| Name | Effect |
|---|---|
| 🛡️ Resilient | increase overall defense |
| 🔥 Havoc | +20% damage, but low starting hp & energy cap |
| 🐻 Berserk | more powerful the lower your hp is |
| 🧙 Wizardry | skill cooldown is reduced by 2 |
| 🍹 Poisoner | inflict poisoning effect at the start of battle |
| ⚰️ Deadman | inflict weaken effect at the start of battle |
| 🏃 Survivor | almost always succeed when fleeing |
| 🎃 Insanity | it can either go really well or really bad |
| 🌩️ Shock | start with ace but suffer from prolonged battle |
| ❄️ Frigid | attacks have small chance to freeze the enemy |
| 🏹 Ranger | guess the enemy to gain ace if correct |
| ⚔️ Fencer | basic attack will be done twice at a time |
| 🛠️ Smith | increase weapon effects |
| 🌙 Coven | (tba) unlock special skills |
For resilient, you get 10% damage reduction plus small extra hp cap and defense.
For berserk, bonuses starts to apply when your hp gets below 40%.
For wizardry, you also get 2 extra energy cap. Sorcerer will get an ace when facing you.
For poisoner, inflicted effect will stay for 5 turns. Chieftain will get an ace when facing you
For deadman, inflicted effect will stay for 3 turns. Also you get an ace when facing Undeads.
For survivor, you also get small extra agility. Agility is used to trigger crit, dodge, and to flee the battle.
For insanity, you may or may not: deal extra/less damage, skip on your own turn, get random buff/debuff to your attributes, randomized skill cooldown and 1% chance to instantly slain the enemy each turn.
For shock, effect will stay for 2 turns and if you dont finish the battle after turn 6, enemy will get an ace. You also get small extra strength
For frigid, you also get small negative agility. Infernal and demon will get an ace when facing you.
For ranger, before battle start you have to guess from 3 enemy names presented, plus you can see their attributes (doesnt apply when exploring). If your guess is correct you get an ace for 5 turns. BUT if wrong, it will be given to the enemy instead.
For fencer, basic attack use 55% strength but will be done 2 times and weapon effects modified by the same amount.
For smith, the value is modified by x1.14. For example crimson blade will instead heal by 5.7 or soulreaper will use 17.1% enemy hp as damage.
For coven (to be added), each attack will inflict 0-3 stack of "hex" which can be used to cast special skills. Clerics will get an ace when facing you.
| Name | Summary | Special |
|---|---|---|
| Knight 🛡️ | decent all-rounder with good defense | defense buff, strengthen |
| Wizard 🧙 | lacks in traditional defense, makes it up with spells | heal, immunity, barrier, confuse |
| Changeling 🎭 | will morph itself to be like you, atleast tried | attribute copy x 0.75 |
| Vampire 🧛 | enemy that can recovers hp on every attack | lifesteal, poison |
| Demon 👹 | enemy with great scaling that bypass half your armor | ignore 50% defense, burning |
| Shardling ⛰️ | has a tough defense and will reflect damage | permanent reflect |
| Evil Genie 🔮 | can straight up curse you permanently | curse, illusion, force-field |
| Celestial ☄️ | a being from beyond this world with tons of hp | disorient, heal aura, burning |
| Shapeshift 🎭 | a better, more deadlier version of changeling | attribute copy x 1.25 |
| Undead 🧟 | even the mere sight of this enemy weakens you | weaken, poison |
| Scorpion 🦂 | venomous enemy that pierce through a portion of armor | severe poison, ignore 30% defense |
| Goblin 🗡️ | good luck trying to land a succesful hit | confuse, high agility |
| Infernal 🔥 | this creature was born from the strongest of fires | severe burning, burn immune, buff |
| Vine Monster 🌲 | attacks have high chance to ensnare you | stun, reflect (low) |
| Arctic ❄️ | a fighter from distant land accustomed to coldness | frozen immune, freeze |
| Chieftain 🌴 | a fighter from distant land with ancestral blessing | poison immune, shiver, vitality |
| Giant Leech 🩸 | no hp is too high for this one but struggle against armor | drain, bleeding |
| Pirate 🏴☠️ | can straight up steal your gold | steal, bleeding |
| Gladiator ⚔️ | great overall with their double attack | double-attack, strengthen |
| Sorcerer 🌀 | mystical figure with astral attacks that bypass anything | ignore defense & effects |
| Warforge 👾 | (tba) can switch between protocols that boost attributes | (see below) |
| Artificer 🛠️ | (tba) advanced equipments gave them the advantage | (see below) |
For warforge, can switch into OMEGA protocol to increase strength by 30%, DELTA protocol with passive healing, and SWIFT protocol for a +20 agility. Special abilities include: self-destruct as OMEGA, disorient as SWIFT.
For artificer, has passive ability that modify your weapon effects by x0.7. Other ability includes swap hp, lay traps, force-field.
| Name | Desc |
|---|---|
| charge | attack with 130% strength |
| frenzy | sacrifice hp to attack with 250% strength |
| great blow | sacrifice the next turn to attack with 210% strength |
| poison | attack 85% strength and poison enemy for 3 turns |
| stun | attack 60% strength and stun enemy for 2 turns |
| icy blast | attack 60% strength and 30% chance to inflict freeze |
| swift strike | attack 85% strength (doesnt use turn) |
| knives throw | attack 40 fixed damage (doesnt use turn, no cd, no wep effects) |
| fireball | deal moderate amount of damage and inflict burning (no wep effects) |
| meteor strike | deal huge amount of damage (no wep effects) |
| strengthen | attack 100% strength to increase damage by 10% for 3 turns |
| focus attack | attack 100% strength to get focus state for 3 turns |
| devour | attack 150% strength and heal by 5% hp cap |
| vitality | get vitality effect for 5 turns |
| barrier | reduce incoming damage by 40% for 2 turns |
| force-field | reduce incoming damage by 15% for 5 turns |
| heal spell | recover hp by atleast 15% of hpcap |
| heal aura | recover hp by atleast 7% of hpcap for 3 turns |
| heal potion | recover hp by 40 (fixed number) |
| drain | take 22% of enemy current hp as damage |
| absorb | take 10% of enemy hp cap, ignore defense and effects |
| trick | make the enemy self-target |
| vision | see enemy attributes (no cost, no cd, doesnt use turn) |
| hex chant | (coven) sacrifice hp to inflict 5 stacks of hex (doesnt use turn) |
| hex cleanse | (coven) 5 hex to remove all effects & cd on you (doesnt use turn) |
| hex blessing | (coven) 6 hex to get instant ace for 2 turn (doesnt use turn) |
| hex barrier | (coven) 8 hex to grant 65% damage reduction for 3 turns |
| hex curse | (coven) 6 hex to inflict poison, weaken, and shiver for 3 turns |
| blood ritual | (coven) 1-12 hex to deal from small to MASSIVE damage |
| Name | Desc | Cost |
|---|---|---|
| sword | +15 strength | 40 |
| needle | +10 strength, ignore 10% defense | 30 |
| club | +12 strength, +5% multiplier | 38 |
| daggers | +9 strength, +2 agility, -2 defense | 41 |
| staff | +8 strength, +2 energy cap | 45 |
| gloves | +6 strength, +4 defense | 40 |
| greatsword | +40 strength | 300 |
| flaming sword | +26 strength, 15% chance to inflict burning | 247 |
| rapier | +20 strength, ignore 25% defense | 258 |
| warhammer | +30 strength, +10% multiplier | 330 |
| chain daggers | +15 strength, +4 agility, -2 defense | 285 |
| enchanted staff | +16 strength, +4 energy cap | 262 |
| gauntlets | +12 strength, +8 defense | 240 |
| demonic blade | +30 strength, +5% enemy current hp as damage | 690 |
| daunting mace | +20 strength, +30 hp, 7% self hp cap as damage | 1398 |
| crimson blade | +30 strength, heal by 5 hp (fixed) | 780 |
| dragonscale blade | +50 strength, 30% chance to inflict burning or 10% severe burning | 1437 |
| astral rapier | +40 strength, ignore 40% defense | 1125 |
| lance | +20 strength, +50% multiplier on first attack | 1308 |
| obsidian warhammer | +60 strength, +20% multiplier increase | 1500 |
| holy staff | +30 strength, +6 energy cap | 1200 |
| king's gauntlets | +24 strength, +16 defense | 1125 |
| voidforged rapier | +40 strength, ignore defense | 3500 |
| soulreaper | +25 strength, +15% enemy current hp as damage | 3732 |
| celestial staff | +40 strength, +8 energy cap, -1 cooldown, heal 2% hp cap | 4200 |
| vanguard lance | +20 strength, +100% multiplier on first attack | 4200 |
| earthbreaker | +100 strength, +25% multiplier increase | 4704 |
| Name | Desc | Cost |
|---|---|---|
| leather armor | 40 hp, 2 defense | 50 |
| wooden shield | 20 hp, 4 defense | 63 |
| basic plate | 80 hp | 80 |
| spike helmet | 10 hp, 2 defense, 5 strength | 65 |
| cloak | 10 hp, 3 agility | 51 |
| iron shield | 20 hp, 12 defense | 440 |
| standard armor | 150 hp, 6 defense, -1 agility | 450 |
| crystal armor | 75 hp, 6 defense, reflect (small) | 500 |
| enchanted plate | 120 hp, 8% reduction | 475 |
| heavy plate | 240 hp | 437 |
| wolfshead | 75 hp, 5 defense, 10 strength | 480 |
| arcane vest | 30 hp, 4 energy cap | 420 |
| deepsea mantle | 24 hp, initial damage cannot exceed 20% hp cap | 1400 |
| obsidian shield | 20 hp, 33 defense | 1310 |
| obsidian armor | 325 hp, 15 defense, -2 agility | 1500 |
| mythril plate | 200 hp, 16% reduction | 1540 |
| reinforced plate | 500 hp, -2 agility | 1410 |
| chainmail | 150 hp, 6 defense, +15% defense value | 1450 |
| king's helmet | 120 hp, 10 defense, 20 strength | 1390 |
| misty cloak | 50 hp, 12 agility | 1200 |
| void mantle | 24 hp, immune to the first damage | 3000 |
| energy shield | 20 hp, 2 energy cap, get 35% reduction every 4 turn | 3000 |
| amethyst armor | 75 hp, 6 defense, reflect (high) | 3100 |
| conqueror's armor | 400 hp, 20 defense, 8% reduction | 3200 |
| Name | Desc |
|---|---|
| ace | do 28% more damage, 28% damage reduction, +15% agility value, extra energy recovery |
| stunned | prevent player/enemy from doing anything |
| poisoned | chip away 11% hp + 10 as damage (ignore half defense) |
| poisoned severe | chip away 22% hp + 20 as damage (ignore half defense) |
| burning | chip away 5% hp cap + 10 as damage (ignore half defense), remove frozen effect |
| burning severe | chip away 10% hp cap + 20 as damage (ignore half defense), remove frozen effect |
| bleeding | chip away 6% hp but gradually increase to 12%, 24% and 50% (ignore 40-70% defense). Any type of healing can minimize or remove this effect |
| barrier | 40% damage reduction |
| force-field | 15% damage reduction, +10% agility value |
| heal aura | recover 7% hp cap |
| immunity | immune to damage |
| reflect low | send 30% of the damage back to the attacker |
| reflect | send 60% of the damage back to the attacker |
| reflect high | send 90% of the damage back to the attacker |
| strengthen | do 10% more damage, increase defense value by 10% |
| weakened | do 15% less damage, decrease defense value by half |
| vitality | do 5% more damage, 5% damage reduction, recover 10% of lost hp |
| confused | increased energy cost |
| disoriented | cannot use skills |
| frozen | like stunned with 50% chance to shatter, dealing x2 damage. Otherwise increase target's defense value by 4 + 20% |
| focus | increase agility value by 5 + 30% |
| shiver | decrease agility value by 5 + 30% |
- Battle: go to battle, the enemy difficulty is scaled
- Quick Battle: fast, instant battle but you cannot use skill or flee
- Deep forest: explore the deep forest
- Guest house: recover your healthpoint
- Training grounds: 49% chance to buff random attributes
- Switch perk: allow you to change perk.
- more areas to explore (dungeon, city, desert, marshes)
- loot system (fabric, lumber, ore, gp)
- items
- consequences when losing a battle
- find jobs option to get money (10s wait, -5 energy)
- cap agility to 100 max
- utility equipments
- enemy vs enemy arena and can place bets
git clone https://github.com/Noblefel/term-rpggo mod tidygo run .