Long ago in the kingdom of Myrelester, there lived a group of dragons, who bore gifts. With these gifts, they’d blessed mankind with many powers, with which the kingdom was able to grow. One dragon gifted the flame of power, one dragon gifted the wind of change, one dragon gifted the spark of thought, and one dragon gifted the steel of will. Among them, there were two special dragons, one responsible for judgement, Minoi, and determining the ultimate fate of those presented to her, and one responsible for the dead, Sepkir, making sure they were brought to judgement and making sure they weren’t forced to wander.
However, for reasons most of the common folk don’t know, Sepkir went mad. He tried to strike down the dragons, summoning up an army of the dead to attempt to strike them down. Through much strife, it was Minoi’s judgement that crippled Sepkir’s army. Once the army was taken down, Sepkir was forced into imprisonment, hidden deep underground. And, since then, the kingdom was built over the old battleground, and the dragons have taken up residence among the various villages. There, they stand as guardians over the many villages, stepping down to aid in case the village is in danger.
However, recently a danger has arrived, who wields power unlike those any’d ever possessed. He commands a cult of warriors, each seeking to carry out his vision. In his vision, the dragons are in danger, and so is any other person that steps in between him and them. When word of a village’s dragon being killed spreads, it’s up to a few villagers to repel the enemy forces. Else, the kingdom may very well be in danger.
How to Play
Character Creation
Before you initiate, you'll have to create your character.
- Name:
- Gender:
- Backstory:
- Class:
- Starting Weapons:
- Growth Rate Priority:
Name, gender, and backstory should be simple enough to explain, but let's discuss Class, Starting Weaponry, and Growth Rate Priority.
Classes
A class is integral to your character. Classes determine your starting stats, whether or not you can fly, what weapons you can wield, and what other classes you can eventually promote yourself into. There are a few starting classes available at the start. You may notice a letter next to the available weapons. That represents your proficiency. You improve your proficiency by using that type of weapon more and more, and you can only use certain weapons based on your proficiency. You can only equip yourself with weapons of the same proficiency of your starting proficiency when you create your character.
Beyond that, HP determines how much health a character has, Str determines how much a physical attack does, Mag determines the effectiveness of magic moves, Skl determines hit rate and crit rate, Spd determines the evasion ability and can determine if you get multiple hits, Lck determines the luck of someone, Def determines how much physical damage is negated, Res determines how much magical damage is negated, and Move determines how many grid spaces you can move. Your stats randomly increase when you level up. You can level up a class up to level 20. If your character is over level 7, then you can use the item "Master Seal" to promote yourself to another class.
As the story progresses, more classes will be made available for character creation.
- Tactician: A class capable of wielding swords and magic. They are very balanced and have a fairly even growth rate. Though, because of this, they tend to not excel in a particular area.
- Available Weapons: Sword(E), Anima Tome(E)
- Stats: HP:16, Str:4, Mag:3, Skl:5, Spd:5, Lck:0, Def:5, Res:3, Move:5
- Cavalier: A unit riding a horse. These are good for direct attacks, though their growth rates will eventually make things harder for them.
- Classifications: Beastly
- Available Weapons: Sword(E), Lance(E)
- Stats: HP:17, Str:6, Mag:0, Skl:5 Spd:5, Lck:3, Def:5, Res:3, Move:7
- Archer: Bow wielders that aren't good when surrounded.
- Available Weapons: Bow(E)
- Stats: HP:17, Str:5, Mag:0, Skl:7, Spd:5, Lck:2, Def:4, Res:1, Move:5
- Cleric: A unit that isn't usually used for combat, but is instrumental in a successful attack due to their supportive abilities.
- Available Weapons: Staff(E)
- Stats: HP:16, Str:0, Mag:4, Skl:3, Spd:6, Lck:4, Def:1, Res:6, Move:5
- Mage: A classic magic user, though not good at up close combat.
- Available Weapons: Anima Tome(E)
- Stats: HP:15, Str:0, Mag:4, Skl:5, Spd:6, Lck:1, Def:1, Res:3, Move:5
- Thief: A quick unit that is able to pick any lock. Good for if you want to grab something from a chest or open a locked door.
- Available Weapons: Knife(E)
- Stats: HP:16, Str:3, Mag:1, Skl:4, Spd:8, Lck:1, Def:2, Res:4, Move:5
- Merchant: A mounted unit that’s known for selling good and for their trade. Though, they may trade blows if they’re attacked. They aren’t known for their survivability. In between battles, however, they can pull from the convoy’s gold to purchase a fairly weak bodyguard that’ll act as an ally during the next fight.
- Classifications: Beastly
- Available Weapons: Bow(E), Lance(E)
- Stats: HP:16, Str:5, Mag:0, Skl:7, Spd:7, Lck:3, Def:4, Res:4, Move:7
- Blacksmith: A common man that typically works to produce various metal-based products, from weapons to shields to armor. They’re fairly resistant to magic, and fairly strong, though they don’t have terribly great defenses. Additionally, there is a very slight chance that they could cause an enemy to be unarmed when they fight. Note: if an unarmed enemy then initiates combat, they will re-equip their weapon in order to attack, so this skill is more useful for when an opposing phase occurs and when there’s another unit nearby to wear down the foes without getting hurt.
- Available Weapons: Axe(E)
- Stats: HP:20, Str:7, Mag:0, Skl:5, Spd:5, Lck:0, Def:2, Res:4, Move:5
- Dancer: A unit that isn't usually good in battle, but can inspire fellow units to move again in the same turn by dancing to them.
- Available Weapons: Sword(E)
- Stats: HP:16, Str:1, Mag:1, Skl:5, Spd:8, Lck:0, Def:3, Res:1, Move:5
- Mercenary: Units that stick to the sword. They are usually balanced.
- Available Weapons: Sword(E)
- Stats: HP:18, Str:5, Mag:0, Skl:8, Spd:7, Lck:0, Def:5, Res:0, Move:5
- Fighter: A powerful class brandishing a powerful axe in battle. These guys are typically built for face to face combat.
- Available Weapon: Axe(E)
- Stats: HP:20, Str:8, Mag:0, Skl:5, Spd:5, Lck:0, Def:4, Res:0, Move:5
- Knight: A warrior clad in thick armor and bringing lances to battle. They serve as a thick line of defense against incoming foes, and can dish out a fair amount of damage, but they are notoriously slow.
- Classifications: Armored
- Available weapon: Lance(E)
- Stats: HP:18, Str:8, Mag:0, Skl:4, Spd:2, Lck:0, Def:11, Res:0, Move:4
- Wyvern Rider: They're known for being very powerful against normal units, and being able to fly. However, like other flying units, they're weak to wind magic and bows. Plus, they don't have a lot of defense against magic, so be careful if you see a mage.
- Classification: Draconic, Flying
- Available Weapons: Axe(E)
- Stats: HP:19, Str:7, Mag:0, Skl:6, Spd:5, Lck:0, Def:8, Res:0, Move:7
- Pegasus Knight: A knight perched upon a Pegasus. Pegasus Knights have unmatchable maneuverability, able to fly over raised planes and hover over gaps. As a Pegasus Knight, you should be weary of archers, beast-killing gear, and wind magic. Also be weary of their frail defenses.
- Classifications: Beastly, Flying
- Available Weapon: Lance(E)
- Stats: HP:16, Str:4, Mag:2, Skl:7, Spd:8, Lck:0, Def:4, Res:6, Move:7
- Myrmidon: A foot soldier known for their speed and skill. They can't take too many hits, but they're good for dealing damage, so long as they can dodge fast enough.
- Available Weapons: Sword(E)
- Stats: HP:16, Str:4, Mag:1, Skl:9, Spd:10, Lck:0, Def:4, Res:1, Move:5
- Troubadour: A mount unit that can cross a wide distance to any injured ally. Beware, for their low defenses make them easier prey for foes.
- Classifications: Beastly
- Available Weapons: Staff(E)
- Stats: HP:16, Str:0, Mag:3, Skl:2, Spd:5, Lck:0, Def:1, Res:5, Move:7
- Dark Mage: A type of spell caster notable for their use of dark spells. They wield dark magic, which is very powerful, yet fairly inaccurate.
- Available Weapons: Dark Tome(E)
- Stats: 18 HP, 1 Str, Mag:3, Skl:2, Spd:3, Lck:0, Def:4, Res:4, Move:5
- Hunter: A ranged fighter that is finely attuned with the forest. They’re seen wielding bows and knives, so they aren’t completely helpless. Though, as hunters, they rely on accuracy above defense, so they may not deal a lot of damage to foes, but they could be useful for a well-aimed critical hit.
- Available Weapons: Bow(E), Knife(E)
- Stats: HP:14, Str:6, Mag:1, Skl:9, Spd:5, Lck:2, Def:4, Res:3, Move:5
- Centaur: A strange race of people that’s able to transform from man to a horse-like beast through the use of a stone. They serve well for maneuvering around a field, and are notable for a fairly sizable strength pool, though their low defenses leave them fairly open.
- Classifications: Beastly
- Available Weapons: Beaststone(E)
- Stats: HP:16, Str:7, Mag:1, Skl:6, Spd:8, Lck:0, Def:2, Res:3, Move:7
- Jester: Agile characters with a focus on movement and luck, using various weapons that can create illusions and various tricks. They would be able to create diversions and mess with opponents.
- Available Weapons: Gags(E)
- Stats: HP:13, Str:1, Mag:3, Skl:4, Spd:5, Lck: 4, Def:0, Res:1, Move:6
Weapons
Weapons determine how much damage you do, but they also have a limited usage. Mind your weapon's durability. It should also be noted that certain weapons are part of a rock-paper-scissor-esque triangle. Which ever beats the other determines whether the weapon will deal more damage or not. Sword is better than axe which is better than lances. More weapons will be listed as the story progresses and proficiencies increase.
Swords, lances, axes, knives, beaststones, and bows deal str damage unless specified otherwise. Anima tomes, dark tomes, and gags deal mgc damage.
Note: Before you choose your weapons, consider the Current Creation Level/Rank, specifically the rank. If you choose a unit with more than one weapon type, you'll have to either allocate all proficiency experience into one weapon rank, or allocate your experience across the various weapon ranks.
- Bronze Sword
- 50 uses, 3 damage, 100% hit rate, 0% crit rate, 1 range
- Rank E Sword
- Glass Sword
- 3 uses, 11 damage, 85% hit rate, 0% crit rate, 1 range
- Rank E Sword
- Bronze Lance
- 50 uses, 3 damage, 90% hit rate, 0% crit rate, 1 range
- Rank E Lance
- Glass Lance
- 3 uses, 13 damage, 75% hit rate, 0% crit rate, 1 range
- Rank E Lance
- Bronze Axe
- 50 uses, 5 damage, 85% hit rate, 0% crit rate, 1 range
- Rank E Axe
- Glass Axe
- 3 uses, 15 damage, 65% hit rate, 0% crit rate, 1 range
- Rank E Axe
- Bronze Bow
- 50 uses, 3 damage, 90% hit rate, 0% crit rate, 2 range, deals 3x damage to flying units
- Rank E Bow
- Glass Bow
- 3 uses, 12 damage, 75% hit rate, 0% crit rate, 2 range, deals 3x damage to flying units
- Rank E Bow
- Bronze Knife
- 30 uses, 1 damage, 70% hit rate, 0% crit rate, 1-2 range
- Rank E Knife
- Staff(Heal)
- 30 uses, heals 10 units + Mgc, 1 range
- Rank E Staff
- Staff(Rescue)
- 5 uses, pulls a unit within range of 1-(Mgc/2) to a space adjacent to caster
- Rank E Staff
- Thunder
- 45 uses, 3 damage, 80% hit rate, 5% crit rate, 1-2 range
- Rank E Anima Tome
- Fire
- 45 uses, 2 damage, 90% hit rate, 0% crit rate, 1-2 range
- Rank E Anima Tome
- Wind
- 45 uses, 1 damage, 100% hit rate, 0% crit rate, 1-2 range, deals 3x damage to flying units
- Rank E Anima Tome
- Flux
- 45 uses, 4 damage, 75% hit rate, 0% crit rate, 1-2 range
- Rank E Dark Tome
- Bronze Beaststone
- 50 Uses, 3 damage, 95% hit rate, 5% crit rate, 1 Range
- Rank E Stone
- Fog
- 1 Damage, 30 Uses, 90% hit rate, 0% crit rate, 1-2 Range, reduce accuracy by 10
- Rank E Gag
- Illusion
- 2 damage, 30 Uses, 60% hit rate, 13% crit rate, 1-5 range, when not being used to damage a foe, it produces an illusionary copy that doesn't deal damage, and dissipates after one hit
- Rank E Gag
Items
- Vulnerary: Restores 10 HP. Can be used thrice.
- Lockpick: Used to unlock doors and chests. One can be used 10 times
Current Creation Level/Rank
At this point, players can start at:
Lvl 1(50/100), Rank E(49/100)
A special note, the Weapon proficiency represent accumulated experience gained in a particular proficiency. If you submit a character capable of wielding more than one type of weapon, you'll have to distribute the cumulated experience among the available proficiencies. For example, it currently reads Rank B, 11/100. Each rank contains 100 experience, so this is 411 proficiency to distribute.
Growth Rate Priority
Each class can level up to level 20 without a class change/promotion. Each class has varying levels of growth rate, so there are chances some stats will improve while other stats don't. Some level ups will yield many rewards, but others may wield lesser rewards. At least by default. If you wish to keep growth rate at default, then leave Growth Rate Priority blank. Otherwise, list the stats you wish to prioritize the growth rate for, and one you have to stunt the growth rate for. You can only prioritize 1 stat, and you'll be forced to deprioritize one stat. If you prioritize one stat, then there's a greater chance it'll grow with each level up. If you deprioritize one, there's a lesser chance it'll grow with each level up.
- Growth Rate Priority: +Str, -Mag
The above prioritization will allow strength to grow more consistently, but make magic's growth rate significantly slower than usual. Again, if you wish to go for the default growth rate, leave Growth Rate Priority blank.
Battle Scene
Along with story stuff and character interactions, players may encounter villainous foes in fields. Battle is based on a character's equipment and stats, while movement is based on a stat called "movement" and the grid. From left to right, the columns are marked A, B, C, and so on and so forth. From up to down, the rows are marked 1, 2, 3, and so on. Players will be prompted to move along these grids to a specified position. For example, assuming you're the myrmidon, you'd be at F1. You'd have 5 movement, and thus five spaces to move. So, from F1 to F5, adjacent from the thief, would be four spaces. E5 would be five spaces away for the myrmidon, as would J2. Occasionally in the field, you'll find orange squares, which are impassible to either foes. If you find a pure black square, nobody except flying troops can cross it.
On the field, you'll encounter squares marked something like "Treasure" or "Event" or otherwise. "Treasure" marks a treasure chest, which is locked. "Event" would represent a tile that can have some sort of affect, usually positive, on a player, such as increased weapon proficiency, or finding an item.
You may notice different hues to the field. Those represent different heights. The darker the height, the lower the terrain as. If you're higher, you'll have better accuracy against foes. If you wish to travel from height to height, you'll have to rely on there being a proper transition (as in, there has to be a point one level higher for you to travel across).
Left is lowest, right is highest.
Battling
If an opponent is within attack range (for most melee users that's adjacent on four sides, for archers that'd be 1 space ahead from the adjacent areas, and magic ranges will be specified in the spells), you can choose to attack an opponent. Similarly, opponents will be able to move towards you and attack. Depending on both fighters' weapons, the fighters will exchange blows, the attacker attacking first and the attacked attacking second. Enemies (ie, immediate threats) are marked by red squares, will have a title describing their class, and will have their weapon specified in parenthesis next to their classification. Neutral opponents are marked in green. If you're attacking a foe from a higher position, you'll gain an accuracy/evasion bonus.
Before you officially fight an opponent, players will be told how much damage they'll take and how much damage the opponent will take, how likely each of you are to land your attack, and the chance of critical attack on either side. Players can also change their weapon, and the attack, accuracy/evasion, and critical will be updated.
In addition to attacking, either side can use an item, trade items with adjacent units, or wait their turn. There are no pair ups in here, apologies.
Turns
Turns last until each unit on either side perform their actions. If a player attacks, uses an item, or waits, that is marked as the end of their movement. When all units on one side finish their turn, the other side will move. First is the player side, in which each player decide their actions. Second is the enemy side, who is controlled by the controller of the game (me). Third, that is if there are three types of units, are neutral units. Some may be recruitable, some try to steal away items, or who know what else. If a player isn't yet with the main party, they may show up as a neutral member, at which point the main party will have to speak with them to recruit them. Otherwise, they are controlled by the controller of the game (me).
Inventory
All players can hold a maximum of 8 items (including weapons) in a battle. If a character collects an item and has a full inventory, it'll be automatically transferred to "Convoy." Any gold collected automatically goes to “Convoy." Before battles, you can choose the items you wish to bring into battle as well as items you wish to transfer to "Entire Inventory."
Child Units
Eventually in the game, there is going to be a time skip. During this time skip, units are able to pair up and, mid time skip, have a child. Players are freely able to pair up two of their own units, but if you wish to have a child unit with another character, please get the other player’s permission first. Your child unit will acquire the class of the mother, and earn some growth rates from the father.
Units
- Convoy: 750g
- Fyrrin(Hunter) - Fyrrin grew alone in the forest, without a family. While there, he learned the art of the bow via a merchant, and garnered more skills from various travelers. He works as a bounty hunter, tracking his targets wherever.
- Lvl 1, Current EXP: 69/100, Bow Proficiency(E): 61/100, Knife Proficiency(E): 01/100
- Current Stats: HP:14, Str:6, Mag:1, Skl:9, Spd:5, Lck:2, Def:4, Res:3, Move:5
- Growth Rate: +Skl, -Mag
- Equipment(2/8): Bronze Bow(41/50), Bronze Knife(29/30)
- Alia(Dancer) - Alia once lived in a simple village by a river bank. However, a bad storm came down and flooded it. She was left as the only survivor, and was left wandering.
- Lvl 1, Current EXP: 80/100, Sword Proficiecy(E): 01/100
- Current Stats: HP:16, Str:1, Mag:1, Skl:5, Spd:8, Lck:0, Def:3, Res:1, Move:5
- Growth Rate: Untouched
- Equipment(1/8): Bronze Sword(49/50)
- Luin (Dark Mage) - Luin lived in the outskirts of a village, being the child of the only mage. His mom, the mage, helped to teach him magic, and he learned how to cast dark magic. So, having turned 18, he decided to set out and garner as much knowledge on magic as possible.
- Lvl 2, Current EXP: 24/100, Dark Tome Proficiency(E): 88/100
- Current Stats: 19 HP, 1 Str, Mag:4, Skl:2, Spd:4, Lck:0, Def:4, Res:4, Move:5
- Growth Rate: +Mag, -Def
- Equipment(1/8): Flux(34/45)
- Everlee Rodas (Troubadour) - Everlee was the descendant to an ancient hero. She desired adventure, so one day she left her home village to do it.
- Lvl 1, Current EXP: 58/100, Staff Proficiency(E): 61/100
- Current Stats: HP:16, Str:0, Mag:3, Skl:2, Spd:5, Lck:0, Def:1, Res:5, Move:7
- Growth Rate: +Mag, -Str
- Equipment(1/8): Heal(Staff)(27/30)
- Nemain (Mercenary) - Nemain was born to a clan of well known mages, though without a magical bone in her body. Instead, she learned her way with the sword. Bored with life in the clan, she left to find excitement, participating in arenas and drinking.
- Lvl 1, Current EXP: 53/100, Sword Proficiency(E): 48/100
- Current Stats:HP:18, Str:5, Mag:0, Skl:8, Spd:7, Lck:0, Def:5, Res:0, Move:5
- Growth Rate: +Str, -Mag
- Equipment(1/8): Bronze Sword(46/50), Vulnerary
- Corbin (Myrmidon) - Living on the country side, Corbin grew interested in the sword. And then, when an aristocrat, Courtney, caught his eye, he became more tempted to hone his skills to impress her. However, her mansion was ransacked by ruffians. Despite Corbin's defense, Courtney was kidnapped. Now, Corbin trains so he may one day find aristocrat, eventually catching the eye of Myrelester's army.
- Lvl 1: 65/100, Sword Proficiency(E): 56/100
- Current Stats: HP:16, Str:4, Mag:1, Skl:9, Spd:10, Lck:0, Def:4, Res:1, Move:5
- Growth Rate: +Spd, -Mag
- Equipment(3/8): Bronze Sword(48/50), Vulnerary, Lockpick
The Story So Far
- Chapter 1 - Over night, the town of Stymiki was attacked by a clan of dangerous foes, wiping out many innocent villagers. Once the local guard was overwhelmed, the dragon that'd guard the village, Miciti, came out to intercept the attackers. Unfortunately, they pulled out a soldier with a strange sword, who seemed to be able to, not only stop the dragon's attack, but also pierce through his defenses. Miciti was slain, and at that the clan left. Come morning, and a band of bandits, led by a myrmidon named Weil, decided to raid the harmed village. However, Fyrrin, Alia, and Luin suddenly showed up and fought them off, pushing them away. It's then revealed that the man that asked for their help, Damien, was the son of the chief, and apparently his rule is already thrown into question. Though, before the three could really do anything about that, people from the town they started from, Tyka, came up and brought them back, revealing that they're tracking down Weil, and that they'd appreciate if the group could help take those guys down.