----------------------------------------
CARD GENERAL INFORMATION:
Cards come in several grades. Gray, White, Green, Blue, Yellow, Purple, Orange, Black. Or as people from some countries call them, Trash, Common, Uncommon, Rare, Ultra-Rare, Epic, Legendary, Unique. The card's grade is painted on the border and the text of the card. All cards have the same pattern on their back. Gray cards
Cards can be of five types. Equipment, Class, Skill, Consumable, Modifier. Each type can have subtypes, like Equipment that must fit one of twelve slots across ten types: Main Hand, Off-Hand, Ring (up to 2), Armor, Clothes, Cloak, Neck, Headgear, Footwear, Accessory (up to 2). Consumable has two subtypes: combat consumables and provisions. The former encompasses potions, bombs, oils, elixirs, poisons, etc. The latter are food and drink. Some high-grade provision cards are quite exquisite dishes and are valuable for the aristocracy. Only Equipment and Consumable types come in the Gray grade. Skills, Classes, and Modifiers are never Gray.
There is one special type of card that only exists inside a Dungeon. The [Egress] card, that has a silver background and border. No Adventurer can leave a Dungeon without one, and a party needs one [Egress] for each person.
Finally, cards have a flavor text, usually a quote or some kind of warning. These are not just fluff. The text is part of the card's effect or description.
----------------------------------------
CLASS AND SKILL CARDS:
Class cards have two sections. Attribute bonuses, and Special abilities. The name of the Class has an impact only on the distribution of the Attribute bonuses and on the type of the Special abilities. At the first tier, the minimum Attribute bonus is determined by the formula (5 * grade), where [grade] goes ranges from 2 to 7 equivalent to White through Orange grades. Some Class cards may have slightly improved Attribute bonuses either because they have some special condition or because the requirements are too high. The Special Abilities range from none at White to five for Orange. Each Special ability is weaker than a Skill but they get stronger as the grade increases. A sample Orange Class is shown below:
> [Enchantress] - Orange Class. Requires level 1.
>
> +5 Reason
>
> +5 Willpower
>
> +5 Perception
>
> +20 Charisma
>
> "Entrust everything to the power of your personality."
>
> Special: This Class has two extra Skill slots.
>
> Special: Add half your Charisma to Endurance to determine your stamina pool.
>
> Special: Add half your Charisma to Willpower to determine your mana pool.
>
> Special: Add half your Charisma to Vigor to resist wounds.
>
> Special: Add half your Charisma to Agility to dodge attacks.
Classes improve as their tier goes up. A second-tier Class will have 60% better Attributes (i.e. The base value for the calculation will be 8) and stronger Special Abilities than the first-tier. A third-tier will have 75% better Attributes (i.e. values of 14 * grade). A fourth-tier is 75% stronger than a third-tier (24.5 * grade). For the fifth-tier and forward, it goes up by about 85%. At the sixth-tier and onwards, it doubles. No Class cards for the seventh-tier and onward were ever found (given that they drop on Dungeons too strong for anyone to clear, that's understandable), thus the values are estimated. An Orange-grade ninth-tier Class theoretically could give 5,040 Attribute points. It would also require the user to be at least level 400. There is no tenth-tier, as anyone with a level cap of 450 would die from the shock of activating an Arbitrium.
Class Tier 1 2 3 4 5 6 7 8 9 Base Attribute Values 5 8 14 24.5 45 90 180? 360? 720?
Skill cards will have Attribute bonuses and one effect. Some might have a special trait. The effect gets stronger as the grade increases, and the same Skill can have several variants with different parameters. Skills are not balanced, some are better than others and while they won't have the same effect, the practical implications might rank one above the other. Some very powerful Skills do not have lower-grade versions. Attribute bonuses vary inside a range, as shown below.
Skill Grade Gray White Green Blue Yellow Purple Orange Attribute Bonuses N/A - Does not exist. No Attribute bonus
3 ~5
5 ~8
8 ~15
15 ~ 20
20 ~30
Skills Also increase in power as their tier goes up. They follow the same progression as the Classes. Values are not shown here.
Finally, upon activation of Class and Skill cards, one can suffer a huge system shock that may lead to unconsciousness. The odds are relative to the total Attribute points from the cards as compared to the total increased.
----------------------------------------
EQUIPMENT CARDS:
Each person can only have twelve pieces of Equipment created from cards active. They can have other items on them but these won't display any special characteristics beyond their physical properties or grant any kind of Attribute bonus. Activating or removing an Equipment only takes as much time as it takes to put on the item or to wield it. Clockwork Equipment can be crafted, but that requires an expert [Gadgeteer] and the item has to be custom-made.
A piece of equipment created from a card only lasts for two hours outside a Dungeon, regardless of the Modifier Cards applied (including [Permanency]). Equipment summoned inside a Dungeon lasts for the whole delve (i.e. vanishes when the Adventurer either dies or uses an [Egress] card). If [Permanency] is used as a modifier inside a Dungeon, the item does not vanish.
Equipment does not follow any guidelines as to how many Attribute points they give. Some are sought for their Attribute bonuses, Others are wanted for their special properties.
----------------------------------------
MODIFIER CARDS:
These cards are famous for their light pink background and most of the time called "pink cards". A modifier can only be used in tandem with an Equipment card, up to five per piece of Equipment. The order in which the Modifiers are inserted matter as the ones further from the Equipment have less chance of successfully modifying the piece of Equipment. Most Adventurers don't bother trying for all five, as Modifier cards can be very expensive.
----------------------------------------
PET CARDS:
Pet cards are extremely rare. While there are other ways to obtain pets, these are not available to most people. A pet card drops only from the monster it belongs to and allows one to summon the monster as a combat pet. A person can only have one combat pet but while the combat pet is active, it may grant an Attribute boost. Pets can be converted into a innofensive form to avoid counting against this limit, but there is a steep cost in Essence to convert it back to a combat pet. Pets can grow with their owners.
These cards are highly sought after by collectors.
----------------------------------------
CARDS PER CHAPTER:
VI
> Warrior (green quality) - Requires Level 1
>
> Strength: +4
> Vigor +3
> Endurance +2
> Dexterity +2
> Agility +2
>
> Reason +1
> Perception +1
>
> "The glory of war is its own reward."
>
> Special: +20% to All Skills' Effects
VIII
> [Clockwork Saw-Blade] - green equipment - Main Hand.
>
> +2 Strength when attacking.
>
> "Keep hands away from blade during operation."
>
> Effect: On a successful parry, damages the enemy's weapon. On a successful attack on an armored enemy, chips away some of its defense. Requires 10 points of Essence per minute to operate.
XIV
> [Potion Toss] - Green. Require [Chemist] Class.
>
> +2 Dexterity
>
> +1 Perception
>
> "The vial is not thrown."
>
> Effect: Allows the user to vaporize a combat consumable and deliver its effect at a range of (Dexterity / 2) yards.
> [Quickbrew] - Green. Require [Chemist] Class.
>
> +2 Reason
>
> +1 Willpower
>
> "Also works for alcoholic beverages and cooking."
>
> Effect: The act of brewing alchemical concoctions or activating combat consumables requires 30% less time.
> [Alchemical Duration] - Green. Require [Chemist] Class.
>
> +1 Vigor
>
> +1 Endurance
>
> +1 Dexterity
>
> +1 Charisma
>
> "Effect over time remains unchanged. Therefore it also affects for 30% more."
>
> Effect: The duration of combat consumables is increased by 30% .
> [Empower Potion] - Green. Require [Chemist] Class.
>
> +2 Dexterity
>
> +2 Reason
>
> "Weave your heart into the potion. That's the difference between an Alchemist and an Apothecary."
>
> The effect of benefical combat consumables and their onset speed is increased by 20%.
> [Chemist] - Blue Quality. Requires level 1
>
> Strength +2
> Vigor +5
> Endurance +1
> Agility +1
> Dexterity +1
>
> Reason +1
> Willpower +1
> Perception +3
> Charisma +5
>
> "True alchemy is not changing lead into gold. It is the transmutation of the self."
>
> Special: All your benefical combat consumables restore a little of all resources.
>
> Special: You use 20% less ingredients when brewing Alchemical concoctions.
> [Self-Cleaning Brigandine] - green
>
> +1 Vigor
>
> "Toothbrushes? Who needs them?"
>
> Special: This armor cleans itself and the user over time.
> [Clockwork Shield] - green
>
> +1 Dexterity
>
> "A cute whirring gizmo."
>
> Effect: This shield attaches to the Arbitrium and expands to form any shield from the size of a bucker to a kite shield. If not at its maximum size, the shield will expand on its own to help block incoming projectiles. Uses 3 Essence to activate and on every change.
XV
> [Dungeon Goggles] - green Equipment - Headgear
>
> +2 Perception inside a Dungeon
>
> +1 Dexterity inside a Dungeon
>
> "Do not work as beer goggles."
>
> Increases the range at which Dungeon monsters are detected.
> [Elven Boots] - green Equipment - shoes.
>
> Stolen content warning: this tale belongs on Royal Road. Report any occurrences elsewhere.
>
> +1 Agility
>
> "Elven style boots. May not be crafted by Elves or worn by elves. "
>
> Decreases the chance of being detected by noise when moving slowly.
> [Monster Pouch] - green Consumable
>
> "Cannot hold living monsters."
>
> Allows one Dungeon monster's corpse to be stored inside. Item persists for 1 hour after leaving the Dungeon. Corpse does not dissolves if removed from pouch outside the Dungeon. The corpse's weight is reduced by a factor of 100 while in the Pouch. Does not prevent the monster from dropping crystals or cards.
> [Hot Muffler] - green Equipment - cloak
>
> +1 Endurance
>
> "Because you are all alone and can't find nobody to warm you up."
>
> Keeps the wearer warm. Prevents [Hypothermia] and [Frostbite] abnormal status.
> [Dungeon Clock] - green Equipment - Accessory
>
> +1 Reason
>
> "What time is it? It's Dungeon O'clock!"
>
> Tracks time spent inside a Dungeon, does not work outside, resets upon entry.
> [Double Tap] - blue - Requires ranged physical Skill. Requires level 8.
>
> +2 Agility
> +2 Dexterity
> +3 Perception
>
> "Try it while [Juggling] kegs of ale."
>
> Effect: When using a ranged Skill that uses an item, 20% chance of duplicating the item and triggering the Skill twice at no additional cost.
XVIII
> [Shield Bash] - green - Requires melee class.
>
> +1 Vigor
>
> +2 Endurance
>
> "Give'em a solid metal punch."
>
> The user can spend 1 Stamina to perform a mighty attack with a shield. Low chance to cause [Stunned] status.
XIX
> [Berserker] - green - requires level 1
>
> Strength +5
> Vigor +2
> Endurance +3
>
> Reason +5
>
> "No guts, no glory. But No guts, no life either."
>
> Special: If you are damaged, you lose 20% (At least 10) of your Reason and Charisma and gain 20% (At least 5) in Strength and Vigor.
> [Mallet of Repulsion] - green - Requires level 9, Strength +7
>
> +3 Strength
>
> "May attract girls - Desperate shopkeeper"
>
> Special: Successful hits with this weapon deal triple knockback.
> [Firebolt] - white. Requires Reason +1, Willpower +1
>
> "Does not channel through daggers."
>
> Allows user to shoot a bolt of fire for 1 point of Mana at a target up to Reason yards away, dealing damage based on Reason and Willpower.
> [Cure Wounds] - white. Requires Reason +1, Willpower +1, Charisma +1
>
> "Make sure wound is disinfected and clean. Does not mend bone."
>
> Allows user to heal wounds for 1 Mana. Healing based on Reason and Charisma.
> [Dash n' Slash] - green - Requires Endurance +1, Agility +3, Dexterity +3
>
> Reason +1
> Willpower +1
> Charisma +1
>
> "Distance moved increases by 20% for every dance-related Skill or Class you have."
>
> User can, by spending 1 point of Stamina, move up to Agility / 2 meters in 1 second and may execute one attack with an edged weapon at the end of the movement. Add your Dexterity to Strength to calculate damage.
XXI
> [Manslayer Greataxe of Carnage] - purple Equipment - Main Hand. Requires level 198. Requires +400 Strength, +200 Endurance, +200 Willpower
>
> +160 Strength
> +100 VIgor
> +20 Endurance
> +50 Dexterity
>
> +20 Willpower
>
> "Oh, the slaying of kin, the greatest tragedy of all. Were the people to cast away their wicked hearts, the world would be truly paradise."
>
> Special: All attacks made with this weapon cost 1 Stamina and 1 Mana.
> Special: All damage against people is tripled.
> Special: All damage after armor is doubled.
> Special: Attacks that deal at least 1 damage cause [Bleeding] for 120% of the damage dealt over 10 seconds.
> Special: For 5 seconds after drawing blood, gain 100% attack and move speed.
XXII
> [Cure Wounds] - yellow - Requires Requires Level 6, Reason +3, Willpower +3, Charisma +3
>
> +2 Vigor
> +4 Reason
> +3 WIllpower
> +3 Charisma
>
> "O water, bringer of life. Heal thy children."
>
> Allows user to heal wounds, restore lost blood, and halve the duration of [Bleeding] for 1 Mana. Healing based on Reason and Charisma.
> [Magic Arrow] - green. Requires Dexterity +3 Reason +3, Willpower +3
>
> +2 Dexterity
> +2 Endurance
>
> "Draw a your mind and trace a true path to victory."
>
> Allows the user to summon and shoot up to one physical arrow for 1 Mana at a target up to (Dexterity x5) yards away, dealing damage based on Agility, Dexterity, and Reason. This spell does not ignore armor.
XXIII
> [Rat] - gray Pet
>
> +1 Perception
>
> "60% disease-free."
>
> Effect: Summons a loyal rat pet.
> [Stoneskin] - green - Requires Vigor +3, Endurance +3
>
> Vigor +2
>
> Endurance +1
>
> "Not really stone."
>
> Effect: Upon 1 second of concentration and 1 point of Stamina, increase vigor by +5 for 1 minute.
> [Envenom] - green - Requires melee Skill, Agility +2, Dexterity +2, Willpower +2.
>
> Willpower +1
>
> Perception +1
>
> Charisma +1
>
> "Keep away from children."
>
> Effect: Instantaneously spend 1 mana to coat weapon in poison for one strike with a melee Skill and a piercing or slashing weapon. If successful, the target will receive a [Poisoned] debuff that deals damage based on Dexterity and Willpower every second for Charisma seconds.
IL
> [Cougar's Speed] - yellow - Requires +12 Agility
>
> +12 Agility
>
> "Gather all four and you too will be a Champion of Justice."
>
> Effect: Spend 1 stamina and 1 mana. Increase your Agility by 20% for 5 minutes or your movement speed by 50% for 1 hour.
>
> Special: This Skill is part of a set. It will grant all Attributes +4 when complete.
LV
> [Siren's Song] - purple Skill. Requires level 20. +15 Willpower. +15 Perception. +20 Charisma. Aquatic race. Gender: female.
>
> +5 Willpower
>
> +15 Charisma
>
> "Lull yourself in the embrace of music, and sail to your ruin."
>
> Effect: Spend 4 mana. Enthrall all creatures in a radius of Charisma feet. Enthralled creatures remain still and take no action unless attacked. Creatures attacked are immune to the effects of this Spell for 30 days. The effect lasts for 5 minutes or until the caster stops singing. This is a channeled spell and can be renewed for the same duration for the same mana cost. Effect based on Charisma. Resisted by Willpower. The caster can move at half their movement rate but can take no hostile actions or the spell breaks.
LXXVII
> [Detect Plants] - purple Skill. Requires +10 Perception
>
> +4 Reason
>
> +4 Willpower
>
> +10 Perception
>
> "Attune yourself to nature, and revel in its bounty."
>
> Effect: Spend 3 mana and concentrate for 1 minute. You sense the location and type of all plants, including plant creatures, in Perception yards from your location. You can try to focus on a specific species to double the range of detection.
> [Dungeon Breaker] - black/unique Skill. No Requirements. Bound to Nero.
>
> Acquisition condition: Kill the same Dungeon boss at all grades, from orange to gray in less than a month.
>
> +10*(your tier) to Vigor
>
> +10*(your tier) to Endurance
>
> +10*(your tier) to Willpower
>
> These bonuses scale if you rise in tiers.
>
> "The inexhaustible hunter, breaker of Dungeons. From the brink of catastrophe, he brings order and punishment for the wicked."
>
> Special: This Skill's effect can only be used if the Dungeon boss is currently dead.
>
> Special: This Skill does not use a Skill slot.
>
> Effect: When activating a [Egress] card, you have the choice to pay one point of mana and stamina per person to bring you and everyone holding hands with you in a chain either to the external gate of the Dungeon or to just force the Dungeon to respawn all monsters and teleport everyone to the entrance chamber. The time inside the Dungeon won't reset if you chose the latter.
XCVII
> [Autonomous Spell] - Yellow Skill. Requires +6 Reason. +6 Willpower
>
> +4 Reason
>
> +4 Willpower
>
> "Not recommended for long-lasting spells. Risk of sentience. Proceed with caution. Do not use with combat magic."
>
> Effect: When casting a spell, spend [100 * the mana cost squared] Essence in addition to any other cost. The spell now functions autonomously for the duration without straining your concentration. For all effects, the spell is not under your control but it still uses your Attributes to determine effects. You can spend extra Essence and mana at the time of the casting. For every one mana point and one hundred points of Essence, replace a point of mana to pay for the upkeep of the spell. You cannot take over the maintenance of the spell later but you can dismiss the autonomous spell at any time.
> [Dungeon Goggles] - blue - Requires level 5. Perception +10
>
> +1 Dexterity
>
> +1 Reason
>
> +1 Willpower
>
> +1 Perception
>
> "Electrostimulation boosts working memory and general reflexes."
>
> Special: Attribute bonuses from this item are doubled inside a Dungeon.
> [Dungeon Goggles] - yellow - Requires level 45. Dexterity +30. Reason +30. Perception +30
>
> +3 Endurance
>
> +3 Agility
>
> +3 Dexterity
>
> +3 Reason
>
> +3 Willpower
>
> +3 Perception
>
> "What's wrong? Why did you miss an exhaust port two yards wide, you ask? You didn't switch on your targeting assistant, that's why!"
>
> Special: Your ranged actions have 40% more range and have 20% more accuracy and effect inside a Dungeon.
> [Dungeon Goggles] - yellow - Requires Dexterity +25. Reason +25. Willpower +25. Perception +25.
>
> +1 Agility
>
> +1 Dexterity
>
> +1 Reason
>
> +1 Willpower
>
> +1 Perception
>
> "Now with a brand-new array of polarized lens."
>
> Special: Attribute bonuses from this item are doubled inside a Dungeon.
>
> Effect: While your limiter is off and the lens are covering your eyes, you can detect Essence in the environment.
CVIII
> [Fool's Prowess] - purple Skill. Requires Reason +20. Willpower +20.
>
> +9 Reason
>
> +9 Willpower
>
> "A fool thinks himself to be wise, but a wise man knows himself to be a fool."
>
> Effect: Permanently set your Reason and Willpower to +10. Increase each of the other Attributes by a fifth of the lost Attribute points, rounded down.
> [Burning Intellect] - orange Skill. Requires Endurance +25. Reason +25. Willpower +25.
>
> +8 Endurance
>
> +8 Reason
>
> +8 Willpower
>
> "Hidden brilliance is hidden in the depths of madness."
>
> Effect: Decrease your Endurance and Willpower by two-thirds. Increase your Reason by 150% the points lost for the effects of your Spells.
> [Mage] - purple. Requires Strength +30. Vigor +20. Dexterity +30.
>
> +12 Strength
>
> +10 Vigor
>
> +10 Dexterity
>
> "Now I want to see someone call me a wimp when I can both fireball their face off or punch their teeth in - Archmage Graymalkin."
>
> Special: Add half your Strength to Reason to determine the power of your Spells.
>
> Special: Add half your Vigor to Reason to determine the power of your Spells.
>
> Special: Add half your Dexterity to Reason to determine the power of your Spells.
>
> Special: This Class has 1 extra Skill slot.
CXIV
> [Rogue] - orange Class. Requires Level 40. Agility +50. Dexterity +50. Perception +20
>
> Agility +15
>
> Dexterity +15
>
> Perception +5
>
> "Keep the enemy in the dark about where and when you'll strike."
>
> Special: Your skills and traits are not limited by how fast or slow you move.
>
> Special: Increase your Perception by half your Agility.
>
> Special: Increase your base move speed by your Dexterity.
>
> Special: Reduce the Perception of those trying to detect you by scent or hearing by your Perception score.
>
> Special: When attacking a target unaware of you, add your Agility to the damage and ignore 25% of their defenses.
> [Erase Presence] - purple Skill.
>
> +5 Strength
>
> +5 Agility
>
> +5 Dexterity
>
> "I'll give you death you won't see coming, with a sound you won't hear."
>
> Effect: As long as you move at less than half of your walking speed, reduce the Perception of targets attempting to sense you by two-thirds of your Dexterity.
> [Detect Presence] - purple Skill.
>
> +30 Perception.
>
> "Knowing your enemy is half the battle."
>
> Effect: Use double your Perception to passively sense the presence of creatures, danger, traps, and hostile intent at a range of Perception yards around from you. If you concentrate for 1 second and spend 1 point of stamina, you can add your Dexterity to Perception for this test.
> [Padded Paws] - orange Skill.
>
> +10 Agility
>
> +10 Dexterity
>
> +10 Charisma
>
> "Her touch was like silk. Her lips were like fire. She embraced me tenderly and I was dead."
>
> Passive: You never leave foot or hand prints. Increase your base Agility and Dexterity by 10%.
>
> Effect: Spend 1 point of stamina per minute while this Skill is active. Either Increase your Dexterity by your Charisma or increase your Charisma by your Dexterity.
> [Skulls & Daggers] - orange Skill.
>
> +8 Vigor
>
> +8 Agility
>
> +8 Dexterity
>
> +8 Perception
>
> "Your skull, my dagger."
>
> Effect: Spend 1 point of stamina every 30 minutes to go into stealth mode. Reduce the perception of anyone attempting to detect you by your Agility score. Stealth breaks if you walk into bright light, move faster than one-third of your walking speed, or if you attack. If you attack an unaware enemy, add your Perception to the accuracy of your attack and multiply your damage by [ 1 + square.root(Agility) * 20% ].
> [Mithril Fortress] - orange Skill.
>
> +5 All Attributes.
>
> "You are the indomitable fortress. Unmoveable. Unsurmountable. Standing tall against the tides."
>
> Effect: Stand still for 10 seconds and pay 10 points of stamina. As long as you do not move no faster than a crawl, all your Attributes are increased by 20%.
CXVII
> [Leonal Honor Armor] - orange equipment - Armor - Requires leonal race. Requires level 80. Strength +150. Vigor +150. Endurance +100. Agility +200.
>
> +5 Strength
>
> +5 Vigor
>
> +10 Endurance
>
> +10 Agility
>
> +5 Dexterity
>
> "Uphold honor in all endeavors and respect the weak - King Asad Alexander I of Bast"
>
> Armor Rating: 15
>
> Special: This armor increases your Charisma by 20% of your Agility.
>
> Special: This armor increases your armor rating by ( square.root(Endurance) ].
CXVIII
> [Leader of the Pack] - purple Skill. Requires level 70. Charisma +200.
>
> +10 Vigor
>
> +8 Perception
>
> +10 Charisma
>
> "Lead from the front."
>
> Effect: You gain 1 point of Strength, Reason, and Charisma for every person that is willing to follow you to their deaths with true devotion and free of any compulsion. Each such creature gains +4 points of Vigor. The effects of this Skill only work while the targets are no further than Charisma inches from you.
> [Glorious Roar] - purple Skill. Requires level 65. Endurance +100. Willpower +100. Charisma +50
>
> +13 Endurance
>
> +13 Willpower
>
> +4 Charisma
>
> "Let all fear the might of my war cry. - King Asad Alexander I of Bast"
>
> Effect: Spend 20 points of Stamina and Mana to shout for five seconds. You cannot take other actions or move. For every second shouting, you inflict fear on hostile creatures fifty feet from you, expanding another fifty feet every second, forcing all targets that resisted the previous waves to test again. Effects based on Endurance and Charisma, resisted by Willpower
> [Lion's Shame Claw] - purple equipment - main hand or off-hand. Requires level 61. Strength +80. Dexterity +80.
>
> +5 All physical Attributes.
>
> "Searing heat, burning light. All cower before the lion's blight."
>
> Special: This weapon (and not the wearer) is immune to heat and corrosion.
>
> Special: If you have two of these weapons equipped, you gain a 50% bonus to the [Lion's Shame Claw]'s attack speed.
>
> Effect: All attacks with this weapon inflict bonus to fire and acid damage based on Endurance. Upon drawing blood, poison your enemy for periodic damage based on your Vigor, lasting for [ square.root(Endurance) ] seconds. The poison doesn't stack. Further doses restart the timer.
CXXX
> [Intervene] - purple Skill. Requires level 21. Strength +20. Agility +30.
>
> +16 Vigor
>
> Effect: Spend 2 points of Stamina when an ally is targeted by an attack. You move up to square.root(Agility) yards to interpose yourself against the attack and your ally is moved up to square.root(Strength) feet away from harm. You can still use your defenses against the attack.
CXXXII
> [Legion Officer Leather Armor] - yellow Equipment - Armor. Requires level 20.
>
> +2 Strength
>
> +2 Vigor
>
> +2 Third-Highest Attribute
>
> +2 Second-highest Attribute
>
> Armor value: 5
>
> "The pinnacle of leather armor, the standard armor of Legion officers are custom-built for every person. It comes in male and female versions with adequate padding."
>
> Special: You can wear another set of armor over this one, using the best Armor Value between both. Ignore other statistics from the other set of armor.
>
> Special: +5 to the highest Attribute for every 3 allies wearing Legion armor in a range of 50 yards.
>
> Special: +1 to all resources for every ally wearing Legion armor in a range of 50 yards.
CXXXII
> [Burned Tooth Chieftain's Battleax] - yellow equipment - Two-handed Weapon. Requires Goblin race. Level 30. Strength +40. Endurance +30.
>
> +5 Strength.
>
> +5 Vigor
>
> +5 Endurance
>
> "The symbol of the Burned Tooth tribe's leadership, this relic of the Goblin Age drank the lifeblood of a thousand enemies."
>
> Special: You radiate an aura of command. Goblins with less Strength than you in a range of Charisma yards have to resist with their Willpower or be forced to obey your commands.
CXXXIV
> [Double Tap] - white- Requires ranged physical Skill.
>
> "Try it while [Juggling] kegs of ale."
>
> Effect: When using a ranged Skill that uses an item, 15% chance of duplicating the item, and triggering the Skill twice at no additional cost.
> [Juggling] - white.
>
> "One, two, three. Will they fall? We shall see!"
>
> Effect: You can juggle up to square.root(Dexterity) objects, keeping them mostly on the air while having one hand free for manipulating other objects for a brief amount of time. Spend 1 point of Stamina to toss the juggled objects at targets up to square.root(Agility) yards away, modifying the damage based on your Agility.
> [Gentle Toss] - white
>
> "Approved for use with kidnapped princesses."
>
> Effect: All objects you use with one of your ranged Skills add your Vigor to their own while they are being tossed and for 1 second after landing. They take no damage from landing.
> [Increase Range] - white.
>
> "It's just a stone's throw away!"
>
> Effect: The range of your physical ranged attacks is multiplied by square.root(Strength).
Cultural Contest Results (Just a Link) https://www.royalroad.com/fiction/30995/nero-zero/chapter/505360/not-a-chapter-cultural-contest-results
CXLIX
> [Mind over Monster] - Purple Skill. Requires level 44. +40 reason.
>
> +20 Reason
>
> "Strength of intellect shall overcome the beast's mind."
>
> Effect: You now use Reason instead of Charisma to interact with pets. Increase all your pets' Attributes by 5% of your Reason. You can have one extra combat pet for every 20 points of Reason. Ignore conditional modifiers to Reason.
> [Autonomous Spell] - Orange Skill. Requires level 35. +50 reason. +50 Willpower.
>
> +15 Reason
>
> +15 Willpower
>
> "Impose your will upon magic. The breath of creation is yours to use."
>
> Effect: When casting a spell, spend [50 * the mana cost squared] Essence in addition to any other cost. The spell will work with its own parameters and your Attribute values without straining you. If the spell has upkeep, you must provide 50 Essence per point of mana at the time of casting. You cannot pay the upkeep later and the spell will run on the mana provided until it runs out. The spell can take a set of instructions no longer than forty words which it will follow. The spell can recognize its environment as a person with half your Perception. You can dismiss the spell anytime.