses 5 STA
    • For each level increase:
      • +1 STA
      • +2 user DMG on first strike
      • +1 extra user DMG for subsequent attack
    2. Horizontal Slash (Offense) – Level 0
    • A slash starting from the left to the right or from the right to the left.
    • 25% chance of knocking back, causing target’s next attack to decrease by 2 DMG.
    • Roll 1d4 where 4 = success and 1-3 = failure.
    • Deals 8 DMG.
    • Uses 3 STA
    • For each level increase:
      • +1 STA
      • +2 user DMG to attack
      • +1 enemy DMG decrease after successful knock back
    3. Lacerate (Offense) – Level 0
    • A heavy attack that digs deeper than usual, causing tears and inducing bleeding.
    • Deals 12 DMG and 1 extra DMG every post for five posts.
    • Uses 4 STA
    • For each level increase:
      • +1 STA
      • +1 user DMG
      • +1 extra user DMG from bleeding
    4. Cross Slash (Offense) – Level 0
    • A powerful two-hit combo equivalent to a Horizontal Slash followed by a Rising Upper Slash.
    • 50% chance of knocking back, causing target’s next attack to decrease by 5 DMG.
    • Roll 1d2 where 2 = success and 1 = failure.
    • Deals 8 DMG on first slash and 12 DMG on second slash.
    • Uses 8 STA
    • For each level increase:
      • +1 STA
      • +1 user DMG on first slash
      • +1 user DMG on second slash
    5. Triple Thrust (Offense) – Level 0
    • Three fierce piercing attacks, dealing penetrating damage.
    • 33% chance of piercing through a target and hit another target.
    • Roll 1d3 where 3 = success and 1-2 = failure.
    • Each attack deals 10 DMG and if pierced through, will deal 5 DMG to the next target.
    • Uses 6 STA
    • For each level increase:
      • +1 STA
      • +1 user DMG
      • +0.5 user DMG to next target
    6. Bladestorm (Ultimate) – Level 0
    • A powerful, stamina-consuming, ultimate move which allows the user to summon a metallic cloud that rains sharpened metal scraps at an area covering up to four targets.
    • Causes bleeding effects and lasts five posts.
    • Deals 10 DMG per target per post and 2 extra bleeding DMG per target per post.
    • Uses 15 STA
    • For each level increase:
      • +5 STA
      • +2 user DMG per target per post
      • +1 extra bleeding user DMG per target per post
    7. Sword Cry (Buff) – Level 0
    • A morale-boosting shout that increases battle potential for all weapon-wielding allies (Swordsmen from Bevra, Warrior Mages from Marst, and Paladins from Sebls).
    • Grants target(s) 2 extra DMG on their next attack.
    • Uses 8 STA
    • For each two-level increase:
      • +1 STA
      • +1 extra user and ally DMG
    8. Tempering (Buff) – Level MAX
    A technique to increase the physical and mental capabilities of allies, allowing them a chance to do critical damage to targets.
    50% chance of target dealing double damage in his or her next Basic Attack.
    Roll 1d2 where 2 = success and 1 = failure.
    Uses 7 STA​
    9. Aggressive Stance (Formation) – Level MAX
    • User attacks aggressively at any and all enemies that attack his or her allies.
    • Every time an enemy attacks a target other than the user, the user will instinctively attack that enemy with a Basic Attack.
    • User cannot use Basic Defend.
    • Can be activated or deactivated.
    10. Guardian Stance (Formation) – Level MAX
    • User uses Basic Defend at any and all enemy attacks that target his or her allies.
    • Every time an enemy attacks a target other than the user, the user will instinctively block that enemy attack with Basic Defend.
    • Can stack with other players’ Basic Defend.
    • User’s attacks does only half damage.
    • Can be activated or deactivated.

    Martial Artist
    HP +10
    STA +25

    1. Viper Fist (Offense) – Level 0
    • User attacks target by aiming for the nerves/acupoints, causing a chance for numbness and/or lack of strength.
    • 25% chance of decreasing target’s attack by 1 DMG and/or prevent target from attacking for a round.
    • Roll 1d4 where 4 = decreasing target’s attack by 1 DMG and prevent target from attacking for a round, 3 = prevent target from attacking for a round, 2 = decreasing target’s attack by 1 DMG, and 1 = failure.
    • Deals 10 DMG and effect if applicable.
    • Uses 5 STA
    • For each level increase:
      • +1 STA
      • +1 user DMG
      • +1 extra user DMG depending on roll effect
    2. Explosion Fist (Offense) – Level 0
    • User attacks target with explosive strength dealing heavy damage with chance of critical.
    • 33% chance of dealing double damage.
    • Roll 1d3 where 3 = success and 1-2 = failure.
    • Deals 15 DMG with chance of extra 15 DMG upon successful roll.
    • Uses 8 STA
    • For each level increase:
      • +2 STA
      • +2 user DMG
      • +2 extra user DMG
    3. Shadow Kick (Offense) – Level 0
    • User feints a kick before dealing a powerful second kick.
    • 25% chance of successful feint.
    • Roll 1d4 where 4 = success and 1-3 = failure.
    • Deals 8 DMG with failed feint and 12 DMG with successful feint.
    • Uses 6 STA
    • For each level increase:
      • +1 STA
      • +1 user DMG
      • +2 user DMG with successful feint
    4. Iron Body (Defense) – Level 0
    • Hardens body through series of tense movements and blood circulation.
    • Decreases next three attacks by 2 DMG.
    • Uses 7 STA
    • For each two-level increase:
      • +1 STA
      • +1 enemy DMG
    5. Eagle Claw (Offense) – Level 0
    • User attacks with sharp fingers or nails to deal bleeding damage.
    • Deals 10 DMG and 1 extra DMG every post for five posts.
    • Uses 5 STA
    • For each level increase:
      • +1 STA
      • +1 user DMG
      • +1 extra user DMG
    6. Breezy Footwork (Reaction) – Level MAX
    • User dodges an enemy attack and moves behind target to deal counter damage.
    • 50% chance of dodging enemy attack and countering target with a Basic Attack.
      • If the attack is a multi-attack, 50% chance of dodging the first attack and 25% chance of dodging the following attacks.
    • Cannot dodge debuffs.
    • Roll 1d2 for first attack where 2 = success and 1 = failure.
    • Roll 1d4 for other attacks where 4 = success and 1-3 = failure.
    • Deals Basic Attack after successful dodges.
    • Uses 3 STA
    7. Vital Boost (Buff) – Level 0
    • User circulates blood to increase vitality temporarily.
    • Adds 10 HP.
    • Uses 3 STA
    • For each level increase:
      • +1 STA
      • +5 user HP
    8. Ape King Palm (Offense) – Level 0
    • User slams target with powerful palm attacks.
    • Deals 15 DMG.
    • Uses 7 STA
    • For each level increase:
      • +1 STA
      • +2 user DMG
    9. Meditation (Buff) – Level MAX
    • User focuses and clears his or her mind to remove any debuffs on the user.
    • Gets rid of all debuffs and negative effects.
    • Uses 4 STA
    10. Hard to Soft: Rebound (Ultimate) – Level 0
    • User manipulates an enemy attack and rebound it back at the enemy.
    • Blocks enemy attack and returns a percentage of the DMG back at the enemy.
    • Roll 1d10 where 1 = 10% returned DMG, 2 = 20%, 3 = 30%, 4 = 40%, 5 = 50%, 6 = 60%, 7 = 70%, 8 = 80%, 9 = 90%, and 10 = 100%.
    • Uses 7 STA
    • For each level increase:
      • +1 STA
      • +5% returned enemy DMG

    Archer
    HP +25
    STA +10

    1. Consecutive Shot (Offense) – Level 0
    • User fires 2 arrows one after the other, each following the same trajectory.
    • No matter whether the first arrow hits or not, the following arrows would 100% hit.
    • Deals ‘Basic Attack’ DMG per arrow.
    • Uses 2 STA
    • For each level increase:
      • +1 STA
      • +1 extra arrow fired with 100% hit
    2. Triple Shot (Offense) – Level 0
    • User fires 3 arrows at a time, hitting up to three targets.
    • Deals (‘Basic Attack’ plus 1 extra DMG) per arrow.
    • Uses 3 STA
    • For each level increase:
      • +1 STA
      • +1 extra user DMG
    3. Rain of Arrows (Offense) – Level 0
    • User fires one magically enhanced arrow into the air, causing a storm to brew. A number of arrows emerged from the storm and pierced the nearby targets.
    • Hits up to five different targets.
    • Deals two times ‘Basic Attack’ DMG per arrow.
    • Uses 10 STA
    • For each level increase:
      • +2 STA
      • +1 different target
    4. Charged Shot (Offense) – Level MAX
    • User draws his or her bow with as much strength as possible to deal as much damage as possible.
    • 33% chance to hit and if successful, does triple ‘Basic Attack’ DMG.
    • Roll 1d3 where 3 = success and 1-2 = failure.
    • Uses 5 STA
    5. Poisoned Shot (Offense) – Level 0
    • User dips arrows in poison beforehand to deal poison damage to target, causing them to experience numbness.
    • Prevents target from attacking next turn.
    • Deals ‘Basic Attack’ DMG and 1 extra DMG every post for five posts
    • Uses 3 STA
    • For each level increase:
      • +1 STA
      • +1 extra user DMG every post for five posts
    6. Concussive Shot (Offense) – Level 0
    • User fires a heavy, flat-headed arrow that deals blunt damage instead of piercing damage, causing chance of stun.
    • 25% chance to stun target and preventing the target from attacking next two turns.
    • Roll 1d4 where 4 = success and 1-3 = failure.
    • Deals (‘Basic Attack’ + 3 extra DMG).
    • Uses 4 STA
    • For each level increase:
      • +1 STA
      • +1 extra user DMG
    7. Fiery Shot (Offense) – Level 0
    • User coats an arrow in oil and lights it up before firing at a target to deal burning damage.
    • Decreases target’s attack strength and continuously burn target for three posts.
    • Deals ‘Basic Attack’ DMG and 2 extra DMG every post for three posts.
    • Uses 3 STA
    • For each level increase:
      • +1 STA
      • +1 extra user DMG every post for three posts
    8. Drilling Shot (Offense) – Level 0
    • User twists string while equipping an arrow. Upon release, the arrow would spin at high velocity with chance of penetrating through target.
    • 50% chance of penetrating through target to hit another target.
    • Roll 1d2 where 2 = success and 1 = failure.
    • Deals ‘Basic Attack’ DMG on first hit and if successful piercing through, does 3 extra DMG to the second target.
    • Uses 4 STA
    • For each level increase:
      • +1 STA
      • +1 extra user DMG
    9. Sniping Position (Formation) – Level MAX
    • User moves far away to attack at a distance.
    • At a distance, user’s Basic Attack decreased by 67%.
    • The user cannot be damaged by any physical or magical attack.
    • Can be activated or deactivated.
    10. Assault Position (Formation) – Level MAX
    • User moves very close to enemy to attack in close range.
    • At close range, the user’s Basic Attack decreased by 33%.
    • The user never misses.
    • Can be activated or deactivated.
     
    Last edited: Dec 12, 2019
  4. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Sebls Classes:

    Paladin
    HP +25
    FA +5

    1. Holy Bolt (Offensive) – Level 0
    • User casts out a bolt of holy energy that deals a certain amount of shock damage.
    • Holy Bolt can deal twice the amount against undead and shadow targets.
    • Holy Bolt can also be used to heal an ally of the Sebls class, though not as well as a Cleric.
    • Deals 7 DMG to regular targets, deals 14 DMG to undead/shadow targets, heals 3 HP to Sebls classes.
    • Uses 6 FA
    • For each level increase:
      • +1 FA
      • +1 user DMG to regular targets
      • +2 user DMG to undead/shadow targets
      • +1 Sebls class ally HP
    2. Divine Smash (Offensive) – Level 0
    • User smashes weapon onto either target of the ground, causing stunning effects.
      • If smashing onto a target, user deals 8 DMG and 33% chance of stunning.
        • Stunned target cannot attack or move until user’s next turn.
        • Roll 1d3 where 3 = stun for one turn and 1-2 = failure.
      • If smashing onto the ground, user has 10% chance of causing varied effects of stun.
        • Stunned targets cannot attack or move until user’s next turn.
        • Roll 1d10 where 10 = all medium-sized and smaller targets are stunned, 9 = 3 medium-sized and smaller targets are stunned, 8 = 2 medium-sized and smaller targets are stunned, 7 = 1 medium-sized and smaller target is stunned, 1-6 = failure.
    • Uses 10 FA
    • For each level increase:
      • +1 FA
      • +1 user DMG on target
    • Cannot be used consecutively.
    3. Holy Shield (Reaction) – Level 0
    • User brings up a shield of holy faith to protect either user or ally from an attack.
      • If the attack is a multi-attack, the damage it can block can carry over if there are enough points.
    • Cannot block debuffs.
    • Blocks 8 DMG
    • Uses 6 FA
    • For each level increase:
      • +1 FA
      • +1 enemy DMG blocked
    4. Shield Bash (Offensive) – Level 0
    • User approaches target and bashes with shield, dealing damage and chance of stun.
    • Stunned targets cannot move or attack until either they are attacked or until the user’s next turn.
    • Deals 7 DMG and 33% chance of stun
    • Roll 1d3 where 3 = success and 1-2 = failure.
    • Uses 5 FA
    • For each level increase:
      • +1 FA
      • +1 user DMG
    5. Smite (Offensive) – Level 0
    • User manifests a holy avatar of his or her weapon that strikes the target like a bolt of lightning, dealing damage and chance of stun.
    • Stunned targets cannot move or attack until either they are attacked or until the user’s next turn.
    • Deals 10 DMG and 33% chance of stun
    • Roll 1d3 where 3 = success and 1-2 = failure.
    • Uses 7 FA
    • For each level increase:
      • +1 FA
      • +2 user DMG
    6. Divine Barrier (Defensive) – Level 0
    • User manifests a barrier of holy faith to protect either the user or ally from a potential attack.
    • Used as an action not as a reaction.
    • Barrier has a set 15 HP and lasts until it hits 0 HP.
    • Uses 8 FA
    • For each two-level increase:
      • +2 FA
      • +5 barrier HP
    7. Retribution (Debuff) – Level 0
    • User marks a target.
    • Whenever the target deals DMG to user or user’s ally, some DMG gets accumulated.
    • After three rounds, the amount of accumulated DMG is dealt onto the target.
    • Accumulates 5% of the total DMG the target dealt onto others each round for three rounds.
    • Deals total accumulated DMG at end of the three rounds.
    • Uses 10 FA
    • For each level increase:
      • +2 FA
      • +5% accumulation
    8. Righteousness (Support) – Level 0
    • User marks an ally.
    • Whenever the ally takes DMG from enemies, some DMG gets accumulated.
    • After three rounds, the amount of accumulated DMG is converted to HP to heal the target.
    • Only works if the target is still alive after three rounds. If not, the user can use half on another target.
    • Accumulates 5% of the total DMG the ally takes from enemies in one round for three rounds.
    • Converts total accumulated DMG to HP at end of the three rounds.
    • Uses 10 FA
    • For each level increase:
      • +2 FA
      • +5% accumulation
    9. Karma (Buff) – Level 0
    • User marks self or ally.
    • If the amount of DMG taken is about the amount of DMG dealt, then the user’s or ally’s next attack after an enemy attack does triple DMG.
    • The user or ally is given an allowed tolerance so that the two DMG amounts don’t have to be exactly equal.
    • Allowed tolerance 0 to 0.
    • Uses 10 FA
    • For each level increase:
      • +1 FA
      • +1 to -1 allowed tolerance
    10. Divine Avatar (Ultimate) – Level MAX
    • User prays for a divination and summons an avatar of the goddess – Lefi.
    • The avatar has 40% chance of either smiting all enemies or casting Divine Barrier on all allies including user.
    • Depends on user’s Smite and Divine Barrier.
    • If user doesn’t have smite and/or divine barrier, then corresponding rolls are considered failure.
    • Roll 1d10 where 7-10 = mass smite, 3-6 = mass Divine Barrier, 2 = failure, and 1 = failure and backlash (uses 50 FA instead of 25 FA).
    • Uses 25 FA

    Cleric
    HP +10
    FA +20

    1. Heal (Support) – Level 0
    • User heals user or an ally.
    • Heals 10 HP
    • Uses 5 FA
    • For each level increase:
      • +1 FA
      • +2 user or ally HP
    2. Soothing Wave (Support) – Level MAX
    • User casts a soothing wave that helps deal with burns and freezes.
    • 33% chance of negating burning effects and 33% chance of negating freezing effects.
    • Roll 1d3 for negating burns where 3 = success and 1-2 = failure.
    • Roll 1d3 for negating freezes where 3 = success and 1-2 = failure.
    • Uses 8 FA
    3. Divine Light (Support) – Level MAX
    • User casts a divine light that helps deal with poisons, shocks, and stuns.
    • 33% chance of negating poisons, 33% chance of negating shocks, and 33% chance of negating stuns.
    • Roll 1d3 for negating poisons where 3 = success and 1-2 = failure.
    • Roll 1d3 for negating shocks where 3 = success and 1-2 = failure.
    • Roll 1d3 for negating stuns where 3 = success and 1-2 = failure.
    • Uses 10 FA
    4. Warrior’s Prayer (Buff) – Level 0
    • User prays to his or her deity to bless an ally with more damage dealing attacks.
    • Boosts ally's next attack by 3 DMG.
    • Uses 8 FA
    • For each level increase:
      • +1 FA
      • +2 ally DMG
    5. Holy Flash (Support) – Level 0
    • User circulates light magic around him or her and casts it out at an enemy, blinding the target.
    • Blinds target, preventing the target from doing anything on the target’s turn, and causing stinging pain of 1 DMG per post for five posts.
      • Doesn’t work on targets without eyes.
    • Deals 8 DMG to undead or shadow targets.
    • Uses 7 FA
    • For each level increase:
      • +1 FA
      • +1 stinging DMG per post for five posts
    6. Defense Buff (Buff) – Level 0
    • User casts buff on user or ally’s defenses, decreasing the next enemy attack.
    • Decreases next enemy attack by 3 DMG.
    • Uses 6 FA
    • For each level increase:
      • +1 FA
      • +1 enemy DMG decrease
    7. Critical Buff (Buff) – Level 0
    • User casts buff on ally’s next attack, increasing chance for critical.
    • 50% chance of getting 2 extra DMG.
    • Roll 1d2 where 2 = success and 1 = failure.
    • Uses 6 FA
    • For each level increase:
      • +1 FA
      • +1 extra ally DMG boost
    8. Mass Heal (Support) – Level 0
    • User casts heal on an area instead of an individual.
    • Depends on Heal ability (Can learn but cannot use if no Heal ability).
    • Heals 2 targets.
    • Uses 7 FA
    • For each two-level increase:
      • +1 FA
      • +1 target healed
    9. Mass Buff (Support) – Level 0
    • User casts buffs on an area instead of an individual.
    • Depends on Warrior’s Prayer, Defense Buff, and/or Critical Buff abilities (Can learn but cannot use if no buffs were learned).
    • 33% chance of getting one of the three buffs.
    • Roll 1d3 where 1 = Warrior’s Prayer, 2 = Defense Buff, and 3 = Critical Buff.
    • Buffs 2 targets.
    • Uses 9 FA
    • For each two-level increase:
      • +1 FA
      • +1 target buffed
    10. Blessed Avatar (Ultimate) – Level MAX
    • User prays for a divination and summons an avatar of the goddess – Elfi.
    • The avatar has 10% chance of resurrecting allies.
    • Roll 1d10 where 10 = all dead allies resurrected, 9 = 3 allies resurrected, 7-8 = 2 allies resurrected, 5-6 = 1 ally resurrected, 2-4 = failure, 1 = failure and backlash (uses 50 FA instead of 25 FA).
    • Uses 25 FA
    • Can only use once per battle.

    Holyman
    HP +20
    FA +10

    1. Holy Burst (Offensive) – Level 0
    • Fires a burst of holy energy that deals DMG to up to two targets.
    • Does double DMG to undead or shadow targets.
    • Deals 10 DMG to regular targets and 20 DMG to undead/shadow targets.
    • Uses 7 FA
    • For each level increase:
      • +1 FA
      • +1 DMG to regular targets
      • +2 DMG to undead/shadow targets
    2. Expel Harm (Support) – Level MAX
    • User uses faith to attempt negating debuffs on an ally.
    • 50% chance of negating all debuffs on ally.
    • Roll 1d2 where 2 = success and 1 = failure.
    • Uses 10 FA
    3. Soaring Light Kicks (Offensive) – Level 0
    • User kicks an enemy with extreme speed, sacrificing DMG to attack more.
    • Deals 3 DMG per kick.
      • Kicks 1 time(s).
    • Uses 4 FA
    • For each level increase:
      • +1 FA
      • +1 more kick
    4. Reawaken (Buff) – Level 0
    • User disperses some faith, causing surrounding allies as well as the user to feel refreshed, allowing their next attack to deal more DMG.
    • Affects user plus 1 ally, allowing them to deal 5% more DMG on next attack.
    • Uses 5 FA
    • For each level increase:
      • +1 FA
      • +5% more DMG on next attack
    • For each five-level increase:
      • +1 more ally affected
    5. Focus (Buff) – Level 0
    • User raises focus on self or ally so that their next attack deals more DMG.
    • Target’s next attack deals 5% more DMG.
    • Uses 6 FA
    • For each level increase:
      • +1 FA
      • +5% more target DMG
    6. Stagger (Debuff) – Level 0
    • Blunt attack that causes target to stumble.
    • Stumbled target cannot move and the target’s next attack does 3 DMG less.
    • Uses 7 FA
    • For each level increase:
      • +1 FA
      • +2 enemy DMG less
    7. Lightsteps (Reaction) – Level 0
    • User dodges an enemy attack and increases next attack’s DMG by a number.
    • 50% chance of dodging enemy attack and increase DMG of next attack by 2.
      • If the attack is a multi-attack, 50% chance of dodging the first attack and 25% chance of dodging the following attacks.
    • Cannot dodge debuffs.
    • Roll 1d2 for first attack where 2 = success and 1 = failure.
    • Roll 1d4 for other attacks where 4 = success and 1 = failure.
    • Uses 4 FA
    • For each level increase:
      • +1 FA
      • +1 user next attack DMG
    8. Fists of Fury (Offensive) – Level 0
    • User unleashes a series of punches and kicks.
    • Deals two ‘Basic Attack’ in a combo.
    • Uses 5 FA
    • For each level increase:
      • +1 FA
      • +1 more ‘Basic Attack’
    9. Soft to Hard: Counter (Ultimate) – Level 0
    • User decreases the DMG from an enemy physical attack and counters with an attack of the user’s own.
    • Blocks enemy attack by 8 DMG and counters with 8 DMG.
    • Uses 10 FA
    • For each level increase:
      • +1 FA
      • +1 enemy DMG blocked
      • +1 user DMG countered
    10. Holy Avatar (Ultimate) – Level MAX
    • User prays for a divination and summons an avatar of the goddess – Feil.
    • The avatar has 10% raising user’s and allies’ focus.
    • Roll 1d10 where 10 = everyone does 10x DMG on their next attack, 9 = 3 targets do 10x DMG on their next attack, 8 = 2 targets do 10x DMG on their next attack, 6-7 = 1 target does 10x DMG on his or her next attack, 2-5 = failure, 1 = failure and backlash (uses 50 FA instead of 25 FA).
    • Uses 25 FA
    • Can only use once per battle.
     
    Last edited: Dec 9, 2019
  5. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Elemental Mage
    HP +5
    MP +25
    (Basic Attack is magic-based)

    1. Fireball (Offense) – Level 0
    • User draws in fire magic and focuses it into a ball to be unleashed onto an unlucky target, dealing damage and subsequent burning damage.
    • Deals 10 DMG and 1 extra burning DMG per post for five posts.
    • Uses 4 MP
    • For each level increase:
      • +1 MP
      • +1 user DMG
    2. Earth Wall (Defense) – Level 0
    • User injects magic to stir the earth and raising it up to block some attacks.
    • Can only block physical and magical attacks.
    • Blocks 12 DMG.
    • Uses 3 MP
    • For each level increase:
      • +1 MP
      • +2 enemy DMG blocked
    3. Healing Light (Buff) – Level 0
    • User summons a warm and bright light that closes wounds and restores vitality.
    • Restores user’s and allies’ HP
    • Heals everybody affected 8 HP per post for five posts.
    • Uses 4 MP
    • For each level increase:
      • +1 MP
      • +1 user and ally HP per post for five posts
    4. Cooling Rain (Buff) – Level MAX
    • User summons a cooling rain that removes all debuffs and buffs.
    • Removes debuffs and buffs.
    • Uses 10 MP
    5. Chained Lightning (Offense) – Level 0
    • User agitates fire magic within the air and throws a lightning bolt at the intended target.
    • Based on the level of the spell, a number of targets are hit after the first target. (Level 0 = first target only, Level 1 = first target plus one extra target, Level 2 = first target plus two extra targets, etc.)
    • Each level increase meant one more target to be hit.
    • Deals 15 DMG and 3 extra DMG to other targets.
    • Uses 8 MP
    • For each level increase:
      • +2 MP
      • +2 user DMG
      • +1 more target to hit
      • +1 extra user DMG to other targets
    6. Siphon (Debuff) – Level 0
    • User drains HP and MP (if any) from a target and restores own HP and MP by half of what was drained.
    • Drains 12 HP and 6 MP
    • User gains 6 HP and 3 MP
    • Uses 6 MP
    • For each level increase:
      • +1 MP
      • +2 enemy HP and +2 enemy MP drained
      • +1 user HP and +1 user MP gained
    7. Tornado (Offense) – Level 0
    • User agitates and manipulates the surrounding air, causing the air to move and spin at fast speeds, before unleashing the spell towards a number of targets.
    • Deals wind damage to one target with chance of hitting other targets.
    • Deals 8 DMG to first target and 25% chance to deal 4 DMG to subsequent targets. Targets are dazed with 50% chance of harming themselves physically or magically.
    • Roll 1d4 where 4 = success and 1-3 = failure for chance to deal damage to subsequent targets.
    • Roll 1d2 for each target where 2 = success and 1 = failure for chance of dazed targets hitting themselves.
    • Deals damage to one target at level 0.
    • Uses 10 MP
    • For each level increase:
      • +1 MP
      • +2 user DMG to first target
      • +1 subsequent target
      • +1 user DMG to subsequent targets
    8. Meteor Strike (Ultimate) – Level 0
    • User summons a powerful meteor from the skies to strike upon a number of enemies.
    • Deals 20 DMG to 1 target.
    • Uses 12 MP
    • For each three-level increase:
      • +2 MP
      • +10 user DMG
      • +1 extra target
    9. Blink (Defense) – Level MAX
    • Teleports user or ally out of the way of a physical or magical attack.
    • Cooldown per use = 2 turns after use
    • Uses 8 MP
    10. Charging Up (Formation) – Level MAX
    • User takes up stance to charge up for an extremely powerful ‘Basic Attack’.
    • Charging takes three turns (Turn 1 = assume stance, Turn 2-3 = charging, Turn 4 = attack).
    • During charging, user suffers twice the amount of damage from enemy attacks as well as twice the effects.
    • User cannot attack or defend during charging or the formation automatically deactivates.
    • Deals 10x ‘Basic Attack’ user DMG
    • Uses 25 MP

    Summoner
    HP +15
    MP +15
    (Basic Attack is magic-based)

    1. Summons: Wolf (Offense) – Level 0
    • Summons a powerful wolf to support and attack.
    • The wolf bites down on a target, dealing damage with a chance of preventing the target from attacking on the target’s next turn.
    • Deals 7 DMG and 25% chance of stopping target’s movements.
    • Roll 1d4 where 4 = success and 1-3 = failure.
    • Uses 5 MP
    • For each level increase:
      • +1 MP
      • +1 summon DMG
    • For each ten-level increase:
      • +1 more turn when roll successful
    2. Summons: Goblin Archer (Offense) – Level 0
    • Summons a dexterous goblin archer to provide support and attack.
    • The goblin archer fires poisoned arrows at a target, dealing damage and weakening.
    • Deals 5 DMG and 33% chance of weakening target’s next attack by 2 DMG.
    • Roll 1d3 where 3 = success and 1-2 = failure.
    • Uses 4 MP
    • For each level increase:
      • +1 MP
      • +1 summon DMG
      • +1 enemy DMG
    • For each ten-level increase:
      • +1 more target
    3. Summons: Harpy (Support) – Level 0
    • Summons a swift harpy to fly over and grab onto a small-size target.
    • The harpy grabs a target and flies up high. Drops target when the harpy gets attacked.
    • Damage depends on height of target in the air.
    • 1 DMG = 10 feet in the air = 1 post after harpy summons
    • Deals 1 DMG per 10 feet in the air per post
    • Max 1000 feet in the air = 100 DMG = 100 posts after harpy summons
    • Uses 6 MP
    • For each ten-level increase:
      • +2 MP
      • +10 feet in the air per post
    • For fifty-level increase:
      • Can grab onto medium-size targets
    • For hundred-level increase:
      • Can grab onto large-size targets
    • For hundred-fifty-level increase:
      • Can grab onto boss targets
    4. Summons: Earthen Elemental (Defense) – Level 0
    • Summons an earthen elemental that guards the user from physical and magical attacks.
    • Block 1 attack or a maximum of 50 DMG
    • Uses 10 MP
    • For each level increase:
      • +1 MP
      • +5 enemy DMG
    • For each ten-level increase:
      • +1 enemy attack blocked
    5. Summons: Dryad (Buff) – Level 0
    • Summons a dryad to heal and increase target’s attack speed.
    • Heals 10 HP and allows target to attack twice.
    • Uses 7 MP
    • For each level increase:
      • +2 MP
      • +5 user or ally HP
    6. Summons: Treant (Debuff) – Level 0
    • Summons a treant to entangle targets with thick vines.
    • Prevents targets from attacking or defending on their next turn as well as dodging an attack.
    • Uses 9 MP
    • For each level increase:
      • +1 MP
    • For each ten-level increase:
      • +1 more turn of entanglement
    7. Summons: Eagle (Buff) – Level 0
    • Summons a sharp-eyed eagle to detect weak points of a target in order to give user a critical hit on the next attack.
    • Deals 10% extra DMG on next attack.
    • Uses 10 MP
    • For each level increase:
      • +2 MP
      • +5% extra DMG on next attack
    8. Summons: Ally Avatar (Ultimate) – Level MAX
    • Summons the avatar of an ally whether dead or alive to unleash the ally’s skill of the user’s choice.
    • Uses 25 MP
    9. Summons: Totem (Ultimate) – Level 0
    • Summons a magical totem that boosts attack power, defense strength, STA/MP/FA restoration, or regeneration.
    • User chooses among four options per summons
    • 5% extra user and ally DMG
    • 5% extra enemy DMG blocked
    • 10 STA/MP/FA
    • 10 HP restored
    • Uses 12 MP
    • For each level increase:
      • +2 MP
      • +5% extra user and ally DMG
      • +5% extra enemy DMG blocked
      • +2 STA/MP/FA
      • +2 HP restored
    10. Double Summons (Buff) – Level MAX
    • Allows user to summon twice per turn.
    • User can summon two different summons in one turn.
    • Uses 15 MP

    Magic Knight
    HP +25
    MP +5

    1. Terra Strike (Offensive) – Level 0
    • User strikes with great magic and power, causing the earth to rumble and knocking small-sized targets off their feet.
    • Deals 12 DMG and 33% chance of double damage on next ally attack.
    • Roll 1d3 where 3 = success and 1-2 = failure
    • Uses 7 MP
    • For each level increase:
      • +1 MP
      • +1 user DMG
    • For the ten-level increase:
      • Chance of knocking medium-sized targets
    • For the fifty-level increase:
      • Chance of knocking large-sized targets
    • For the hundred-level increase:
      • Chance of knocking boss targets
    2. Lightning Reflexes (Reaction) – Level MAX
    • User responds to an enemy attack with lightning speed, with chance of dodging the attack and leaving a powerful static shock behind which might cause the enemy to freeze up from the shock.
    • 50% chance of dodging an attack and/or 33% chance of shocking the target, causing them to lose a turn.
      • If the attack is a multi-attack, 50% chance of dodging the first attack and 25% chance of dodging the following attacks.
    • Cannot dodge debuffs.
    • Roll 1d2 to dodge first attack where 2 = success and 1 = failure.
    • Roll 1d4 to dodge other attacks where 4 = success and 1-3 = failure.
    • Roll 1d3 to shock where 3 = success and 1-2 = failure.
    • Upon successful shock, cannot use this skill until the attack after next.
    • Uses 8 MP
    3. Water Escape (Defensive) – Level 0
    • User morphs into a puddle of water, rendering a physical attack useless. How much magical attack it can defend against would depend on the level of the skill.
    • Blocks all physical attacks and blocks 10 DMG from magical attacks.
    • Uses 6 MP
    • For each level increase:
      • +1 MP
      • +1 enemy DMG blocked
    4. Fiery Charge (Offensive) – Level 0
    • User envelops his or her entirety with blazing fire magic and charges towards the target for a tackle, dealing damage with a chance to burn and/or stun.
    • Deals 9 DMG and 33% chance to burn and 33% chance to stun.
    • Roll 1d3 to burn where 3 = success and 1-2 = failure.
    • Roll 1d3 to stun where 3 = success and 1-2 = failure.
    • Burned target suffers 1 extra burning DMG per post for three posts.
    • Stunned target cannot attack or dodge for one turn.
    • Uses 9 MP
    • For each level increase:
      • +1 MP
      • +1 user DMG
      • +1 extra burning DMG
    5. Wind Slash (Offensive) – Level 0
    • User enhances his or her weapon with wind magic and swings, launching a swift attack with chance of unleashing a wind blade.
    • Deals 8 unstoppable DMG and 25% chance of unleashing a wind blade and deal 5 extra DMG.
    • Roll 1d4 where 4 = success and 1-3 = failure.
    • Uses 10 MP
    • For each level increase:
      • +1 MP
      • +1 unstoppable user DMG
      • +1 extra wind DMG
    6. Weapon Enhancement (Buff) – Level 0
    • User uses magic to enhance either user’s or an ally’s weapon, allowing an extra boost in DMG dealt in the next attack.
    • Boosts next attack by 3 DMG.
    • Uses 5 MP
    • For each level increase:
      • +1 MP
      • +2 user or ally DMG boost
    7. Armor Enhancement (Buff) – Level 0
    • User uses magic to enhance either user’s or an ally’s armor, allowing an extra boost in defense when blocking an enemy attack.
    • Decreases next enemy attack by 3 DMG.
    • Uses 5 MP
    • For each level increase:
      • +1 MP
      • +2 enemy DMG decrease
    8. Magic Resistance (Passive) – Level 0
    • Having trained in magic and combat, the user develops some resistance towards magic attacks and debuffs.
    • Decrease 3 magical DMG and 25% chance of resisting a debuff.
    • Roll 1d4 where 4 = success and 1-3 = failure.
    • Uses 0 MP
    • For each level increase:
      • +1 magical enemy DMG decreased
    9. Magic Enhancement (Buff) – Level 0
    • User uses magic to enhance either user’s or an ally’s magical abilities, allowing an extra boost in magical proficiency when affecting either an ally or the user.
    • Boosts next magical attack by 3 DMG.
    • Uses 5 MP
    • For each level increase:
      • +1 MP
      • +2 user or ally magical DMG boost
    10. Magic Boost (Buff) – Level 0
    • User uses magic to boost either user’s or an ally’s HP and MP.
    • Boosts 5 HP and 1 MP to user or ally.
    • Uses 5 MP
    • For each level increase:
      • +1 MP
      • +4 user or ally HP
      • +2 user or ally MP
     
    Last edited: Dec 13, 2019
  6. Alexander Valdimir

    Alexander Valdimir Well-Known Member

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    Ahh Shit here we go again, I'll join but somehow clicking a random post leads me to another one of your gaming session.
     
  7. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    I'm still in the process of adding everything in. Wait a hour or so.
     
  8. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Alright, the classes are up. Anyone who is interested can sign up now!
     
  9. Alexander Valdimir

    Alexander Valdimir Well-Known Member

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    I'll upload a profile in a day or so after I finished some stuff But the combat system can be a little too flexible making it too chaotic. While narrating it can take a little more time than we can reason since your other games already can take a few hour if we're trying a new mob. Try And get other lads from previous games of your to come and join btw.
     
  10. LNOnlineOtaku

    LNOnlineOtaku Well-Known Member

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    Aye laddies we back at it again
     
  11. LNOnlineOtaku

    LNOnlineOtaku Well-Known Member

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    Question, when do we roll stats?
     
  12. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    I'll make a discord chat for the dice rolling.
     
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  13. LNOnlineOtaku

    LNOnlineOtaku Well-Known Member

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    Alright
     
  14. LNOnlineOtaku

    LNOnlineOtaku Well-Known Member

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    Ok, so we need to roll stats to register our characters, but we do the dice-rolling in discord?
    :hmm:
     
  15. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    yep, discord will only be used to roll dice. The actual combat will be done on forums.
     
  16. LNOnlineOtaku

    LNOnlineOtaku Well-Known Member

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    Aight, so we wait for the discord chat to open? :aww:
     
  17. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    yep
     
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  18. Zero300

    Zero300 『Mask Maker』『Kamen Rider Khaos』『Demon Immortal』

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    Name: Oz
    Gender: Male
    Kingdom: Sebls
    Class: Paladin
    Level: 0

    Stats:
    • HP = 70
    • STA = 35
    Basic Skills:
    • Basic Attack = 4 DMG
    • Basic Defend = 4 DMG
    Acquired Skills:
    • Shield Bash (Offensive) Level 1
      • User approaches target and bashes with shield, dealing damage and chance of stun.
      • Stunned targets cannot move or attack until either they are attacked or until the user’s next turn.
      • Deals 8 DMG and 33% chance of stun
      • Roll 1d3 where 3 = success and 1-2 = failure.
      • Uses 6 FA
    • Righteousness (Support) Level 0
      • User marks an ally.
      • Whenever the ally takes DMG from enemies, some DMG gets accumulated.
      • After three rounds, the amount of accumulated DMG is converted to HP to heal the target.
      • Only works if the target is still alive after three rounds. If not, the user can use half on another target.
      • Accumulates 5% of the total DMG the ally takes from enemies in one round for three rounds.
      • Converts total accumulated DMG to HP at end of the three rounds.
      • Uses 10 FA
     
  19. LNOnlineOtaku

    LNOnlineOtaku Well-Known Member

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    Name: Selcouth
    Gender: Female
    Kingdom: Marst
    Class: Summoner
    Level: 0

    Stats:
    • HP – 75
    • MP – 55
    Basic Skills:
    • Basic Attack - 3 DMG
    • Basic Defend - 5 DMG BLK
    Acquired Skills:
    • Summons: Treant (Debuff) – Level 0
      • Summons a treant to entangle targets with thick vines.
      • Prevents targets from attacking or defending on their next turn as well as dodging an attack.
      • Uses 9 MP
      • For each level increase:
        • +1 MP
      • For each ten-level increase:
        • +1 more turn of entanglement
    • Summons: Eagle (Buff) – Level 0
      • Summons a sharp-eyed eagle to detect weak points of a target in order to give user a critical hit on the next attack.
      • Deals 50% extra DMG on next attack.
      • Uses 10 MP
      • For each level increase:
        • +2 MP
        • +5% extra DMG on next attack
    • Double Summons (Buff) – Level MAX
      • Allows user to summon twice per turn.
      • User can summon two different summons in one turn.
      • Uses 15 MP
     
    Last edited: Dec 6, 2019
  20. Alexander Valdimir

    Alexander Valdimir Well-Known Member

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    Name: Elasticy
    Gender: Unknown/Alien
    Kingdom: Bevra
    Class: Martial Artist
    Level: 0

    Stats:
    • HP – 20
    • STA -- 45
    Basic Skills:
    • Basic Attack - 1
    • Basic Defend - 6
    Acquired Skills:
    • Vital Boost (Buff) – Level 0
      • User circulates blood to increase vitality temporarily.
      • Adds 10 HP.
      • Uses 3 STA
      • For each level increase:
        • +1 STA
        • +5 user HP
      Shadow Kick (Offense) – Level 0
      • User feints a kick before dealing a powerful second kick.
      • 25% chance of successful feint.
      • Roll 1d4 where 4 = success and 1-3 = failure.
      • Deals 8 DMG with failed feint and 12 DMG with successful feint.
      • Uses 6 STA
      • For each level increase:
        • +1 STA
        • +1 user DMG
        • +2 user DMG with successful feint
      Iron Body (Defense) – Level 0
      • Hardens body through series of tense movements and blood circulation.
      • Decreases next three attacks by 2 DMG.
      • Uses 7 STA
      • For each two-level increase:
        • +1 STA
        • +1 enemy DMG
     
    Last edited: Dec 8, 2019