(if: $Secret3 is false)[ (text-colour:black)[You observe the opening and closing of the whole of reality, when suddenly you start to sense something... mana?![[???]] ]] [[Return|Main Menu]] [[Fight the Guard]] The Entrance of the Dungeon is like a hole in reality, what floor do you wish to enter? [[First Floor]] {(text-colour:black) [DC: 10]} (if: $Floor1 is true)[ [[Second Floor]] {(text-colour:black) [DC: 30]}] (if: $Floor2 is true)[ [[Third Floor]] {(text-colour:black) [DC: 60]}] (if: $Floor3 is true)[ Fourth Floor... [[Fourth Floor]] {(text-colour:black) [DC: 100]}] (if: $Floor4 is true)[ Boss Room!!! [[Boss Fight]] {(text-colour:black) [DC: 150]}] { {(set: $Training to 0)} {(set: $Perception to false)} {(set: $InnRecomendation to false)} {(set: $Floor to 0)} {(set: $New to true)} {(set: $Jobless to true)} {(set: $Secret2 to false)} {(set: $Secret3 to false)} {(set: $Secret4 to false)} {(set: $Training to false)} } --- *** Perception, Patience, and Preparation are the Keys to a successful Adventurer! With Power, one can smash all obstacles in their path. With Endurance, one can withstand the might of armies and still have time to dress their wounds. With Agility, one can advance and retreate whenever and wherever they likes. With Luck, one's life will be smooth sailing! As long Adventurers have a breath left, they can still rise to fight tomorrow! *** --- The World of Lunaris is not safe, ever since the apocalyptic event where the divide between the Mortal World and Underworld was broken, changing the world forever. That day, 72 Gates straight out from hell opened, each one releasing a different kind of evil energy now known as Miasma, this energy is invisible and formless through naked eyes outside the Dungeon, but when in great quantities and when nearby living humans, through a process that the Scholars all over the world still debate, gain physical form and shape of monsters right from nightmares and stories came to be... A process called 'Spawning' since they appear from thin air. This weird form of life-creation - for those that consider Monster a living being - is mindless and unafraid of death, like puppets they attack without fear of death, and for some reason, Miasma appeared to be attracted to humans, the larger the number of people living in the same place, the larger the amount of Monsters that spawn nearby, many Kingdoms and Empires ceased to be as monsters appeared right in front of their walls. Yet, that day many rose in defiance! They fought the Demons and their souls absorbed mysterious energy that those Demons released upon death, growing stronger and achieving super-human feats. That day, Heroes rose from Mankind and battled the Demons, in a journey of life and death and adventures. Many years have passed and the Heroes of Old became the common Adventurers of Today, killing Monsters in the wild, or, directly in the source. The Dungeons, - holes in reality, a place that is between the Mortal World and the UnderWorld where monsters gain physical shape, and upon the death of a Monster inside the Dungeon, their magical energy congeals and transforms into a material known as Magic Stones, that can be used to make all forms of items, medicine, and empower magical artifacts such as horseless carriages and hair blowers. Above all, by killing Monsters directly inside the Dungeon, they lessen the amount of Miasma that it produces, thus, Adventurers endless fight these monsters for the good of humanity. And you want to be an Adventurer. Especially, if you want to enter the Goblin Dungeon and reach the deepest floor, there you //will// kill the Demon Lord and destroy the Dungeon Core. All because of... --- *** Chose one of the four options: Warning! this option is permanent and will affect how well you can accomplish the main goal of this Quest! [[Vengeance!]] - "I need to do this, since that day, many years ago, when my family suffered a fate worse than death in the hands of Goblins, I swore that I would kill all Goblins in existence. Due to overtraining, I am half-step to death already, but the results are worth it! Even if I die sooner, well, someone needs to torture them in hell!...and I would not need to pay my debts, heh." - Gain +10 Base PWR, +10 Base END, +10 Base AGI, +10 Base LUK, Above Average Gear and Reputation, but with gold debts. 3 HP. [[Hero]] - "My father, my grandfather, and his father before him were all warriors! They were all heroes! I wanted to be one, too. I was just never good enough." Gain +0 Base PWR, +35 Base END, +0 Base AGI, +0 Base LUK, Poor Gear with mysterious powers, and low Reputation and no gold. 6 HP. [[Destiny!]] - "As the Champion of the Goddess Ayaros, I must reach the deepest part of the Dungeon and close it, forever. Through the Oaths I took but hey, at least Divinity itself is with me, right?"Gain +0 Base PWR, +25 Base END, -50 Base AGI, +50 Base LUK, Average Gear and Average Reputation, and Average Gold. 12 HP. *** --- (text-colour:black) [ [[You found a secret! a book with the title "The 72 Dungeons of Lunaris" |?]] ] * *** "I want to go through all Dungeons, through all nations, through all Levels! After all, my dream is..." *** Your dream! The reason you, without any training and nameless, went to a dangerous place with your lifetime savings is without any training is... *** Chose one of the three options. [[Hero]] - "My father, my grandfather, and his father before him were all warriors! They were all heroes! I wanted to be one, too. I was just never good enough." [[Heroic Adventurer]] - “If it were possible, I’d like to be a hero. Like in the fairy tales I read when I was a kid. A hero that people would acknowledge." [[Heroic Brawler]] - ""A smiling...Dependable...Cool hero...That's what I wanna be! That's why I'm giving it everything! For everyone!" *** { 40 Points base. Cheat: Double base points and peak items at cost of half-life. +5 Level, -5 Base END. (set: $PWR to it +10) (set: $END to it +5) (set: $AGI to it +10) (set: $LUK to it +10) (set: $Level to 5) (set: $Debt to it +1200) } *** "I need to do this, since that day, many years ago, when my family suffered a fate worse than death in the hands of Goblins, I swore that I would kill all Goblins in existence. Due to overtraining, I am half-step to death already, but the results are worth it! Even if I die sooner, well, someone needs to torture them in hell!...and I would not need to pay my debts, heh." *** You have trained from morning till dawn, till you sweated blood and the agony of your body could match the pain in your heart. Limits? hah! they were broken, again and again, dare you to say regular newbie Adventurers are no match for you, while the loans were expensive, your Gear is worth it if it means you can kill more goblins. Your obsession is such that you are already known as a famous you already gained a nickname, since you abandoned everything, be it your life or your name, for the sole purpoise of slaughtering goblins. And with that in mind, you observed the Dungeon, an ugly thing as expected of the nest of goblins. With a determined gaze, you stepped into the town. --- *** You are a Hunter of Goblins, walking in the footstep of the famous Goblin Slayer, you gained a famous title making people and events more likely to go in your favor. [Low Apprentice Goblin Slayer] That gives +3 to LUK. {(set: $Title to "Low Apprentice")} {(set: $JOB to "Goblin Executioner")} Your gear is better than any Newbie Adventurer! through only due to some heavy loans. Enchanted Bronze Shortsword, Tier 5, That gives +15 to PWR when fighting. {(set: $Weapon to "Shortsword")} {(set: $WeaponMat to "Steel")} Enchanted Bronze Kite Shield, Tier 5, That gives +15 to END when fighting. {(set: $Shield to "Heater Shield")} {(set: $ShieldMat to "Steel")} Enchanted Bronze Plate Armor, Tier 5, That gives +15 to AGI when fighting. {(set: $Armor to "Half-Plate Armor")} {(set: $ArmorMat to "Steel")} Gold: 0 Debit: (text-colour:red)[-1200 ]Gold. Due to your rigorous training, your base stats are double normal. Due to your rigorous training, Level start at 5. Due to your rigorous training, your Health is half of normal. Due to your rigorous training, your END is 5 points lower. Your Health is 3. If it reaches 0 you die and is game-over. {(set: $MaxHealth to 3)} {(set: $Health to $MaxHealth)} *** --- [[Enter the Town |Gate]] *{ 20 Points base. +40 extra from negatives. Cheat: Double Health. Negative Base at double power. (set: $PWR to it -25) (set: $END to it +25) (set: $AGI to it -25) (set: $LUK to it +50) (set: $Level to 1) (set: $Gold to it +200) } *** "As the Champion of the Goddess Ayaros, I must reach the deepest part of the Dungeon and close it, forever. Through the Oaths I took but hey, at least Divinity itself is with me, right?" *** You are the (text-colour:Yellow)[Champion of the Goddess Ayaros], Goddess Ayaros is the Goddess of Beauty, Love, Peace, and Fertility - this translates quite literally in your case. Men and Women are unable to not look at you, your voice is heavenly, and your appearance unmatched! a single smile is enough to receive the best discounts, your vitality is unmatched, your skin is like a natural armor, and good things often happen to you. Sadly, your martial prowess is... sad, and well you are quite slow to either pursue or flee. And with that in mind, you observed the Dungeon, a place that made your skin crawl in disgust, as expected of the entrance to hell. With a determined gaze, you stepped into the town... --- *** You are a Paladin of Ayaros, walking in the footstep of divinity, while you are not well-know as an Adventurer, the fame of the Goddess protects and aids you. [Probatio Paladin] That gives +1 to LUK. {(set: $Title to "Probatio Apprentice")} {(set: $JOB to "Paladin")} Your gear is of a Newbie Adventurer! Copper Axe, Tier 1, That gives +1 to PWR when fighting. {(set: $Weapon to "Axe")} {(set: $WeaponMat to "Copper")} Copper Round Shield, Tier 1, That gives +1 to END when fighting. {(set: $Shield to "Round Shield")} {(set: $ShieldMat to "Copper")} Copper Plate Armor, Tier 1, That gives +1 to AGI when fighting. {(set: $Armor to "Plate Armor")} {(set: $ArmorMat to "Copper")} Standarnd savings: +400 Gold. Due to the divinine blessing, your health is double of normal. Your Health is 12. If it reaches 0 you die and is game-over. {(set: $MaxHealth to 12)} {(set: $Health to $MaxHealth)} *** --- [[Enter the Town |Gate]] *{ 20 Points base. Cheat: Extremely High Speed, Untrained (+1 point per negative level), Gold Debt of 20,000! Posses a Heirloon that will grows with the owner. (set: $PWR to it +0) (set: $END to it +0) (set: $AGI to it +0) (set: $LUK to it +25) (set: $Level to -5) } *** "My father, my grandfather, and his father before him were all warriors! They were all heroes! I wanted to be one, too. I was just never good enough." *** The blood of Heroes flows into your veins, granting you untold potential, yet, you are untrained by overbearing and overprotective parents, unable to even hold a sword. Thus, to pursue your dreams you stole your ancestral weapons and fled with your lifetime goals and the clothes of your back. Obviously you had to create a fake identity and disguise yourself, this cost you all of your lifetime savings and... due to requiring the assistance of the dark side of the town, people distrust you more. Also, you never trained how to fight, and while your endurance is good, there is greater chances of you stabbing yourself than stabbing your enemy! If you persist and reach the deepest part of the Dungeon, however... *** You are an untrained boy with the goals of being a Hero! Descendant of the famous Hero back in the Age of Heroes, the Huntsman, a title you pursue to inheterit {(set: $Title to "Suspicious")} {(set: $JOB to "HuntsMan")} Your Family Heirloon comes from Heroes and Legends themselves! Indestructible and Umbreakable and can only be wielded by members of your clan, Be careful, if someone recognizes it, they will find your true identity and you will need to say goodbye to your dream. Runic Longsword, Tier 10, That gives +55 to PWR when fighting. {(set: $Weapon to "Longsword")} {(set: $WeaponMat to "Runic")} Runic Kite Shield, Tier 10, That gives +55 to END when fighting. {(set: $Shield to "Kite Shield")} {(set: $ShieldMat to "Runic")} Regular Hoodie, Tier 0, That gives +0 to AGI when fighting. {(set: $Armor to "Hoodie")} {(set: $ArmorMat to "Punpkin Pete's")} Peniless: +0 Gold. {(set: $Gold to it +0)} Your health is normal. Your Health is 6. If it reaches 0 you die and is game-over. {(set: $Health to 6)} *** { 20 Points base. Cheat: Extremely High Endurance, Highly Untrained (+1 point per negative level), No Gold, instead has Crocea Mors. (set: $PWR to it +0) (set: $END to it +35) (set: $AGI to it +0) (set: $LUK to it +0) (set: $Level to -10) } *** "My father, my grandfather, and his father before him were all warriors! They were all heroes! I wanted to be one, too. I was just never good enough." *** The blood of Heroes flows into your veins, granting you untold potential, yet, you are untrained by overbearing and overprotective parents, unable to even hold a sword. Thus, to pursue your dreams you stole your ancestral weapons and fled with your lifetime goals and the clothes of your back. Obviously you had to create a fake identity, for inspiration you simply changed your name to yellow in some weird language, and looked at the afternoon sky while it was rainning to gain your inspiration and disguise yourself, this cost you half of your lifetime savings and... due to requiring the assistance of the dark side of the town, people distrust you more. Also, you never trained how to fight, and while your endurance is good, there is greater chances of you stabbing yourself than stabbing your enemy! If you persist and reach the deepest part of the Dungeon, however... --- *** You are an untrained boy with the goals of being a Hero! Descendant of the famous Hero back in the Age of Heroes, the Huntsman, a title you pursue to inheterit...through now, you are merelly a Suspicious HuntsMan: -5 LUK {(set: $Title to "Suspicious")} {(set: $JOB to "HuntsMan")} Your Family Heirloon comes from Heroes and Legends themselves! Indestructible and Umbreakable, through their true powers are sealed and are currently less than a piece of junk, they can only be wielded by members of your clan after. Legends say that by uthering the true name of the weapon they can empower these items with the power of their souls at the cost of their life. Be careful, if someone recognizes it, they will find your true identity and you will need to say goodbye to your dream. Sealed Longsword, Tier ???, That gives -5 to PWR when fighting. {(set: $Weapon to "Longsword")} {(set: $WeaponMat to "Yellow Death (Sealed)")} Sealed Heater Shield, Tier ???, That gives -5 to END when fighting. {(set: $Shield to "Heater Shield")} {(set: $ShieldMat to "Yellow Death's Sheath (Sealed)")} Regular Hoodie, Tier 0, That gives +0 to AGI when fighting. {(set: $Armor to "Hoodie")} {(set: $ArmorMat to "Punpkin Pete's")} Half-Lifetime Savings: +200 Gold. {(set: $Gold to it +0)} Your health is normal. Your Health is 6. If it reaches 0 you die and is game-over. {(set: $MaxHealth to 6)} {(set: $Health to $MaxHealth)} *** --- [[Enter the Town |Gate]] *This is Day $Day ever since you started your journey as an Adventurer. You are now in the center of the Dungeon Town, what are you going to do? Maybe you can meditate to see your gains and Level, and crystalize your experience into your [[Status]]? Or maybe, jump right into the Dungeon and [[Dungeon Dive]]? Perharps, entering the [[Guild]] and gain more information... The [[Blacksmith]] is opened as well. No, wait, entering the [[Inn]] and reestoring your Health $Health to Max Health $MaxHealth, ending the day?The Guild is a massive building right near the Dungeon, there are several options to train...if you have the money for it. This place is also a bank, where you can pay your debts, you heard that those that don't pay it in a certain time will have to work in the mines for some time. [[Guild Bank]] ''Training Hall. ''(if: $Gold >= 10)[ (if: $Training is false)[[[ Fight Against a Strawman! Cost 10 Gold to use it |Training I]]](else:)[You already completed this training!] ](else:)[You don't have enough Gold to use this Guild Function] [[Main Menu]] (if: $Gold >= 1000 and $Debt <= 0)[ (if: $Training is true)[[[ Use the Advanced Training Hall |Training II]]](else:)[You need to complete the newbie training first!] ](else:)[''You don't have enough Gold to use this Guild Function! You need 1000 Gold first, you also can't have Guild Debts!''](if:$New is true and $Jobless is true)[ "Welcome to the Malachites' Inn!" said a girl dressed in red, with the name tag saying ''Miltiades'' "What do you want?" said a girl, similar to the first girl, but dressed in white, with the name tag saying ''Melaine'' ](else-if: $New is false and $Jobless is true)[ "Welcome back to the Malachite Inn!" said the red-dressed girl, ''Miltiades'' "What do you want again?" said her twin sister, the white-dressed girl,''Melaine'' ](else-if: $New is false and $Jobless is false)[ "Welcome to the...ah, its you $Name!" said a Mil "did you have a good time in the dungeon? are you injured?" "$Name, welcome back" said Mel.] You smile at the twin girls and... --- *** (if: $Jobless is true)[Since you don't have money, how about you...[[Ask for a Job]]] (if: $Jobless is true)[[[Ask for a room - Cost 50 Gold |Sleep and Recover]]] (if: $Jobless is false)[[[Ask for a special room - Cost 20 Gold |Sleep and Recover]]] (if: $Working is true)[ [[Ask to work for a day |Work a Day]] [[Ask to work for a week|Work a Week]] ] (text-colour:black)[(if: $Secret4 is false)[You see a black shadow leaving from inside the back of the inn, and on its beak, a shinning pearl, a crow? [[????]]] ] (if: $Training is true)[Do you wish to sleep-meditate with a Soul Crystal? You still need to pay the Inn. (if: $100SC > 0)[Yes, with a [[Grade-1 Soul Crystal]]] (if: $300SC > 0)[Yes, with a [[Grade-2 Soul Crystal]]] (if: $600SC > 0)[Yes, with a [[Grade-3 Soul Crystal]]] (if: $1000SC > 0)[Yes, with a [[Grade-4 Soul Crystal]]] (if: $1500SC > 0)[Yes, with a [[Grade-5 Soul Crystal]]]] [[Return|Main Menu]] {(set: $New to false)} *** ---You raise your $Weapon in defiance and rush towards the Guard. "Hah, newbies these days..." you hear before suddenly the world twists and spin and...is that your body? Ah...you have been beheaded? How...fast must one be to- --- *** GAME OVER - Execution! You survived $Day days. Here is your final Status. { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC ] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC ] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points '' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) *** --- (enchant:?page,(text-colour:red)) (link: "Restart")[(reload:)] (set: $Gold to it -10) You enter the training hall and after talking with the other Guild Receptionist you learned that the other Trainning Halls require you to complete the basics. But as you complete it you unlock new areas. [[Learning the Basics |Training I - Initiative]]{(set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $DC to 0) (set: $T_RollE to $rollEnemy + $DC) (set: $T_Roll to $roll + $AGI_Total) (set: $EnemyHP to 3)(set: $HP to 3) } "Do you know why your armor is so important inside the Dungeon? thats because Miasma gain a weird color and presence inside it, we call it Fog of War, and it even affects Monsters. " "We are not monsters, but mankind learned how to create items and armors made with Dungeon Loot, imitating the power of Dungeon Monsters, enabling us to see throught this Fog! So a good Armor allows you to see farther, weird enough." "Armor" "Of course, your action and reaction are extremelly important for that, When you attack first, you can control the Tempo of the combat, this allows you to attack and defend with greater easy, however, sometimes you are caught by surprise, or you are merelly incompetent and need to disengage." "To disengage, you only need to parry an attack, using the opportunity to attack first, if you fail however you will be attacked...you can also use to flee, but fleeing the battle will damage your reputation, and if is low enough you will be expelled, understood?" "Now, attack that strawman a hundred times!" --- *** Initiative Rolls! Initiative chooses who attacks first IN THE ENTITRE COMBAT, it is possible to change who attacks first in a round thought, through failure is paid in blood. How it works? First, you Roll a dice of 100 - 1d100 - and add your Total Agility, in this case $AGI plus your armor bonuses of + $AGI_items, plus your Level bonuses of +$Level, equaling of $AGI_Total. Then the enemy will also roll a dice of 1d100, adding its DC. The one that scores higher, is the one with the Initiative, in the case of draw, you win because I, your Game Master, am a nice person. Also, If you are in the initiative, you gain another dice, 1dX, on offense and defense based on your Total AGI / 2 ! Example, if you attack first, and have a tota AGI of 50, you gain another 1d25 alongside your HIT or Block rolls! Because if you have Armor you increase your chances of blocking, and also gives you courage to attack the enemy. Now, Roll! 1d100 + Total AGI = Initiative Roll VS Enemy Initiative Roll = DC +1d100 $roll + $AGI_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC (if: $T_Roll >= $T_RollE)[[[You Attack First |Training I - Fight]]](else:)[ [[You Miss! |Training I - Bad End]]] *** --- "Wrong!" The Guild Instructor shouts "You don't shout before attacking, that's stupid, do it again! If you miss again, I am throwing you out!" --- *** { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $DC to 0) (set: $T_RollE to $rollEnemy + $DC) (set: $T_Roll to $roll + $AGI_Total) } Second Roll! If you miss, you will have to pay the Guild Instructor again for more time to train. 1d100 + Total AGI = Initiative Roll VS Enemy Initiative Roll = DC +1d100 $roll + $AGI_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC (if: $T_Roll >= $T_RollE)[[[You Attack First |Training I - Fight]]](else:)[ [[You Miss Again! the Guild Instructor kicks you out |Guild]]] *** --- "Good, you learned the basics of ambush, agility drills, controlling the tempo of a battle, and how fast you can strike, now let's see how well you can attack and break through the defensive power of Monsters." "I am going to stay behind the strawman with a spear, and hit you with a power similar to goblins, so be ready!" --- *** Now, lets jump to the fun part. Combat Rolls are similar to other Event Rolls and Initiative Rolls, through it uses two stats. For offense, you use your PWR stat, in the case it fails, you miss and do not do any damage. For defense, you use your END stat, in the case it fails, you lose your HP, if it reaches zero, you die. Through in this case, if you are a hit 3 times the Guild Instructor will throw you out, so be careful! { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2) (set: $rollEnemy to (random: 1, 100)) (set: $DC to 10) (set: $T_Roll to $roll + $PWR_Total + $BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } Now, Hit Roll! 1d100 + Total PWR + BonusRoll(1d$AGI_Total)/2 = HIT Roll VS Enemy Defense Roll = DC +1d100 $roll + $PWR_Total+ $BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE) [Your $Weapon hit the strawman right in the chest! (set: $EnemyHP to it -1)now, it has only $EnemyHP HP left (if: $EnemyHP <= 0)["Thats it!" shouted the Guild Instructor, "You completed the basics, you can now enter the higher ranking training halls" [[Guild]] (set: $Training to 1)] ] (else:)[ "Tha's a fucking weak attack that won't pierce the skin of even the weakest goblin, Again!" shouts the instructor] (if: $EnemyHP > 0)[ Now its the strawman (and the Guild Instructor) turn! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2) (set: $DC to 0) (set: $T_Roll to $roll + $END_Total + $BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } --- *** 1d100 + Total END + BonusRoll(1d$AGI_Total)/2 = Defense Roll VS Enemy Attack Roll = DC +1d100 $roll + $END_Total +$BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE)[You managed to evade the attack sucessufully! [[Next Round! |Training I - Fight Round Two]]] (else:)[ You were hit! (set: $HP to it -1) (if: $HP <=0)["That's it, you were hit 3 times and you are out!" [[Return|Guild]]] (else:)[[[Next Round! |Training I - Fight Round Two]]] ]] { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost {(if: $XP >= $XPcost)[[Level UP]]} ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC [[Eat it!|100SC eat]]] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC [[Eat it!|300SC eat]]] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC [[Eat it!|600SC eat]]] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC[[Eat it!|1000SC eat]]] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC [[Eat it!|1500SC eat]]] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points [[use it |Status Points]]'' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) [[Main Menu]] //Fragment of a page says...// ... Of the 72 Dungeons, the one considered the weakest is the Goblin Dungeon, that is because Goblins are easy to kill and easy to block, a powerful Adventurer can stand still and regular Goblins would not be able to harm them at all. However, Goblins are numerous, and a few good hits are enough to kill even an S-Class adventurer if they are not careful, even if is a one-in-a-million chance. Many a Veteran died for underestimating these little creepers, since even if the chance is low, their numbers are high...let alone a newbie like you. ... Goblins have low vitality, a good hit in the right place is enough to kill a single goblin, whereas Elites require two-three good hits, they are also not very fast so attacking first prevents some headaches in the future due to their saliva and claws that carry a myriad of bacteria. However, when numerous Goblins attack at the same time, killing them all in a single strike is all but impossible for newbies, so do prepare something to withstand their attacks, at least you die from a thousand cuts. ... ---- *** You have gained a greater understanding of Goblins. +10 to PWR and END for discovering this passage! Chose one of the three options: Warning! this option is permanent and will affect how well you can accomplish the main goal of this Quest! [[Vengeance!]] - "I need to do this, since that day, many years ago, when my family suffered a fate worse than death in the hands of Goblins, I swore that I would kill all Goblins in existence. Due to overtraining, I am half-step to death already, but the results are worth it! Even if I die sooner, well, someone needs to torture them in hell!...and I would not need to pay my debts, heh." - Gain +10 Base PWR, +10 Base END, +10 Base AGI, +10 Base LUK, Above Average Gear and Reputation, but with gold debts. 3 HP. [[Hero]] - "My father, my grandfather, and his father before him were all warriors! They were all heroes! I wanted to be one, too. I was just never good enough." Gain +0 Base PWR, +35 Base END, +0 Base AGI, +0 Base LUK, Poor Gear with mysterious powers, and low Reputation and no gold. 6 HP. [[Destiny!]] - "As the Champion of the Goddess Ayaros, I must reach the deepest part of the Dungeon and close it, forever. Through the Oaths I took but hey, at least Divinity itself is with me, right?"Gain -25 Base PWR, +25 Base END, -25 Base AGI, +50 Base LUK, Average Gear and Average Reputation, and Average Gold. 12 HP. *** --- {(set: $PWR to it +10) (set: $END to it +10) }Instead of going to the Inn, or going to the Adventurer's Guild, you traveled through the town and learned a bunch of things. ''First'', you must never fight the Guards, they are the hidden guardians and retired adventurers that can kill a newbie adventurer like you in a single swing. Their gear is all Runic! This means that they can use the power of their Souls to empower the weapons! ''Second'', you must complete the Adventurers' Guild Training before even going through the Dungeon or leveling up, since they will teach you how to better expend your stats points and Soul Crystals. ''Third'', Taking a big Loan is better than taking a small loan. ''Fourth'', if you lack money, workign in the inn part-time for a week is worthwhile, while a day is not worth much. Through you better not mistake the twin's names if you want to get a job. ''Fifth'', You must acquire the best Grade-10 Gear as fast as possible if you want to complete the Dungeon. --- *** This discovery broadened your mind! learning about the secrets of the town also gave you an insight on the current events. +10 LUK (set: $LUK to it +20) (set: $Secret2 to true) [[Return|First Day]] *** ---^^''DUNGEON DIVE''^^ <!-- Titles! Novice > Apprentice > Journeyman > Adept > Expert > Master Nameless > Low > Intermediary > Advanced > Peak 1. Copper 2. Bronze 3. Enchanted Bronze. 4. Iron 5. Steel 6. Enchanted Steel 7. Star Iron 8. Star Steel 9. Enchanted Star Steel 10. Lesser Runic Bronze Goblin Slayer {40 Points base. Cheat: Double base points and peak items at cost of half-life. (set: $PWR to it +10) (set: $END to it +10) (set: $AGI to it +10) (set: $LUK to it +10) (set: $PWR_items to it +15) (set: $END_items to it +15) (set: $AGI_items to it +15) (set: $LUK_title to it +15) (set: $Gold to it -1000) } { Paladin 20 Points base. +20 extra at the cost of 1 negative. Cheat: Double Health. Negative Base at double power for items, equivalent of 600 Gold items? 3 items, 3200 1600 800 400 200 100 50 Gold each for +3, 25 Gold each for +2, 10 Gold each for +1. (set: $PWR to it -20) (set: $END to it +20) (set: $AGI to it -20) (set: $LUK to it +40) (set: $PWR_items to it +5) (set: $END_items to it +5) (set: $AGI_items to it +5) (set: $LUK_title to it +5) (set: $Gold to it +200) }-->Thanks to a Merchant that was passing nearby, you managed to reach the Dungeon town in the same day you gained your Adventurer's Card. The Gates to the Dungeon Town of the Goblin Dungeon are large and sturdy, however what caughts your attention is the gate guard - an old man wearing shabby armor, something felt off however... [ You realyze that he had an golden Sword and Shield Emblem on his waist, making you realize that he is someone important from the Adventurer's Guild! is this a Test of sorts? if so, how are you being tested? ] "Who goes there!?" He shouts as soon as you approach him, and you... --- *** Roll for Event! All Rolls use a 1d100 Dice, plus modifier and bonuses, to reach a certain Difficult Class (DC). Events use LUK as Modifiers, to see your Modifiers and Stats go to Stats when you are in a safe area, it will appear the following information: { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) } ''Title:'' $Title ''JOB: ''$JOB ''Level:'' $Level ''Health: '' $Health/$MaxHealth ''Gold:''$Gold ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) As you can see, Non-combat Events have a LUK Modifier of $LUK_Total, while the DC of this event has 5 forms of difficulties. DC -10 = Critical Failure. Leads to Death or permanent loss of Stats, loss of items, fight to the death. DC 0 = Failure. Loss of Stats temporarily. Great Enemy with potential of death. DC 10 = Average Low. Could be better. DC 30 = Average High. Could be worse. DC 60 = Success. DC 100 =Critical Success DC 150 = Overwhelming Success Achieving Sucess on events, be it combat or non-combat, can give extra stats, information, and even some other Achieving Failures will decrease stats. Events posses their own bonuses depending on previous choices, in this case he asked you your name. *** --- [[Answer the question|Gate Perception 1]] (text-colour:black) [ You find a single platinum coin in the ground and pick it up before entering the Gate, you notice the Guard nodding with aproval (link: "Pick it up! before asnwering the question")[(set: $Perception to true)(goto: "Gate Perception 1")] ] { (set: $Name to (prompt: "You reply for the Gate Guard that your name is...", "Stranger")) (if: $Name is "Stranger")["$Name?... alright then, don't make any trouble" He says with his eyes narrowed at you. (set: $Bonus to -10)] (else-if: $Name is "Jaune Arc" and $JOB is "HuntsMan")["$Name? I heard this name somewhere... ah, the boy that was walking on the shaddy parts of the town wearing a bunny hoodie, I see, I see, well, people are suspicious of you, boy, you should go to the Inn and work there for a week or so to gain some reputation, you have my recomendation, plus, make sure to not mix the twins' names! " (set: $Bonus to 50) (set: $InnRecomendation to true)] (else-if:$Name is "Goblin Slayer" and $JOB is "Goblin Executioner")["$Name? Heh, A your title is your name, your name is your title, I can respect that" The Gate Guard looks at you with unkown emotions and sigh. "Alright then! Go to the Inn and say that I give you my recomendation, you will gain a job there with, just make sure to not mix up the twin's names" (set: $Bonus to 50) (set: $InnRecomendation to true)] (else-if:$Name is "Champion of the Goddess Ayaros" and $JOB is "Paladin")["$Name? A man of faith indeed! but... sorry sir, there is no church in this Dungeon Town, but we have an inn! Go to the Inn and say that I give you my recomendation, you will recieve a discount and a job there with it, just make sure to not mix up the twin's names" (set: $Bonus to 50) (set: $InnRecomendation to true)] (else-if:$Name is "Crocea Mors" and $JOB is "HuntsMan")["$Name? thats a weird name, like that legendary weapon...wait a minute! [[Your identity is discovered |Game Over Jaune]]] (else-if:$Name is "Yelllow Death" and $JOB is "HuntsMan")["$Name? thats a weird name, like that legendary weapon...wait a minute! [[Your identity is discovered |Game Over Jaune]]] (else:)["$Name? Weird.] } --- *** You gain $Bonus Bonus for this Event. (if: $Perception is true)[You also gain +30 Bonus and +300 gold for discovering the platinum coin. (set: $Bonus to it +30) (set: $Gold to it +300)] {(set: $Perception to false)} [[Roll for Event |Gate Perception 2]] *** ---*** {(set: $roll to (random: 1, 100)) (set: $T_Roll to $roll + $LUK_Total + $Bonus) } You Roll a Dice of 1d100! You roll a $roll. Your LUK is $LUK_Total. Your bonus is $Bonus. $roll + $LUK_Total + $Bonus = $T_Roll *** --- The Guard grunted, "Alright, $Name, show me your papers and pay the entrance fee of 50 Gold! If you don't have the identification papers... heh, you can try taste my blade, if you win, you don't need to pay anything, if you lose...well, you will have more things to worry about. if you don't have that much gold...well, if you can't pay me in full, you will have to gain a debit of 100 Gold and be forbidden from using the Guild!" (if: $T_Roll <= 0)[***DC < 0 = Critical Failure!*** You lost the papers! You need to return back to the Town Center and issue a new one, this travel will cost you a week to a month of delay and -200 Gold of Debt. [[Fight Him|Fight the Guard]] [[Go back to the town!|Gate Perception 2-Failure]] (set: $Day to 14) ] (else-if: $T_Roll <= 10)[*** DC < 10 = Failure!*** You sigh in relief, at least you didn't lose the papers...through you need to pay an unresonably heavy cost to enter this Dungeon Town....or you can try to fight the guard. [[Fight Him|Fight the Guard]] [[Pay 50 Gold and enter the town |First Day]] (if: $Gold is > 50)[(set: $Gold to it -50)](else:)[(set: $Debt to it +100)] ](else:)[*** DC >10*** You pat your pockets and sigh in relief, you didn't forget your papers! and...wait, isn't the price too heavy? and... well, you are sure that if you fight the guard without papers you would be killed!] (if: $T_Roll >= 30)[***DC 30 = Low Success*** You frown, there is no way the price is that much, you look around and through your powers of observation you saw the plaque behind the Gate Guard with the price covered. Stepping to the side you saw the price of 20 Gold. and if you could not pay, a debt of 40 Gold. [[Fight Him...and die.|Fight the Guard]] [[Pay 20 Gold and enter the town |First Day]] (if: $Gold is > 20)[(set: $Gold to it -20)](else:)[(set: $Debt to -40)] ] (if: $T_Roll >= 60)[***DC 60 = Medium Success*** The moment you stepped to the side, the Gate Guard smilled, "Good! An Adventurer must be always attentive! You may enter for free! " [[Enter the town for free |First Day]] ] (if: $T_Roll >= 100)[***DC 100 = High Success*** Nodding, you walk towards the gate and suddenly stops - there is a trap in front of you! "Good! Good! An Adventurer should see the basics of traps, you are more experienced than what I thought!" *** --- You gained two Levels! You gained +2 to all Stats! { (set: $Level to it +2) (set: $PWR to it +2) (set: $END to it +2) (set: $AGI to it +2) (set: $LUK to it +2) }[[Enter the town |First Day]] --- *** ] (if: $T_Roll >= 150)[***DC 150 = Critical Success*** With a weird look at the guard that puts traps in front of the gate you proceed, this time even more cautious...and then your caution was rewarded with a fist in your face. Doing your best you raise your $Shield and at the same time stab with your $Weapon, and-- What? The fist was a feint and the real attack was the spear underneath your chin. "Hahaha! A Block and a Counter at the same time! Good, Good, Good! You have promisses kid!" --- *** You gained four Levels! You gained +4 to all Stats! {(set: $Level to it +4) (set: $PWR to it +4) (set: $END to it +4) (set: $AGI to it +4) (set: $LUK to it +4) }[[Enter the town |First Day]] *** --- ] <!-- DC (<0) = Critical Failure. 0 - DC = Failure. 10 - DC =Average Low. 30 - DC= Average High. 60 - DC = Success 100 - DC =Critical Success 150 - DC = Overwhelming Success-->Your identity was discovered! Your family swiftly appeared in the town and took a hold of you, forever breaking your dreams of being a hero. --- *** GAME OVER - Discovered! You survived $Day days. Here is your final Status. { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC ] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC ] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points '' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Level $Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) *** --- (enchant:?page,(text-colour:red)) (link: "Restart")[(reload:)] For two whole weeks you rushed towards the last Town Center, where you talked with mayor to issue you new identity papers that allow you to enter a Dungeon. Thankfully things went fast and you only spend... *** Roll for days lost! 1d20 + 7 Roll 1d20: $roll +7 { (set: $roll to (random: 1, 20)) } {(set: $Day to it + $roll)} *** You lost {(set: $roll to it +7)} $roll days in this mistake. Finally, you reached the gate again... thankfully you are more experienced towards this event, and the Guard just raised his eyebrown and acted as if he didn't remmember you...which is probably true. *** Gain +10 towards Gate Event! This is Day $Day. (set: $Bonus to it +10) [[Gate Perception 2]] ***You have a debt of $Debt You have a total of $Gold Gold. [[Pay Debts]] [[Exchange Crystals]] [[Take a Loan]] [[Return |Guild]](If: $Gold is >= $Debt)[ You paid your debts! Now you can use the Training Hall! (set: $Gold to it -$Debt) (set: $Debt to 0)](else:)[You don't have enough gold to pay your debts!] [[Return to the Guild|Guild Bank]](if: $Debt <= 0)[ I want a Loan of... [[100 Gold.|Loan 100]] [[300 Gold.|Loan 200]] [[600 Gold.|Loan 400]] [[1000 Gold.|Loan 800]] [[1500 Gold.|Loan 1600]] ](else:)[You need to pay your debts to take loans!] [[Return to the Guild|Guild Bank]] { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2/2/2) (set: $rollEnemy to (random: 1, 100)) (set: $DC to 10) (set: $T_Roll to $roll + $PWR_Total + $BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } --- *** Round, begin! Hit Roll! 1d100 + Total PWR + BonusRoll(1d$AGI_Total)/2= HIT Roll VS Enemy Defense Roll = DC +1d100 $roll + $PWR_Total + $BonusRoll= $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE) [You grin as your $Weapon pierce the Strawman's defenses and hit its neck! (set: $EnemyHP to it -1)now, it has only $EnemyHP HP left (if: $EnemyHP <= 0)["Thats it!" shouted the Guild Instructor, "You completed the basics, you can now enter the higher ranking training halls" [[Training I Complete]]] ] (else:)[ "Tha's a fucking weak attack that won't pierce the skin of even the weakest goblin, Again!" shouts the instructor] (if: $EnemyHP > 0)[ Now its the strawman (and the Guild Instructor) turn! { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2/2/2) (set: $rollEnemy to (random: 1, 100)) (set: $DC to 0) (set: $T_Roll to $roll + $END_Total +$BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } --- *** 1d100 + Total END +BonusRoll(1d$AGI_Total)/2 = Defense Roll VS Enemy Attack Roll = DC +1d100 $roll + $END_Total +$BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE)[You managed to evade the attack sucessufully! [[Next Round! |Training I - Fight Round Two]]] (else:)[ You were hit! {(set: $HP to it -1)} If you are hit $HP more times, you will lose! (if: $HP <=0)["That's it, you were hit 3 times and you are out!" [[Return|Guild]]](else:)[[[Continue Fighting! |Training I - Fight Round Two]]] ]]"Good Job! Here, take this!" said the instructor as he gave you an grape-sized crystal. "This..." you touch the stone and weirdly is warm to the touch. "This is a Soul Crystal! By killing monsters inside a Dungeon they drop this, and can be used to increase the power of your Soul...or can be exchanged to Gold in the Guild Bank - Here, let me teach you how to use it right, newbies often think that they need to eat it, but that's not true and they end up wasting exploding and dying!" "Insted you put it under your tongue and it will melt after a while, better do it while you are asleep for an increase in effectiveness and safety, remmember, don't eat it!." "However, ''specially prepared Soul Crystals'' like this one can melt instantly, now, put this Special Soul Crystal under your tongue, they are instantaneous and safe to use" "You can only use a single Soul Crystal per sleep, through you can buy it from the Guild for a higher price." You nod and follow the instructions, you also though that one needed to eat those crystals, thankfully you did this training and recieved worthwhole tips, Instantly you felt a warmth spread through your body and you puched the air. ... nothing seemed to change. "Haha! That's not how the Soul Crystal works! you need to meditate and focus where you will put the essence... also, I am going to teach you a way to increase the efficiency, Through be carreful! if you try to use this method without enough essence, you will recieve a backlash and damage your soul! understood?" You nod. "Very well, first, you imagine your weakness..." --- *** You Completed the First Training! you feel stronger and readier to face Goblins! The instructor gave you the proper methods to use Soul Crystals, now you gain 100% of XP instead of 50%. And now knows that if you eat it raw, you can explode. The Meditation Tips also allow you spend your Free Stat Points in a new way. Each Level Up from 1 and beyound gives +2 Free Points that can be freely spend. But you can instead raise a single stat (appart from LUK) by +3, OR Increases PWR, END, and AGI by 1 by spending 2 Free Points. You gained +100 XP from the Special Soul Crystal, Special Soul Crystals instantly give XP, while Regular Soul Crystals need to be absorved while you are asleep. You gained +5 PWR. You gained +5 END. You gained +5 AGI. You gained +5 LUK. [[Guild]] *** --- {(set: $PWR to it +5) (set: $END to it +5) (set: $AGI to it +5) (set: $LUK to it +5) (set: $XP to it +1500) (set: $Training to true) }{ (if: $Gold is < 50 and $Jobless is true)[You don't have enough gold for that! because of that, thankfully their uncle is a... banker, of sorts, and can lend you money at...twice the price...and since you already slept...well, you are now in debt! (set: $Debt to it +100)](else-if:$Gold is < 20 and $Jobless is false)[You don't have enough gold for that! because of that, thankfully their uncle is a... banker, of sorts, and can lend you money at...twice the price...and since you already slept...well, you are now in debt! (set: $Debt to it +40)](else:)[After a full's night rest, you pay your tab and leave the inn.] } --- *** Your health is full! You lose a day. You lose {(if: $Jobless is true)[50 (set: $Gold to it -50)](else:) [20(set: $Gold to it -20)]} Gold {(set: $Health to $MaxHealth)} {(set: $Day to it +1)} [[Main Menu]] *** ---Finally you reached the Guild Town, there are plenty of things to see and to do, through you need to find a place to see the Guild first things first, there is also a need to visit the inn and maybe work part-time if you are short on cash. --- *** [[Start the Game|Status]] (text-colour:black)[ {(if: $Secret2 is false)[Explore the city, wasting a day[[??]]]} ] (if: $Level > 0)[(set: $SP to $Level*2)] *** ---***// You have $SP Status Points. How do you wish to spend it? (if: $SP >0)[ [[Increase PWR by 1 - Cost 1 SP|PWR +1]] [[Increase END by 1 - Cost 1 SP |END +1]] [[Increase AGI by 1 - Cost 1 SP|AGI +1]] [[Increase LUK by 1- Cost 1 SP|LUK +1]] ] (else:)[You don't have enough SP for that.] (if: $Training is true)[ [[Special Method, Increase PWR, END, and AGI by 2 - Cost 3 SP|Special 1]] [[Focus Method, Increase PWR by 5 - Cost 3 SP|PWR +5]] [[Focus Method, Increase END by 5 - Cost 3 SP|END +5]] [[Focus Method, Increase AGI by 5 - Cost 3 SP|AGI +5]] ] //*** [[Status]]You use the essence trying to get...luckier? more charming? it works somewhat, but you think there is a proper method to do it. --- *** You gained +1 LUK (set: $LUK to it +1) (set: $SP to it -1) [[Return |Status Points]] *** ---You use the essence trying to get stronger, it works somewhat, but you think there is a proper method to do it. --- *** You gained +1 PWR (set: $PWR to it +1) (set: $SP to it -1) [[Return |Status Points]] *** ---You use the essence trying to get tougher, it works somewhat, but you think there is a proper method to do it. --- *** You gained +1 END (set: $END to it +1) (set: $SP to it -1) [[Return |Status Points]] *** ---You use the essence trying to get faster, it works somewhat, but you think there is a proper method to do it. --- *** You gained +1 AGI (set: $AGI to it +1) (set: $SP to it -1) [[Return |Status Points]] *** ---You visualize the idea, the concept. You use the essence to nurture your physical body, your muscles became denser and your and your bones tougher, your skin sturdier and your nerves more sensible, your vision can now see farther and see through the Dungeon Miasma easier, your tendons allows you to rush and retreat with a mere thought. Overall, your entire body recieve an upgrade. {(if: $SP < 3)[And then everrything blurs as your cough blood, your vision dims as you percieve that you didn't have enough essence for this task... (set: $PWR to it -2)(set: $END to it -2)(set: $AGI to it -2)]} --- *** {(if: $SP >= 3)[You gained +2 PWR, +2 END, +2 AGI (set: $PWR to it +2)(set: $END to it +2)(set: $AGI to it +2)(set: $SP to it -3)](else:)[You lost -2 PWR, -2 END, -2 AGI due to this failure.]} [[Return |Status Points]] *** ---You visualize Endurace, the idea, the concept. The eternal sun, river's water ignoring all rocks as it passes around it, a mountain standing still for eons, clouds covering the sky from the sun. {(if: $SP < 3)[And then everrything blurs as your cough blood, your vision dims as you percieve that you didn't have enough essence for this task... (set: $END to it -5)]} --- *** {(if: $SP >= 3)[You gained +5 END (set: $END to it +5) (set: $SP to it -3)](else:)[You lost -5 END due to this failure.]} [[Return |Status Points]] *** ---You visualize Power, the idea, the concept. A dormant volcano exploding, a powerful tsunami destroying everything on its path, earthquakes breaking the sturdiest buildings, a tornado leaving nothing but rubbles on its path. {(if: $SP < 3)[And then everrything blurs as your cough blood, your vision dims as you percieve that you didn't have enough essence for this task... (set: $PWR to it -5)]} --- *** {(if: $SP >= 3)[You gained +5 PWR (set: $PWR to it +5) (set: $SP to it -3)](else:)[You lost -5 PWR due to this failure.]} [[Return |Status Points]] *** ---You visualize the idea, the concept. The lightnining parting the skies, rain touching everything under the heavens, winds forever moving, falling stars moving thorough the space. {(if: $SP < 3)[And then everrything blurs as your cough blood, your vision dims as you percieve that you didn't have enough essence for this task... (set: $AGI to it -5)]} --- *** {(if: $SP >= 3)[You gained +5 AGI (set: $AGI to it +5) (set: $SP to it -3)](else:)[You lost -5 AGI due to this failure.]} [[Return |Status Points]] *** ---{ (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $DC to 10) (set: $T_RollE to $rollEnemy + $DC) (set: $T_Roll to $roll + $AGI_Total) (set: $EnemyHP to 1) (set: $KillCount to 0) } You enter the First Floor, from what you could gather, there are many enemies in this place. --- *** Initiative Rolls! 1d100 + Total AGI = Initiative Roll VS Enemy Initiative Roll = DC +1d100 $roll + $AGI_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC (if: $T_Roll >= $T_RollE)[ As soon as you walk in this goomly came, you see a goblin. Without hesitation, you rush ahead and attack! [[You Attack First |Floor 1-1]]] (else:)[As soon as you walk in this goomly came, you see a goblin. Seeing this creature, you hesitate slightly and it attacks you! [[You Miss!|Floor 1-1B]]] *** --- ''HP'': $Health/$MaxHealth ''Enemy HP'' $EnemyHP --- *** Combat Rolls - You start! { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $PWR_Total +$BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } Hit Roll! 1d100 + Total PWR + BonusRoll(1d$AGI_Total)/2 = HIT Roll VS Enemy Defense Roll = DC +1d100 $roll + $PWR_Total+ $BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE) [Your $Weapon easily beheaded the goblin...That was easy. (set: $EnemyHP to it -1)] (else:)[ The weak and dumb goblin stood still in fright as... you missed. Damn, that was embarassing!] (if: $EnemyHP > 0)[ The Goblin screeched in rage and jumped at you after managing to recover from its fright! { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $END_Total + $BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } --- *** 1d100 + Total END + BonusRoll (1d$AGI_Total)/2= Defense Roll VS Enemy Attack Roll = DC +1d100 $roll + $END_Total+$BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE)[You managed to evade the attack! [[Next Round! |Floor 1-1]]] (else:)[ You were hit! (set: $Health to it -1)(if: $Health <=0)[You died...against a lowly goblin... [[Your vision blurs... |Dead by Goblin]]](else:)[You grunt in pain, and you decided to... [[ Attack the goblin in rage! |Floor 1-1]] [[Escape from this place|Flee!]] ] ]] (if: $EnemyHP <= 0)[ [[You won! Roll for Rewards!|Floor 1 Reward]] ] ''HP'': $Health/$MaxHealth ''Enemy HP'' $EnemyHP --- *** Combat Rolls - Goblin start! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $END_Total + $Bonus) (set: $T_RollE to $rollEnemy + $DC) } Hit Roll! 1d100 + Total PWR + BonusRoll = Defense Roll VS Enemy HIT Roll = DC +1d100 $roll + $END_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE) [Your $Shield stopped the stinky fangs from bitting your throath! ](else:)[You were hit! (set: $Health to it -1) you have $Health Health now![(if: $Health <= 0) [You died...against a lowly goblin... [[Shame on you |Dead by Goblin]]]]] (if: $EnemyHP >= 0)[ You roar in rage and attacked the stinky goblin back! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $PWR_Total) (set: $T_RollE to $rollEnemy + $DC) } --- *** 1d100 + Total END = Attack Roll VS Enemy Defense Roll = DC +1d100 $roll + $PWR_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE)[Your $Weapon left a trail of blood, instantly beheading the lowly goblin! (set: $EnemyHP to it -1) ] (else:)[ The weak and dumb goblin stood still in fright as... you missed. Damn, that was embarassing! [[This is a losing battle, I need to escape, but first, I need to control the tempo of this battle!|Change Tempo]] [[Grr, I am surelly going to Kill this Goblin Bastard!|Floor 1-1B]] ] ] (if: $EnemyHP <= 0)[ [[You won! Roll for Rewards!|Floor 1 Reward]] ] You were killed by a...Peon? wait, really?! that's...embarrassing, how you managed to do it? --- *** GAME OVER - Dead in the first floor! You survived $Day days. Here is your final Status. { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC ] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC ] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points '' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) *** --- (enchant:?page,(text-colour:red)) (link: "Restart")[(reload:)] { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $DC to 30) (set: $T_RollE to $rollEnemy + $DC) (set: $T_Roll to $roll + $AGI_Total) (set: $EnemyHP to 1) (set: $KillCount to 0) } You enter the Second Floor, from what you could gather, there are multiple enemies in this place, making the difficulty and reward even better! --- *** Initiative Rolls! 1d100 + Total AGI = Initiative Roll VS 1d100 + DC = Initiative Roll of Enemy Your Initiative:$roll + $AGI_Total = $T_Roll vs Enemy 1 = $rollEnemy + $DC = $T_RollE *** --- (if: $T_Roll >= $T_RollE)[ As soon as you walk in this goomly came, you see the goblin, compared to the one in the first floor, this one is the same, through it is carrying a rusty mace and a wooden shield! You gulp, first time seeing an enemy with a weapon, but you decided to jump and fight anyway [[You Attack First |Floor 2-1]]] (else:)[ As soon as you walk in this goomly came, you see the goblin, compared to the one in the first floor, this one is the same, through it is carrying a rusty mace and a wooden shield! You gulp, first time seeing an enemy with a weapon, and this extreme caution was enough to make the enemy spot you! [[You attack last!|Floor 2-1B]]] You decided that continue this battle means death, retreat! --- *** Escape Rolls! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_RollE to $rollEnemy + $DC) (set: $T_Roll to $roll + $AGI_Total) } 1d100 + Total AGI = Escape Roll VS Enemy Pursue Roll = DC +1d100 $roll + $AGI_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC (if: $T_Roll >= $T_RollE)[ Without looking back, you manage to escape from this...dreadful situation. [[You escape sucessully! However, you need to see if anyone else saw this shameful display... |Cowardly Check]]] (else:)[The moment you turn back, you start to run, however a sharp pain on your ankles makes you stumble, the Goblin attacked you on your back! (set: $Health to it -1)(if: $Health <=0)[You died...against stinky goblin... [[Go to the Light|Dead by Goblin]]](else:)[You grunt in pain, there is no escape, so you can only fight! [[Next Round! |Floor 1-1]]]] *** ---''HP'': $Health/$MaxHealth The moment the Goblin raised its claws to strike you, you tried to parry it! --- *** Parry Rolls! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_RollE to $rollEnemy + $DC) (set: $T_Roll to $roll + $AGI_Total) } 1d100 + Total AGI = Parry Roll VS Enemy HIT Roll = DC +1d100 $roll + $AGI_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC (if: $T_Roll >= $T_RollE)[ Your $Weapon easily parried under the claws of the Goblin, allowing you to kick its face, and changing the tempo of the battle! [[Attack It! |Floor 1-1]]] (else:)[Your parry hit the air, and you became exposed - The Goblin used this chance to claw your face! (set: $Health to it -1)(if: $Health <=0)[You died...against a lowly goblin... [[Go to the Light|Dead by Goblin]]](else:)[You grunt in pain, before you could gather your bearings, the Goblin jumped at you! [[Defend! |Floor 1-1B]]]] *** --- { (set: $Floor1 to true) (set: $roll to (random: 1, 100)) (set: $T_Roll to $roll + $LUK_Total + $DC - $Level) (set: $EnemyHP to 1) (set: $KillCount to 0) } ''HP'': $Health/$MaxHealth You managed to complete the first floor of the Goblin Dungeon! after killing multiple Goblins you managed to... --- *** Reward Roll. Reward Rolls are given at the end of a Floor. First, you are given Essence, then there is the chance of gaining a Soul Crystal, that gives even more essence, or can be exchanged by Gold in the Guild. Roll for Essence Gain! (1d100 + Total LUK + Floor DC - Level) Goblins Killed = Essence Gain $roll + $LUK_Total + $DC - $Level = $T_Roll You gained $T_Roll Essence! (set: $XP to it + $T_Roll) You have $XP Essence now! Roll for Loot! Every Dungeon Floor completion grants 1 Soul Crystal, but every DC 50 grants an aditional Soul Crystal. If you managed to score more than DC 300, you gain 10 Soul Crystals. 1d100 + Total LUK + Floor DC*Goblins Killed - Level = Loot Chance. { (set: $roll to (random: 1, 100)) (set: $T_Roll to $roll + $LUK_Total + $DC*1 - $Level) } You rolled a $roll! +Total LUK $LUK_Total + DCxGoblin $DC x 1 - Level $Level = $T_Roll { (set: $T_Roll to $T_Roll/50) $T_Roll (if: $T_Roll < 1)[You gained 1 Grade-1 Soul Crystal! (set: $100SC to it +1)] (else-if: $T_Roll >= 1 and < 2)[You gained 2 Grade-1 Soul Crystal! (set: $100SC to it +2)] (else-if: $T_Roll >= 2 and < 3)[You gained 3 Grade-1 Soul Crystal! (set: $100SC to it +3)] (else-if: $T_Roll >= 3 and < 4)[You gained 4 Grade-1 Soul Crystal! (set: $100SC to it +4)] (else-if: $T_Roll >= and < 5)[You gained 5 Grade-1 Soul Crystal! (set: $100SC to it +5)] (else-if: $T_Roll >= 5)[You gained 10 Grade-1 Soul Crystal! (set: $100SC to it +10)]} *** --- [[Continue to the next floor|Second Floor]] [[That's it, I want to go back|Dungeon Dive]] [[I want to continue fighting, least I lose my momentum!|Floor 1-1]] You go to the Guild Receptionist and say... --- *** (if: $100SC > 0)[ I want to exchange my ''Grade-1 Soul Crystals'' [[Grade-1 Exchange]] ] (if: $300SC > 0)[ I want to exchange my ''Grade-2 Soul Crystals'' [[Grade-2 Exchange]] ] (if: $600SC > 0)[ I want to exchange my ''Grade-3 Soul Crystals'' [[Grade-3 Exchange]] ] (if: $1000SC > 0)[ I want to exchange my ''Grade-4 Soul Crystals'' [[Grade-4 Exchange]] ] (if: $1500SC > 0)[ I want to exchange my ''Grade-4 Soul Crystals'' [[Grade-5 Exchange]] ] *** --- [[Return|Guild Bank]]You have $Gold and $100SC Grade-1 Crystals. You take the pearl-sized Soul Crystals and recieve a few of coins. (set: $Gold to it +100) (set: $100SC to it -1) --- *** You recieve +100 Gold. Now you have $Gold Gold and $100SC Grade-1 Crystals. *** --- [[Exchange Crystals]]You have $Gold and a debt of $Debt. You take a loan of 100 Gold on the Guild as a newbie Adventurer. (set: $Gold to it +100) (set: $Debt to it +100) (set: $Debt to it +$Debt/10) You now have $Gold and a debt of $Debt [[Guild Bank]]You have $Gold and a debt of $Debt. You take a loan of 200 Gold on the Guild as a newbie Adventurer. (set: $Gold to it +200) (set: $Debt to it +200) (set: $Debt to it +$Debt/10) You now have $Gold and a debt of $Debt [[Guild Bank]]You have $Gold and a debt of $Debt. You take a loan of 400 Gold on the Guild as a newbie Adventurer. (set: $Gold to it +400) (set: $Debt to it +400) (set: $Debt to it +$Debt/10) You now have $Gold and a debt of $Debt [[Guild Bank]]You have $Gold and a debt of $Debt. You take a loan of 800 Gold on the Guild as a newbie Adventurer. (set: $Gold to it +800) (set: $Debt to it +800) (set: $Debt to it +$Debt/10) You now have $Gold and a debt of $Debt [[Guild Bank]]You have $Gold and a debt of $Debt. You take a loan of 1600 Gold on the Guild as a newbie Adventurer. (set: $Gold to it +1600) (set: $Debt to it +1600) (set: $Debt to it +$Debt/10) You now have $Gold and a debt of $Debt [[Guild Bank]]You have $Gold and $300SC Grade-1 Crystals. You take the pearl-sized Soul Crystals and recieve a bunch of coins. (set: $Gold to it +300) (set: $300SC to it -1) --- *** You recieve +300 Gold. Now you have $Gold Gold and $300SC Grade-2 Crystals. *** --- [[Exchange Crystals]]You have $Gold and $600SC Grade-1 Crystals. You take the pearl-sized Soul Crystals and recieve a coin pouch. (set: $Gold to it +600) (set: $600SC to it -1) --- *** You recieve +600 Gold. Now you have $Gold Gold and $600SC Grade-3 Crystals. *** --- [[Exchange Crystals]]You have $Gold and $1000SC Grade-1 Crystals. You take the pearl-sized Soul Crystals and recieve a heavy coin pouch. (set: $Gold to it +1000) (set: $1000SC to it -1) --- *** You recieve +1000 Gold. Now you have $Gold Gold and $1000SC Grade-4 Crystals. *** --- [[Exchange Crystals]]You have $Gold and $1500SC Grade-1 Crystals. You take the pearl-sized Soul Crystals and recieve a heavy coin pouch. (set: $Gold to it +1500) (set: $1500SC to it -1) --- *** You recieve +1500 Gold. Now you have $Gold Gold and $1500SC Grade-5 Crystals. *** --- [[Exchange Crystals]]You close your eyes...yes, this is mana, the source of life... you feel that you can differentiate mana from the miasma, and this will be immensilly helpful in the Dungeon. --- *** You can now sense Mana and Miasma. +20 AGI (set: $AGI to it +20) (set: $Secret3 to true) [[Return|Dungeon Dive]] *** ---You pursue the crow, curiosity getting the better of you, and when you reach its nest you see a bunch of golden coins, a Malachite Necklace, some pearls...wait, are those Soul Crystals? if so, you are rich! You grasp it all, and looking at the necklace you think for a while, before asking the twins if it belongs to them. "You found it!" Said one of the twins, gasping in shock. "//ThankyouThankyouThankyouThankyouThankyouThankyouThankyouThankyou//!" the other said as she hugged you with tears on her eyes. "We are really thankful! we though we lost it but... well, we are grateful, just say the world and you can get a job or a huge discoutn in the inn!" --- *** This discovery broadened your mind! learning about the secrets of the town also gave you an insight on the current events. +10 LUK +5 Grade-3 Soul Crystals. +1 Grade-5 Soul Crystals. (set: $Gold to it +32) (set: $600SC to it +5) (set: $1500SC to it +1) (set: $Secret4 to true) {(set: $InnRecomendation to true)} [[Return|Inn]] *** ---"A Job, huh..." the Twins muttered at the same time. (If: $InnRecomendation is true)[Alright! Since you have a recomendation, you can get it! There are several Jobs, you can do some heavy work, for around 10 coins a day, or do a heavy work the entire week for a 100 coins, alongside food and a place to sleep obviously. (set: $Jobless to false) [[Accept the Job]] ] (else:)["Ah, we don't know you... how about it, you work for a day here, and if you do well we will give you a job, else, we still give you a place to sleep in the stables even if you fail..." [[Accept the trial]] ] You put the pearl-sized crystal and eat it, instantly you feel a warmth spread on your belly --- *** You ate a Grade-1 Soul Crystal You gain 50 Essence (set: $XP to it +50) (set: $100SC to it -1) [[Return|Status]] *** ---You put the pearl-sized crystal and eat it, instantly you feel a warmth spread on your torso --- *** You ate a Grade-2 Soul Crystal You gain 150 Essence (set: $XP to it +150) (set: $300SC to it -1) [[Return|Status]] *** ---You put the pearl-sized crystal and eat it, instantly you feel a warmth spread on your whole body. --- *** You ate a Grade-3 Soul Crystal You gain 300 Essence (set: $XP to it +300) (set: $600SC to it -1) [[Return|Status]] *** ---You put the pearl-sized crystal and eat it, instantly you feel a warmth spread on your whole body making you feel sick and inflated. --- *** { (set: $Health to it -1)(if: $Health <= 0)[And then... [[You Explode]]](else:)[You ate a Grade-4 Soul Crystal, you lose 1 HP for this reckless action. You gain 500 Essence (set: $XP to it +500) (set: $1000SC to it -1) [[Return|Status]] ]} *** ---You put the pearl-sized crystal and eat it, instantly you feel a warmth spread on your whole body making you feel sick and inflated, sweat drenches your clothes, your veins start to bulge out. Blood comes from your nose and steam from your ears. That was a terrible idea. --- *** { (set: $Health to it -3)(if: $Health <= 0)[And then... [[You Explode]]](else:)[You ate a Grade-5 Soul Crystal, you lose 3 HP for this reckless action. You gain 750 Essence. (set: $XP to it +500) (set: $1000SC to it -1) [[Return|Status]] ]} *** ---Your blood and guts catch fire, drenching the street with the smell of blood. Really, who is stupid enough to eat Soul Crystals? --- *** GAME OVER - You died from extupid! (Explosion version) You survived $Day days. Here is your final Status. { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC ] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC ] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points '' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) *** --- (enchant:?page,(text-colour:red)) (link: "Restart")[(reload:)] What do you want to work with? [[Work a Day]] [[Work a Week]] (set: $Working to true)(set: $InnName to (prompt: "Alright!, first things first - What is the name of our Inn? you have to write it right! if you can't even do it...", "______' Inn")) (if: $InnName is "Malachite" or "Malachite's Inn")["Malachite''s'', we are twins! because of that, you only get half-score. " (set: $Bonus to 25)] (else-if: $InnName is "Malachites' Inn" or "Malachites")["''Malachites' Inn'', you are correct! you gain full score! " (set: $Bonus to 50)] (else:)["What kind of name is $InnName?!" forget it, let's see if you can work well. (set: $Bonus to -10)] --- *** You gained $Bonus Bonus points in this event. [[Work in the Inn as a Trial]] *** ---It was a tiring day, you spend the entire day in and out of the kitchen and working in the tables...Adventurer's really make a mess. In the end, you are left more tired than when you started. --- *** You gain +10 Gold You work for 1 days. { (set: $Gold to it +10) } [[Return|Main Menu]] *** ---It was a tiring week, you spend a long time dragging things up and down, left and right, from morning till dawn. The food however was healthy and filling, the bed was soft and clean, and the work made you sore, but the good kind, you even feel your muscles getting bigger! and all injuried were healed. --- *** You gain +2 PWR. You gain +200 Gold You work for 7 days. { (set: $PWR to it +2)(set: $Gold to it +200)(set: $Day to it +7) (set: $Health to $MaxHealth) } [[Return|Main Menu]] *** ---{(set: $roll to (random: 1, 100)) (set: $T_Roll to $roll + $LUK_Total + $Bonus)} --- *** Roll for Event! 1d100 + Total LUK + Bonus = Total Roll! $roll + $LUK_Total + $Bonus = $T_Roll (set: $T_Roll to 150) *** --- (if: $T_Roll <= 0)[***DC 0 = Critical Failure!*** How the hell did this happen? how the hell did you know that that girl was engaged with a town guard? He promissed to not kill you if you manage to win...well, better do your best, right? [[Brawl with the Guard.|Fight the Guard]]] (else-if: $T_Roll > 0 and $T_Roll < 10)[*** DC < 10 = Failure!*** You were a disaster! How the hell did you manage to make so many mistakes? You cry as you were expelled the town, that was on fire, thankfully they didn't kill you... [[Leave this place |Inn Bad End]]] (else-if: $T_Roll >= 10 and $T_Roll < 30)[***DC 10 = Bare Failure! *** You curse as you massage your wounds, you really didn't want to flirt with that girl! these Adventurer's have beaten you half to death, and you even had to pay 'for their things...{(set: $Health to 1) (set: $Debt to it +50) (set: $Day to it +1)} { --- ''Your Health is 1. You gain +50 Debt. You lost a day.'' --- }[[Inn]]] (else-if: $T_Roll >= 30 and $T_Roll < 60)[***DC 30 = Low Success*** You curse as you massage your wounds, you really didn't want to flirt with that girl! these Adventurer's have beaten you half to death, and you even had to pay for their things...{(set: $Health to 1) (set: $Debt to it +50) (set: $Day to it +1) (set: $Jobless to false)}But hey, at least you got the Job, right? { --- ''You gain the Job, but - Your Health is 1. You gain +50 Debt. You lost a day.'' --- }[[Inn]]] (else-if: $T_Roll >= 60 and $T_Roll < 100)[***DC 60 = High Success*** You sigh in relief, the job was tiring, but at least nothing bad happend, you even manage to gain a tip of 5 Gold!{ (set: $Gold to it +5) (set: $Day to it +1) (set: $Jobless to false)} { --- ''You gain the Job. You gain +5 Gold. You lose a day.'' --- }[[Inn]]] (else-if: $T_Roll >= 100 and $T_Roll < 150)[***DC 100 = Great Success*** You sigh in relief, the job was tiring, but at least nothing bad happend, you even manage to gain a tip of 50 Gold!{ (set: $Gold to it +50) (set: $Day to it +1) (set: $Jobless to false)} { --- ''You gain the Job. You gain +50 Gold. You lose a day.'' --- }[[Inn]]] (else:)[***DC 150 = Critical Success*** You sigh in relief, the job was tiring, but at least nothing bad happend, you even manage to gain a tip of 50 Gold! You worked so well that the twins gave you a room in the Inn instead of the stables, allowing you to recover to the peak of health!{ (set: $Health to $MaxHealth)(set: $Gold to it +50) (set: $Day to it +1) (set: $Jobless to false) { --- ''You gain the Job. You gain +50 Gold. You recover your full health. You lose a day. '' --- }[[Inn]]] Your dreams are abandoned, maybe you can try going towards other Dungeons... no, if you are blacklisted from one, you are blacklisted from all... ... sigh, better return home, be a farmer of something. --- *** GAME OVER - You were expelled! (farmer version) You survived $Day days. Here is your final Status. { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC ] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC ] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points '' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) *** --- (enchant:?page,(text-colour:red)) (link: "Restart")[(reload:)] { (if: $Gold is < 50 and $Jobless is true)[You don't have enough gold for that! because of that, thankfully their uncle is a... banker, of sorts, and can lend you money at...twice the price...and since you already slept...well, you are now in debt! (set: $Debt to it +100)](else-if:$Gold is < 20 and $Jobless is false)[You don't have enough gold for that! because of that, thankfully their uncle is a... banker, of sorts, and can lend you money at...twice the price...and since you already slept...well, you are now in debt! (set: $Debt to it +40)](else:)[After a full's night rest, you pay your tab and leave the inn.] } The Grade-1 Soul Crystal is safely absorbed through your system! the meditation doubled the essence gain! --- *** Your health is full! You lose a day. You lose {(if: $Jobless is true)[50 (set: $Gold to it -50)](else:) [20(set: $Gold to it -20)]} Gold You lose a Grade-1 Soul Crystal. You gain a 200 Essence. {(set: $Health to $MaxHealth)} {(set: $Day to it +1)} {(set: $100SC to it -1)} {(set: $XP to it +200)} [[Main Menu]] *** ---{ (if: $Gold is < 50 and $Jobless is true)[You don't have enough gold for that! because of that, thankfully their uncle is a... banker, of sorts, and can lend you money at...twice the price...and since you already slept...well, you are now in debt! (set: $Debt to it +100)](else-if:$Gold is < 20 and $Jobless is false)[You don't have enough gold for that! because of that, thankfully their uncle is a... banker, of sorts, and can lend you money at...twice the price...and since you already slept...well, you are now in debt! (set: $Debt to it +40)](else:)[After a full's night rest, you pay your tab and leave the inn.] } The Grade-2 Soul Crystal is safely absorbed through your system! the meditation doubled the essence gain! --- *** Your health is full! You lose a day. You lose {(if: $Jobless is true)[50 (set: $Gold to it -50)](else:) [20(set: $Gold to it -20)]} Gold You lose a Grade-2 Soul Crystal. You gain a 600 Essence. {(set: $Health to $MaxHealth)} {(set: $Day to it +1)} {(set: $300SC to it -1)} {(set: $XP to it +600)} [[Main Menu]] *** ---{ (if: $Gold is < 50 and $Jobless is true)[You don't have enough gold for that! because of that, thankfully their uncle is a... banker, of sorts, and can lend you money at...twice the price...and since you already slept...well, you are now in debt! (set: $Debt to it +100)](else-if:$Gold is < 20 and $Jobless is false)[You don't have enough gold for that! because of that, thankfully their uncle is a... banker, of sorts, and can lend you money at...twice the price...and since you already slept...well, you are now in debt! (set: $Debt to it +40)](else:)[After a full's night rest, you pay your tab and leave the inn.] } The Grade-3 Soul Crystal is safely absorbed through your system! the meditation doubled the essence gain! --- *** Your health is full! You lose a day. You lose {(if: $Jobless is true)[50 (set: $Gold to it -50)](else:) [20(set: $Gold to it -20)]} Gold You lose a Grade-3 Soul Crystal. You gain a 1200 Essence. {(set: $Health to $MaxHealth)} {(set: $Day to it +1)} {(set: $600SC to it -1)} {(set: $XP to it +1200)} [[Main Menu]] *** ---{ (if: $Gold is < 50 and $Jobless is true)[You don't have enough gold for that! because of that, thankfully their uncle is a... banker, of sorts, and can lend you money at...twice the price...and since you already slept...well, you are now in debt! (set: $Debt to it +100)](else-if:$Gold is < 20 and $Jobless is false)[You don't have enough gold for that! because of that, thankfully their uncle is a... banker, of sorts, and can lend you money at...twice the price...and since you already slept...well, you are now in debt! (set: $Debt to it +40)](else:)[After a full's night rest, you pay your tab and leave the inn.] } The Grade-4 Soul Crystal is safely absorbed through your system! the meditation doubled the essence gain! --- *** Your health is full! You lose a day. You lose {(if: $Jobless is true)[50 (set: $Gold to it -50)](else:) [20(set: $Gold to it -20)]} Gold You lose a Grade-4 Soul Crystal. You gain a 2000 Essence. {(set: $Health to $MaxHealth)} {(set: $Day to it +1)} {(set: $1000SC to it -1)} {(set: $XP to it +2000)} [[Main Menu]] *** ---{ (if: $Gold is < 50 and $Jobless is true)[You don't have enough gold for that! because of that, thankfully their uncle is a... banker, of sorts, and can lend you money at...twice the price...and since you already slept...well, you are now in debt! (set: $Debt to it +100)](else-if:$Gold is < 20 and $Jobless is false)[You don't have enough gold for that! because of that, thankfully their uncle is a... banker, of sorts, and can lend you money at...twice the price...and since you already slept...well, you are now in debt! (set: $Debt to it +40)](else:)[After a full's night rest, you pay your tab and leave the inn.] } The Grade-5 Soul Crystal is safely absorbed through your system! the meditation doubled the essence gain! --- *** Your health is full! You lose a day. You lose {(if: $Jobless is true)[50 (set: $Gold to it -50)](else:) [20(set: $Gold to it -20)]} Gold You lose a Grade-5 Soul Crystal. You gain a 3000 Essence. {(set: $Health to $MaxHealth)} {(set: $Day to it +1)} {(set: $1500SC to it -1)} {(set: $XP to it +3000)} [[Main Menu]] *** ---You manage to escape with your life... however, your reputation as an Adventurer decreased! (set: $LUK to it -1) --- *** You lost 1 LUK. {(if: $LUK < 0)[People frown at you, you are now barred from the Dungeon![[Expelled]]](else:)[Return to the main square [[Main Menu]]]} *** --- You sigh as the Guild Master takes your Adventurer's Card and rips in half in front the entire Guild, tears stain your cheeks as you thought that dying against the Goblins would be better than this humiliation. With your reputation, you can only be a bandit to make ends meet. --- *** GAME OVER - You were expelled! (bandit version) You survived $Day days. Here is your final Status. { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC ] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC ] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points '' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) *** --- (enchant:?page,(text-colour:red)) (link: "Restart")[(reload:)] "Welcome!" Said the tall woman manning the shop "What would you like to buy?!' [[I want to upgrade my Weapon|Weapon Shop]] [[I want to upgrade my Shield|Shield Shop]] [[I want to upgrade my Armor|Armor Shop]] [[Nothing, just seeing|Main Menu]]{(if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55)]} (if: $JOB is "HuntsMan")[Your shield is made of... an unknown material, do you want to see if the Blacksmith can unseal it? [[Yes|Discovered Blacksmith]] [[No, lets return...|Blacksmith]] ](else:)[ Your $Shield is made of $ShieldMat! it gives a +$END_items END. You have $Gold Gold. What material do you wish to use to upgrade it? *** Copper - Cost 10 Gold; +1 END Bronze - Cost 25 Gold; +3 END Enchanted Bronze - Cost 50 Gold; +6 END Iron - Cost 100 Gold; +10 END Steel - Cost 200 Gold; +15 END Enchanted Steel - Cost 400 Gold; +21 END Star Iron - Cost 800 Gold; +28 END Star Steel - Cost 1600 Gold; +36 END Enchanted Star Steel - Cost 3200 Gold; +45 END Runic - Cost 6400 Gold; +55 END *** [[I want...|ShieldMatUpgrade]] ] {(if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55)]} (if: $JOB is "HuntsMan")[Your weapon is made of... an unknown material, do you want to see if the Blacksmith can unseal it? [[Yes|Discovered Blacksmith]] [[No, lets return...|Blacksmith]] ](else:)[ Your $Weapon is made of $WeaponMat! it gives a +$PWR_items PWR. You have $Gold Gold. What material do you wish to use to upgrade it? *** Copper - Cost 10 Gold; +1 PWR Bronze - Cost 25 Gold; +3 PWR Enchanted Bronze - Cost 50 Gold; +6 PWR Iron - Cost 100 Gold; +10 PWR Steel - Cost 200 Gold; +15 PWR Enchanted Steel - Cost 400 Gold; +21 PWR Star Iron - Cost 800 Gold; +28 PWR Star Steel - Cost 1600 Gold; +36 PWR Enchanted Star Steel - Cost 3200 Gold; +45 PWR Runic - Cost 6400 Gold; +55 PWR *** [[I want...|WeaponMatUpgrade]] ] (set: $WeaponBuy to (prompt: "I want to upgrade my $Weapon to... Copper - Cost 10 Gold; +1 PWR Bronze - Cost 25 Gold; +3 PWR Enchanted Bronze - Cost 50 Gold; +6 PWR Iron - Cost 100 Gold; +10 PWR Steel - Cost 200 Gold; +15 PWR Enchanted Steel - Cost 400 Gold; +21 PWR Star Iron - Cost 800 Gold; +28 PWR Star Steel - Cost 1600 Gold; +36 PWR Enchanted Star Steel - Cost 3200 Gold; +45 PWR Runic - Cost 6400 Gold; +55 PWR ", "Material_Name")) { (if: $WeaponBuy is "Copper")[ (if: $PWR_items > 1)["This... will make the weapon weaker...are you sure you are good in the head? Go away and stop wasting my time!] (else-if: $WeaponBuy is "Copper" and $WeaponMat is "Copper")["Why are you using the same material? Go away and stop wasting my time!"] (else:)[ (if: $WeaponBuy is "Copper" and $Gold >= 10)[(set: $Gold to it -10) Your weapon has been upgraded! (set: $WeaponMat to "Copper") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ](else-if: $WeaponBuy is "Bronze")[ (if:$PWR_items > 3)["This... will make the weapon weaker...are you sure you are good in the head? Go away and stop wasting my time!] (if:$WeaponBuy is "Bronze" and $WeaponMat is "Bronze") ["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $WeaponBuy is "Bronze" and $Gold >= 25)[(set: $Gold to it -25)Your weapon has been upgraded! (set: $WeaponMat to "Bronze") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $WeaponBuy is "Enchanted Bronze")[ (if:$PWR_items > 6)["This... will make the weapon weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$WeaponBuy is "Enchanted Bronze" and $WeaponMat is "Enchanted Bronze") ["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $WeaponBuy is "Enchanted Bronze" and $Gold >= 50)[(set: $Gold to it -50) Your weapon has been upgraded! (set: $WeaponMat to "Enchanted Bronze") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $WeaponBuy is "Iron")[ (if: $PWR_items > 10)["This... will make the weapon weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$WeaponBuy is "Iron" and $WeaponMat is "Iron")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $WeaponBuy is "Iron" and $Gold >= 100)[(set: $Gold to it -100) Your weapon has been upgraded! (set: $WeaponMat to "Iron") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $WeaponBuy is "Steel")[ (if: $PWR_items > 15)["This... will make the weapon weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$WeaponBuy is "Steel" and $WeaponMat is "Steel")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $WeaponBuy is "Steel" and $Gold >= 200)[(set: $Gold to it -200) Your weapon has been upgraded! (set: $WeaponMat to "Steel") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $WeaponBuy is "Enchanted Steel")[ (if:$PWR_items > 21)["This... will make the weapon weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$WeaponBuy is "Enchanted Steel" and $WeaponMat is "Enchanted Steel")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $WeaponBuy is "Enchanted Steel" and $Gold >= 400)[(set: $Gold to it -400) Your weapon has been upgraded! (set: $WeaponMat to "Enchanted Steel") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $WeaponBuy is "Star Iron")[ (if:$PWR_items > 28)["This... will make the weapon weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$WeaponBuy is "Star Iron" and $WeaponMat is "Star Iron")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $WeaponBuy is "Star Iron" and $Gold >= 800)[(set: $Gold to it -800)Your weapon has been upgraded! (set: $WeaponMat to "Star Iron") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $WeaponBuy is "Star Steel")[ (if:$PWR_items > 36)["This... will make the weapon weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$WeaponBuy is "Star Steel" and $WeaponMat is "Star Steel")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $WeaponBuy is "Star Steel" and $Gold >= 1600)[(set: $Gold to it -1600)Your weapon has been upgraded! (set: $WeaponMat to "Star Steel") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $WeaponBuy is "Enchanted Star Steel")[ (if:$PWR_items > 45)["This... will make the weapon weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$WeaponBuy is "Enchanted Star Steel" and $WeaponMat is "Enchanted Star Steel")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $WeaponBuy is "Enchanted Star Steel" and $Gold >= 3200)[(set: $Gold to it -3200)Your weapon has been upgraded! (set: $WeaponMat to "Enchanted Star Steel") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $WeaponBuy is "Runic")[ (if:$PWR_items > 55)["This... will make the weapon weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$WeaponBuy is "Runic" and $WeaponMat is "Runic")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $WeaponBuy is "Runic" and $Gold >= 6400)[(set: $Gold to it -6400)Your weapon has been upgraded! (set: $WeaponMat to "Runic") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else:)["What?! You need speak it clearly!!! [[I said I want...|WeaponMatUpgrade]]"] } [[Test your new Weapon|Status]]"This...weapon... Crocea Mors?!!" The Blacksmith Woman screams in fright, making a lot of people look at you and... Well, shit. --- *** GAME OVER - You were discovered by the Blacksmith! Like, really? You survived $Day days. Here is your final Status. { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC ] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC ] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points '' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) *** --- (enchant:?page,(text-colour:red)) (link: "Restart")[(reload:)] (set: $ShieldBuy to (prompt: "I want to upgrade my $Shield to... Copper - Cost 10 Gold; +1 END Bronze - Cost 25 Gold; +3 END Enchanted Bronze - Cost 50 Gold; +6 END Iron - Cost 100 Gold; +10 END Steel - Cost 200 Gold; +15 END Enchanted Steel - Cost 400 Gold; +21 END Star Iron - Cost 800 Gold; +28 END Star Steel - Cost 1600 Gold; +36 END Enchanted Star Steel - Cost 3200 Gold; +45 END Runic - Cost 6400 Gold; +55 END ", "Material_Name")) { (if: $ShieldBuy is "Copper")[ (if: $END_items > 1)["This... will make the Shield weaker...are you sure you are good in the head? Go away and stop wasting my time!] (else-if: $ShieldBuy is "Copper" and $ShieldMat is "Copper")["Why are you using the same material? Go away and stop wasting my time!"] (else:)[ (if: $ShieldBuy is "Copper" and $Gold >= 10)[(set: $Gold to it -10) Your Shield has been upgraded! (set: $ShieldMat to "Copper") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ](else-if: $ShieldBuy is "Bronze")[ (if:$END_items > 3)["This... will make the Shield weaker...are you sure you are good in the head? Go away and stop wasting my time!] (if:$ShieldBuy is "Bronze" and $ShieldMat is "Bronze") ["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ShieldBuy is "Bronze" and $Gold >= 25)[(set: $Gold to it -25)Your Shield has been upgraded! (set: $ShieldMat to "Bronze") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ShieldBuy is "Enchanted Bronze")[ (if:$END_items > 6)["This... will make the Shield weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ShieldBuy is "Enchanted Bronze" and $ShieldMat is "Enchanted Bronze") ["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ShieldBuy is "Enchanted Bronze" and $Gold >= 50)[(set: $Gold to it -50) Your Shield has been upgraded! (set: $ShieldMat to "Enchanted Bronze") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ShieldBuy is "Iron")[ (if: $END_items > 10)["This... will make the Shield weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ShieldBuy is "Iron" and $ShieldMat is "Iron")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ShieldBuy is "Iron" and $Gold >= 100)[(set: $Gold to it -100) Your Shield has been upgraded! (set: $ShieldMat to "Iron") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ShieldBuy is "Steel")[ (if: $END_items > 15)["This... will make the Shield weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ShieldBuy is "Steel" and $ShieldMat is "Steel")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ShieldBuy is "Steel" and $Gold >= 200)[(set: $Gold to it -200) Your Shield has been upgraded! (set: $ShieldMat to "Steel") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ShieldBuy is "Enchanted Steel")[ (if:$END_items > 21)["This... will make the Shield weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ShieldBuy is "Enchanted Steel" and $ShieldMat is "Enchanted Steel")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ShieldBuy is "Enchanted Steel" and $Gold >= 400)[(set: $Gold to it -400) Your Shield has been upgraded! (set: $ShieldMat to "Enchanted Steel") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ShieldBuy is "Star Iron")[ (if:$END_items > 28)["This... will make the Shield weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ShieldBuy is "Star Iron" and $ShieldMat is "Star Iron")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ShieldBuy is "Star Iron" and $Gold >= 800)[(set: $Gold to it -800)Your Shield has been upgraded! (set: $ShieldMat to "Star Iron") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ShieldBuy is "Star Steel")[ (if:$END_items > 36)["This... will make the Shield weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ShieldBuy is "Star Steel" and $ShieldMat is "Star Steel")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ShieldBuy is "Star Steel" and $Gold >= 1600)[(set: $Gold to it -1600)Your Shield has been upgraded! (set: $ShieldMat to "Star Steel") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ShieldBuy is "Enchanted Star Steel")[ (if:$END_items > 45)["This... will make the Shield weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ShieldBuy is "Enchanted Star Steel" and $ShieldMat is "Enchanted Star Steel")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ShieldBuy is "Enchanted Star Steel" and $Gold >= 3200)[(set: $Gold to it -3200)Your Shield has been upgraded! (set: $ShieldMat to "Enchanted Star Steel") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ShieldBuy is "Runic")[ (if:$END_items > 55)["This... will make the Shield weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ShieldBuy is "Runic" and $ShieldMat is "Runic")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ShieldBuy is "Runic" and $Gold >= 6400)[(set: $Gold to it -6400)Your Shield has been upgraded! (set: $ShieldMat to "Runic") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else:)["What?! You need speak it clearly!!! [[I said I want...|ShieldMatUpgrade]]"] } [[Test your new Shield|Status]]{(if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55)]} Your $Armor is made of $ArmorMat! it gives a +$AGI_items AGI. You have $Gold Gold. What material do you wish to use to upgrade it? *** Copper - Cost 10 Gold; +1 AGI Bronze - Cost 25 Gold; +3 AGI Enchanted Bronze - Cost 50 Gold; +6 AGI Iron - Cost 100 Gold; +10 AGI Steel - Cost 200 Gold; +15 AGI Enchanted Steel - Cost 400 Gold; +21 AGI Star Iron - Cost 800 Gold; +28 AGI Star Steel - Cost 1600 Gold; +36 AGI Enchanted Star Steel - Cost 3200 Gold; +45 AGI Runic - Cost 6400 Gold; +55 AGI *** [[I want...|ArmorMatUpgrade]] (set: $ArmorBuy to (prompt: "I want to upgrade my $Armor to... Copper - Cost 10 Gold; +1 AGI Bronze - Cost 25 Gold; +3 AGI Enchanted Bronze - Cost 50 Gold; +6 AGI Iron - Cost 100 Gold; +10 AGI Steel - Cost 200 Gold; +15 AGI Enchanted Steel - Cost 400 Gold; +21 AGI Star Iron - Cost 800 Gold; +28 AGI Star Steel - Cost 1600 Gold; +36 AGI Enchanted Star Steel - Cost 3200 Gold; +45 AGI Runic - Cost 6400 Gold; +55 AGI ", "Material_Name")) { (if: $ArmorBuy is "Copper")[ (if: $AGI_items > 1)["This... will make the Armor weaker...are you sure you are good in the head? Go away and stop wasting my time!] (else-if: $ArmorBuy is "Copper" and $ArmorMat is "Copper")["Why are you using the same material? Go away and stop wasting my time!"] (else:)[ (if: $ArmorBuy is "Copper" and $Gold >= 10)[(set: $Gold to it -10) Your Armor has been upgraded! (set: $ArmorMat to "Copper") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ](else-if: $ArmorBuy is "Bronze")[ (if:$AGI_items > 3)["This... will make the Armor weaker...are you sure you are good in the head? Go away and stop wasting my time!] (if:$ArmorBuy is "Bronze" and $ArmorMat is "Bronze") ["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ArmorBuy is "Bronze" and $Gold >= 25)[(set: $Gold to it -25)Your Armor has been upgraded! (set: $ArmorMat to "Bronze") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ArmorBuy is "Enchanted Bronze")[ (if:$AGI_items > 6)["This... will make the Armor weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ArmorBuy is "Enchanted Bronze" and $ArmorMat is "Enchanted Bronze") ["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ArmorBuy is "Enchanted Bronze" and $Gold >= 50)[(set: $Gold to it -50) Your Armor has been upgraded! (set: $ArmorMat to "Enchanted Bronze") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ArmorBuy is "Iron")[ (if: $AGI_items > 10)["This... will make the Armor weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ArmorBuy is "Iron" and $ArmorMat is "Iron")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ArmorBuy is "Iron" and $Gold >= 100)[(set: $Gold to it -100) Your Armor has been upgraded! (set: $ArmorMat to "Iron") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ArmorBuy is "Steel")[ (if: $AGI_items > 15)["This... will make the Armor weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ArmorBuy is "Steel" and $ArmorMat is "Steel")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ArmorBuy is "Steel" and $Gold >= 200)[(set: $Gold to it -200) Your Armor has been upgraded! (set: $ArmorMat to "Steel") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ArmorBuy is "Enchanted Steel")[ (if:$AGI_items > 21)["This... will make the Armor weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ArmorBuy is "Enchanted Steel" and $ArmorMat is "Enchanted Steel")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ArmorBuy is "Enchanted Steel" and $Gold >= 400)[(set: $Gold to it -400) Your Armor has been upgraded! (set: $ArmorMat to "Enchanted Steel") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ArmorBuy is "Star Iron")[ (if:$AGI_items > 28)["This... will make the Armor weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ArmorBuy is "Star Iron" and $ArmorMat is "Star Iron")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ArmorBuy is "Star Iron" and $Gold >= 800)[(set: $Gold to it -800)Your Armor has been upgraded! (set: $ArmorMat to "Star Iron") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ArmorBuy is "Star Steel")[ (if:$AGI_items > 36)["This... will make the Armor weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ArmorBuy is "Star Steel" and $ArmorMat is "Star Steel")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ArmorBuy is "Star Steel" and $Gold >= 1600)[(set: $Gold to it -1600)Your Armor has been upgraded! (set: $ArmorMat to "Star Steel") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ArmorBuy is "Enchanted Star Steel")[ (if:$AGI_items > 45)["This... will make the Armor weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ArmorBuy is "Enchanted Star Steel" and $ArmorMat is "Enchanted Star Steel")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ArmorBuy is "Enchanted Star Steel" and $Gold >= 3200)[(set: $Gold to it -3200)Your Armor has been upgraded! (set: $ArmorMat to "Enchanted Star Steel") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else-if: $ArmorBuy is "Runic")[ (if:$AGI_items > 55)["This... will make the Armor weaker...are you sure you are good in the head? Go away and stop wasting my time! ] (if:$ArmorBuy is "Runic" and $ArmorMat is "Runic")["Why are you using the same material? Go away and stop wasting my time!"](else:)[ (if: $ArmorBuy is "Runic" and $Gold >= 6400)[(set: $Gold to it -6400)Your Armor has been upgraded! (set: $ArmorMat to "Runic") ] (else:)[You don't have enough gold for this, go away and stop wasting my time!]] ] (else:)["What?! You need speak it clearly!!! [[I said I want...|ArmorMatUpgrade]]"] } [[Test your new Armor|Status]]''HP'': $Health/$MaxHealth ''Enemy HP'' $EnemyHP --- *** Combat Rolls - You start! { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $PWR_Total +$BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } Hit Roll! 1d100 + Total PWR + BonusRoll(1d$AGI_Total)/2 = HIT Roll VS Enemy Defense Roll = DC +1d100 $roll + $PWR_Total+ $BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE) [Your $Weapon slashed the Goblin! Hah, it seems that the wood is useless against your $WeaponMat! (set: $EnemyHP to it -1)] (else:)[ The goblin raised its wooden shield, deflecting your slash!] (if: $EnemyHP > 0)[ The Goblin screeches and attacks you with its rusty mace in retailation! { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $END_Total + $BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } --- *** 1d100 + Total END + BonusRoll (1d$AGI_Total)/2= Defense Roll VS Enemy Attack Roll = DC +1d100 $roll + $END_Total+$BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE)[You managed to evade the attack sucessufully! [[Next Round! |Floor 2-1]]] (else:)[You were hit! (set: $Health to it -1) (if: $Health <=0)[You died...against a warrior goblin... [[Go to the Light|Dead by Goblin2]]](else:)[You grunt in pain, and you decided to... [[ Attack the goblin in rage! |Floor 2-1]] [[Escape from this place|Flee!]] ] ]] (else:)[ (set: $KillCount to it +1) (set: $EnemyHP to 1) (if: $KillCount >= 2)[You killed all Goblins on this Floor! [[Take your reward|Reward Room 2]]](else:)[You won! but the fight is not over! [[Continue Killing Goblins|Floor 2-1]]] or [[You can leave the Dungeon, without reward thought|Dungeon Dive]] ] ''HP'': $Health/$MaxHealth ''Enemy HP'' $EnemyHP --- *** Combat Rolls - Goblin start! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $END_Total) (set: $T_RollE to $rollEnemy + $DC) } Hit Roll! 1d100 + Total PWR = Defense Roll VS Enemy HIT Roll = DC +1d100 $roll + $END_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE) [Your $Shield stopped the rusty mace from crushing your head! ](else:)[You were hit! (set: $Health to it -1) you have $Health Health now![(if: $Health <= 0) [You died...against a goblin... [[Shame on you |Dead by Goblin2]]]]] (if: $EnemyHP > 0)[ With a grunt you attack the stinky goblin back! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $PWR_Total) (set: $T_RollE to $rollEnemy + $DC) } --- *** 1d100 + Total END = Attack Roll VS Enemy Defense Roll = DC +1d100 $roll + $PWR_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE)[Your $Weapon slashes the chest of the Goblin Warrior! (set: $EnemyHP to it -1) ] (else:)[ The goblin blocks with its wooden shield!] ] (if: $EnemyHP > 0)[ Tsk, the enemy is still not dead... you need to... [[This is a losing battle, I need to escape, but first, I need to control the tempo of this battle!|Change Tempo2]] [[Grr, I am surelly going to Kill this Goblin Bastard!|Floor 2-1B]] ] (else:)[ (set: $KillCount to it +1) (set: $EnemyHP to 1) (if: $KillCount >= 2)[You killed all Goblins on this Floor! [[Take your reward|Reward Room 2]]](else:)[You won! but the fight is not over! [[Continue Killing Goblins|Floor 2-1]]] or [[You can leave the Dungeon, without reward thought|Dungeon Dive]] ] You were killed by a...warrior Goblin? wait, really?! the mace is smaller than a child's fist and you were killed by it! --- *** GAME OVER - Dead in the second floor! You survived $Day days. Here is your final Status. { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC ] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC ] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points '' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) *** --- (enchant:?page,(text-colour:red)) (link: "Restart")[(reload:)] ''HP'': $Health/$MaxHealth ''Enemy HP'' $EnemyHP The moment the Goblin raised its mace to crush you, you tried to parry it! --- *** Parry Rolls! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_RollE to $rollEnemy + $DC) (set: $T_Roll to $roll + $AGI_Total) } 1d100 + Total AGI = Parry Roll VS Enemy HIT Roll = DC +1d100 $roll + $AGI_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC (if: $T_Roll >= $T_RollE)[ Your $Weapon easily parried under the claws of the Goblin, allowing you to kick its face, and changing the tempo of the battle! [[Attack It! |Floor 2-1]]] (else:)[Your parry hit the air, and you became exposed - The Goblin used this chance to claw your face! (set: $Health to it -1)(if: $Health <=0)[You died...against a lowly goblin... [[Go to the Light|Dead by Goblin2]]](else:)[You grunt in pain, before you could gather your bearings, the Goblin jumped at you! [[Defend! |Floor 2-1B]]]] *** --- ''HP'': $Health/$MaxHealth { (set: $Floor2 to true) (set: $roll to (random: 1, 100)) (set: $T_Roll1 to $roll + $LUK_Total + $DC - $Level) (set: $T_Roll2 to $T_Roll1*2) (set: $EnemyHP to 1) (set: $KillCount to 0) } You managed to complete the Second Floor of the Goblin Dungeon! --- *** Reward Roll. Reward Rolls are given at the end of a Floor. First, you are given Essence, then there is the chance of gaining a Soul Crystal, that gives even more essence, or can be exchanged by Gold in the Guild. Roll for Essence Gain! (1d100 + Total LUK + Floor DC - Level) Goblins Killed = Essence Gain $roll + $LUK_Total + $DC - $Level = $T_Roll1 You gained $T_Roll2 Essence! (set: $XP to it + $T_Roll2) You have $XP Essence now! Roll for Loot! 1d100 + Total LUK + Floor DC*Goblins Killed - Level = Loot Chance. { (set: $roll to (random: 1, 100)) (set: $T_Roll to $roll + $LUK_Total + $DC*2 - $Level) } You rolled a $roll! +Total LUK $LUK_Total + DCxGoblin $DC x 2 - Level $Level = $T_Roll { (set: $T_Roll to $T_Roll/50) $T_Roll (if: $T_Roll < 1)[You gained 1 Grade-2 Soul Crystal! (set: $300SC to it +1)] (else-if: $T_Roll >= 1 and < 2)[You gained 2 Grade-2 Soul Crystal! (set: $300SC to it +2)] (else-if: $T_Roll >= 2 and < 3)[You gained 3 Grade-2 Soul Crystal! (set: $300SC to it +3)] (else-if: $T_Roll >= 3 and < 4)[You gained 4 Grade-2 Soul Crystal! (set: $300SC to it +4)] (else-if: $T_Roll >= and < 5)[You gained 5 Grade-2 Soul Crystal! (set: $300SC to it +5)] (else-if: $T_Roll >= 5)[You gained 10 Grade-2 Soul Crystal! (set: $300SC to it +10)]} *** --- [[Continue to the next floor|Third Floor]] [[That's it, I want to go back|Dungeon Dive]] [[I want to continue fighting, least I lose my momentum!|Floor 2-1]] { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $DC to 60) (set: $T_RollE to $rollEnemy + $DC) (set: $T_Roll to $roll + $AGI_Total) (set: $EnemyHP to 2) (set: $KillCount to 0) } You enter the Third Floor, from what you could gather, enemies here are very strong, Goblin Warriors can bear a lot of damage before dying. Thankfully they are slow. --- *** Initiative Rolls! 1d100 + Total AGI = Initiative Roll VS 1d100 + DC = Initiative Roll of Enemy Your Initiative:$roll + $AGI_Total = $T_Roll vs Enemy 1 = ?? + ?? = ?? *** --- As soon as you walk in this goomly came, you see the goblin - A Goblin Warrior! The creature didn't expect you at all! [[You Attack First |Floor 3]] (set: $SP to it +10) (set: $Gold to it +100000) (set: $XP to it +100) (set: $New to true) (set: $Jobless to true) (set: $Training to false) {(set: $Secret2 to false)} {(set: $Secret3 to false)} {(set: $Secret4 to false)} (set: $PWR to it +15) (set: $END to it +15) (set: $AGI to it +15) (set: $LUK to it +15) (set: $Level to 5) [[Main Menu]] {(set: $Weapon to "Shortsword")} {(set: $WeaponMat to "Star Steel")} Enchanted Bronze Kite Shield, Tier 5, That gives +15 to END when fighting. {(set: $Shield to "Heater Shield")} {(set: $ShieldMat to "Star Steel")} Enchanted Bronze Plate Armor, Tier 5, That gives +15 to AGI when fighting. {(set: $Armor to "Half-Plate Armor")} {(set: $ArmorMat to "Star Steel")} (set: $Level to it +1) You concentrate and use the Essence to nuture your Soul, allowing you to reach Level $Level! You also feel that people are more respectful of you. { (if: $Level < 0)[(set: $Title to "Nameless") You feel that people are not as suspicious as before!] (else-if: $Level >= 1 and $Level < 3)[(set: $Title to "Probatio Apprentice") You feel that people see you as a newbie adventurer!] (else-if: $Level >= 3 and $Level < 6)[(set: $Title to "Low Apprentice") You feel that people see you as a trainee!] (else-if: $Level >= 6 and $Level < 10)[(set: $Title to "Intermediary Apprentice") You feel that people see you as someone that has experience in Dungeon Diving!] (else-if: $Level >= 10 and $Level < 15)[(set: $Title to "Advanced Apprentice")You feel that people see you in a good light!] (else-if: $Level >= 15)[(set: $Title to "Peak Apprentice") You feel that people are expecting you to become a proper adventurer any time soon!] (set: $XP to it - $XPcost) (set: $Level to it +1) (if: $Level > 0)[(set: $SP to it +2)] } *** (if: $Level > 0)[ You gained +2 Status Points! You have $SP Status Points Do you wish to spend it now? [[Yes, I want to get stronger |Status Points]]] [[Return to your meditation |Status]] ***(set: $Gold to it -1000) You enter the training hall and see several machines that infuse Soul Essence to purify your soul instead of feeding it. After you spend the entire day working out with the special machineries inside this place, you feel as if your soul became purer and stronger! --- *** You gain +2 Stat Point. You gain +200 Essence. You spend a day in this place. { (set: $SP to it +2) (set: $Day to it +2) (set: $XP to it +200) } [[Return|Guild]] *** ---''HP'': $Health/$MaxHealth ''Enemy HP'' $EnemyHP --- *** Combat Rolls - You start! { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $PWR_Total +$BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } Hit Roll! 1d100 + Total PWR + BonusRoll(1d$AGI_Total)/2 = HIT Roll VS Enemy Defense Roll = DC +1d100 $roll + $PWR_Total+ $BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE) [Your $Weapon slashed the Goblin Warrior! Hah, it seems that you can defeat this powerful monster! (set: $EnemyHP to it -1)] (else:)[ The goblin raised its metal shield, deflecting your slash!] (if: $EnemyHP > 0)[ The Goblin Warrior narrow its eyes, and attacks you with its spear. { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $END_Total + $BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } --- *** 1d100 + Total END + BonusRoll (1d$AGI_Total)/2= Defense Roll VS Enemy Attack Roll = DC +1d100 $roll + $END_Total+$BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE)[You managed to evade the spear aimed at your throat [[Next Round! |Floor 3]]] (else:)[You were hit! (set: $Health to it -1) (if: $Health <=0)[You died...against a warrior goblin... [[Game Over |Dead by Goblin3]]](else:)[You grith your teeth, and... [[Attack! |Floor 3]] [[Flee!|Flee!]] ] ]] (else:)[ (set: $KillCount to it +1) (set: $EnemyHP to 2) (if: $KillCount >= 3)[You killed all Goblins on this Floor! [[Take your reward|Reward Room 3]]](else:)[You won! but the fight is not over! [[Continue Killing Goblins|Floor 3]]] or [[You can leave the Dungeon, without reward thought|Dungeon Dive]] ] ''HP'': $Health/$MaxHealth { (set: $Floor3 to true) (set: $roll to (random: 1, 100)) (set: $T_Roll1 to $roll + $LUK_Total + $DC - $Level) (set: $T_Roll2 to $T_Roll1*3) (set: $EnemyHP to 2) (set: $KillCount to 0) } You managed to complete the Third Floor of the Goblin Dungeon! --- *** Reward Roll. Reward Rolls are given at the end of a Floor. First, you are given Essence, then there is the chance of gaining a Soul Crystal, that gives even more essence, or can be exchanged by Gold in the Guild. Roll for Essence Gain! (1d100 + Total LUK + Floor DC - Level) Goblins Killed = Essence Gain $roll + $LUK_Total + $DC - $Level = $T_Roll You gained $T_Roll2 Essence! (set: $XP to it + $T_Roll2) You have $XP Essence now! Roll for Loot! 1d100 + Total LUK + Floor DC*Goblins Killed - Level = Loot Chance. { (set: $roll to (random: 1, 100)) (set: $T_Roll to $roll + $LUK_Total + $DC*3 - $Level) } You rolled a $roll! +Total LUK $LUK_Total + DCxGoblin $DC x 3 - Level $Level = $T_Roll { (set: $T_Roll to $T_Roll/50) $T_Roll (if: $T_Roll < 1)[You gained 1 Grade-3 Soul Crystal! (set: $600SC to it +1)] (else-if: $T_Roll >= 1 and < 2)[You gained 2 Grade-3 Soul Crystal! (set: $600SC to it +2)] (else-if: $T_Roll >= 2 and < 3)[You gained 3 Grade-3 Soul Crystal! (set: $600SC to it +3)] (else-if: $T_Roll >= 3 and < 4)[You gained 4 Grade-3 Soul Crystal! (set: $600SC to it +4)] (else-if: $T_Roll >= and < 5)[You gained 5 Grade-3 Soul Crystal! (set: $600SC to it +5)] (else-if: $T_Roll >= 5)[You gained 10 Grade-3 Soul Crystal! (set: $600SC to it +10)]} *** --- [[Continue to the next floor|Fourth Floor]] [[That's it, I want to go back|Dungeon Dive]] [[I want to continue fighting, least I lose my momentum!|Floor 3]] You were killed by a...Warrior Goblin? Well, that is... normal...for farmers and other civilians. --- *** GAME OVER - Dead in the Third floor! You survived $Day days. Here is your final Status. { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC ] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC ] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points '' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) *** --- (enchant:?page,(text-colour:red)) (link: "Restart")[(reload:)] { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $DC to 100) (set: $T_RollE to $rollEnemy + $DC) (set: $T_Roll to $roll + $AGI_Total) (set: $EnemyHP to 1) (set: $KillCount to 0) } You enter the Fourth Floor, from what you could gather, enemies here are all Goblin Assassins - They are extremelly fast and dangerous, above all, hard to hit, but as the battle goes on they become tired faster. --- *** Initiative Rolls! 1d100 + Total AGI = Initiative Roll VS 1d100 + DC = Initiative Roll of Enemy Your Initiative:$roll + $AGI_Total = $T_Roll vs Enemy 1 = $rollEnemy + $DC = $T_RollE *** --- (if: $T_Roll >= $T_RollE)[ As soon as you walk in this goomly came, you... see nothing. It is completely dark. Yet, through instinct or sharp sense, you spot the hidden figure and... [[You Attack First |Floor 4]]] (else:)[ As soon as you walk in this goomly came, you... see nothing. It is completely dark. You can only grunt in pain as you feel a dagger pierce your back! (Set: $Health to it -1) [[You attack last!|Floor 4B]]] ''HP'': $Health/$MaxHealth ''Enemy HP'' $EnemyHP --- *** Combat Rolls - You start! { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $PWR_Total +$BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } Hit Roll! 1d100 + Total PWR + BonusRoll(1d$AGI_Total)/2 = HIT Roll VS Enemy Defense Roll = DC +1d100 $roll + $PWR_Total+ $BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE) [Your $Weapon bisects the Goblin Assassin! Hah, They aren't that hard to killl! (set: $EnemyHP to it -1)] (else:)[ The sneaky fucker dogdes as it mocks you!] (if: $EnemyHP > 0)[ The Goblin disapears in shadows and... { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $END_Total + $BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } --- *** 1d100 + Total END + BonusRoll (1d$AGI_Total)/2= Defense Roll VS Enemy Attack Roll = DC +1d100 $roll + $END_Total+$BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE)[You block the attack aimed at your neck! You can see that the Goblin Assassin became a tired! (set: $DC to it -5) [[Next Round! |Floor 4]]] (else:)[You were hit! (set: $Health to it -1) (if: $Health <=0)[You feel the cold steel pierce your jugular, and the mocking laugh of this little fucker.... [[Game Over |Dead by Goblin4]]](else:)[You remove the poisoned dagger and... You can see that the Goblin Assassin became a little tired! (set: $DC to it -1) [[Slash at this creep! |Floor 4]] [[Escape from this place|Flee!]] ] ]] (else:)[ (set: $KillCount to it +1) (set: $EnemyHP to 1) (if: $KillCount >= 4)[You killed all Goblins on this Floor! [[Take your reward|Reward Room 4]]](else:)[You won! but the fight is not over! [[Continue Killing Goblins|Floor 4]]] or [[You can leave the Dungeon, without reward thought|Dungeon Dive]] ] ''HP'': $Health/$MaxHealth ''Enemy HP'' $EnemyHP --- *** Combat Rolls - Goblin start! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $END_Total) (set: $T_RollE to $rollEnemy + $DC) } Hit Roll! 1d100 + Total PWR = Defense Roll VS Enemy HIT Roll = DC +1d100 $roll + $END_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE) [Your $Shield stopped the poisoned dagger from piercing your eyes! ](else:)[You were hit in the knee (set: $Health to it -1) you have $Health Health now![(if: $Health <= 0) [You died...against a goblin assassin... [[Shame on you |Dead by Goblin4]]]]] (if: $EnemyHP > 0)[ With a grunt you attack the sneaky goblin { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $PWR_Total) (set: $T_RollE to $rollEnemy + $DC) } --- *** 1d100 + Total END = Attack Roll VS Enemy Defense Roll = DC +1d100 $roll + $PWR_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE)[Your $Weapon slashes the chest of the damned Assassin! (set: $EnemyHP to it -1) ] (else:)[ The goblin evades while mocking you!] ] (if: $EnemyHP > 0)[ Tsk, the enemy is still not dead... you need to... [[This is a losing battle, I need to escape, but first, I need to control the tempo of this battle!|Change Tempo3]] [[Grr, I am surelly going to Kill this Goblin Bastard!|Floor 4]] ] (else:)[ (set: $KillCount to it +1) (set: $EnemyHP to 1) (if: $KillCount >= 4)[You killed all Goblins on this Floor! [[Take your reward|Reward Room 4]]](else:)[You won! but the fight is not over! [[Continue Killing Goblins|Floor 4]]] or [[You can leave the Dungeon, without reward thought|Dungeon Dive]] ] You were killed by a...Assassin Goblin? Well, they are though. --- *** GAME OVER - Dead in the Fourth floor! You survived $Day days. Here is your final Status. { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC ] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC ] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points '' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) *** --- (enchant:?page,(text-colour:red)) (link: "Restart")[(reload:)] ''HP'': $Health/$MaxHealth { (set: $Floor4 to true) (set: $roll to (random: 1, 100)) (set: $T_Roll1 to $roll + $LUK_Total + $DC - $Level) (set: $T_Roll2 to $T_Roll1*4) (set: $EnemyHP to 1) (set: $KillCount to 0) } You managed to complete the Fourth Floor of the Goblin Dungeon! --- *** Reward Roll. Reward Rolls are given at the end of a Floor. First, you are given Essence, then there is the chance of gaining a Soul Crystal, that gives even more essence, or can be exchanged by Gold in the Guild. Roll for Essence Gain! (1d100 + Total LUK + Floor DC - Level) Goblins Killed = Essence Gain $roll + $LUK_Total + $DC - $Level = $T_Roll You gained $T_Roll2 Essence! (set: $XP to it + $T_Roll2) You have $XP Essence now! Roll for Loot! 1d100 + Total LUK + Floor DC*Goblins Killed - Level = Loot Chance. { (set: $roll to (random: 1, 100)) (set: $T_Roll to $roll + $LUK_Total + $DC*4 - $Level) } You rolled a $roll! +Total LUK $LUK_Total + DCxGoblin $DC x 4 - Level $Level = $T_Roll { (set: $T_Roll to $T_Roll/50) $T_Roll (if: $T_Roll < 1)[You gained 1 Grade-4 Soul Crystal! (set: $1000SC to it +1)] (else-if: $T_Roll >= 1 and < 2)[You gained 2 Grade-4 Soul Crystal! (set: $1000SC to it +2)] (else-if: $T_Roll >= 2 and < 3)[You gained 3 Grade-4 Soul Crystal! (set: $1000SC to it +3)] (else-if: $T_Roll >= 3 and < 4)[You gained 4 Grade-4 Soul Crystal! (set: $1000SC to it +4)] (else-if: $T_Roll >= and < 5)[You gained 5 Grade-4 Soul Crystal! (set: $1000SC to it +5)] (else-if: $T_Roll >= 5)[You gained 10 Grade-4 Soul Crystal! (set: $1000SC to it +10)]} *** --- [[That's it, I want to go back|Dungeon Dive]] [[I want to continue fighting, least I lose my momentum!|Floor 4]] ''HP'': $Health/$MaxHealth ''Enemy HP'' $EnemyHP The moment the Goblin assassin disapeared you slashed behind you! --- *** Parry Rolls! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_RollE to $rollEnemy + $DC) (set: $T_Roll to $roll + $AGI_Total) } 1d100 + Total AGI = Parry Roll VS Enemy HIT Roll = DC +1d100 $roll + $AGI_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC (if: $T_Roll >= $T_RollE)[ Your $Weapon parried under the dagger of the Goblin, allowing you to kick its ugly face, and changing the tempo of the battle! [[Attack It! |Floor 2-1]]] (else:)[Your weapon hit the air, and you became exposed - The Goblin used this chance to cut your tendons! (set: $Health to it -1)(if: $Health <=0)[You died...against from a dagger in your butt... [[Go to the Light|Dead by Goblin4]]](else:)[You grunt in pain, before you could gather your bearings, the Goblin jumped at you! [[Defend! |Floor 4]]]] *** --- That's it, the last step before you can fight the Boss and...wait, it is locked the last entrance? "Have you paid your debts?" The Gate Guard asks. What? "Because of the high number of newbies that die fighting the Boss, leaving a lot of debts behind, I can only open the last entrance for those that paid their debts." He continues. "That's because when you enter the Boss Room, there is only one result, you either kill it, or you die." Ah... (if: $Debt <= 0)[ Thankfully you already paid all your debts! And you are ready to fight to the death! [[ Fight, to the death|Last Fight]]](else:)[err... you left embarassed] [[No wait, I think I need to do some last-minute training...|Main Menu]] { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $DC to 150) (set: $T_RollE to $rollEnemy + $DC) (set: $T_Roll to $roll + $AGI_Total) (set: $EnemyHP to 3) } You enter the Boss Room, hearing the Doors closing behind. It is now or never. You enter the grand arena where the Goblin King sits, and behind him, the indestructible Dungeon Core that holds the Dungeon in place. (if: $JOB is "Paladin")[That's it, if you were not a Paladin, follower of the Goddess] --- *** Initiative Rolls! 1d100 + Total AGI = Initiative Roll VS 1d100 + DC = Initiative Roll of Enemy Your Initiative:$roll + $AGI_Total = $T_Roll vs BOSS = $rollEnemy + $DC = $T_RollE *** --- (if: $T_Roll >= $T_RollE)[ The powerful presence of the Goblin King wasn't enough to cower you, and thus, you roared and dashed towards the Demon King. [[You Attack First |Boss Fight 1]]] (else:)[ The presence... it broke your spirits, and you could only react when the giant figure tried to you you in half with its axe. [[You try to defend!|Boss Fight 1B]]] ''HP'': $Health/$MaxHealth ''Boss HP'' $EnemyHP --- *** Combat Rolls - You start! { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2/2/2) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $PWR_Total +$BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } Hit Roll! 1d100 + Total PWR + BonusRoll(1d$AGI_Total)/2 = HIT Roll VS Enemy Defense Roll = DC +1d100 $roll + $PWR_Total+ $BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE) [Your $Weapon cuts the fat belly of the Demon King, granting you a sign that victory and life is possible! (set: $EnemyHP to it -1)] (else:)[ Your weapon harmlessly hit the tough flesh of the Boss!] (if: $EnemyHP > 0)[ The Goblin King waves its large axe and... { (set: $roll to (random: 1, 100)) (set: $BonusRoll to (random: 1, $AGI_Total)/2) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $END_Total + $BonusRoll) (set: $T_RollE to $rollEnemy + $DC) } --- *** 1d100 + Total END + BonusRoll (1d$AGI_Total)/2= Defense Roll VS Enemy Attack Roll = DC +1d100 $roll + $END_Total+$BonusRoll = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE)[ You block the attack with your might $Shield! the floor cracks under the pressure but you stand firm! [[Again! |Boss Fight 1]]] (else:)[The slash sends you flying a dozen meters, if wasn't for your increase toughness and instead a normal human, it would transform you into minced meat! (set: $Health to it -1) (if: $Health <=0)[ You curses as your vision blackens...[[ |Dead by BOSS]]](else:)[You stand up, as long you can breath... [[You can still fight! |Boss Fight 1]]] ]] (else:)[You stand in front of the Goblin King, such a fearsome opponent... is dead! [[Game Complete]] ] ''HP'': $Health/$MaxHealth ''Enemy HP'' $EnemyHP --- *** Combat Rolls - Goblin start! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $END_Total) (set: $T_RollE to $rollEnemy + $DC) } Hit Roll! 1d100 + Total PWR = Defense Roll VS Enemy HIT Roll = DC +1d100 $roll + $END_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE) [You raise your $Shield stopping you from being cut in half! ](else:)[You groan in pain, as you feel your organs shaking and bleeding, an internal bleeding? Thankfully, that's were the blood is supposed to be, so you are fine! (set: $Health to it -1) You have $Health Health now![(if: $Health <= 0) [The last thing you see is a sharp axe aiming to your head[[...before everything becomes black |Dead by BOSS]]]]] (if: $EnemyHP > 0 and $Health > 0)[ Your Turn! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_Roll to $roll + $PWR_Total) (set: $T_RollE to $rollEnemy + $DC) } --- *** 1d100 + Total END = Attack Roll VS Enemy Defense Roll = DC +1d100 $roll + $PWR_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC *** --- (if: $T_Roll >= $T_RollE)[Hah! Your $Weapon deeply pierces the chest of the Goblin Boss! (set: $EnemyHP to it -1) ] (else:)[ The Boss Roar and your attack misses!] ] (if: $EnemyHP > 0 and $Health > 0)[ Tsk, the enemy is still not dead... you need to... [[Control the Fight! Change the Tempo!|Change Tempo BOSS]] [[Tsk, its head is mine!|Boss Fight 1B]] ] (else:)[You stand in front of the Goblin King, such a fearsome opponent... is dead! [[Game Complete]] ] You did it! $Name you did it! You defeated the final boss of the Goblin Dungeon! in $Day days! (if: $JOB is "Goblin Executioner")[You managed to achieve the first step in avenging your family! now... now that you can kill Goblins in the mortal world, you can kill Goblins in Tartarus, where they come from. permanently.] (else-if: $JOB is "HuntsMan")[You managed to graduate and become a proper Adventurer! You can achieve your dreams and enter the Beacon Academy for Heroes-in-Training legitimately! Your family can only acknowledge it since you are now an adult, a hero-in-training!] (else-if: $JOB is "Paladin")[Through the powers of the Goddess you close your eyes, your entire body shines brightly as you use your lifeforce to seal the Dungeon for $Level year - You may die, but you will save many for your sacrifice.] --- *** GAME OVER - Game Clear! You cleared the game in $Day days. Here is your final Status. { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC ] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC ] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points '' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) *** --- (enchant:?page,(text-colour:green))You were killed by a.. Goblin King? Well, it is well know as a Newbie Slayer for a reason. --- *** GAME OVER - Dead in the Boss Room! You survived $Day days. Here is your final Status. { (If: $Title is "Suspicious")[(set: $LUK_title to -5)] (If: $Title is "Nameless")[(set: $LUK_title to 0)] (If: $Title is "Probatio Apprentice")[(set: $LUK_title to 1)] (If: $Title is "Low Apprentice")[(set: $LUK_title to 3)] (If: $Title is "Intermediary Apprentice")[(set: $LUK_title to 6)] (If: $Title is "Advanced Apprentice")[(set: $LUK_title to 10)] (If: $Title is "Peak Apprentice")[(set: $LUK_title to 15)] (if: $WeaponMat is "Rusty")[(set: $PWR_items to -10)] (if: $WeaponMat is "Wood")[(set: $PWR_items to 0)] (if: $WeaponMat is "Copper")[(set: $PWR_items to 1)] (if: $WeaponMat is "Bronze")[(set: $PWR_items to 3)] (if: $WeaponMat is "Enchanted Bronze")[(set: $PWR_items to 6)] (if: $WeaponMat is "Iron")[(set: $PWR_items to 10)] (if: $WeaponMat is "Steel")[(set: $PWR_items to 15)] (if: $WeaponMat is "Enchanted Steel")[(set: $PWR_items to 21)] (if: $WeaponMat is "Star Iron")[(set: $PWR_items to 28)] (if: $WeaponMat is "Star Steel")[(set: $PWR_items to 36)] (if: $WeaponMat is "Enchanted Star Steel")[(set: $PWR_items to 45)] (if: $WeaponMat is "Runic")[(set: $PWR_items to 55 + $Level)] <!--Jaune Arc's Weapon Mat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $WeaponMat to "Yellow Death (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $WeaponMat to "Yellow Death (Awakened)")] (if: $WeaponMat is "Yellow Death (Sealed)")[(set: $PWR_items to -5)] (if: $WeaponMat is "Yellow Death (Partial Awakening)")[(set: $PWR_items to 0)] (if: $WeaponMat is "Yellow Death (Awakened)")[(set: $PWR_items to $END)] (if: $ShieldMat is "Rusty")[(set: $END_items to -10)] (if: $ShieldMat is "Wood")[(set: $END_items to 0)] (if: $ShieldMat is "Copper")[(set: $END_items to 1)] (if: $ShieldMat is "Bronze")[(set: $END_items to 3)] (if: $ShieldMat is "Enchanted Bronze")[(set: $END_items to 6)] (if: $ShieldMat is "Iron")[(set: $END_items to 10)] (if: $ShieldMat is "Steel")[(set: $END_items to 15)] (if: $ShieldMat is "Enchanted Steel")[(set: $END_items to 21)] (if: $ShieldMat is "Star Iron")[(set: $END_items to 28)] (if: $ShieldMat is "Star Steel")[(set: $END_items to 36)] (if: $ShieldMat is "Enchanted Star Steel")[(set: $END_items to 45)] (if: $ShieldMat is "Runic")[(set: $END_items to 55 + $Level)] <!--Jaune Arc's ShieldMat --> (If: $JOB is "HuntsMan" and $Level is >= 0)[(set: $ShieldMat to "Yellow Death's Sheath (Partial Awakening)")] (If: $JOB is "HuntsMan" and $Level is >= 10)[(set: $ShieldMat to "Yellow Death's Sheath (Awakened)")] (if: $ShieldMat is "Yellow Death's Sheath (Sealed)")[(set: $END_items to -5)] (if: $ShieldMat is "Yellow Death's Sheath (Partial Awakening)")[(set: $END_items to 0)] (if: $ShieldMat is "Yellow Death's Sheath (Awakened)")[(set: $END_items to $END)] (if: $ArmorMat is "Rusty")[(set: $AGI_items to -10)] (if: $ArmorMat is "Wood")[(set: $AGI_items to 0)] (if: $ArmorMat is "Copper")[(set: $AGI_items to 1)] (if: $ArmorMat is "Bronze")[(set: $AGI_items to 3)] (if: $ArmorMat is "Enchanted Bronze")[(set: $AGI_items to 6)] (if: $ArmorMat is "Iron")[(set: $AGI_items to 10)] (if: $ArmorMat is "Steel")[(set: $AGI_items to 15)] (if: $ArmorMat is "Enchanted Steel")[(set: $AGI_items to 21)] (if: $ArmorMat is "Star Iron")[(set: $AGI_items to 28)] (if: $ArmorMat is "Star Steel")[(set: $AGI_items to 36)] (if: $ArmorMat is "Enchanted Star Steel")[(set: $AGI_items to 45)] (if: $ArmorMat is "Runic")[(set: $AGI_items to 55 + $Level)] (set: $PWR_Total to $PWR + $PWR_items + $Level) (set: $END_Total to $END + $END_items + $Level) (set: $AGI_Total to $AGI + $AGI_items + $Level) (set: $LUK_Total to $LUK + $LUK_title + $Level) (set: $XPcost to ($Level + 1)*100) (if: $Level < 0)[(set: $XPcost to 100)] } ''Title:'' $Title ''Name'' $Name ''JOB: ''$JOB ''Level:'' $Level = ''Essence'': $XP/$XPcost ''Health: '' $Health/$MaxHealth ''Gold:''$Gold (if: $100SC > 0)[''Grade-1 Soul Crystals'' $100SC ] (if: $300SC > 0)[''Grade-2 Soul Crystals'' $300SC] (if: $600SC > 0)[''Grade-3 Soul Crystals'' $600SC] (if: $1000SC > 0)[''Grade-4 Soul Crystals'' $1000SC] (if: $1500SC > 0)[''Grade-5 Soul Crystals'' $1500SC ] ''Day:'' $Day ''Weapon:'' $WeaponMat $Weapon ''Shield: ''$ShieldMat $Shield ''Armor:'' $ArmorMat $Armor ''STATS - You have $SP Free Stats Points '' ''PWR:'' Base $PWR + Items $PWR_items + Level $Level = ($PWR_Total) ''END:'' Base $END + Items $END_items + Level $Level = ($END_Total) ''AGI:'' Base $AGI + Items $AGI_items + Leve l$Level = ($AGI_Total) ''LUK:'' Base $LUK + Title $LUK_title + Level $Level = ($LUK_Total) *** --- (enchant:?page,(text-colour:red)) (link: "Restart")[(reload:)] ''HP'': $Health/$MaxHealth ''Enemy HP'' $EnemyHP The moment the Goblin King tried to kill you, you acted! --- *** Parry Rolls! { (set: $roll to (random: 1, 100)) (set: $rollEnemy to (random: 1, 100)) (set: $T_RollE to $rollEnemy + $DC) (set: $T_Roll to $roll + $AGI_Total) } 1d100 + Total AGI = Parry Roll VS Enemy HIT Roll = DC +1d100 $roll + $AGI_Total = $T_Roll vs $T_RollE = $rollEnemy + $DC (if: $T_Roll >= $T_RollE)[ Your $Weapon smoothly parried the Axe, allowing you to enter under the Goblin King's Guard! [[Attack It! |Boss Fight 1]]] (else:)[You mistook the power of the Goblin King, and the axe hit you! (set: $Health to it -1)(if: $Health <=0)[This mistake however, is paid with your life [[Go to the Light|Dead by BOSS]]](else:)[You paid this mistake in blood! but the battle will only end if one of you is dead! [[Defend! |Boss Fight 1B]]]] *** ---