It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
fexen: Feels kinda weird that nobody replies. I'll send you info about my 2->3 lvl up some time later today, I guess.
Yeah, I'm thinking so too. It's been a while now, hasn't it? Well, Dr. Zli has been having some tough times, so that's understandable, but I'm surprised I'm not really hearing from anyone else. I did send them PMs. I dunno.

Maybe they are not continuing on?

The last game did get tough at times, but I think there's been a lot of improvements since then (the games with the third team) and was hoping we would continue. I was actually starting to really enjoy all of your characters and the interactions.

Eh, sometimes life just gets in the way.

We'll see, I guess.
Post edited June 23, 2011 by stoicsentry
Apologies, I've been a bit focused on other things lately. Been working on this in bits and pieces. Have been away for a few days, and have found it to be a minor challenge to locate the various threads. I think I've got it all now, and I see the new info on the blog! I just gotta go back through the old adventure thread and see what, if any loot my team and I got. Need to know if I can afford a new weapon and slot before finalizing my spell selections.


lol, if not for a noisy and misplaced frog keeping me awake, I'd not be drawing up this character sheet this eve. I tracked the little loud mouth down (surprising the big sound that such a little creature can make), and relocated him out from under my window sill, and back to the bog where he belongs!
avatar
WhiteElk: Apologies, I've been a bit focused on other things lately. Been working on this in bits and pieces. Have been away for a few days, and have found it to be a minor challenge to locate the various threads. I think I've got it all now, and I see the new info on the blog! I just gotta go back through the old adventure thread and see what, if any loot my team and I got. Need to know if I can afford a new weapon and slot before finalizing my spell selections.
That's ok!

No need to go back I kept track. I also gave each character a few extra coins for ending early.

You have: 200 gold. (Edited)


I wanted to do things one level at a time just to keep it simple, as a Mage you can purchase stats at a rate of:

1 attack: 7 pts.
3 HP: 4 pts.

You have 10 stat points to get you to level 2. Any unused ones carry over to level 3.

You also have 10 spell points to get you to level 2. Any unused ones carry over to level 3.

To see the spell options, go here.

Note that for those 10 points, you can't get level 3 spells yet!

But then you will move on to level 3.

Then you would just have to choose between remaining a Mage (access to ALL magic-user spells at a slightly higher price), Sage (Illusion/Enchantment/Potion making), Cleric (Healing, blessing, cursing) or Shaman (Elementalism, Divination, Summoning)... all of the subclasses can only pick from the basic, level 1 Mage spells and spells from their own subclass, but each spell within their subclass is cheaper and they get a higher amount of maximum uses.

The Sage gets a slight boost with blunt weapons (+1), Cleric gets a larger boost to blunt weapons, but bigger penalty with non-blunt weapons, (+2/-2), Shaman gets +1 ranged, -1 non-ranged.


Here is the loot:

Arc'Nak'Kar: 150 gold, Quarterstaff
Exile: Mace, 125 gold
Milkman: 200 gold
Sly: Shortsword, 100 gold
Heroditus: Longbow, 125 gold
White Elk: 200 gold

Also, I'm handling all the character sheet stuff for now since I changed the order in which it's presented. Once you've picked spells, stats I will post it here and on the blog. That way we have a record at all times in one central location. I think the new character sheet is much more organized.
Post edited June 23, 2011 by stoicsentry
Level Two Advancement:
Stat Points: 2 uses of (3HP: 4pts) leaves 2 stat points to carry over
Spell Points: 3 uses of Craft Minor Potion and 2 uses of Minor Restoration
Purchase Weapon slot(50), Sling(50), Missile Bracers(75)


Player name: WhiteElk
Character name: White Elk
Class: Mage
Affiliation: Wanderers
Brief Bio:

Level: 2
Stat Points: 2
Skill Points: 0


BASE STATISTICS

Base Attack Value: 1d6+1
Base HP: 34
Base armor: 0



PASSIVE ABILITIES

1. Thwart: 40% chance to avoid damage from enemy Mage spells.


SPELLS

1. Arc Lightning 3/5
2. Magic Missile 3/5
3. Craft Minor Potion 3/5
4. Minor Restoration 2/5


POTIONS

1. +10 HP
2.

ITEMS

1.
2.
3.

GOLD: 25

EQUIPMENT

Shield:
Hands: Missile Bracers (+1d6)
Head:
Body:
Fingers:
Neck:
Legs:
Feet:

SPECIAL INFORMATION

1.


QUICK INFORMATION

Modified Armor:
Modified HP:
Modified Movement:

W1: Quarterstaff
Range: 1
Damage: 1d6+1(base) +2(weapon) = 1d6+3

W2: Sling
Range: 3
Damage 1d6+1(base) -1(weapon) +1d6(Bracers) = 2d6???


_______________________________________________________________________________________


Level Three Advancement:
Shaman Specilization
Stat Points: 1 use of (3HP: 4pts), and 1 use of (1 attack: 7 pts) leaves 1 Stat Point to carry
Spell Points: 2 uses of Blizzard, and 1 use of Minor Restoration


Player name: WhiteElk
Character name: White Elk
Class: Shaman
Affiliation: Wanderers
Brief Bio:

Level: 3
Stat Points: 1
Skill Points: 0


BASE STATISTICS

Base Attack Value: 1d6+2 (+1 Missile, -1 Melee)
Base HP: 37
Base armor: 0



PASSIVE ABILITIES

1. Thwart: 40% chance to avoid damage from enemy Mage spells.


SPELLS

1. Arc Lightning 3/5
2. Magic Missile 3/5
3. Craft Minor Potion 3/5
4. Minor Restoration 3/5
5. Blizzard 2/10


POTIONS

1. +10 HP
2.

ITEMS

1.
2.
3.

GOLD: 25


EQUIPMENT

Shield:
Hands: Missile Bracers (+1d6)
Head:
Body:
Fingers:
Neck:
Legs:
Feet:

SPECIAL INFORMATION

1.


QUICK INFORMATION

Modified Armor:
Modified HP:
Modified Movement:

W1: Quarterstaff
Range: 1
Damage: 1d6+2(base) +2(weapon) -1(Shaman)= 1d6+3

W2: Sling
Range: 3
Damage 1d6+2(base) -1(weapon) +1d6(Bracers) +1(Shaman)= 2d6+2???
Post edited June 23, 2011 by WhiteElk
If we don't chose a subclass at level 3, can we later pick one at level 4? Also the point cost differences on abilities, do they take effect for the current level up, or the next one?

Take for instance the warrior gained level 3 and took the Knight subclass. Would they pay 6 points per attack or 5 points for their level 3 points? In other words do the point costs change for the current level up or for levels after the current one?

For reference from the blog:

Warrior, Ranger

1 attack: 5 pts.
1 HP: 1 pt.

Knight

1 attack: 6 pts.
4 HP: 3 pts.
avatar
Sielle: If we don't chose a subclass at level 3, can we later pick one at level 4? Also the point cost differences on abilities, do they take effect for the current level up, or the next one?
You can't choose one of them after level 3, though I have considered introducing additional subclasses at higher level.

The point cost takes effect for the current level up. So you pick a subclass, or not, then immediately takes effect for that level.

Take for instance the warrior gained level 3 and took the Knight subclass. Would they pay 6 points per attack or 5 points for their level 3 points? In other words do the point costs change for the current level up or for levels after the current one?
The current one.
A change to Magic Missile:

Magic Missile: Attack replacement: you may not attack and use this ability in the same turn. Deals 1d6+X damage to a single target at a range of 4, X is your level. Requires: level 1 Mage. Maximum uses: 5.

This makes the spell more relevant, IMO, but not overpowered. At level 3 it deals a mere 1d6+3 damage, so that's only 1 attack better, but it will stay relevant with each level increase. Plus, the range of 4.

Upgraded character sheet for Arc'Nak'Kar

Will post on Blog.

MAIN INFORMATION

Player name: fexen
Character name: Arc'Nak'Kar
Class: Sage
Affiliation: Blue Team
Brief Bio:

Level: 3
Stat Points: 2
Spell Points: 0


BASE STATISTICS

Base Attack Value: 1d6 + 3
Base HP: 31
Base armor: 0


PASSIVE ABILITIES

1. Thwart: 40% chance to avoid damage from enemy Mage spells.
2. Arc'Nak'Kar's Preparation: May use one potion spell before each quest/battle begins.
3.

SPELLS

1. Create Minor Potion: 3/5
2. Repel: 3/5
3. Magic Missile: 2/5
4. Minor Restoration: 2/5
5. Craft Healing Potion: 2/10
6. Mirror Image: 1/10

POTIONS

1.
2.

ITEMS

1. Quarterstaff (Range: 1) Damage modifier (+2) (Must purchase a weapon slot to equip)
2.
3.

GOLD: 200

EQUIPMENT

Shield:
Hands:
Head:
Body:
Fingers:
Neck:
Legs:
Feet:

SPECIAL INFORMATION

Class bonus: +1 with blunt weapons

QUICK INFORMATION

Modified Armor: 0
Modified HP: 31
Modified Movement: 1

Weapons

1. Darts
Range: 2
Damage: 1d6 + 3 (base)


White Elk, yours looks great as well. So you're set, too.
Post edited June 23, 2011 by stoicsentry
OK, where did the week go?

Stoic, just checking my understanding.

Equipment-wise, I have:
Longsword
Longbow
125 Gold
Potion (10hp)

Skill-wise:
Focus (1)
Seize (1)
Seize has been modified, so can be changed.

Upgrades:
20 skill points
20 Stat points.

Is this correct?

Question regarding the attack upgrade:
Does this add 1 point of damage, or allow a second attack?
Post edited June 24, 2011 by Rodzaju
avatar
Rodzaju: Question regarding the attack upgrade:
Does this add 1 point of damage, or allow a second attack?
One point of damage, assuming you're referring to the stat upgrade "attack".
avatar
Rodzaju: Question regarding the attack upgrade:
Does this add 1 point of damage, or allow a second attack?
avatar
Sielle: One point of damage, assuming you're referring to the stat upgrade "attack".
I thought that was likely, but wanted to be sure :)

Also, Armour.
Is this straight damage reduction (So if I have 1 point of armour, I take 1 less damage from each attack?
Or each round?
Or have I got it completely wrong?
Post edited June 24, 2011 by Rodzaju
avatar
Rodzaju: OK, where did the week go?

Stoic, just checking my understanding.

Equipment-wise, I have:
Longsword
Longbow
125 Gold
Potion (10hp)

Skill-wise:
Focus (1)
Seize (1)
Seize has been modified, so can be changed.

Upgrades:
20 skill points
20 Stat points.

Is this correct?
Yes.

Also, reminder, right before level 3, you get to stay a Warrior or pick a subclass: Knight, Ranger, Berserker.

Their modifiers are:

Ranger: +2 ranged, -2 non-ranged
Knight: +2 one-handed weapons, -2 two-handed weapons.
Berserker: +1 sharp, -1 non-sharp

As a Warrior, your skills cost:

Warrior

1 use of a Level 1 Warrior skill: 4 (Max of 2 uses per skill)
1 use of a Level 3 Warrior skill: 8 (Max of 2 uses per skill)

Knight, Ranger, Berserker

1 use of a Level 1 Warrior skill: 4 (Max of 2 uses per skill)
1 use of a Level 3 Knight, Ranger or Berserker skill: 6 (Max of 5 uses per skill)

and the modified skills list is available here.

Question regarding the attack upgrade:
Does this add 1 point of damage, or allow a second attack?
Oh noooo not a second attack. Just a +1 damage modifier. Improves your base damage by 1.

Stat point costs are:

Warrior, Ranger

1 attack: 5 pts.
1 HP: 1 pt.

Knight

1 attack: 6 pts.
4 HP: 3 pts.

Berserker

2 attack: 9 pts.
1 HP: 2 pts.


If you need any help LMK
avatar
stoicsentry:
OK, Can you please remind me of my current stats?

Did you see my edit regarding armour?
avatar
stoicsentry:
avatar
Rodzaju: OK, Can you please remind me of my current stats?

Did you see my edit regarding armour?
Here you go. Afterwards, I will update it with the new character sheet style (which IMO is easier)

Player Name: Rodzaju

Character Name: Heroditus

Brief Bio: Renowned throughout the land as the guy who has never died!

Class: Warrior

HP: 33

Base attack value: D6+4

Weapon (Pick one): Longsword

Modified attack value: D6+4

Range with weapon: 2

Skills/Spells (Pick two. You may pick the same skill/spell twice, in which case you get double the uses):

Skill/Spell 1: Focus (1)
Skill/Spell 2: Seize (1)

Items:

1. Heal potion (10HP)
2.
3.


Also, Armour.
Is this straight damage reduction (So if I have 1 point of armour, I take 1 less damage from each attack?
Or each round?
Or have I got it completely wrong?
Armor reduces damage from each physical attack by X, whatever your modified armor stat is.

Let's say you have 2 modified armor.

You get attack twice in the same turn, once by missiles and once by melee. You don't block or dodge either, and they both deal 10 damage.

Therefore, you would take 10 (-2) = 8 + 10 (-2) = 8.
8+8= 16.

In this case, your 2 armor prevented 4 damage in one round because you were attacked twice. It is only valid for physical attacks, not magical.
avatar
stoicsentry:
OK.

The way that is laid out suggests that my main weapon does not use an item slot.
Do other worn items (armour, bracers, gauntlets etc) use an item slot?
avatar
stoicsentry:
avatar
Rodzaju: OK.

The way that is laid out suggests that my main weapon does not use an item slot.
Do other worn items (armour, bracers, gauntlets etc) use an item slot?
Good question. You know the thing is, there are now a lot of people to update on everything so I've got to have a better way of getting the info to all of you. If it's not up and clear it's because of all the recent modifications.

You begin the game with 1 weapon. To carry more, you must buy an additional weapon slot for each additional weapon you want to use. The most weapons you can carry currently are 3.

If you have two weapons, but can't carry two, then it is stored away. So you will not have access to it during battle. It goes along with your regular items (max of 3 if you don't have a backpack, max of 9 if you do.)

Anything that you "wear" (specifically any kind of armor) goes on your body. So these do not count as items as you are not carrying them. Simply put, if you have a helmet, it goes on your head, it's not an extra item that you're lugging around. On the other hand, if you had two helmets then obviously you couldn't wear both so 1 would have to be stored away.

Potions do not count as items, per se. They have their own storage. 2 without a potion belt, 5 with a potion belt.

You can find all the information @ the store.

Here's a look at one of the new character sheets, it might help:

Player name: JudasIscariot
Character name: Jack the Knife
Class: Rogue
Affiliation: Black Brigade
Brief Bio: Sly and shameless are two of the more polite words used to describe him. Jack is a conniving pickpocket who will do anything and try anything for fun and profit. Armed with a silver tongue and a rapier wit, he sets out to pilfer everything not nailed down and steal the nails holding the other things down.

Level: 2
Stat Points: 0
Skill Points: 1


BASE STATISTICS

Base Attack Value: 1d10 + 2
Base HP: 33
Base armor: 0



PASSIVE ABILITIES

1. Dodge: 20% chance to avoid enemy missile attacks.
2.
3.

SKILLS

1.Coat with Poison 3/4
2.Pilfer Potions: 2/4
3. Hide in Shadows: 2/4

POTIONS

1.
2.

(He has no potion belt, so max potions is 2)

ITEMS

1.
2.
3.

(As you'll see, he has no backpack so his max items are 3)

GOLD: 0

EQUIPMENT

Shield:
Hands:
Head: Basic Helm (+1 armor)
Body: Leather Armor (+1 armor)
Fingers:
Neck:
Legs:
Feet:


SPECIAL INFORMATION

1. Welcome among the Nog: Nogfolk will never attack this character.



QUICK INFORMATION

Modified Armor: 2
Modified HP: 33
Modified Movement: 1

W1: Shortsword
Range: 1
Damage: 1d10 + 2 (base) + 2 (weapon) = 1d10+4
Post edited June 24, 2011 by stoicsentry