Hey look, another interloper breaking in on Peteys’ job. This time, it is Brendan taking over for the Roll to Dodge Adventures. The idea was initially scrapped due to the complex nature of it and the lack of time due to forum duties and life itself. However, this plucky individual with more free time decided to take control. And expand it even! Now the Adventure has a truck load of spoiler pages for your convenience.
Prelore
Basics - Essential
Combat
Food
Equipment
Lore
Death
Buddies
Transformations
Conclusion
Characters
Chadwyck
Dwayna Dragonfire
Luckii
Belle
Dark Soul
Shiny Eevee
Dinova2
Tangrow
Power Metal Maiden
The absent pit
Teapot
Tunolipede
Linkachu
Toru
Blazi
Prelore
The Grail: an ancient artifact of great power. The famed chalice of the gods themselves, with the power to heal any wound and cures any illness. Dropped from the heavens many centuries ago on a farmhand in a local village, he used its divine power to heal those around him making mortal wounds seem like paper cuts. Using this power, his fame and fortune grew, until he became a powerful monarch of a mighty kingdom, residing in a mighty fortress filled with many traps that no thief has ever succeeded in breaking through. The kingdom he created is long gone now, the cup failing to prevent the wrath of the gods, as fire rained down upon the throne and ultimately struck down the near-immortal king at last. However, its legend remained, of the king, of the kingdom, and of the cup itself, and its final resting place. The Fortress Castle of this Ancient Kingdom had long since sunken underneath the Earth, becoming the Dungeon of Immortals, a deathtrap for adventurers with not just the ancient traps of the Immortal King, but also the infestation of an endless horde of monsters and other hideous creatures that abhor the light, and yet are attracted to it like moths to a flame. Perhaps the light of the grail itself was what drew them there, who knows?
Many adventurers have gone into the Dungeon of Immortals, searching for the grail and what other treasures lie within, only a small handful of them ever returned. Plenty of those adventurers came back with their arms filled with ancient treasures, samples of the endless treasuries within. They never went back though, after barely escaping with their own lives.
Now YOU are willing to take the challenge, you set off from your hometown, with various reasons for your quest to the grail. Whether it's to save a town dying of infection, to save a loved one from the brink of death, to forge a kingdom of your own, to simply be able to hold a gift from the gods themselves, or even to send the divine object back to the heavens where it belongs. Whatever your purpose, you have vowed to succeed where hundreds, thousands even, have failed. Others are also on the same quest, and the question is, are they allies that could help you obtain the sacred artifact, or interlopers who must be killed before they can lay claim on the grail and snatch it away from you forever?
Many adventurers have gone into the Dungeon of Immortals, searching for the grail and what other treasures lie within, only a small handful of them ever returned. Plenty of those adventurers came back with their arms filled with ancient treasures, samples of the endless treasuries within. They never went back though, after barely escaping with their own lives.
Now YOU are willing to take the challenge, you set off from your hometown, with various reasons for your quest to the grail. Whether it's to save a town dying of infection, to save a loved one from the brink of death, to forge a kingdom of your own, to simply be able to hold a gift from the gods themselves, or even to send the divine object back to the heavens where it belongs. Whatever your purpose, you have vowed to succeed where hundreds, thousands even, have failed. Others are also on the same quest, and the question is, are they allies that could help you obtain the sacred artifact, or interlopers who must be killed before they can lay claim on the grail and snatch it away from you forever?
Basics - Essential
The game will revolve around, as the title says, rolling a die. You will first choose a specific action, depending on what’s happening for you during the game. I then roll a die (a fair die, or at least that’s what it says on the tin) and depending on the number rolled, you will perform the action with varying grades of success. Below is an approximate chart of what each number means.
1 - Fail the action miserably. The repercussions are lasting
2 - Fail the action, but repercussions are short lived
3 - Pass the action, but with negative side effects
4 - Pass the action with an average quality, so unscathed
5 - Pass the action, and get a bonus that can aid you in your quest
6 - Not just pass the action, Slam Dunk it. Overkill it. C-C-C-Combo Breaker it. The positive effects of this are everlasting; you can't go wrong with what happens with a six.
Example:
Jim: I walk down the corridor, acting like a boss
Jim – 6 You stumble upon a room filled with treasure, and ice-cream, and video games, and video game consoles, and a sex doll, and life is good. You live happily ever after.
Or…
Chris: I walk down the corridor, acting like a boss
Chris – 1 You walk into a battle of rivals, featuring Aristotle and the Mashy-Spike-Plate. You get caught in the crossfire and die…
Remember, the exact value of the roll depends on the situation you’re in. In one situation, a 3 can cause you to fail the action and get a bruise, and in another, you do the action well, but what happens as a result goes wrong.
Occasionally, your actions can affect the actions of others, depending on your proximity to other people, and that will either help you or hinder you in your quest.
Example:
Chris: I gently try to replace the priceless idol with a bag of sand. This better not trigger a trap
Jim: I wander into the room, Larry is up ahead, I shout hello.
Chris – 1 Jim shouts so loudly, that he distracts you. An arrow jumps out of nowhere and hits you in the knee, dooming you to a life as a lowly guardsman. That is, if a thousand more arrows didn’t follow the first one and shoot you in every other part of your body, pinning it to the far wall
Jim – 6 You watch as Larry dies by the arrows because of your shouting. You go over to check on him, and see a priceless idol on the ground, next to a bag of sand. You got an idol.
To enter the game, all you have to do is to create your character, you can create a complex character if you wish, with personalities, histories, and everything else, or leave your character as barebones. The only necessities are your gender, your race, and your age. Your profession (archer, warrior, mage, etc.) is semi-essential, if you don’t post one it will be determined randomly. After that, your first roll of the game will determine how well equipped you start out, and then you’re ready to begin your adventure.
There, you’ve read everything you need to know. Everything after this you don’t need to actually think about. Keep reading if you want to know more about how the game works.
1 - Fail the action miserably. The repercussions are lasting
2 - Fail the action, but repercussions are short lived
3 - Pass the action, but with negative side effects
4 - Pass the action with an average quality, so unscathed
5 - Pass the action, and get a bonus that can aid you in your quest
6 - Not just pass the action, Slam Dunk it. Overkill it. C-C-C-Combo Breaker it. The positive effects of this are everlasting; you can't go wrong with what happens with a six.
Example:
Jim: I walk down the corridor, acting like a boss
Jim – 6 You stumble upon a room filled with treasure, and ice-cream, and video games, and video game consoles, and a sex doll, and life is good. You live happily ever after.
Or…
Chris: I walk down the corridor, acting like a boss
Chris – 1 You walk into a battle of rivals, featuring Aristotle and the Mashy-Spike-Plate. You get caught in the crossfire and die…
Remember, the exact value of the roll depends on the situation you’re in. In one situation, a 3 can cause you to fail the action and get a bruise, and in another, you do the action well, but what happens as a result goes wrong.
Occasionally, your actions can affect the actions of others, depending on your proximity to other people, and that will either help you or hinder you in your quest.
Example:
Chris: I gently try to replace the priceless idol with a bag of sand. This better not trigger a trap
Jim: I wander into the room, Larry is up ahead, I shout hello.
Chris – 1 Jim shouts so loudly, that he distracts you. An arrow jumps out of nowhere and hits you in the knee, dooming you to a life as a lowly guardsman. That is, if a thousand more arrows didn’t follow the first one and shoot you in every other part of your body, pinning it to the far wall
Jim – 6 You watch as Larry dies by the arrows because of your shouting. You go over to check on him, and see a priceless idol on the ground, next to a bag of sand. You got an idol.
To enter the game, all you have to do is to create your character, you can create a complex character if you wish, with personalities, histories, and everything else, or leave your character as barebones. The only necessities are your gender, your race, and your age. Your profession (archer, warrior, mage, etc.) is semi-essential, if you don’t post one it will be determined randomly. After that, your first roll of the game will determine how well equipped you start out, and then you’re ready to begin your adventure.
There, you’ve read everything you need to know. Everything after this you don’t need to actually think about. Keep reading if you want to know more about how the game works.
Combat
There’s more to this game than wandering around and playing Indiana Jones. There are monsters, which you have to slay. Fighting in this game is similar to wandering around in the game, except the fighting will not be single rolls. As such, every character will have a health bar. Each participant, the player and his opponent, will roll a die, and the difference between them will affect who gets injured and how injured that person is.
So here’s this Giant Enemy Crab – 20 (hitpoints)…
Jim vs Giant Enemy Crab
(Jim Roll) 6 – 4 (Crab’s Roll)
(Difference of 2, dealt to Giant Enemy Crab)
You swing at the crab, good job Jim. Time out!
Jim – 30 vs Giant Enemy Crab – 18 (20 – 2)
While the health loss may seem minimal alone, it all adds up. And we don’t just do it once: we do it again and again.
5 – 3
4 – 6
5 – 5
3 – 6
Jim tries to flip it onto it’s back, but the crab attacks him while he attempts this. We’re going to need a spatula here folks.
Jim – 25 vs Giant Enemy Crab – 16
This is going to keep happening, until one of the combatants runs out of health and dies.
5 – 2
4 – 3
…
5 – 2
The crab dies.
Jim – 14 vs Giant Enemy Crab – Defeated
Fun Fact – It took over 30 rolls to kill that crab. That’s a fairly long time. So we have ways to speed up the process. Flourishes are the most common, and most desirable, method of finishing off an enemy quickly, and it’s easy to do. Hold on, the crab’s back
Chris vs Giant Enemy Crab
6 – 2 – Flourish (A difference of 4 or higher, 6 – 2 = 4)
Chris uses his grand strength to kick the crab over onto its back.
Chris – 30 vs Giant Enemy Crab – 16
A flourish is like the ending cutscene in a big boss fight that is essential in every game these days. It allows you to end the fight off in style. Unfortunately though, it’s not always like that, you have to maintain your advantage in the following roll to make sure you win the flourish.
3 – 4 – Flourish Failed
Chris took too long, and the crab rolled over. Shouldn’t have been listening to me, should you?
Chris – 29 vs Giant Enemy Crab – 16
If you get a higher roll though, you’ll pass the flourish, and instantly kill your opponent. This is especially handy for long fights. Unfortunately for you, some (not all) monsters can flourish.
1 – 6 – Flourish
The Crab grabs Chris in its pincer and lifts him into the air.
6 – 3 – Flourish Success
The Crab grabs Chris with its other pincer as well, and then tugs hard. Chris is ripped into two pieces and then discarded.
Chris – Slain vs Giant Enemy Crab – 16
We’re going to need a mop…
That covers the basics of combat. Later on, you may encounter items or enemies that put on a unique flare to the combat, to increase the challenge a notch or two. Such things will be explained as they come up.
So here’s this Giant Enemy Crab – 20 (hitpoints)…
Jim vs Giant Enemy Crab
(Jim Roll) 6 – 4 (Crab’s Roll)
(Difference of 2, dealt to Giant Enemy Crab)
You swing at the crab, good job Jim. Time out!
Jim – 30 vs Giant Enemy Crab – 18 (20 – 2)
While the health loss may seem minimal alone, it all adds up. And we don’t just do it once: we do it again and again.
5 – 3
4 – 6
5 – 5
3 – 6
Jim tries to flip it onto it’s back, but the crab attacks him while he attempts this. We’re going to need a spatula here folks.
Jim – 25 vs Giant Enemy Crab – 16
This is going to keep happening, until one of the combatants runs out of health and dies.
5 – 2
4 – 3
…
5 – 2
The crab dies.
Jim – 14 vs Giant Enemy Crab – Defeated
Fun Fact – It took over 30 rolls to kill that crab. That’s a fairly long time. So we have ways to speed up the process. Flourishes are the most common, and most desirable, method of finishing off an enemy quickly, and it’s easy to do. Hold on, the crab’s back
Chris vs Giant Enemy Crab
6 – 2 – Flourish (A difference of 4 or higher, 6 – 2 = 4)
Chris uses his grand strength to kick the crab over onto its back.
Chris – 30 vs Giant Enemy Crab – 16
A flourish is like the ending cutscene in a big boss fight that is essential in every game these days. It allows you to end the fight off in style. Unfortunately though, it’s not always like that, you have to maintain your advantage in the following roll to make sure you win the flourish.
3 – 4 – Flourish Failed
Chris took too long, and the crab rolled over. Shouldn’t have been listening to me, should you?
Chris – 29 vs Giant Enemy Crab – 16
If you get a higher roll though, you’ll pass the flourish, and instantly kill your opponent. This is especially handy for long fights. Unfortunately for you, some (not all) monsters can flourish.
1 – 6 – Flourish
The Crab grabs Chris in its pincer and lifts him into the air.
6 – 3 – Flourish Success
The Crab grabs Chris with its other pincer as well, and then tugs hard. Chris is ripped into two pieces and then discarded.
Chris – Slain vs Giant Enemy Crab – 16
We’re going to need a mop…
That covers the basics of combat. Later on, you may encounter items or enemies that put on a unique flare to the combat, to increase the challenge a notch or two. Such things will be explained as they come up.
Food
When you spend days, or even weeks in the dungeons, or even months for all you know. It's a given that you will starve before long. It doesn't go down over time, rather, it goes down after a battle, as this is when you burn the most calories. After each battle, you lose 5 points of hunger, and if you don't have any hunger, you start to starve and lose hp instead. Be sure to carry or eat food whenever you find it to prevent this from happening
Equipment
Equipment, as you would know from most games, are used to augment characters and make them stronger and give them unique abilities. The same rules apply here, a good piece of armor will protect you from oncoming damage, such as halving all damage received or simply subtracting it. Equipment will be essential for fighting some of the tougher enemies that you will most certainly encounter late in the game. You can start with equipment when you get a high roll when you start, but more can be salvaged throughout the game, especially from other players. The downside to equipment however is that it’s breakable, which means you can lose your gear as quickly as you got it if you’re unfortunate enough. Although personally, I think losing your helmet is slightly better than losing your head. Every player has a set number of slots for equipment, which is briefly summarized below.
Armour – Like the name says on the tag, armor generally protects you from damage, cutting the damage inflicted on you by monsters by a fair amount, in different methods which each provide some sort of advantage.
Weapon – Your tool of battle. They do the opposite of what armor can do by increasing damage inflicted on monsters, in several different ways. Weapon type also plays a role, depending on the monster faced. A skeleton, for example, would be killed much more quickly by a hammer than by a sword.
Offhand – The other hand, which you can use for various purposes. This gives you some freedom in deciding what is more important to you. Whether you will use this for a shield for additional defense or another weapon for additional attack, is entirely up to you. This slot can be shut off however, either if you have a specific weapon that disallows it (2-handed gear), or if you lose the limb. Yes, it will be gory if you do.
Accessory – These gems can augment anything. And it’s not exclusive to battles either. You can have a lucky charm to get better fortune from a lucky roll, or protection from an unlucky one, or even something to increase the roll needed for a flourish. You have a lot of freedom with this one.
Potions – Liquid power. Potions usually are for health, and are essential after a long time alone in the dungeon, everybody starts off with potions, how many though depends on your luck. Be sure to loot them or drink them whenever you find them. Some potions however, can do other things, these effects are usually very beneficial, but last a short time. I say usually though, because you can never be too sure…
Food - As explained above, food is needed unless you want to starve. It will be represented by a counter. And that counter determines how much is recovered if you consume everything you have, you can choose how much you eat though.
Runes – Last resorts for some, weapon of choice for others. Runes are necessary in casting magic. Magic can provide instant damage whenever you need it, or even instant death if the rune is powerful enough. They do other things too, but we’ll get to that later. As some people will no doubt play as mages, the runes will be essential to combat. Because when they run out, they’re doomed.
Miscellaneous - The category for everything else. This either serves for items that serve some sort of future purpose, when used at the right time, or weapons and gear you want but can't/won't use. If it doesn't fit anywhere else, it fits here.
Effect - A temporary enhancement that either helps or hurts you. This is usually the effect of potions, although some elements within the dungeon may occupy this space. Effects always only last until they are dissipated/cured, replaced by another effect, or if the timer on them wears off (varies, such as X number of rolls or X number of battles, etc.
Armour – Like the name says on the tag, armor generally protects you from damage, cutting the damage inflicted on you by monsters by a fair amount, in different methods which each provide some sort of advantage.
Weapon – Your tool of battle. They do the opposite of what armor can do by increasing damage inflicted on monsters, in several different ways. Weapon type also plays a role, depending on the monster faced. A skeleton, for example, would be killed much more quickly by a hammer than by a sword.
Offhand – The other hand, which you can use for various purposes. This gives you some freedom in deciding what is more important to you. Whether you will use this for a shield for additional defense or another weapon for additional attack, is entirely up to you. This slot can be shut off however, either if you have a specific weapon that disallows it (2-handed gear), or if you lose the limb. Yes, it will be gory if you do.
Accessory – These gems can augment anything. And it’s not exclusive to battles either. You can have a lucky charm to get better fortune from a lucky roll, or protection from an unlucky one, or even something to increase the roll needed for a flourish. You have a lot of freedom with this one.
Potions – Liquid power. Potions usually are for health, and are essential after a long time alone in the dungeon, everybody starts off with potions, how many though depends on your luck. Be sure to loot them or drink them whenever you find them. Some potions however, can do other things, these effects are usually very beneficial, but last a short time. I say usually though, because you can never be too sure…
Food - As explained above, food is needed unless you want to starve. It will be represented by a counter. And that counter determines how much is recovered if you consume everything you have, you can choose how much you eat though.
Runes – Last resorts for some, weapon of choice for others. Runes are necessary in casting magic. Magic can provide instant damage whenever you need it, or even instant death if the rune is powerful enough. They do other things too, but we’ll get to that later. As some people will no doubt play as mages, the runes will be essential to combat. Because when they run out, they’re doomed.
Miscellaneous - The category for everything else. This either serves for items that serve some sort of future purpose, when used at the right time, or weapons and gear you want but can't/won't use. If it doesn't fit anywhere else, it fits here.
Effect - A temporary enhancement that either helps or hurts you. This is usually the effect of potions, although some elements within the dungeon may occupy this space. Effects always only last until they are dissipated/cured, replaced by another effect, or if the timer on them wears off (varies, such as X number of rolls or X number of battles, etc.
Lore
As the story plays on, you may pick up various items or information about the world around you. The lore you obtain is as important as the equipment you wear, it often provides creative ways to defeat an enemy, which can end an encounter as quickly as it started. More importantly though, some of the information is essential for completing the game, as there are some traps that will most certainly kill you if you don’t go around it right. This information will be PMed to you when you obtain it, and from then on can be used like your money. So you can either hoard it for yourself, tell everybody about what you learned. Or, if your particularly devious, or just a fair merchant, you can trade your stories for other things, such as their own stories or even equipment.
Death
This dungeon didn’t claim hundreds before you simply to let you go though without a scratch. Your character is very susceptible to death, especially if your luck is rotten or if you get flourished by a monster. If you die, you have to start from square one. You have to create an entirely new character and try again. Perhaps your luck will change with this new character. Perhaps it will begin an endless stream of misery for you. You never know. In either case, you get an instant revive potion for each death you have tallied, so that you don’t fall too far behind in the eventual race to be the strongest dungeoneer.
Buddies
If it’s too dangerous to go out there alone, don’t take this suicide pill; take a friend. Players are allowed to team up with another player to help them in their quest. Your luck will rub off on each other, as in a roll, the one who rolled the highest will have the greatest effect on the fortune of both of you. And during battles, you can double-team your opponent by rolling a die for each of you, then adding together your total. This can vastly increase the damage output for you, killing things much faster. Such partnerships, however, are fragile. It’s easy to break up a partnership should the two buddies get separated. And, more often than not, the two companions will never see each other again.
Transformations
Due to the growing popularity of people turning into animals, whether it's werewolves, dragon people, and other such things. This little optional gimmick gets its own special slot. All transformations will be treated the same, be they werewolf or whatnot, and, game wise, are activated by runes. This isn't how it happens story wise, but it's easier to think of it like this, and limits how much you can abuse your powers. So if your character is one of these transforming characters, you can access theses special powers. When activated during a fight, all benefits from your armour and weapons are removed and replaced with special beast gear, plus you can't use any other spells and such until you finish the fight.
Weapon: Beast Claws (2h) - Double Damage
Offhand: Occupied
Armour: Natural Protection - -2 damage taken from attacks
Effect: Beastial Might - -10 hunger after the fight than the usual -5
There are upgraded forms of this basic structure, which will need slightly different runes to use, these won't be available until late-game though, so don't worry just yet.
You revert tohuman normal form after the fight, with your character gear exactly where you left it. Although there are immediate advantages to having a transformation, it has its drawbacks outside of combat. For example, hunger drains more quickly, which comes with the need for additional food to survive. And later in the game, when people are getting great weapons and armour that last for many battles, you will be gathering runes that only last for a single battle. Be wary of this.
Weapon: Beast Claws (2h) - Double Damage
Offhand: Occupied
Armour: Natural Protection - -2 damage taken from attacks
Effect: Beastial Might - -10 hunger after the fight than the usual -5
There are upgraded forms of this basic structure, which will need slightly different runes to use, these won't be available until late-game though, so don't worry just yet.
You revert to
Conclusion
This all boils down to one final purpose: to defeat the dungeon and find the Grail. You may have to do some dark things to get there, but the ends will justify the means, I promise. Although that would depend on your idea of justice. The dungeon picks its victor, and only that victor can claim the ultimate spoils.
If you’re reading this sentence, and didn’t just decide to go to the last tab, then you’ve learned everything you need to know about Roll to Dodge Adventures. You’re fully prepared for the challenges ahead. I'll see you at the entrance!
If you’re reading this sentence, and didn’t just decide to go to the last tab, then you’ve learned everything you need to know about Roll to Dodge Adventures. You’re fully prepared for the challenges ahead. I'll see you at the entrance!
Characters
Chadwyck
Deaths - 0
Kills - 0
Luck = Great
Paladin Warrior
Health = 53/70
Hunger = 50/50
Weapon: Silverflash - +1 to all combat rolls
Offhand: Steel Shield - -1 to damage taken on attack
Armour: Steel Plate Armor - -2 to damage to damage taken on attack
Accessory: Fortress Charm - +20 health
Potions: 1x Dew of the Devout (full recovery)
Food: 20x Food
Runes:3x Firebolt - 5 hp instant fire damage
2x Ice Shard - 6 hp ice damage
1x Shockwave - 5 hp instant shock damage, multiplied by number of enemies
Miscellaneous: N/A
Kills - 0
Luck = Great
Paladin Warrior
Health = 53/70
Hunger = 50/50
Weapon: Silverflash - +1 to all combat rolls
Offhand: Steel Shield - -1 to damage taken on attack
Armour: Steel Plate Armor - -2 to damage to damage taken on attack
Accessory: Fortress Charm - +20 health
Potions: 1x Dew of the Devout (full recovery)
Food: 20x Food
Runes:3x Firebolt - 5 hp instant fire damage
2x Ice Shard - 6 hp ice damage
1x Shockwave - 5 hp instant shock damage, multiplied by number of enemies
Miscellaneous: N/A
Dwayna Dragonfire
Deaths - 0
Kills - 0
Luck = Average
Dragonkin Spellsword
Health = 32/50
Hunger = 40/50
Weapon: Obsidian Sword: +2 damage dealt on attack
Offhand: N/A
Armour: Steel Plate Armor - -2 to damage taken on attack
Accessory: N/A
Potions: 1x Dew of the Devout - Full Recover
Food: 25x Food
Runes: 6x Fire Breath - 7 hp instant fire damage
6x Fire Spark - 3 hp instant fire damage
4x Fireball - 4 hp instant fire damage, add 2 damage if used at start of encounter
Miscellaneous: N/A
Kills - 0
Luck = Average
Dragonkin Spellsword
Health = 32/50
Hunger = 40/50
Weapon: Obsidian Sword: +2 damage dealt on attack
Offhand: N/A
Armour: Steel Plate Armor - -2 to damage taken on attack
Accessory: N/A
Potions: 1x Dew of the Devout - Full Recover
Food: 25x Food
Runes: 6x Fire Breath - 7 hp instant fire damage
6x Fire Spark - 3 hp instant fire damage
4x Fireball - 4 hp instant fire damage, add 2 damage if used at start of encounter
Miscellaneous: N/A
Luckii
Deaths - 1
Kills - 0
Luck = Failing
Charr Engineer
Health = 45/50
Hunger = 50/50
Weapon: Custom Rifle - Roll for instant damage at the start of an encounter
Offhand: Charr Claws - +2 damage on successful combat rolls
Armour: Engineer Garb - N/A
Accessory: Toolbelt - Allows you to take existing items and develop them into something more creative. Go crazy, but the quality is judged by a roll.
Potions: 2x Dew of the Devout - Full Recovery
20x Plasters (yes, the tiny ones, with fun strips, just for you :3) - +2 health
Food: 40x Food
Runes Gadgets: 5x Grenades - 7hp instant fire damage
3x Snares - Roll 4 or higher to ensnare, then roll 2 die to deal instant damage
Miscellaneous: Goggles
Wrench
Kills - 0
Luck = Failing
Health = 45/50
Hunger = 50/50
Weapon: Custom Rifle - Roll for instant damage at the start of an encounter
Offhand: Charr Claws - +2 damage on successful combat rolls
Armour: Engineer Garb - N/A
Accessory: Toolbelt - Allows you to take existing items and develop them into something more creative. Go crazy, but the quality is judged by a roll.
Potions: 2x Dew of the Devout - Full Recovery
20x Plasters (yes, the tiny ones, with fun strips, just for you :3) - +2 health
Food: 40x Food
3x Snares - Roll 4 or higher to ensnare, then roll 2 die to deal instant damage
Miscellaneous: Goggles
Wrench
Belle
Deaths - 0
Kills - 0
Luck - Mild
Amazon Warrior
Health = 50/50
Hunger = 50/50
Weapon: Spear - Nothing Special
Offhand: Silver Plate Discus - Start off a fight with a free roll for instant damage (half of what your roll is is the damage inflicted)
Armour: Vine Armour - when damage calculation is 1 or less, then the attack is negated.
Accessory: Amazon Charm - Damage penalties (physical outside of battles) are halved
Potions: 1x Dew of the Devout
Food: 45x Food
Runes: N/A
Miscellaneous: N/A
Kills - 0
Luck - Mild
Amazon Warrior
Health = 50/50
Hunger = 50/50
Weapon: Spear - Nothing Special
Offhand: Silver Plate Discus - Start off a fight with a free roll for instant damage (half of what your roll is is the damage inflicted)
Armour: Vine Armour - when damage calculation is 1 or less, then the attack is negated.
Accessory: Amazon Charm - Damage penalties (physical outside of battles) are halved
Potions: 1x Dew of the Devout
Food: 45x Food
Runes: N/A
Miscellaneous: N/A
Dark Soul
Deaths - 1
Kills - 0
Luck - Weak
Elven Werewolf
Health = 33/60
Hunger = 50/50
Weapon: Scimitar - +3 damage dealt during attacks
Offhand: Elven Bow - Roll for instant damage at start of a fight
Armour: Light Wanderer Gear - +10 max hp.
Accessory: Berserker Collar - 1/6 chance for double damage
Potions: 2x Dew of the Devout
Food: 30x Food
Runes: 4x Werewolf Form - (see transformations for details, when it's added at least)
3x Lifesap - 3 instant damage to opponents and 3 instant health to you
3x Ice shard - 3 instant ice damage to opponents
Miscellaneous: Whistle
Kills - 0
Luck - Weak
Elven Werewolf
Health = 33/60
Hunger = 50/50
Weapon: Scimitar - +3 damage dealt during attacks
Offhand: Elven Bow - Roll for instant damage at start of a fight
Armour: Light Wanderer Gear - +10 max hp.
Accessory: Berserker Collar - 1/6 chance for double damage
Potions: 2x Dew of the Devout
Food: 30x Food
Runes: 4x Werewolf Form - (see transformations for details, when it's added at least)
3x Lifesap - 3 instant damage to opponents and 3 instant health to you
3x Ice shard - 3 instant ice damage to opponents
Miscellaneous: Whistle
Shiny Eevee
Deaths - 1
Kills - 0
Luck - Horrible
Duke
Health = 38/50
Hunger = 40/50
Weapon: Heirloom Sword - 1/6 chance to double damage when attacking.
Offhand: N/A
Armour: N/A (Lords Travel Clothes)
Accessory: Aristocratic Emblem - +2 when defending from flourishes
Potions: 2x Dew of the Devout - Full Recovery
2x Healing Concoction - +15 hp per dose
Food: 15x Food
Runes: N/A
Miscellaneous: N/A
Kills - 0
Luck - Horrible
Duke
Health = 38/50
Hunger = 40/50
Weapon: Heirloom Sword - 1/6 chance to double damage when attacking.
Offhand: N/A
Armour: N/A (Lords Travel Clothes)
Accessory: Aristocratic Emblem - +2 when defending from flourishes
Potions: 2x Dew of the Devout - Full Recovery
2x Healing Concoction - +15 hp per dose
Food: 15x Food
Runes: N/A
Miscellaneous: N/A
Dinova2
Deaths - 0
Kills - 1
Luck - Incredible
Serin Snowflame - Runaway Paladin
Health = 49/50
Hunger = 50/50
Weapon: Barbed Spear - On successful attack, roll 5 or higher for +4 instant damage.
Offhand: Ornate Shield - -1 damage taken on attack
Armour: Chainmail
Accessory: Spell Charm - +2 damage to all offensive spells
Potions: 4x Bandages - +5 hp
3x Health Potions - +8 Health
Food: 60x Food
Runes: 5x Spark - 3hp shock damage
Miscellaneous: Demon-shaped Whistle
Kills - 1
Luck - Incredible
Serin Snowflame - Runaway Paladin
Health = 49/50
Hunger = 50/50
Weapon: Barbed Spear - On successful attack, roll 5 or higher for +4 instant damage.
Offhand: Ornate Shield - -1 damage taken on attack
Armour: Chainmail
Accessory: Spell Charm - +2 damage to all offensive spells
Potions: 4x Bandages - +5 hp
3x Health Potions - +8 Health
Food: 60x Food
Runes: 5x Spark - 3hp shock damage
Miscellaneous: Demon-shaped Whistle
Tangrow
Deaths - 0
Luck - Untested
Mind Flayer
Health = 35/50
Hunger = 50/50
Weapon: Iron Blade
Offhand: N/A
Armour: Arcane Gown - +1 magic damage, -1 damage taken from attack
Accessory: Tangrow's Talisman - +4 to magic damage
Potions: 5x Potions - +5 health
Food: 25x Food
Runes: 15x Mind Blast - -5 instant mind damage
5x Confuse - Flourish Requirement Reduced by 1.
Miscellaneous: N/A
Luck - Untested
Mind Flayer
Health = 35/50
Hunger = 50/50
Weapon: Iron Blade
Offhand: N/A
Armour: Arcane Gown - +1 magic damage, -1 damage taken from attack
Accessory: Tangrow's Talisman - +4 to magic damage
Potions: 5x Potions - +5 health
Food: 25x Food
Runes: 15x Mind Blast - -5 instant mind damage
5x Confuse - Flourish Requirement Reduced by 1.
Miscellaneous: N/A
Power Metal Maiden
Deaths - 0
Luck - Untested
Arctic Druid
Health = 50/50
Hunger = 50/50
Weapon: N/A
Offhand: N/A
Armour: N/A - Fur Robes
Accessory: Unmeltable Ice - 1/3 chance when casting magic to roll for additional damage.
Potions: 3x Potions - +5 health
Food: 15x Food
Runes: 5x Ice Shard - -5 instant ice damage
3x Polar Bear Form - See Transformations tab.
Miscellaneous: N/A
Luck - Untested
Arctic Druid
Health = 50/50
Hunger = 50/50
Weapon: N/A
Offhand: N/A
Armour: N/A - Fur Robes
Accessory: Unmeltable Ice - 1/3 chance when casting magic to roll for additional damage.
Potions: 3x Potions - +5 health
Food: 15x Food
Runes: 5x Ice Shard - -5 instant ice damage
3x Polar Bear Form - See Transformations tab.
Miscellaneous: N/A
The absent pit
Teapot
Deaths - 0
Kills - 0
Luck = Fair
Kills - 0
Luck = Fair
Tunolipede
Deaths - 0
Kills - 0
Kills - 0
Linkachu
Deaths - 0
Kills - 0
Luck = Strong
Kills - 0
Luck = Strong
Toru
Deaths - 0
Kills - 0
Luck = Bipolar
Kills - 0
Luck = Bipolar
Blazi
Deaths - 0
Kills - 0
Luck = Lady Lucks Husband
Kills - 0
Luck = Lady Lucks Husband