The Holy Ministry of Rube Knights

Congratulations on becoming a warrior of the Holy Body, a great and powerful vessel of Zodo!

The Holy Ministry of Rube Knights is the protector of the Church and the enforcer of the Word of Zodo. This handbook will help you to prosper and be able to do the Will of Zodo well.

1. What is a Rube?

A Rube is a member of the Holy Ministry of Rube Knights which serves to protect and enforce the tenants of the Church of the Holy Body.
 

 

 “There is no greater honor in all of Nor'Ova, nor in the skies above or in the life to come, than the honor to serve Holy Zodo and his most holy church” - Holy Father Ormus Gailmore, founder of the Church of the Holy Body and the Holy Ministry of Rube Knights.

The Holy Ministry of Rube Knights was created in the year 655 of the First Era by Ormus Gailmore, the founder of the Church of the Holy Body. At that time, the Church of the Holy Body and its members were constantly under attact my davidist extremists who sought nothing more than the monopoly on religion and man kind's soul. Guided by the spirit of Zodo, Ormus created a group of knights who would serve Church and Zodo above all things, and protect those who called Zodo their lord.

The Rubes got their name because Ormus had overheard some refer to his knights, who still in training, as rubes. Of course they meant this in a derogatory way, meaning beginner, or basically untrained and unskilled. Ormus liked the name though. He thought that if he could get his knights well trained and then give them the name of Rubes, they would be underestimated. This would give his rubes an even greater advantage. And to give the term Rube an other meaning, he had crafted armor in a deep ruby red color. This became the ceremonial armor that is occasionally seen worn by our Rubes.
 

 

 “Man kind has the power within themselves to be something great. Each were created to be gods of their own domain, and should they realize this and awaken their inner power this they may become. United together those with this knowledge can become greater than anything of the cosmos, save Zodo who has given them this power.” - Incantation of Truths, The Divine Incantations, Zodo

 

 

 “Rube Knights and Rube Miesters are the fulfillment of Zodo's word to us, that individually we have a great power, and together we have an even greater power. Rubes joined together have become an unstopable force. What better way to acknowledge this than to fullfil the Will of Zodo.” - High Priest Lector Clairstory, once a leader of the Church of the Holy Body

 

 

“Clerics and priests are the outstretched hand, Rubes are the sword and shield their to protect that hand and pave their way forward.” - Neerik Gulmar, once a Grand Inquisitor of the Holy Ministry of Rube Knights, the commander of the Rubes

As these quotes allude to, Rubes are the sword and shield of Zodo and of the Church of the Holy Body. As a Rube, you pledge to:

  • Safeguard each other as long as each other remains true
  • Carry out and enforce the will of Holy Zodo and his most holy church
  • Safeguard the Church, its worshipers, and the holy documents and relics

There are of course many great benefits to serving as a Rube:

  • Satisfaction in serving the one true Church and Holy Zodo
  • Blessings of Zodo
  • Training that far exceeds anything else in all Nor'Ova
  • Top of the line equipment and armor that is tailored specifically to you
  • The backing of what is regarded by all as the most powerful military force in Nor'Ova
  • Rewards for good service
  • Being able to claim what you desire from the enemies of the Church
  • Self fulfillment and great power

The Rubes are indeed the greatest, most powerful, and most feared force in all of Nor'Ova. The Holy Ministry of Rube Knights consists of various well trained sub-ministries:

  • Holy Guard: These are the guards of the churches. They guard the priests, clerics, church staff, and even the High Priest.
  • Military: This is the main arm of the Ministry, being the military of the Church of the Holy Body.
  • Intelligence: These rubes are well trained in espionage and are very vital to knowing what our enemies are up to.
  • Recruiters: These are the “kingdom builders”, they are responsible for finding the very best to join our ranks.
  • Holy Shield: These are the rubes that brave danger to support, help, and rescue other rubes. If you get into trouble, they get you out of it.

2. Rules, Regulations, and Requirements

The Holy Ministry of Rube Knights would not be a successful organization without its rules and regulations. Therefore knowing them will go a long way in helping you become a great Rube Knight. Here they are:

  • Rubes are always expected to abide by the doctrines prescribed within the Divine Incantations.
  • Rubes are always expected to honor Zodo and the Church of the Holy Body, but always Zodo first.
  • Rubes are expected to protect the Church of the Holy Body, even from members and leaders of the Church.
  • Rubes are expected to carry out their given orders unless their given orders contradicts the Word of Zodo and the Divine Incantations.
  • Rubes are expected to donate freely and often to the Church of the Holy Body so that the Church can continue to do the Will of Zodo.
  • Rubes are expected to protect true believers and each other.
  • Should a brother become a traitor, Rubes are expected to remove that traitor and make an example of that traitor.
  • Rubes are expected to demonstrate the Doctrine of Power and Personal Growth as demonstrated within the Divine Incantations.
  • Rubes are expected to assist the priests of the Holy Body and protect them from harm.
  • Rubes are expected to remove any member of the Holy Body and Rube Knights should they abandon faith.

As you can see, there is nothing stating that you cannot have fun, and that growing in power is expected of you. We want to show the world what Zodo has to offer and pave a way for His Will. We cannot however engage in activities that would get in the way of Zodo's Will.

  • Do not confuse the Will of Zodo.
  • Never claim yourself as greater than Zodo who gave you this power.
  • Do not confuse your own wants with the Will of Zodo.
  • Do not bring disgrace to Zodo or his Holy Church.

It is important to understand that as Rubes we are the hands of Zodo. Therefore we must always remember that even as we grow in tremendous power, it is in power given by Zodo, not by ourselves. We should also understand that while achieving our desires is the want of Zodo, it may not necessarily be his will. Zodo does want his believers to enjoy life. But Zodo's Will isn't held to one person getting what they want. Instead, Zodo's Will is for when that person gets what they want, they give credit and praise to Zodo. Otherwise, Zodo will take it from you.


3. The Eternal Flame

The Eternal Flame is the symbol of Zodo's Divine Will. It is used to represent both the Church of the Holy Body and the Holy Ministry of Rube Knights. Understanding and recognizing what this symbol means is very important!
 

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The three flames represent the parts of Zodo that he so wisely entrusted to man kind.

 

 “And a great plan was conceived to ensure that man kind and Zodo would never be separated and for the keeping of the promise of Ablution. Into three great pearls made unbreakable Zodo placed a part of himself – Will, Power, and Spirit. Zodo's Soul stayed with man and His Mind left to plan. In time a Vessel of Zodo's Choosing would come and with these pearls he'd fulfill the promise.” - Incantation of Genesis,The Divine Incantations, Zodo

These three flames represent the different parts of Zodo: Will, Power, and Spirit. The orb represents the Vessel and the white space the Soul.

4. Order of the Holy Body

The Church of the Holy Body is organized by the following:

  • Faith Leaders and Grounds Staff: These are the people who do the general but still important jobs of the Church.
  • Clerics: These are priest in training. They will sometimes be assigned to work with Rube Knights or Rube Initiates.
  • Priests: They give the Word of Zodo to the world. They might lead a small church or congregation.
  • Cardinal: These are the leaders of church districts. They give word to the Priests from the High Priest.
  • High Priest: This is the leader of the Church of the Holy Body. He is the Avatar of Zodo. The current High Priest is Amos. His word is regarded as the word of Zodo himself.

5. Order of the Holy Ministry of Rube Knights

The Holy Ministry of Rube Knights is organized by the following:

  • Rube Initiates: These are new recruits just learning to become Rubes.
  • Rube Knights: These are trained warriors of the Holy Body. They make up the majority of the Rubes.
  • Rube Meisters: These are leaders of Rube Knights. They might lead a battalion or a special squadron. What they lead depends upon the sub-ministry.
  • Grand Rube Meisters: These are appointed Rube Meisters that aid the Grand Inquisitor and the High Priest with governing the Rubes.
  • Grand Inquisitor: This is the leader of the Holy Ministry of Rube Knights. He answers only to the High Priest.

6. Becoming a Successful Rube Knight

In order to become a successful Rube Knight, you will need to worship diligently and train even more so. As a Rube Knight, you are expected to take the numerous opportunities given to you and become a proficient and capable warrior.

Not only will you be trained in many skills of the world, Rubes are also given training in unique skills provided by Zodo himself, skills which will separate you from the normal warrior, giving you a distinctive advantage. Rubes are also given training to bring out new abilities. 

 

“Any who faithfully and wholely call upon my name and promise to give me praise, for them I will give all.” - Incantation of Faith, The Divine Incantations, Zodo

7. Rube Equipment

Over the course of becoming a Rube Knight, you will be able to acquire special equipment that allows you to drastically improve your weapons and armor. Here is a listing of that equipment.

Item

Description

Space Taken

Weight

Power Enhancer

This is an attachment for a weapon. It allows for spending stat points to increase the weapon's attack power by using a Rube Enhancement Skill.

0.25

0.1

Projectile Range Enhancer

This is an attachment for a weapon. It allows for spending stat points to increase the weapon's range by using a Rube Enhancement Skill. This can only be used on projectile weapons. It costs 10 value points or 20 stat points to increase the weapon's range by 1.

0.25

0.1

Weapon Block Enhancer

This is an attachment for a weapon. It allows for spending stat points to increase the weapon's block power by using a Rube Enhancement Skill.

0.25

0.1

Weapon Durability Enhancer

This is an attachment for a weapon. It allows for spending stat points to increase the weapon's durability by using a Rube Enhancement Skill.

0.25

0.1

Armor Durability Enhancer

This is an attachment for armor. It allows for spending stat points to increase the armor's durability (DP) by using a Rube Enhancement Skill.

0.25

0.1

Armor PR Enhancer

This is an attachment for armor. It allows for spending stat points to increase the armor's physical damage reduction value (PR) by using a Rube Enhancement Skill. It costs 2 value points to increase the armor's PR by 1.

0.25

0.1

Armor MR Enhancer

This is an attachment for armor. It allows for spending stat points to increase the armor's magical damage reduction value (MR) by using a Rube Enhancement Skill. It costs 2 value points to increase the armor's MR by 1.

0.25

0.1

Armor Restoring Stone

This is an attachment for armor. It allows for spending stat points to provide a restore rate for your armor by using a Rube Enhancement Skill. It costs 5value points to have a 1 point restore rate. This stone restores the armor's PR or MR (must choose one per stone) by its restore rate per round. The highest possible restore rate with this stone is 100.

0.25

0.1

Elemental Protection Stone

This is an attachment for armor. It allows for spending stat points to provide an MR boost against magic of your element for your armor by using a Rube Enhancement Skill. It costs 2 value points or 8 stat points to have a 1 point MR boost.

0.25

0.1

 

8. Rube Skills & Abilities

As a rube knight you are given top knotch training, including training in arts others don't have access to. These special skills and abilities will grant you an advantage over your enemies, allowing you to do the work of Zodo with greater ease.

Rube Knights are also expected to master a melee weapon, a projectile weapon, defensive and character abilities, as well as learn some Arcessomancy following the line of Xodod summoning. Rube Knights are expected to be masters of the physical, magical, and spiritual realms. 

8.1 Special Rube Abilities

These are special abilites that you can learn as a Rube Knight. The requirement listed is the rank level you must be to be able to obtain that ability. 

Ability

Effect

Requirement

Cost

Empowered Crit

This ability allows you to spend points to increase your chance of a critical hit for that attack. For every 2 SA you spend, you increase your Crit % by 1.

Rube Knight

50 skill points

Empowered Magical Crit

This ability allows you to spend points to increase your chance of a critical magic for that spell cast. For every 2 SA you spend, you increase your Crit % by 1.

Rube Knight

50 skill points

Rube Training

This ability gives you a modifier to Success and Fail rate of 1 point.

Rube Initiate

50 skill points

Rube Empowered Bow Range

This ability increases your bow range by the first digit of your Speed stat.

Rube Initiate

50 skill points

Rube Empowered Spell Range

This ability increases your spell range by the first digit of your Mental stat.

Rube Initiate

50 skill points

Last Man Standing

This ability lets you make one additional roll to evade or defend against an attack that would otherwise kill you. If you have no actions left, this gives you one action to make that attempt. Otherwise it just gives you one additional action to make that attempt, but only for that attempt.

Rube Initiate

20 skill points

Greater Intimidation

This ability doubles the effect of the skill Intimidation.

Rube Knight

50 skill points

Basic Rube Enhancement This is a special ability that is passed down through the rubes and rube initiates of the Holy Body via the act of Blood Bonding. This skill allows a rube to bond with special blood-powered devices called enhancers. Enhancers allows one to increase a specific value of a weapon, armor, or other item by spending life into them, at a rate of 4 HP points for 1 value – be it attack, PR, or whatever. This particular ability only allows one to increase a value by 1/2 of its original value. This is a permanent increase. Blood Bonding skill mastered 100 skill  points
Better Rube Enhancement This is a special ability that is only obtained once the rube initiate has obtained the basic version of this skill. This skill works the same as Basic Rube Enhancement, at a rate of 3 HP points for 1 value – be it attack, PR, or whatever. This particular ability only allows one to increase a value by the amount of its original value. This is a permanent increase. Basic Rube Enhancement 150 skill points
Advanced Rube Enhancement This is a special ability that is only obtained once the rube initiate has obtained the better version of this skill. This skill works the same as Better Rube Enhancement, at a rate of 2 HP points for 1 value – be it attack, PR, or whatever. This particular ability only allows one to increase a value by the double its original value. This is a permanent increase. Better Rube Enhancement 200 skill points

8.2 Special Rube Skills

Skills for Rube Initiates, Rube Knights, and Rube Miesters

These are the special skills you can learn as a rube knight.

Skill

Description

Stat Cost

Action Cost

Range & Area

Duration

Skill Points to Skill Mastery %

Prerequisites

Blood Bonding

Support
Tier 1
This special skill allows you to form a blood bond with a target, be it a person, animal, weapon, or armor. For the duration of this skill, you can share stats if it is a person or animal and share thoughts as well as skills or abilities. For example, if you wish to use your blood bonded ally's skill, you would roll for it based on its mastery rate and use your stats to cover it and use the skill - however the ally would get the skill points. For weapons or armor you can spend your EP to to boost PR at a 2:1 rate, SA to boost MR at a 2:1 rate, or HP to boost attack power at a 2:1 rate. You cannot blood bond with an enemy or any armor or weaponry you are not holding. You can only bond with one person or thing at a time. 10 SA 1 support 1 ally or 1 item you have 1d4 rounds 1 skill points = 1 skill mastery % Become a Rube Initiate and go through first Blood Binding Ceremony

Mental Communication

Support
Tier 1

 

This is a special skill that is passed down through the rubes and rube initiates of the Holy Body. This skill allows those that have taken part in the Blood Binding Ceremony to communicate with one another telepathically. With this skill a rube or rube initiate may send a mental message to any other rube or rube initiate, no matter the distance between them, and the other rube can answer back in the same manner using this skill. This provides a means for rubes to remain in constant communication despite the circumstances.

2 SA per minute of communication

Free Action

 

self & any other rube or rube initiate

instant

1 skill point =

1 skill mastery %

Blood Binding Ceremony

Stat Transfer

Support
Tier 1

This is a special skill that is passed down through the rubes and rube initiates of the Holy Body. This skill allows you to transfer stat points from one stat to another stat. For every 2 points you take from one stat, you can spend 1 point into another stat. This can be incredibly useful in a pinch, especially when your HP is at risk because you could take points from Influence for example to instantly pump into your HP. For stats like HP, SA, and EP, you cannot put in more points than their maximum (full) stat. And you must be careful because if you take points from Fortitude, your max HP will decrease! Same with mental for SA and strength for EP. This is a permanent effect skill.

2 points from chosen stat per 1 stat point desired

1 support

self

instant

1 skill point =

1 skill mastery %

Blood Binding Ceremony

Rube Spiritual Listening

Character

Support
Tier 1

This is a special skill that is passed down through the rubes of the Holy Body. This skill allows the rube knights to hear the voices of the Soul of Zodo around them. This may at times offer the rube knight hints, answers, or suggestions to the problem at hand, but may not always do so. 2 SA per minute Free Action   until you stop / instant 1 skill point = 
1 skill mastery %
Blood Binding Ceremony

Zodo's Blessing of Luck

Support
Tier 2

This is a special skill that is passed down through the rubes and rube initiates of the Holy Body. This skill helps you with skill tries and stat checks. Basically, with this skill, you can roll two sets of percentile dice for each skill use check or stat check, while only spending the actions and costs of the skill or stat check once. You are only doing said skill or stat check once, but this skill gives you better odds at succeeding. You use this each time you want the extra set of percentile dice in your skill check or stat check. This is a modifier for what skill you are using, so you will not gain any skill points for this skill alone.

20 SA

Free Action

self

instant

2 skill points =

1 skill mastery %

Blood Bonding mastered

Alignment Masking

Character

Support
Tier 2

This is a special skill that is passed down through the rubes of the Holy Body. This skill allows you to mask your alignment, so that no one can tell what your alignment is using Sense Alignment.

25 SA

Free Action

self

1 hour

2 skill points =

1 skill mastery %

Rube Knight rank reached

Deity Masking

Character

Support
Tier 2

This is a special skill that is passed down through the rubes of the Holy Body. This skill allows you to hide what deity your character worships, so that no one can tell what your character worships. 25 SA Free Action   1 hour  2 skill points = 1 skill mastery % Rube Knight rank reached

Zodo's Gift of Minor Skill Improvement

Support
Tier 2

This is a special skill that is passed down through the rubes of the Holy Body. This skill increases the effects of your skills by x 1.2. 20 SA 2 support   1d6 rounds 2 skill points = 1 skill mastery % Rube Knight rank reached

Zodo's Gift of Minor Spell Improvement

Support
Tier 2

This is a special skill that is passed down through the rubes of the Holy Body. This skill increases the effects of your spells by x 1.2. 20 SA 2 support   1d6 rounds 2 skill points = 1 skill mastery % Rube Knight rank reached
Flames of Xodod Empowerment
Offensive
Support
Tier 2
This is a special skill that is passed down through the rubes of the Holy Body. This skill allows the rube knight to instantly empower his attack with the destructive power of the Flames of Xodod. The flames of xodod are non-elemental, so are not benefited or weakened by runic elemental effects. This increases the attack power of your weapon by double your magic power. 25 SA 1 magic and 1 support   1d6 rounds 2 skill points = 
1 skill mastery %
Rube Knight rank reached
 

Alignment Faking

Character

Support
Tier 3

This is a special skill that is passed down through the rubes of the Holy Body. This skill allows you to fake your alignment, so that should someone use Sense Alignment on your character, they would think that your alignment is whatever you say it is.

35 SA

Free Action

self

1 hour

3 skill points =

1 skill mastery %

Alignment Masking mastered

Deity Faking

Character

Support
Tier 3

This is a special skill that is passed down through the rubes of the Holy Body. This skill allows you to fake what deity your character worships, so that should someone use Deity Identification on your character, they would think that your character worships whatever you say your character worships.

35 SA

Free Action

self

1 hour

3 skill points =

1 skill mastery %

Deity Masking mastered

Zodo's Gift of Major Skill Improvement

Support
Tier 3

This is a special skill that is passed down through the rubes of the Holy Body. This skill increases the effects of your skills by x 1.4.

30 SA

2 support

self

1d6 rounds

3 skill points =

1 skill mastery %

Rube Meister rank reached

Zodo's Gift of Major Spell Improvement

Support
Tier 3

This is a special skill that is passed down through the rubes of the Holy Body. This skill increases the effects of your spells by x 1.4.

30 SA

2 support

self

1d6 rounds

3 skill points =

1 skill mastery %

Rube Meister Rube Meister rank reached

Summon Flames of Xodod

Offensive
Tier 4

This is a special attack that can only be used by rube meisters. This skill summons a wall of fire straight from the pits of Xodod. This fire fills a straight line of hexes that stretches the entire battlefield. The fire's “center” can be placed on any 1 target or hex. The fire does 2d% increased by  magic power.

45 SA

2 magic and 1 support

any within the affected line, friend or foe

instant; wall of fire lasts 1d6 rounds

4 skill points =

1 skill mastery %

Rube Meister rank reached and Flames of Xodod Empowerment mastered

8.3 Zodomancy Spells

Thanks to the blessings of Zodo himself, a rube knight can also learn a small amount of Zodomancy magic, the very magic of Xodod.
 

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Skill Points to Skill Mastery

Prerequisites

1

Xodod's Enchantment

This spell calls upon the powers of Xodod increasing your or your ally's weapon damage by 3d12. 10 SA;
1 magic
self or ally's weapon 1d6 rounds 1 skill point = 2 skill mastery % Become a Rube Initiate and go through first Blood Binding Ceremony
1

Heat Rising

This spell calls forth the immense heat from Xodod. A wave of oppressive heat rises throughout the battlefield causing your enemies to become fatigued. This spell cuts the movement rates of your enemies in half. 10 SA;
1 magic
all enemy targets 1d6 rounds 1 skill point = 2 skill mastery % Become a Rube Initiate and go through first Blood Binding Ceremony

2

Xodod's Enhancement

This spell adds the effects of Xodod's Enchantment plus it causes the weapon to add the weilder's magic power to the attack. 20 SA;
2 magic
self or ally's weapon 1d6 rounds 1 skill point = 1 skill mastery % Xodod's Enchantment mastered

2

Leech Touch

This spell causes you to leech 1d% percentage of the HP damage dealt to the target to restore your HP with. This spell is placed on your or your friend's weapon so that each time the target is attacked with the enchanted weapon, the effect will take place. 20 SA;
2 magic
self or ally's weapon 1d6 rounds 1 skill point = 1 skill mastery % Xodod's Enchantment mastered

2

Brimstone's Aura

This spell surrounds you with the terrible heat of burning brimstone. Anyone who comes within 1 hex of you, friend or foe, and anyone who melee attacks you, will be dealt 4d8 magical damage. 20 SA;
2 magic
a 1x1 hex area around caster 1d6 rounds 1 skill point = 1 skill mastery % Heat Rising mastered

2

Heat Warding

This spell makes you immune to heat and causes fire attacks to do 1/2 damage to you. 20 SA;
2 magic
self 1d6 rounds 1 skill point = 1 skill mastery % Heat Rising mastered
3 Xodod's Gift This spell is both the effects of Xodod's Enhancement and Xodod's Enchantmet, increasing your or your ally's weapon damage by 3d12 plus magic power. This spell adds instant critical hit damage as well while letting you make a second critical hit attempt. 30 SA;
3 magic
self or ally's weapon 1d6 rounds 2 skill points = 1 skill mastery % Xodod's Enhancement mastered
3 Zodo's Protection With this spell you call upon Zodo to protect you and your allies. He does so by doubling your PR and MR but takes 2d20 HP damage from each of you. 30 SA;
3 magic
self and all allies 1d6 rounds 2 skill points = 1 skill mastery % Brimstone's Aura mastered
3 Xodod Fire With this spell you call upon the non-elemental black flames of Xodod, causing a small black flame to appear in your hands. You hurl it at your enemy using your throw range. The spell does 4d12 damage, 20% of it ignoring armor. 30 SA;
3 magic
throw range instant 2 skill points = 1 skill mastery % Heat Warding mastered
4 Xodod's Curse This spell gives you all of the bonuses of Xodod's Gift while doubling your or your ally's total damage. It does so by inflicting Berzerk upon the weilder of the enchanted weapon. 40 SA;
4 magic
self or ally's weapon 1d6 rounds 3 skill points = 1 skill mastery % Xodod's Gift mastered
4 Fell Strength This spell grants you the enhanced strength of a rune beast, doubling your strength which increases strength based stats. 40 SA;
4 magic
self 1d6 rounds 3 skill points = 1 skill mastery % Zodo's Protection mastered
4 Zodo's Rage With this spell you disturb the great Zodo which angers him greatly. Everyone must make a Luck Check. Those who fail must make a 1d6 roll. If they roll a 6 they die. If not, they must roll the number rolled amount of d8 and apply that damage to their HP. If the number rolled on the d6 is a 4, then roll 4d8. 40 SA;
4 magic
battlefield instant 3 skill points = 1 skill mastery % Zodo's Protection mastered
4 Crimson Rain This spell opens a portal from Xodod above the battlefield. The rain of burning brimstone that always falls upon Xodod now falls upon the battlefield, dealing 7d10 to every enemy target. Allies and yourself are not affected. 40 SA;
4 magic
all enemy targets instant 3 skill points = 1 skill mastery % Xodod Fire mastered
5 Forsaken's Blade This spell gives all of the bonuses of Xodod's Gift, increases the damage dealt by 2d20, and adds a 1 in 6 chance for instant death of whomever is attacked. For the instant death chance, roll a 1d6 with 6 = death.  50 SA;
5 magic
self or ally's weapon 1d6 rounds 4 skill points = 1 skill mastery % Xodod's Curse mastered
5 Black Pyre This spell causes a great tall and wide pyre of xodod flame to errupt in an area. This spell affects a 3x3 hex area of your choosing. Anyone in the area but not in the center is dealt 8d12 magic damage, 10% of it bypasses armor. Anyone in the center is dealt 9d12 magic damage, 20% of it bypassing armor. 50 SA;
5 magic
a 3x3 hex area instant 4 skill points = 1 skill mastery % Crimson Rain mastered
6 Summon Zodo With this spell you summon Zodo himself to the battlefield. Roll a 1d3.
1 = restores the health of you and your allies completeely;
2 = deals 4d% non-elemental magic damage to every single enemy;
3 = instantly kills one target of choice splitting its HP, SA, and EP among you and your allies.
60 SA;
6 magic
battlefield instant 5 skill points = 1 skill mastery % Black Pyre mastered
 

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  • mythus
    mythus  1 week ago

    Dryads, awaken! :P

  • mythus
    mythus  1 week ago

    version 8 update still in progress. lots of improvements and fixes going into the RP

  • mythus
    mythus  3 weeks ago

    test

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