End of Legends: Character creation guide.

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Magic Effects Cont … 
Time: Will reduce an enemy’s speed, 1/3 for 3 turns.  Has a 1/6 chance to Decay weapons and equipment,  reducing their damage permanently until repaired by 1/3.
Space: While Casting or holding,  you are harder to hit by 1/6. Cursed object have extended range.  Has a 1/3 chance to make target easier to hit.  1/6 chance to make it so target can no longer dodge for 3 turns.  Has a 1/3 chance to surpass physical objects,  and obstacles. 
Soul: Can mimic all spell types.  But does soul damage instead. Has a 2/3 chance to mimic a chosen effect at 1/6 reduced durability.  Can only be stopped with psychic. 
Dragon:  Has a 1/6 chance to add power and speed to overall damage.  +1/2 damage to all targets of an opposing alignment or gender. 
Light: Does +1/3 damage depending on time of day.  Most effective against creatures of shadow +1/2. Can be bent around Corners. Cursed weapons become mirrored.  1/3 chance to temporarily blind target during the day.
Alchemy Effect
Cold: Has a chance to freeze burn target 1/3, does +1/3 damage.  1/6 chance to remove fire from Affinity slots.  Freeze target in place 1/6 chance.
Chemical: Chance to boost Alchemy damage against target by 1/3. Chance to reduce the attack of mechanical and magic weapons by 1/3, 1/6 chance. Can corrupt bodies of water.
Sound: Chance to ignore armor,  1/3. Chance to do more damage based on enemy armor,  1/6. Silenced by and cancels wind.  1/3 chance to cause deafness. 
Atomic: Chance to radiate target.  Radiation causes spells to backfire and damage caster for 3 turns.  Has as chance to cause earth magic’s to explode,  creating radiation hazard,  and  damaging target. 
Magnetic: Chance to do extra damage based on weapons and items you are holding 1/3. Chance to make metal weapons unusable 1/6.
Void: Chance to make enemy unable to do damage for 3 turns,  1/3. Chance to skip enemy’s next turn 1/6.
Chaos: Chance to inverse the effects of a targets magic.  1/3. 1/6 chance to damage target with the number weapon and magic slots,× 6.
Psychic: As a lvl three bolt or above,  throw a weapon you are holding and have it return to you.  Attacks with weapons effect,  psychic.  Eye spells combine with all others,  and increases targets attack. 
Holy: Does Damage based on characters alignment.  Good evil and neutral +1/2 damage.  Gains power if said with a prayer+1/3, prayer must be relative to target. 
Shadow:  has a 1/3 chance to cause shadow sickness.  Shadow sickness does damage to you per turn depending on time of day. Can also blind you completely in the dark. Can become stronger while standing in shade +1/3. Cursed object become shadows.




Item Master
There are many items that can be used to survive.  These items are infused with magic and will aid you in battle.  Item masters are very versatile in their ability to be experts in confrontations. Some items are mandatory others are optional,  but most will insure an advantage in combat. 
The magic item bag needed to carry items will hinder your ability to carry weapons and magic.  But will make up for the fact with powerful objects and trinkets. Magic bag turns money into items. 
Screw Driver: Allows you to repair broken guns,  mechanical swords,  and armor. 
Smiths Hammer: Allows you to repair regular and enchanted weapons, and armor. 
Bottle of water: Makes you immune to magic and hazardous areas for a limited number of attacks.
Extended Clip: Doubles the clip size of a weapon for one clip before reload. 
Small Healing Potion: Heals you or an ally for 1/6 of your life. 
Healing Potion: Heals you or an ally for 1/3.
Large Healing Potion: Heals you or an ally for ½ of your health. 
Casting scroll: Casts a level 1, 2, or 3, bolt spell at the cost of 1,2,or3 shells. 
Piece of a tomb stone: creates a one step sized piece of cover with a three hit duration. 
Piece of a Sepulture: creates a wall of cover five steps in length. 
Eye Glass: Extends the range of your fire arm by ten steps. Anything within original range is an auto hit,  lasts 3 shots. 
Piece of shadow: Turns you invisible in the shade of an object. 
Drakmoar Tears: Turns spell into a weapon for 3 uses.
Stop watch: Reverses an enemy’s turn. 
Poker Chip: Increases your defense for 3 turns based on a dice roll × result. 
Magic Seed: Once planted will remove hazardous area. 
Magic Ring: Doubles the power of a spell type,  or affinity. 
Ammo: Needs to reload a weapon.  You can turn shells into ammo.
Overdrive Gear: Halves the cost of a mechanical weapons use.
Loud Speaker: Extends the distance of your speech ability. 
Rations: Increases your recovery stat for 10 injuries by 12 points. 
Rare Items
Bag of wind: Reduces everyone’s range on the map by 15 steps.
Holy Water: Creates Area in which spells cannot be used.
Magnifying Glass:  Focuses the direction of the sun into a range less attack.  100 percent. 
Scroll Burner: A one shot riffle made from a hundred scrolls.  Takes Five turn to fire,  creates magic torrent of powerful magic explosion.
More items can be added to the bag,  and be produced by the bag.

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