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In the beginning, the universe was cold, empty and

completely silent. But it was not dark, at its center


shined a light of brilliant white intensity, as if all the
energy of the universe was concentrated in one point.
At the beginning of the count of time, the sphere
fragmented into nine smaller spheres, each a
different color of light, just as light refracts when
passing through a prism. These spheres of energy
then took shape and developed their own
personalities, they were made of living essence and
all the energy of the universe flowed through their
hands.
Each of them was the master of one part of
the energy from which they came, yet none could
master the powers of their brethren.
This race of progenitors is called the Xulnari
The Light Bearers, each of the nine chose a name:
Alnaet, Golot, Raznet, Febret, Taliet, Kersket, Valvet,
Nalaet and Yl.

There, deep in the vacuum of space, the nine bearers


of light, gathered together and shared their thoughts.
They soon found that each was opposed to the others,
as they were separate parts of the original prime light.
Though there were nine all-powerful beings,
each felt alone. From this solitude grew a longing to
find other sentient beings that shared a part of who
they were.
So it was decided that their powers would be
used to create a world where life would flourish. Life
with understanding that they could watch from the
emptiness of the firmament.

Of all the Lords of Xulima there were four who


possessed knowledge of the physical world, they were
Valvet, Taliet, Kersket and Nalaet. The four Lords of the
Elements united their efforts to give the world its
physical shape.
Thus, Valvet, the master of fire and rage,
launched a great ball of fire which radiated bright hot
light, and Kersket, the Sculptor of Rock, enclosed it
with earth and stone, creating a solid surface to walk
upon, as well as the mountains, canyons and cliffs.

Then came Nalaet, from her fingers spouted


oceans that covered most of the surface of the earth,
forming the great continent of Rodinia, surrounded by
the interminable sea of Mirovia. Yet, there was no
movement until Taliet blew with a whispering sound
and the sky filled with wind and clouds. Her winds
eroded the high mountains of Kersket and stirred the
deepest oceans of Nalaet.

When the earth was finished, Alnaet, the most


powerful of the Xulnari, the master of Light, drew two
suns into the firmament to light the planet from both
sides. But Yl, his principal antagonist, the Lord of
Shadow, loved darkness, and enveloped one of the
suns in mantle of darkness, snuffing out its light
completely.

This darker sun was called the Moon.


Enraged, Alnaet filled the sky with the stars, so that
even on the darkest nights his light would be present.
Taliet ended the conflict between the two
powerful Xulnari by setting the earth in motion. The
sun and the moon were locked in an eternal dance, so
that every corner of the world could feel the
embracing warmth of the day and the mystic darkness
of the night with each passing turn.

Febret looked upon the complete world and was


pleased. She descended to stand on the solid ground
and for a long time walked through its valleys and
over its mountains.
Wherever she walked trees, flowers and
herbs grew in her wake, covering the surface of the
planet in a beautiful verdant mantle.
She was followed by Raznet who examined
the different terrains in curiosity and wonder. She
decided to populate all that she looked upon with
different types of creatures that would be adapted to
the different environments. And so, every corner of
the world, the oceans, rivers, meadows, mountains
and forests were filled with her offspring, known by
humans as the animal kingdom.

Only when the Xulnari united their powers were they


capable of creating higher forms of life. The results of
their efforts, however, were unpredictable, at times
terrible, and at other times horrific.
The Lords had no wish to taint the continent
of Rodinia with these ignoble creatures and decided to
raise up a new continent, across the great sea of
Mirovia and they called it Xulima, which means, The
Home of the Xulnari.
The Nine Creators descended to their new
land and Golot, the Master of Works, constructed a
palace for each of the Xulnari. There they lived, each
adopting a form according to their own thoughts and
desires, and the lands of Xulima were resplendent with
the light of its denizens.

For some time, the Lords of Xulima tried to create the


perfect form of life to inherit the great continent of
Rodinia, but all of their attempts failed. No creature
was deemed worthy. Each lacked will, wisdom, desire
and above all, lacked the light of the Xulnari, the
primordial energy of the universe.
With each attempt they grew weaker, and so
each creation, each manifestation of their power,
consumed their energy. No longer were the Xulnari allpowerful. Alnaet diminished more than the others, as
it was his place to give life to each of the creations
molded by his peers.
At last, on one of the attempts, Yl ceded
part of his energy to create a new form of life that
carried a small part of the light of the Xulnari, and this
piece of light was named, The Soul. In each
specimen of this new creation, one part of this essence
was deposited.

Golot, the Master of Knowledge, infused man with his


wisdom and reason, Valvet gave them his anger, Nalaet
her empathy. Taliet gave man his ability to move,
Kersket his strength, Raznet the instinct to survive,
Febret the love for other forms of life and Yl gave
man his soul and immortal will. Alnaet bestowed the
breath of life.

And so were the first men awoken, they were


beautiful, free, independent and intelligent.
Happily, the Xulnari took their creation to
Rodinia and allowed them to establish themselves
there and to govern the land according to their free
will. The Lords of Xulima never interfered with them,
but remained as guardians of the world while they
stayed on the continent of Xulima, which was an
unreachable land for the inhabitants of Rodinia.

But the Lords of Xulima longed for contact with the


humans and decided to leave some of them in Xulima,
and so a new group of humans came to establish
themselves in those lands so full of strange creatures.
They never knew that far away, beyond the great sea,
the greater part of their people ruled the great
continent. However, those of Rodinia did know
something of the existence of Xulima through the
legends of their ancestors, and they too worshiped the
Lords of Xulima as their Gods.
Yl took on a new role as the Guardian of
Souls, as it was he who collected the souls from the
humans who died and kept them safe in The Twilight,
his palace in the dark region of Numbria where the
sun almost never shined.
Golot built magnificent temples where the
humans of Xulima could be closer to their Gods.
There, in those divine temples, the Lords of Xulima
manifested and blessed their followers with their light.

The humans of Xulima awoke in a land made hostile


by the previous creation of the Xulnari, the race of
Ogres.
The Ogres dominated the continent and
wasted no time in confronting the newly created
humans. The Ogres were fierce and war-like, in the
initial battle, later called the First Blood, they nearly
extinguished the humans of Xulima.
But the Lords intervened, as they would not
allow their will to be thwarted. In their subtle and
indirect fashion, they blessed twenty humans with
their gifts, and those twenty became the heroes of the
Great War with the Ogres and their exploits led the
humans to victory. The ogres were defeated and
retreated to the far ends of the continent, losing their
lands and their culture.

Through the passage of many years, and many


generations, the humans of Rodinia divided dominion
of the continent under different flags and standards of
various kings and governors. Soon conflicts broke out
as humans fought for gold or precious stones, for land,
or for the hate that arises between different lineages,
races and beliefs.
The conflicts worsened and the two greatest
kingdoms of men went to war, dragging innumerable
villages and regions into their ruin. Brothers fought
with brothers and blood stained the land that Kersket
had raised with his hands.
So many died in that time that the Twilight
of Numbria was filled with the immortal souls that
were lost in the great war, and the Lords of Xulima,
overwhelmed, deposited the new souls into the Divine
Temples, where they remained in bottomless wells that
were cared for by the priests and clerics.

The ruin of Rodinia was watched closely by the Lords


of Xulima. They were greatly saddened to see how
their great work, their children, the humans suffered
such a terrible destiny.
And so the Nine gathered together to find a
remedy to the desolate ruin of Rodinia. They forged a
plan, and eight of them were pleased with it, but the
Ninth Lord, Yl, the Guardian of Souls, rejected their
plan.

And for the first time since the creation of


the world, the Xulnari were in conflict, and their
divine lineage erupted into war.
They were still powerful enough that their
conflict could destroy the world, so they abandoned
their corporeal forms, and as spirits of light, took their
battle to the stars.

The Xulnari decided that humans were not worthy of


being their beneficiaries and would not inherit the
world. However, they had learned much by then and
understood that the immortal souls that Yl had gifted
the humans, the source of their desires and their free
will, had caused them to become selfish and corrupt.
And so, all except Yl came together once
more to create the new inheritors of the world, similar
to humans, but without the dark soul of Yl.
The new heirs resembled the humans, but
they were closer to perfection. They were taller, wiser
and their countenances shone with a beautiful light.
These prime children were taken to the gardens of
Nameria in the palace of Alnaet, and so they came to
be called the Namerians. There they remained in
perpetual sleep, hidden for much time, waiting until
the earth could be restored and cleansed of the human
plague.

At that time, Artherion was the King of men in Xulima.


He was wise and prudent and was very close to the
Lords of Xulima, above all Alnaet, who was like a
father to him. So great was Artherions influence that
his life, and the lives of his four children, were
protected from the march of time and Artherion came
to live the longest life of any human.
Alnaet revealed to Artherion the new divine
order and told him of the coming of the Namerians.
Artherion refused to consent to the annihilation of the
humans on Rodinia and scorned Alnaet and the rest of
the Lords of Xulima for their plans.
Aggrieved, Alnaet removed his blessings from
Artherion, who immediately began to suffer the many
years he had been unnaturally sustained. With his last
breath, Artherion begged the help of Yl and told him
of the plan of the other Lords. Artherion then lost
consciousness before he could warn his sons:
Nengorth, Khornil, Darthenos and Ovengel.

The four princes also suffered when abandoned by


Alnaet, and once more felt mortal and vulnerable. As
they contemplated the fall of Artherion, they
proclaimed an oath of vengeance against the Lords of
Xulima.

This did not go unnoticed by Yl. He


approached the four princes and offered to care for
the nearly lifeless body of Artherion in the Twilight of
Numbria. He told them that when he was the sole Lord
of Xulima he would return life to their father along
with the gift of immortality that had blessed their
lineage. In exchange, the princes consented to serve
Yl when they were called upon.
And so it was, that under the influence of
Yl, the four princes grew more powerful and
ambitious, and decided to divide and conquer the
continent. In that moment, they lost all vestiges of
faith and empathy. They lived for nothing more than
to fulfill their bargain and to avenge their father.

The Lords of Xulima decided to restore Rodinia,


ridding its lands of the humans who sowed death and
destruction wherever they dwelled.
But this was no easy task, the Lords just had
enough power, having been weakened by the recent
creation of the Namerians. And so they asked for help
from Yl, as it was in his power to collect the souls of
men just as it was his power to gift the souls. But Yl
refused to end the lives of those whom he considered
to be his children, and the conflict began.
Yl felt stronger and more powerful than the
other Lords and threatened to locate and destroy the
new race that so filled his brethren with pride. For
their part, the rest of the Xulnari felt confident that
they could overwhelm Yl with their numbers.

Though largely exhausted, the power of the Lords of


Xulima was still such that a divine war would risk
destroying the earth. They decided that they would
wage their battles beyond the stars, where they would
no longer have influence on any human events on
earth.
Xulima was abandoned by the Lords, and,
without their influence, chaos reigned once more and
hostile creatures proliferated and spread out across the
continent.
Beyond the reach of human eyes, beyond the
stars themselves, the eight Lords confronted Yl, and in
the beginning the eight had the upper hand. But with
the passing of time, instead of growing weaker, Yl
grew more powerful. The Lords were baffled, except for
Golot, who in his wisdom set out to discover the secret
of Yl's master plan.

Yl, before ascending to the stars to confront the Lords


of Xulima, was forewarned by Artherion and planted
the seed that would ensure his victory.
In his dark palace, Yl conceived his scions,
known as his Heralds. There were eight of them, one
for each of his antagonists, the Lords of Xulima. Each
herald was powerful and each possessed distinct
abilities, though they all shared a common
consciousness and obeyed the will of Yl. They were
his hands and voice on earth, while the Guardian of
Souls warred with the eight Lords beyond the stars.
The Heralds of Yl had a special power that
allowed them to deconstruct the immortal souls in the
Twilight and send the energy they released to the
firmament, where the Guardian of Souls could absorb
it and increase in power.

It was not long before the Twilight was emptied, but


Yl still required more power. It was then that the
Guardian of Souls turned his attention to the divine
temples, where the souls from the great war in Rodinia
had been deposited. He sent his Heralds to them, but
the priests and clerics that guarded the temples were
very powerful. The high priests possessed the keys to
the temple, and could close the temples making them
impenetrable to the Heralds. Knowing this, the
Heralds enlisted the help of the four princes.
With their armies, they marched on the
temples and bathed them in oceans of blood. Finally,
they took the keys and control of the temples. From
that time on, for their profane acts, the four children
of Artherion came to be known as the Impious
Princes. With their path cleared, the Heralds entered
the temples and took control of the Wells of Souls and
began to use their black arts to destroy the souls
within and send their energy to Yl.

Fearing retaliation from the free peoples or from the


Lords of Xulima, Yl ordered his heralds to seal the
temples with the divine keys so that nothing would
threaten his source of power.
But the keys, created by Golot, were designed
to protect the temples, and could only be used from
the exterior. Not even the Gods could enter once the
gates had been sealed. Considering this, Yl decided
that the keys should be entrusted to the most powerful
guardians.
And so each of the Princes were entrusted
with a key. The Princes not only protected the temples,
but also delivered their prisoners and enemies so that
their souls could be harvested to give power to the
Guardian. It is said that the black arts of the Heralds
converted many of the prisoners to darkness and even
after death they continued to walk through the
temples under their orders, a terrible, soulless army.

Four remained in need of guardians and Yl


turned his attentions to the most terrible creatures ever
created by the Lord of Xulima, the Titans. There were only
four of them, one for each element. The Ocean Titan, son
of Nalaet, the Storm Titan, son of Taliet, the Fire Titan, son
of Valvet, and the Stone Titan, son of Kersket.
At the time, the Titans roamed far from humans,
their power was extraordinary and their wrath was terrible.
The Titans had no souls, and so lacked empathy. For that
reason their Lords had hid them away in the furthest
confines of Xulima.
Yl knew that the anger of those colossal beings
stemmed from their desire to have consciousness and souls
of their own. As it was, they could feel nothing, as if they
were but giant lifeless statues. The Guardian of Souls
promised them each an immortal soul if they served him
and took custodianship of the divine keys. They accepted
and received their souls. At last they could feel, speak, and
were made aware of their own existences.

Golot was the Master of Wisdom, Dreams and Works.


When he came to understand Yl's plan, he revealed it
to his brethren. But they were battling Yl beyond the
stars, too far to influence events on Xulima. Only
Golot, using his dominion over dreams could reach
out to human minds.
He decided that, just like the Guardian of
Souls, he would need to send his own heralds and that
they would be humans. He would guide them to retake
the divine temples, cast out Yl's heralds and seal the
Wells of Souls, cutting off the source of his enemys
power.

Golot concentrated and observed the


humans on Xulima. He charged many of them with his
mission through their dreams, but they all failed. He
decided to look at the other side of the world, on
Rodinia, and from there his chosen herald would need
to make his way across the great sea.

Finally, he found a young explorer named Gaulen.


He pleased Golot as he possessed wisdom, courage and
resilience. Golot guided Gaulen in his dreams and charged
him with his divine mission. Gaulen was proclaimed the
Herald of Golot on earth. Golot promised to restore Rodinia
when the mission was completed. Gaulen accepted in order
to save his home from the ravages of the Great War.
The New Order of the Xulnari was never revealed
to Gaulen and he always thought that he served the Gods in
order to save humans and to restore peace to Rodinia. The
Xulnari did not feel that they had cheated Gaulen as they
believed the best remedy for Rodinia was the course they
had decided upon.
Gaulen the explorer gathered a group of
companions to follow him on his journey and from the
easternmost extreme of Rodinia, from the Isle of Brina,
Gaulen set sail to make his way to Xulima. With the
blessings of the Lords of Xulima and the guidance of Golot,
Gaulen and his companions became the first mortals to
reach the sacred continent beyond the Great Sea.

Gaulen began his odyssey in the region of Velegarn,


and from there he set out on his sacred mission.
However, this mission was beyond the abilities of any
mortal and success would require divine assistance.
Golot offered help and instructed Gaulen to
find the divine artifacts that he had created for the
Lords of Xulima while they had lived on the continent.
These artifacts were guarded and hidden in
the Towers of Golot, where only the noblest souls
could hope to be deemed worthy of reaching them.
Gaulen, recovered the divine artifacts and
they helped him greatly at important times during his
mission. He confronted the Impious Princes and the
Titans and reclaimed the divine keys. He entered the
temples and defeated the Heralds of The Guardian of
Souls.

At last, he sealed the eight Wells of Souls.

Having lost his source of power, the Guardian of Souls


was weakened and the other eight Lords of Xulima
were at last able to defeat him.
The Lords of Xulima returned to the earth
and there Golot built a prison within the Twilight of
Numbria where they left Yl in chains, imprisoned for
eternity in what had once been his palace.

Gaulen and his companions were honored


and blessed by the Lord of Xulima. They were
permitted to live there in the sacred lands alongside
their powerful Masters.
Gaulen was free, but was told that he must
never return to Rodinia or go to Numbria.

It was not long before Gaulen, filled with curiosity,


decided to make his way to the dark region of
Numbria to behold the Guardian of Souls with his own
eyes. There he found him, chained within his prison.
But he could still speak and he revealed to Gaulen the
New Order that the Xulnari had planned for Rodinia
and the human race.

Gaulen did not believe him, so Yl


challenged Gaulen to visit the Garden of Nameria.
Gaulen was tormented by doubts until he finally
decided to make his way to Nameria and there
defeated Alnaets Heralds who guarded the entrance.
There he beheld with his own eyes the Namerians,
sleeping peacefully in dreams.
Golot then heard the cries of Gaulen and
appeared at his side. Gaulen asked about humanitys
destiny and Golot could not lie. Golot told him the
truth, expecting Gaulens support, but he had
underestimated human empathy. Gaulen, like
Artherion before him, cursed and rejected the Lords of
Xulima.

Filled with hate, Gaulen decided to return to Rodinia


and warn his people of the bitter plans that their Gods
had made for them. He fled the Garden and boarded
the very ship that had brought him to Xulima and set
sail to the east towards Rodinia.
The Lords of Xulima witnessed his action,
and feeling betrayed condemned Gaulen.
Nalaet, the Lady of the Oceans, was
appointed to defeat he who was once the Herald of
Golot. However, Nalaet took pity on him, as she loved
all forms of life and secretly decided to forgive Gaulen.

But she would not permit him to return to


Rodinia. She manipulated the currents of the
surrounding seas so that Gaulen was cursed for years
to wander between enchanted islands without hope of
ever reaching his home.

50
6
17
20
16
24

10
10
10
10
10
10

65

Human

One enemy on the front row


+35 Attack, 7 HP Physical.

One enemy on the front row


+35 Attack, 7 HP Physical.

0
0
0
0
0
0

48 g.c.
Shuriken: A very sharp blade with
a shape of a star. (50%)

One enemy on the front row


+35 Attack, 7 HP Physical.

Three random enemies


+47 Attack, 14 HP Physical, 5 Bleeds.

Human

65
7
13
12
28
12

0
0
0
5
0
0
28 g.c.
None

55

One enemy on the front row


+39 Attack, 18 HP Physical, 6 Stun.

0
0
0
0
0
0

Human

46
8
15
18
14
18

0
0
0
5
0
0
32 g.c.
None

65

One enemy
+43 Attack, 15 HP Physical, 1 Wounds.

0
0
0
0
0
0

Human

60
65
17
22
16
18

95

Nearby allies
Inspired by glorious tales, nearby allies
fight with increased accuracy.

All enemies
Tremors echo within the minds of the Bard's
enemies, momentarily stunning them.

5
5
5
5
5
5

0
0
0
0
0
0

36 g.c.
Elixir: Powerful potion which
restores the user's Hit & Power points.
Restores 20 HP.
Restores 10 PP.

Nearby allies
A rhythmic composition which inspires
nearby allies, causing their attacks to be stronger
and more lethal.

One enemy
+47 Attack, 18 HP Physical, 8 Bleeds.

Human

100
9
15
16
36
18

5
5
5
5
5
5
36 g.c.
None

110

One enemy on the front row


+47 Attack, 26 HP Physical, 6 Bleeds.

0
0
0
0
0
0

10

55
90
14
16
12
18

10
10
10
10
10
10

110

Human

One ally
Restore a portion of one ally's hit points.

One ally
Create a magical shield in front of the
target, reducing the amount of physical damage they
take.

0
0
0
0
0
0

One enemy
Concentrate sacred power into a ray which
strikes the target. Causes double damage to undead.

40 g.c.
Healing Potion II: Restores a small amount of the user's Hit points.
Restores 50 HP.

10

Human

55
100
14
16
12
18

120

One enemy on the front row


Shock one target, causing electric damage
and stunning it.

One enemy on the front row


Freeze one target, preventing it from
moving or defending against attacks.

10
10
10
10
10
10

0
0
0
0
0
0

40 g.c.
Magic Potion II: Restores a small
amount of the user's Power points.
Restores 20 PP.

Two aligned enemies


A blast of flames emerge from the caster's
hands, incinerating an enemy and any other behind
it.

One enemy
Rain sharp shards of ice down on one
enemy inflicting multiple, deep cuts.

12

120
12
21
28
30
32

20
20
20
20
20
20

190

Human

One enemy on the front row


+60 Attack, 13 HP Physical.

One enemy on the front row


+60 Attack, 13 HP Physical.

0
0
0
0
0
0

150 g.c.
Shuriken: A very sharp blade with
a shape of a star. (1)

One enemy on the front row


+60 Attack, 13 HP Physical.

Three random enemies


+84 Attack, 27 HP Physical, 9 Bleeds.

22

Human

260
22
20
24
60
30

0
0
0
5
0
0
110 g.c.
None

380

One enemy on the front row


+100 Attack, 52 HP Physical, 6 Stun.

0
0
0
0
0
0

24

Human

180
24
25
36
28
36

0
0
0
5
0
0
130 g.c.
None

440

One enemy
+108 Attack, 40 HP Physical, 2 Wounds.

0
0
0
0
0
0

25

460
20
29
35
50
48

40
40
40
40
40
40

850

Human

One enemy on the front row


+112 Attack, 26 HP Physical.

One enemy on the front row


+112 Attack, 26 HP Physical.

0
0
0
0
0
0

550 g.c.
Shuriken: A very sharp blade with
a shape of a star. (2)

One enemy on the front row


+112 Attack, 26 HP Physical.

Three random enemies


+156 Attack, 52 HP Physical, 18 Bleeds.

28

Human

220
260
25
36
50
32

5
5
5
5
5
5

650

All enemies
A sweet, calming melody directed at foes.
Creatures who listen will be lulled to sleep.

0
0
0
0
0
0

170 g.c.
Elixir III: Powerful potion which
restores the user's Hit & Power points.
Restores 100 HP.
Restores 50 PP.

All enemies
A distant, melodious voice causes enemies
to lose all sense of direction. Causes Confusion , and
reduces ability to defend from attacks.

Nearby allies
A rhythmic composition which inspires
nearby allies, causing their attacks to be stronger
and more lethal.

One enemy
+124 Attack, 54 HP Physical, 23 Bleeds.

28

Human

400
28
23
30
90
32

10
10
10
10
10
10
170 g.c.
None

700

One enemy on the front row


+124 Attack, 74 HP Physical, 17 Bleeds.

0
0
0
0
0
0

30

Human

200
400
21
30
40
32

10
10
10
10
10
10

750

One ally
Restore a greater portion of one ally's hit
points.

0
0
0
0
0
0

180 g.c.
Healing Potion IV: Restores a
large amount of the user's Hit points.
Restores 200 HP.

One ally
Create a magical shield in front of the
target, reducing the amount of physical damage they
take.

One enemy
Concentrate sacred power into a ray which
strikes the target. Causes double damage to undead.

One enemy
Lift and capture the life force of one target
and it is transferred to the caster.

32

Human

180
500
23
32
35
35

10
10
10
10
10
10

900

One enemy
A large rock plummets down from the sky,
causing heavy damage and wounds to one target.

0
0
0
0
0
0

200 g.c.
Magic Potion IV: Restores a large
amount of the user's Power points.
Restores 100 PP.

All enemies
Summon a blizzard which sweeps across the
battlefield, causing cold damage to all enemies with
a chance of freezing.

One enemy
Launch a fireball which explodes on impact,
causing fire damage to three enemies at the same
time.

One enemy
Rain sharp shards of ice down on one
enemy inflicting multiple, deep cuts.

Animal

8
0
9
9
5
10

0
0
0
10
0
0

10

One enemy on the front row


+23 Attack, 11 HP Physical, 1 Wounds.

0
0
0
0
0
0

No
Rat Fang: A rodent tusk which does not seem to possess any special property. It may
have some value for the purpose of crafting ornaments. (30%)

24
0
11
12
10
10

0
0
0
30
0
0

20

Animal

One enemy on the front row


+31 Attack, 16 HP Physical, 1 Wounds.

0
0
0
0
0
0

No
Rat Fang: A rodent tusk which does not seem to possess any special property. It may
have some value for the purpose of crafting ornaments. (1)

Infected by Weakness: All resistances decreased by 30.

Animal

16
0
38
30
5
120

0
0
0
50
0
0
No
None

75

One enemy on the front row


+43 Attack, 23 HP Physical, 1 Wounds.

0
0
0
0
0
0

44

Animal

60
0
13
15
5
16

One enemy on the front row


+35 Attack, 15 HP Organic.
Poison (7).

Two aligned enemies


Entangled in webs (10).

0
0
0
50
0
0

0
0
0
0
0
0

No
Spider Egg: A spider egg which can be eaten to remove toxins from the body.
Cures Poison. (30%)

Infected by Nausea: Evasion decreased by 10.

Animal

40
0
15
20
10
35

0
0
0
0
0
0
No
Ring: (50%)

95

One enemy on the front row


+43 Attack, 17 HP Physical, 5 Bleeds.

0
0
0
0
0
0

Animal

70
0
18
20
15
25

0
0
0
0
0
0

65

One enemy on the front row


+43 Attack, 11 HP Physical, 9 Bleeds.

0
0
0
0
0
0

No
Braptor Egg: A raptor egg which can be eaten to prevent moderate loss of blood.
Bleed cured: -15HP/turn

Animal

30
0
48
40
8
150

0
0
0
50
0
0
No
None

One enemy on the front row


+60 Attack, 27 HP Organic.
Poison (7).

0
0
0
0
0
0

240

11

Animal

90
0
19
28
15
55

0
0
0
0
0
0
No
Ring: (1)

220

One enemy on the front row


+76 Attack, 31 HP Physical, 10 Bleeds.

0
0
0
0
0
0

12

130
0
16
20
24
22

0
20
20
20
20
20

240

Animal

One enemy on the front row


+60 Attack, 33 HP Physical, 2 Wounds.

All enemies
+60 Attack, 10 HP Mental, 6 Stun.

0
0
0
0
0
0

No
Grazino Egg: A giant bird egg which can be eaten to recover some Hit points.
Restores 30 HP.

13

140

Animal

120
0
16
22
15
24

One enemy on the front row


+76 Attack, 35 HP Organic.
Poison (7).

Two aligned enemies


Entangled in webs (10).

0
0
0
80
0
0

0
0
0
0
0
0

No
Spider Egg: A spider egg which can be eaten to remove toxins from the body.
Cures Poison. (60%)

Infected by Delirium: All combat actions receive a penalty of -15.

15

Animal

60
0
60
60
12
200

0
0
0
50
0
0
No
None

One enemy on the front row


+76 Attack, 35 HP Organic.
Poison (7).

0
0
0
0
0
0

550

16

Animal

140
0
25
35
25
40

0
0
0
0
0
0

200

One enemy on the front row


+76 Attack, 21 HP Physical, 17 Bleeds.

0
0
0
0
0
0

No
Tiraptor Egg: A raptor egg which can be eaten to prevent severe loss of blood.
Bleed cured: -30HP/turn

19

Animal

100
0
38
35
40
80

0
0
0
100
0
0

550

One enemy on the front row


+116 Attack, 56 HP Organic.
Poison (16).

0
0
0
0
0
0

No
Rat Fang: A rodent tusk which does not seem to possess any special property. It may
have some value for the purpose of crafting ornaments. (2)

Infected by Swamp Fever: All attributes decreased by 3.

20

Animal

400
0
13
15
40
5

20
0
20
20
20
0
No
None

380

Two aligned enemies


+60 Attack, 20 HP Physical, 10 Stun.

One enemy on the front row


+60 Attack, 27 HP Physical, 8 Stun.

50
0
50
0
100
0

22

Animal

260
0
33
40
40
75

0
0
0
0
0
0
No
Ring: (2)

750

One enemy on the front row


+132 Attack, 56 HP Physical, 18 Bleeds.

0
0
0
0
0
0

24

460

Animal

400
0
20
30
40
32

One enemy on the front row


+152 Attack, 74 HP Organic.
Poison (7).

Two aligned enemies


Entangled in webs (10).

0
0
0
100
0
0

0
0
0
0
0
0

No
Spider Egg: A spider egg which can be eaten to remove toxins from the body.
Cures Poison.

Infected by Paranoia: Maximum Power points decreased by 30%.

26

Animal

500
0
25
35
45
40

0
30
30
30
30
30

900

One enemy on the front row


+116 Attack, 68 HP Physical, 5 Wounds.

All enemies
+116 Attack, 22 HP Mental, 6 Stun.

0
0
0
0
0
0

No
Grazteron Egg: A giant bird egg which can be eaten to recover many Hit points.
Restores 60 HP.

30

Animal

800
0
25
30
80
10

25
0
25
25
25
0
No
None

850

Two aligned enemies


+124 Attack, 44 HP Physical, 10 Stun.

One enemy on the front row


+124 Attack, 60 HP Physical, 8 Stun.

50
0
50
0
100
0

32

Animal

750
0
23
35
90
20

50
20
0
50
20
50

950

One enemy on the front row


+140 Attack, 84 HP Physical, 6 Wounds.

50
50
50
0
0
0

No
Sandworm Fang: A sharp fang from a sand worm. Minuscule amounts spread into a tea
can restore the magical power of those who consume it.
Restores 100 PP.
Cures Sick.

40

Animal

1.500
0
30
50
130
25

50
20
0
50
25
20

1.600

One enemy on the front row


+172 Attack, 104 HP Physical, 8 Wounds.

50
50
50
0
0
0

No
Sandworm Fang: A sharp fang from a sand worm. Minuscule amounts spread into a tea
can restore the magical power of those who consume it.
Restores 100 PP.
Cures Sick. (2)

45

Animal

1.800
0
40
70
80
60

100
30
30
30
30
0

2.200

Two aligned enemies


+192 Attack, 70 HP Physical, 10 Stun.

All enemies on either row


+192 Attack, 46 HP Physical, 6 Stun.

50
50
50
0
100
100

No
Emerald Wyvern Egg: A huge egg belonging to a Emerald Wyvern. The eggs of these
winged beasts are highly coveted, due to the belief that they can enhance physical attributes.
Improves the Strength attribute by 1 point.

55

Animal

3.000
0
50
90
100
70

100
35
35
35
35
0

3.600

Two aligned enemies


+230 Attack, 84 HP Physical, 10 Stun.

All enemies on either row


+230 Attack, 56 HP Physical, 6 Stun.

39
50
39
0
100
100

No
Ruby Wyvern Egg: A huge egg belonging to a Ruby Wyvern. The eggs of these winged
beasts are highly coveted, due to the belief that they can enhance physical attributes.
Improves the Agility attribute by 1 point.
Improves the Speed attribute by 1 point.

Undead

65
0
13
14
15
14

20
100
20
100
0
0
32 g.c.
None

65

One enemy on the front row


+43 Attack, 23 HP Physical, 5 Bleeds.

50
100
-100
0
100
100

Undead

50
0
17
20
15
20

20
100
20
100
0
0
36 g.c.
None

80

One enemy
+47 Attack, 16 HP Physical, 1 Wounds.

50
100
-100
0
100
100

14

Undead

90
0
21
28
20
28

20
100
100
100
0
0
60 g.c.
None

190

One enemy
+68 Attack, 24 HP Cold, 1 Wounds.
Frozen! for 8s..

50
100
-100
0
100
100

16

Undead

100
0
22
30
20
30

100
100
20
100
0
0
70 g.c.
None

240

One enemy
+76 Attack, 28 HP Fire, 1 Wounds.
Burning for 30s..

50
100
-100
0
100
100

16

Undead

120
0
17
20
30
24

20
100
20
100
0
0
70 g.c.
None

240

One enemy on the front row


+76 Attack, 43 HP Physical, 10 Bleeds.
Poison (8).

50
100
-100
0
100
100

20

Undead

220
20
19
24
40
24

30
100
100
30
30
0
100 g.c.
None

380

One enemy on the front row


+92 Attack, 54 HP Physical, 12 Bleeds.

50
100
0
0
100
100

24

400
0
28
35
80
40

40
100
40
100
40
0

550

Undead

One enemy on the front row


+90 Attack, 62 HP Physical, 20 Stun.

100
100
25
0
100
100

260 g.c.
None

Produces Minor Traznido's Curse: Maximum Power points decreased by 10.

30

260
180
28
35
50
45

10
50
50
50
10
0

850

Undead

One enemy on the front row


+132 Attack, 50 HP Physical, 18 Bleeds.

One enemy on the front row


Freeze one target, preventing it from
moving or defending against attacks.

50
0
50
0
100
100

280 g.c.
None

Infected by Undeath Creep: Maximum Hit points decreased by 30%.

32

900

Undead

320
320
28
60
30
45

One enemy
Lift and capture the magical energy of one
target and it is transferred to the caster.
+140 Attack, 30 HP Divine.

None
Summon Skeleton Warrior.

50
100
50
100
50
0
500 g.c.
None

50
100
0
0
100
100

None
Summon Skeleton Archer.

42

800
0
35
50
100
45

60
100
60
100
60
0

1.500

Undead

One enemy on the front row


+130 Attack, 92 HP Physical, 20 Stun.

100
100
50
0
100
100

650 g.c.
None

Produces Major Traznido's Curse: Maximum Power points decreased by 20.

45

800
400
45
50
70
80

20
50
70
50
20
0

1.800

Undead

One enemy on the front row


+250 Attack, 98 HP Physical, 36 Bleeds.

One enemy
Launch an orb of frost which explodes on
impact with the target, causing damage to three
enemies at the same time.

50
0
50
0
100
100

700 g.c.
None

Infected by Undeath Creep: Maximum Hit points decreased by 30%.

48

2.000

Undead

1.000
1.200
43
90
70
60

One enemy
Lift and capture the magical energy of one
target and it is transferred to the caster.
+205 Attack, 44 HP Divine.

None
Summon Venomous Bones.

70
100
70
100
70
0
1.200 g.c.
None

50
100
0
0
100
100

None
Summon Frozen Bones.

None
Summon Burning Bones.

None
Summon Mummy.

None
Summon Vampire.

70

3.000
500
45
80
150
50

50
70
50
50
50
0

5.000

Undead

Two aligned enemies


+210 Attack, 128 HP Physical, 30 Bleeds.

One enemy on the front row


+250 Attack, 154 HP Physical, 36 Bleeds.

30
50
30
0
100
100

No
None

Produces Minor Vadrinzo's Curse: All resistances decreased by 10.

80

7.500

Undead

1.500
2.600
55
120
120
70

One enemy
Lift and capture the magical energy of one
target and it is transferred to the caster.
+330 Attack, 74 HP Divine.

None
Summon Ancient Vampire.

80
100
80
100
80
0
2.800 g.c.
None

30
100
0
0
100
100

None
Summon Royal Mummy.

None
Summon Frozen Bones.

None
Summon Burning Bones.

120
50
15
18
20
20

20
20
10
30
30
20

100

Demon

One enemy on the front row


+43 Attack, 23 HP Physical, 1 Wounds.

One enemy
Invoke a bolt of lightning which will strike
one target and stun it.

19
0
0
0
100
0

No
Cursed Hound Fang: Fangs of the Cursed Hounds are prized for their healing properties.
They can be pulverized into a paste, which will cure the body of most wounds when applied.
Cures Fatal wounds. (30%)

Produces Minor Maznul's Curse: Evasion decreased by 10.

16

Demon

140
80
30
40
25
50

50
0
0
0
0
0
70 g.c.
None

240

One enemy on the front row


+76 Attack, 35 HP Physical, 1 Wounds.

One enemy on the front row


Fiery sparks emerge from caster's palm,
scorching one target.

0
0
0
0
0
0

16

Demon

360
100
20
25
40
30

440

One enemy on the front row


+76 Attack, 35 HP Organic.
Poison (7).

One enemy
Invoke a bolt of lightning which will strike
one target and stun it.

30
30
15
100
40
30

30
0
0
0
100
0

No
Cursed Hound Fang: Fangs of the Cursed Hounds are prized for their healing properties.
They can be pulverized into a paste, which will cure the body of most wounds when applied.
Cures Fatal wounds. (60%)

Produces Minor Brazgo's Curse: All combat actions receive a penalty of -10.

24

Demon

200
160
35
50
35
60

60
10
10
10
10
10
130 g.c.
None

460

One enemy on the front row


+108 Attack, 52 HP Physical, 2 Wounds.

One enemy
Launch a fireball which explodes on impact,
causing fire damage to three enemies at the same
time.

0
0
0
0
0
0

24

Demon

800
200
25
35
60
40

30
30
15
100
40
30

1.100

One enemy on the front row


+108 Attack, 52 HP Organic.
Profound Sleep for 7s..

39
0
0
0
100
0

Three random enemies


A storm of thunder looms over the enemy,
causing lightning strikes which will hit three
random foes.

No
Cursed Hound Fang: Fangs of the Cursed Hounds are prized for their healing properties.
They can be pulverized into a paste, which will cure the body of most wounds when applied.
Cures Fatal wounds. (1)

Produces Major Maznul's Curse: Evasion decreased by 30.

26

Demon

460
20
25
35
80
40

30
0
30
30
30
0
150 g.c.
None

550

One enemy on the front row


+116 Attack, 68 HP Physical, 5 Wounds.

0
0
0
0
0
0

28

Demon

360
50
28
45
60
45

20
20
20
20
20
100

600

One enemy on the front row


+124 Attack, 54 HP Physical, 23 Bleeds.
Silenced! for 10s..

0
0
0
0
0
0

Three random enemies


Lift and capture the magical energy of one
target and it is transferred to the demon which
restores hit points..

No
Dabruz Horn: A Dabruz horn, enchanted with recovery and energetic properties.
Restores 80 HP.
Restores 40 PP. (50%)

40

Demon

1.000
40
30
50
110
50

40
0
40
40
40
0
300 g.c.
None

1.200

One enemy on the front row


+172 Attack, 104 HP Physical, 8 Wounds.

0
0
0
0
0
0

45

Demon

750
100
33
55
80
55

30
30
30
30
30
100

1.500

One enemy on the front row


+192 Attack, 84 HP Physical, 37 Bleeds.
Silenced! for 10s..

0
0
0
0
0
0

Three random enemies


Lift and capture the magical energy of one
target and it is transferred to the demon which
restores hit points..

No
Kabruz Horn: A Kabruz horn, enchanted with recovery and energetic properties.
Restores 120 HP.
Restores 60 PP. (50%)

Produces Minor Gendro's Curse: Maximum Hit points decreased by 20.

50

Demon

1.500
260
28
45
100
40

30
30
30
30
30
30

1.900

One enemy on the front row


+210 Attack, 92 HP Physical, 30 Bleeds.

Two aligned enemies


+132 Attack, 47 HP Physical, 10 Stun.

50
0
50
0
0
0

No
Morgoloz nail: The sharp claw of a Morgoloz. It is an appreciated trophy, due to its
muscle-developing properties.
Improves the Constitution attribute by 1 point. (50%)

60

Demon

1.200
2.000
40
60
100
70

100
50
50
50
50
50

2.800

One enemy
Launch a fireball which explodes on impact,
causing fire damage to three enemies at the same
time.

50
0
50
0
100
100

One enemy
A large rock plummets down from the sky,
causing heavy damage and wounds to one target.

One enemy
Lift and capture the life force of one target
and it is transferred to the caster.

No
Tanaxas Horn: A Tanaxas horn. They are very rare, considering the original owner is a
very powerful creatures. It can be grinded into a balm which will enhance magical ability.
Improves the Energy attribute by 1 point.

70

2.600
500
33
55
120
50

40
40
40
40
40
40

3.600

Demon

One enemy on the front row


+290 Attack, 128 HP Physical, 42 Bleeds.

Two aligned enemies


+172 Attack, 62 HP Physical, 10 Stun.

50
0
50
0
0
0

No
Bragoloz nail: The sharp claw of a Bragoloz. It is an appreciated trophy, due to its
muscle-developing properties.
Improves the Strength attribute by 1 point.
Improves the Constitution attribute by 1 point. (50%)

Produces Major Gendro's Curse: Maximum Hit points decreased by 40.

90

Demon

2.000
4.000
45
70
120
80

50
60
100
60
60
60

6.500

One enemy
Launch an orb of frost which explodes on
impact with the target, causing damage to three
enemies at the same time.

39
0
39
0
100
100

One enemy
A shower of icy comets hovers over a unique
and unfortunate enemy.

One enemy
Lift and capture the life force of one target
and it is transferred to the caster.

No
Valarinzo Horn: A Valarinzo horn. They are very rare, considering the original owner is a
very powerful creature. It can be ground into a balm which will enhance nimbleness and speed.
Improves the Energy attribute by 1 point.
Improves the Speed attribute by 1 point.

Ogre

24
2
10
9
10
9

5
-30
5
0
5
0
14 g.c.
None

12

One enemy on the front row


+19 Attack, 7 HP Physical, 1 Wounds.

0
0
0
0
0
0

Ogre

42
5
11
10
20
10

5
-20
5
0
5
0
20 g.c.
None

34

One enemy on the front row


+31 Attack, 16 HP Physical, 3 Bleeds.

0
0
0
0
0
0

Ogre

32
6
13
14
10
8

5
-20
5
0
5
0
24 g.c.
None

44

One enemy
+35 Attack, 12 HP Physical, 1 Wounds.

One enemy on the front row


+27 Attack, 13 HP Physical, 1 Wounds.

0
0
0
0
0
0

Ogre

30
70
14
16
5
5

5
20
5
0
5
10
32 g.c.
None

65

Nearby allies
A rhythmic composition which inspires
nearby allies, causing their attacks to be stronger
and more lethal.

0
0
0
0
0
0

All enemies
Tremors echo within the minds of the Bard's
enemies, momentarily stunning them.

One ally
Restore a portion of one ally's hit points.

One enemy
A stone arrow darts forth, causing physical
damage to one target.

16

Ogre

240
16
17
22
30
24

20
0
20
10
20
0
70 g.c.
None

300

One enemy on the front row


+76 Attack, 38 HP Physical, 6 Stun.

0
0
0
0
0
0

24

Ogre

340
24
20
24
60
30

40
0
40
20
40
0
130 g.c.
None

600

One enemy on the front row


+92 Attack, 54 HP Physical, 6 Bleeds, 2
Wounds.

0
0
0
0
0
0

30

Ogre

480
30
25
32
50
40

850

Two aligned enemies


+72 Attack, 37 HP Physical, 5 Stun, 4
Wounds.

One enemy on the front row


+72 Attack, 37 HP Physical, 6 Bleeds, 4 Stun.

50
0
50
30
50
0
180 g.c.
None

0
0
0
0
0
0

35

Ogre

700
36
23
35
50
25

30
0
60
20
30
0

1.100

All enemies
+100 Attack, 18 HP Physical, 6 Stun.

Two aligned enemies


+100 Attack, 47 HP Physical, 8 Stun.

0
0
0
0
0
0

240 g.c.
Yotum Fang: A huge tusk belonging to a Yotum, the largest creature among Ogres. It
possesses purifying properties and, if the rumors are true, can be ground into a powder that will
cleanse the body of any illness.
Cures Sick. (50%)

45

Ogre

1.000
46
35
50
80
60

1.800

Two aligned enemies


+172 Attack, 96 HP Physical, 5 Stun, 12
Wounds.

One enemy on the front row


+172 Attack, 96 HP Physical, 16 Bleeds, 4
Stun.

0
0
0
0
0
0
No
None

0
0
0
0
0
0

50

Ogre

1.400
50
30
50
60
35

40
0
70
30
40
0

2.200

All enemies
+144 Attack, 27 HP Physical, 6 Stun.

Two aligned enemies


+144 Attack, 70 HP Physical, 8 Stun.

0
0
69
0
100
100

420 g.c.
Yotum Fang: A huge tusk belonging to a Yotum, the largest creature among Ogres. It
possesses purifying properties and, if the rumors are true, can be ground into a powder that will
cleanse the body of any illness.
Cures Sick. (1)

36
0
12
13
10
12

-25
0
0
50
0
0

34

Vegetal

One enemy on the front row


+31 Attack, 13 HP Physical, 8 Stun.

0
100
0
0
0
0

No
Spore: A large mushroom spore whose dust can remove Stun from the party.
Cures Stun.

Vegetal

42
0
12
14
12
13

-25
0
0
50
0
0

One enemy on the front row


+35 Attack, 11 HP Organic.
Poison (5).

0
100
0
0
0
0

No
Spore: A large mushroom spore whose dust can remove Stun from the party.
Cures Stun.

44

11

120
0
12
14
15
5

-25
0
0
50
0
0

130

Vegetal

All enemies
+56 Attack, 10 HP Organic.

All enemies
Profound Sleep (1).

0
100
0
0
0
0

No
Spore: A large mushroom spore whose dust can remove Stun from the party.
Cures Stun. (2)

12

130
0
13
15
15
5

-25
0
0
50
0
0

150

Vegetal

All enemies
+60 Attack, 10 HP Organic.

All enemies
Poison (6).

0
100
0
0
0
0

No
Spore: A large mushroom spore whose dust can remove Stun from the party.
Cures Stun. (2)

22

Vegetal

400
0
17
24
60
0

-25
30
0
50
15
30
No
Herbs (4-8)

440

One enemy on the front row


+52 Attack, 35 HP Physical, 20 Stun.

All enemies
+52 Attack, 17 HP Physical, 4 Stun.

100
100
50
0
100
0

24

Vegetal

300
300
23
35
100
10

600

Three random enemies


+58 Attack, 25 HP Physical, 5 Stun, 2
Wounds.

One enemy
+108 Attack, 52 HP Physical, 8 Stun.

100
100
100
100
100
100
No
None

100
100
0
0
100
100

33

800
0
25
40
70
0

-25
50
0
70
25
50
No
Herbs (10-14)

1.000

Vegetal

One enemy on the front row


+76 Attack, 52 HP Physical, 20 Stun.

All enemies
+72 Attack, 24 HP Physical, 4 Stun.

100
100
50
0
100
0

All enemies
Profound Sleep (1).

60

4.800

Vegetal

4.000
400
30
50
120
10

One enemy on the front row


+250 Attack, 154 HP Physical, 4 Stun, 12
Wounds.

One ally
Cure an ally's wounds.

-25
50
50
100
50
50
No
Herbs (14-20)

100
100
50
0
100
100