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Roguelike Half - Intermediate Rules Plus english

WORK IN PROGRESS

Roguelike Half

Core Intermediate Rules (LV16 ~ 33)

+ Expanded Rules - 13 Additional Jobs

+ Additional Rules - Partners, Homelands


Table of Contents

Summary
Summary
Allocating Experience and Maximum Scores
- Experience Needed to Raise Attributes
- Attribute Maximums
-- Lvl 10 - 15
-- Lvl 16 - 24
-- Lvl 25 - 33
About Job Names
Second Sub-Attributes
About New Skills

New Intermediate Skills (1 EXP and 50 gold, Lv16+)
Sorcerer Intermediate Skills (Sorcery)
- Chain Lightning
- Mana Drain
- Invisible Wall
- Dispel Magic
Priest Intermediate Skills (Miracles)
- Conversion
-- Evil Race Followers
- Healing
- Holy Blow
- Revelation
Thief Intermediate Skills
-Mighty Shot
- Rapid Shot
- Good Trade
- Sneaking
Warrior Intermediate Skills
- Robust
- Shield Bash
- Parry
- Smash

Expanded Rules

Expanded Jobs
Monster Hunter (Dex)
- Beginner Monster Hunter Skills
- Intermediate Monster Hunter Skills

Alchemist (Div)
- Beginner Alchemist Skills
-- Monster Followers
- Intermediate Alchemist Skills

Bard (Div)
- Beginner Bard Skills
- Intermediate Bard Skills

Paladin (Str)
- Beginner Paladin Skills
- Intermediate Paladin Skills

Beastmaster (Str)
- Beginner Beastmaster Skills
- Intermediate Beastmaster Skills

Foreign Magician (Sor)
- Beginner Foreign Magic
- Intermediate Foreign Magic

Assassin (Dex)
- Beginner Assassin Skills
- Intermediate Assassin Skills

Gladiator (Str)
- Beginner Gladiator Skills
- Intermediate Gladiator Skills

Necromancer (Div)
- Beginner Necromancy
-- Evil Race Followers
- Intermediate Necromancy

Mechanist (Sor)
- Beginner Mechanist Skills
- Intermediate Mechanist Skills
-- Mobile Weapon List
-- Mechanist Inventions

Devil Summoner (Div)


Arcanist (Sor)


Battlesmith (Str)


Additional Rules

Partners
Homelands







Summary

These are the basic rules for Roguelike Half intermediate level (16-33) play.
When a hero reaches Level 16, they learn a new Special Skill, and when they reach Level 25 they take a second Sub-Attribute and a Job.


Allocation Experience and Maximum Scores

As listed in the core rules, heroes have an upper limit to their ability scores.

EXP Needed to Raise Ability Scores

Ability Score EXP To Raise
Technique 4 exp
Life Points 1 exp
Sub-Attribute. 1 exp
Followers 2 exp

Upper Limit of Ability Scores

Level 10 - 15

Ability Score Upper Limit
Technique +2 (2)
Life Points +4 (8)
Sub-Attribute +4 (6)
Followers +2 (9)

Level 16 - 24

Ability Score Upper Limit
Technique +2 (no change)
Life Points +4 (no change)
Sub-Attribute +6 (8)
Followers +5 (12)

Level 25 - 33

Ability Score Upper Limit
Technique +2 (no change)
Life Points +4 (no change)
Sub-Attribute +8 (10)
Sub-Attribute 2 +10 (see Second Sub-Attribute)
Followers +8 (15)

About Job Names

In the base rules, your sub-attribute has no job name associated with it. In this rulebook, we use the following names:

  • Sorcery ... Sorcerer
  • Divinity ... Priest
  • Dexterity ... Thief
  • Strength ... Warrior

In the expanded rules, there are other jobs associated with these sub-attributes:

  • Sorcery ... Mechanist
  • Divinity ... Necromancer
  • Dexterity ... Monster Hunter
  • Strength ... Beastmaster

The details of these jobs can be found in the Expanded Roguelike Half rules, (Jobs) section.


Second Sub-Attributes

Heroes that have reached the 25th level can learn a second sub-attribute. The second sub-attribute starts at 0, and can be increased by 1 point per 1 experience point.

The hero selects a second Job. For instance, if the hero chooses Dexterity, they may choose either Thief or Monster Hunter from the expanded rules. You acquire special skills in accordance with the Job you select (e.g. if you select Warrior, then you would acquire Power Attack, Power Defend, and Protect).

The skills listed in the New Special Skills section can only be used by characters who are level 25 or higher.

The upper limit of the second sub-attribute is the same as the first sub-attribute. In other words, under normal conditions this is a max of 10 for levels 25-33.

You cannot acquire a sub-attribute you already have. For instance, a Priest cannot select Necromancer.


About New Special Skills

Each Job has new skills that they can learn when they reach intermediate level. Magicians and Priests special skills are "spells".

Special training is needed to learn these abilities available at level 16. To acquire one takes 1 experience point and 50 gold.

Skills Learnable at Level 16+

  • Magician: Chain Lightning, Mana Drain, Invisible Wall, Dispel Magic
  • Priest: Conversion, Healing, Holy Blow, Revelation
  • Thief: Might Shot, Rapid Shot, Good Trade, Sneaking
  • Warrior: Robust, Shield Bash, Parry, Smash

Sorcerer Intermediate Skills (Sorcery)

Chain Lightning

Targets a single Strong Character or a group of Weak Characters.

When targeting a Strong Character, make a Sorcery check with a target of the enemy's level. On a success, it deals 1 damage to the target.

When targeting Weak Characters, make a single Sorcery check against one of the enemies. On a success, the lightning bolt pierces through and you may perform another Sorcery check on the next creature. You may repeat this until you fail the check or until all weak creatures in the group are struck. The spell does 1 damage to each enemy struck.

This spell consumes 2 Sorcery points.


Mana Drain

By sacrificing a piece of Magical Equipment (worth at least 60 gold), you can recover 1d6 points of Sorcery.

This spell may only be used once per adventure.

This spell does not consume Sorcery points.


Invisible Wall

This may only be cast on yourself.

After casting, the next damage taken to Life Points is reduced to 0.

This spell must be cast before rolling on the Events table (d66) to determine the next location. If the event is combat, it is only effective against the first attack that battle.


Dispel Magic

This spell targets all spells a single enemy casts this round. On a successful Sorcery check (target enemy level), all spells that enemy casts this round are negated.

This spell is not cast on your turn, but when the enemy attacks. You may use this spell once per round, but if you do so, then you may not perform an action on your next turn.


Priest Intermediate Skills

Conversion

This spell is used against a single Weak Creature of the "Evil Races" type or "Rare Races" type. Whenever a Weak Creature of this type escapes, you may cast this spell once. You may also cast it in place of an attack, when there is only 1 enemy remaining.

Make a Divinity check when casting this spell. If the power (result) is equal to or greater than the enemy's level the target becomes a combat follower under your command.

If the target is of one of the specified type of creature, then you can take it along as an ability-holding "Evil Race Follower". Check the Evil Race Follower section for details on each. The compatible creatures are the follows:

  • Goblin Soldier
  • Assault Goblin
  • Orc Warrior
  • Dark Elf Archer
  • Dark Beast
  • Lizardman Warrior

Creatures other than this lose the opportunity to have a special ability, but they may retain their strength. These creatures become followers with a Technique = Level - 4 (to a minimum of 0).

Ths spell has no effect on Undead.


Healing

Recovers Life Points for one target. When using this spell, the target for the Divinity check is the target's current LFP.

On a critical Divinity check, 3 Life Points are recovered. On a normal success, 2 points are recovered. On a failure or fumble, 1 point is recovered.


Holy Blow

Grants a +1 bonus to attack checks to one hero OR all combat followers. This effect lasts until the end of combat.


Revelation

Acquire one Clue. This spell may only be cast once per adventure.


Thief Intermediate Skills

Mighty Shot

Characters that use Mighty Shot can do 1 extra point of damage when attacking a creature with a bow & arrow. If thsi attack is a critical, it automatically hits, but a chain attack does not occur.

This skill does not consume a Dexterity point.


Rapid Shot

Characters that have Rapid Shot, when attacking a creature with Slings or other throwing type weapons, they may perform an additional sling/throwing attack.

Certain thrown weapons are consumable, but using this ability does not consume an additional ammunition.

Using this ability does not consume a Dexterity point.


Good Trade

When converting treasures (accessories, jewels, magic items) into gold in town, you gain an additional 20% gold.

This ability does not consume Dexterity points.


Sneaking

When the party encounters Weak Creatures, you may roll the die to determine how many appear two times, and choose which result you wish. You may also nullify the Sneak Attack ability any Weak Creature may have.

Characters who use Sneaking may not be equipped with Metal Armor (Plate or Chain).

Using this skill consumes 1 Dexterity point.


Warrior Intermediate Skills

Robust

Raises your maximum Life Points by 2.

This ability is passive, so it is unaffected by Strength score.


Shield Bash

When a defense roll is a Critical, you may use this ability against your attacker.

By bashing with your shield, you can unbalance your opponent. The target's attack count is reduced by one for the next round.

A shield must be equipped to use this special skill.

This ability does not consume Strength points.


Parry

When a defense roll is a Critical, you may use this ability against your attacker.

You may make an attack check (even though it is the enemy turn).

You must have a Two-handed weapon equipped to use this skill.

This skill does not consume Strength points.


Smash

When Critically succeeding at an attack roll, you may deal 1 additional damage to the target. When you use this ability you may not perform a chain attack.

This skill does not consume Strength points.



Expanded Jobs

Monster Hunter (Dex)

Those who work in the profession of hunting large monsters are called monster hunters. They exist throughout the continent, primarily in southern Arantza.

Monster Hunter Initial Equipment

  • 10 gold
  • 2 rations
  • Lantern
  • Light Weapon
  • Cloth Armor
  • Wood Shield
  • Rope

Monster Hunter Initial Skills

New monster hunters can select 3 skills from the below list.

  • Power Shot
  • Find Treasure
  • Swap Weapon
  • Dual Weapon
  • Capture Net
  • Sense Trap

Monster Hunter Skills List

Beginner Skills

  • Power Shot
  • Find Treasure*
  • Swap Weapon
  • Dual Weapon
  • Capture Net
  • Sense Trap

*defined in the core rules

Intermediate Skills (Lv16+)

  • Camoflauge Paint
  • Extended Bash
  • Trap Attack
  • Caltrop

Beginner Monster Hunter Skills

Power Shot

You may use Dexterity instead of Technique for your attack check when using a ranged weapon.

This consumes 1 point of Dexterity.


Swap Weapon

You may swap your equipment in battle without consuming 1 round action to do so.

Using this ability consumes 1 point of Dexterity.


Dual Weapon

You can wield a Light Weapon in both hands. This allows you to attack twice in one round.

This ability does not consume Dexterity.


Capture Net

When a String Creature has 1 LFP or when it attempts to escape, you may attempt to throw a capture net (this does not require consuming an item).

Make a Dexterity check when attempting this skill. The target is the creature's base level +1. On a success, you capture the creature. If you have a rope, By consuming 7 Follower points, you may take them with you, but they do not count as a Captured. You may reduce the required Follower count by 1 by consuming 1 available equipment slot on your hero.

After each adventure, the Sworddragon Inn (monster hunter guild) in town will buy your captured creatures for the creature's level x 7 gold.

Also, you can capture Giant Creatures you encounter on your adventure. Giant Creatures require 10 Follower points to capture (in addition to a rope). Creatures captured in this way are worth the creature's level x 10 gold. This skill can be used against any Strong Creature of the Barbarian, Mounted Creatures, Animals, Birds, Dragons, Insects, Aquatics, Monsters, Demons, or Giant Creatures types. It is uneffective against Undead, Golems, Plants, Mobile Weapons, or Constructs.

Capture Net may only be used once per battle.


Detect Trap

When avoiding traps, all characters with Technique of 0 gain a +1 modifier to their Dexterity checks.

This skill is passive and does not consume Dexterity points.


Intermediate Monster Hunter Skills

Camoflauge Paint

Before the adventure, you paint your skin with environment-blending paint.

Heroes using this ability gain +1 to defense checks during combat, lasting until the end of Round 1.

Note that using this skill will reduce Dexterity before the adventure technically begins.

Using this skill consumes 1 point of Dexterity.


Extended Bash

You attack an additional time using body parts besides your hands. Can only be used in melee combat.

In addition to your normal attack(s), you may make one additional attack check. This attack is counted as Unarmed, meaning it takes a -2 penalty to its roll.

Extended Bash can only be used once per round.

Using this skill consumes 1 point of Dexterity.


Trap Attack

During round 0, you make a sudden direct attack with a flashbang or a similar trap (this does not require an item).

If the hero is successful on a Dexterity check against a single enemy (target is the enemy level), the heroes gain +1 to all attack checks against that enemy.

This effect lasts until the end of combat.

After using Trap Attack, the hero is in an "unequipped" state. If they do not have a weapon in hand in round 1 they must make an unarmed attack (at a -2 penalty).

Using this skill consumes 1 point of Dexterity.


Caltrop

This skill is used when it is your turn to attack. Using the Caltrop skill does not require an item.

When using this skill, when Escaping, you gain a +2 modifier to all defense checks.

Using this skill consumes 1 point of Dexterity.



Alchemist (Div)

Alchemists do not rely on the power of spells, but instead this job specializes in the creation of matter and life.

Alchemist Starting Equipment

  • 10 gold
  • 2 rations
  • Lantern
  • Light Weapon
  • Cloth Armor

Alchemist Skills

Alchemist skills are not spells, so all level 10 or higher heroes know all beginner alchemist skills.

Beginner Alchemist Skills

  • Create Monster
  • Excavate
  • Create Magistone
  • Create Equipment

Intermediate Alchemist Skills

  • Create Magic Equipment
  • Create Gold
  • Repair Flesh
  • Create Philospher's Stone

Alchemists perform certain checks using an Alchemy check. This uses the base attribute of Divinity.

Consuming Sub-Attribute Points

Alchemists must perform a variety of checks when using abilities. As an exception to what you would expect in accordance with the rules, you do not consume 2 points when using an ability (as written) and performing its associated sub-attribute check. In these cases you would only consume one. Also, the sub-attribute will only deplete after the check.


Beginner Alchemist Skills

Create Monster

In between adventurers, you can create a monster which you can take along as one of your followers. To create a monster, first decide if you want a Weak Creature or Strong Creature. Refer to the Creatures list for details.
Weak Creatures

  • Kangaroo Cat
  • Fang Rabbit
  • Harpy

To create one of the above creatures, the hero makes an Alchemy check, and the result is the number of creatures obtained. However, on a fumble, you only gain an amount equal to your Divinity.
Strong Creatures

  • Muscle Beast (LV 7)
  • Chimera (LV 9)
  • Cockatrice (LV 8)
  • Basilisk (LV 9)
  • Homunculus (LV 6)
  • Manticore (LV 9)
  • Minotauros (LV 8)

When creating one of the above, the hero makes an Alchemy check where the target is the monsters level. If the check fails no creature is made.

Using this skill consumes 1 sub-attribute point.

Monster Follower List

Weak Creatures
Kangaroo Cat Tech: 0 / LFP: 1 / Combat
Fang Rabbit Tech: 0 / LFP: 1 / Combat
Harpy Tech: 0 / LFP: 1 / Combat
Strong Creatures
Muscle Beast Tech: 1 / LFP: 8 / Combat
Chimera Tech: 1 / LFP: 8 / Combat
Cockatrice Tech: 0 / LFP: 6 / Combat
Basilisk Tech: 0 / LFP: 6 / Combat
Homunculus Tech: 1 / LFP: 5 / Str: 4 / Combat
Manticore Tech: 1 / LFP: 7 / Combat
Minotauros Tech: 1 / LFP: 6 / Str: 4 / Combat

Monster Followers

Weak Creature Followers

When creating these followers, the hero makes an alchemy check, and they obtain a number of creatures equal to the result. On a Fumble, only a number equal to the alchemist's current Divinity score are created.

Kangaroo Cat (Tech: 0 / LFP: 1 / Combat)

This is a Monster type creature that uses Slashing type attacks.

If the current map location is a Narrow space, Kangaroo Cat gains a +1 modifier to their attack and defense checks (if whether the map tile is Narrow or Wide is not stated, determine using a 1d2).

Fang Rabbit (Tech: 0 / LFP: 1 / Combat)

This is a Monster type creature that uses Slashing type attacks (but takes a -1 penalty to all attack checks).

When you have 3 or more Fang Rabbits in your party, the group may make 1 additional attack check. When your Fang Rabbit count is 2 or less, you lose this bonus. For instance, if you had 4 Fang Rabbits, you would make 5 attack checks for them each round.

You may obtain 1 ration for every 3 Fang Rabbit followers that die.

Harpy (Tech: 0 / LFP: 1 / Combat)

This is a Monster type creature that uses Slashing type attacks.

Due to its large wingspan when flying, this creature is easy to hit with ranged attacks. When the enemy attacks this creature with ranged weapons, the harpy takes a -1 penalty to its defense roll.

Harpies will sing their song during round 0. This song is treated the same as the Charm spell.

Make a Sorcery check against 1 enemy creature (target of the enemy's level).

On a success, the target creature is Charmed until the end of round 1, and will attack their own enemy side until then. The Technique of traitor creatures is equal to their level minus 4. Charmed enemies cannot use their special abilities.

However, this skill has no effect on Undead, Golem, Plant, Mobile Weapon, or Construct type creatures.


Strong Creature Followers

When creating these followers, the hero must succeed at an Alchemy check with a target of the creature's experience level.

Muscle Beast (Tech: 0 / LFP: 8 / Combat)

The Muscle Beast requires 7 follower points.

This is a Monster type creature. This creature attacks twice in melee using Blunt type attacks.

Chimera (Tech: 0 / LFP: 8 / Combat)

The Chimera requires 9 follower points.

This is a Monster type creature. This creature attacks three times in melee and uses slashing type attacks.

The chimera will breathe fire in round 0. The element of this attack is Fire and it is a single attack.

Chimeras do not attack with weapons so they do not lose an action in turn 1. This creature's broad wingspan makes it an easy target for ranged weapons, so when making defense checks against range weapons this creature takes a -1 penalty.

Cockatrice (Tech: 0 / LFP: 6 / Combat)

The cockatrice requires 8 follower points.

This is a Monster type creature. This creature attacks twice in melee. This attack has the Paralyze element.

The cockatrice breathes poison breath in round 0. The attack is of the Paralyze element and may target up to two targets. This attack has no effect on Undead, Golem, Plan, Giant Craeture, Mobile Weapon or Construct type creatures.

The poison breath does not damage Life, but instead gives the Paralyze ailment to the creatures who fail their defense roll (which gives a -1 penalty to all checks).

It attacks in melee with its beak, which applies the Paralyze ailment to the target enemy if the attack does 1 or more damage.

This Paralyze effect does not stack.

The cockatrice does not attack with weapons, so it does not lose its action during turn 1 in combat.

Basilisk (Tech: 0 / LFP: 6 / Combat)

Basilisks require 9 follower points.

This is a Monster type creature. This creature attacks twice in melee with Slashing type attacks.

In round 0, and on every even round, the basilisk will attempt its Gaze on every enemy. Make a Divinity check with a -1 penalty against each enemy (target of the creature's level). This requires 1 round's action.

On a success, the target creature is Petrified by the Basilisk's Gaze, and may be treated as if they have been defeated.

This ability does not have any effect on Undead, Plant, Golem, Mobile Weapon, or Construct type monsters.

Also, when basilisks fail defense checks against Slashing type attacks, make a Divinity check of target (attacker's level). On a success of this check, the basilisk's poisonous blood showers the attacker and deals 1 LFP of damage.

This ability has no effect on Undead, Plant, Golem, Mobile Weapon, or Construct type creatures.

Homunculus (Tech: 0 / LFP: 5 / Str: 4 / Combat)

Homunculus require 6 follower points.

This is a Humanoid and Monster type creature. This creature has no weapons, so it uses unarmed Blunt type attacks with a -2 penalty.

The homunculus may be used as a Partner familiar, but may not be strengthened with Follower points.

The homunculus does not have equipment when created, but can wield weapons and armor. They may equip 1 ranged weapon and 1 melee weapon, as well as an armor and shield.

Also, they may hold 1 item for the hero (the homunculus cannot use this item).
The homunculus also has the Protect skill.

Manticore (Tech: 1 / LFP: 7 / Combat)

The manticore requires 9 follower points.

This is a Monster type creature. This creature attacks twice in melee with Slashing type attacks.

The manticore shoots steel barbs from its tail in round 0. These are Slashing type which attack twice.

It fights in melee using its two front legs, so it can attack beginning in round 1.

Minotauros (Tech: 1 / LFP: 6 / Str: 4 / Combat)

The minotauros requires 8 follower points.

This is a Monster and Humanoid type creature. When creating this creature, you may select either Blunt or Slashing for its attack type.

The minotauros, one round per combat, can launch a Charge. This ability does not consume Strength.

This ability grants the Minotauros a +1 on its attack check, but in exchanges gives a -1 penaty to defense checks. This effect lasts for one round.

After using Charge, you must prioritize Minotauros when dividing up enemy attacks to the party.

The minotauros knows the Power Attack and Smash skills.


Excavate

A skill that allows you to decimate walls or caves within a dungeon. Using this skill allows you to dig holes as if you were in posession of a "Magic Pickaxe". This skill can be used anywhere in the scenario where a Magical Pickaxe can be used.

Using this ability consumes 1 sub-attribute point.


Create Magistone

Using this skill allows you to create 1 Magistone item. Magistones have the ability to recover 1 sub-attribute point. Magistones are the size of jewels and do not take up item space. Selling these items earns 20 gold.

Using this ability consumes 3 sub-attribute points. If you use this ability in-between adventures, please remember to decrease your sub-attribute score before beginning the next quest.


Create Equipment

You may create 1 of either Lantern, Rope, Wood Shield, Round Shield, Light Weapon, One-handed Weapon, or Sling. This requires no materials.

If you use this ability in between adventures, be sure you reduce your sub-attribute points before beginning the next quest. Using this skill consumes 1 sub-attribute point.


Intermediate Alchemist Skills

Create Magical Equipment

This allows you to create magical equipment that you could ordinarily buy in your base town (in the core rules) or at your hometown (if using Hometown rules). This allows you to acquire them for half the gold cost. When creating "Rare Equipment", you must still succeed at the check roll when obtaining the item.

Using this skill consumes 1 sub-attribute point. When using this skill in-between adventures, be sure to consume the points before beginning your next quest.


Create Gold

Heroes that use this skill can create alchemical gold. This, along with the ability to create the Philosopher's Stone, has always been one of alchemy's great secrets. You may only use this skill in between adventures. By performing an Alchemy check, you may obtain gold equal to the check result. You do not obtain anything on a fumble.

Be sure you reduce your sub-attribute points before beginning the next adventure.


Repair Flesh

By using flesh and blood parts, you can recover 2 points of Life. You may only use this skill on yourself.

Using this skill consumes 1 sub-attribute point.


Create Philosopher's Stone

Makes a Philosopher's Stone. If a hero has this equipment, if they die during an adventure, they will be revived afterwards. At this time your LFP and sub-attributes are restored to their max. The adventure is still a failure, and you do not gain experience. The Philosopher's Stone can only have this effect on a body once. The next time you die is definitely a game over. The Philosopher's Stone only has its effect on its creator.

Using this ability consumes 1 sub-attribute point. When using skills in between adventures, be sure you reduce your sub-attribute points before the next quest.



Bard (Div)

Bards are known for wandering the plains of Arantza, singing and performing and learning what they can of the world.

Bard Initial Equipment

  • 10 gold
  • 2 rations
  • Lantern
  • Light Weapon
  • Cloth Armor
  • 1 instrument

About "Perform"

Several of the bard's skills are of the "Perform" type.

This skill may be used in round 0 as well, but is generally counted as 1 round's action (in other words, weapon attacks or spells cannot be cast). Performance is ongoing. While performing, the hero using the skill must consume their action each turn to continue the performance. However, Divinity is only consumed on the first round. Performing provides magical music. If another Performance begins, their effects collide with each other and cancel each other out (which is one strategy).


About Instruments

All bards begin with 1 instrument with their initial equipment. Choose one instrument type below.

These instruments are two-handed equipment. While wielding, you gain the bonus listed in their description.

You can purchase a new instrument for 20 gold in between adventures.

  • Lute - This instrument grants +1 modifier to Divinity checks.
  • Fiddle - This instrument grants +1 to maximum Divinity.
  • Shalmai - When attempting to Bribe any Weak Creatures with gold, and you are using the [Perform: Pastorela] song, the needed gold is reduced by 1 / 5 (rounded down).
  • Hurdy-gurdy - When using a Performance on one of your Followers to give them a bonus, you may acquire that bonus as well.

Bard Special Skills

The skills for the new bard class are listed below. These skills are not spells, so a level 10 or higher bard knows all beginner bard skills.

Beginner Bard Skills

  • Artifact User
  • Planh
  • Gab
  • Pastorela

Intermediate Bard Skills

  • Wayfarer Style
  • Partimen
  • Enuig
  • Canso

Beginner Bard Skills

Artifact User

You may use equipment as if you were a hero that had the Sorcery sub-attribute. When needing to perform a Sorcery check, you use a Divinity check instead. When consuming Sorcery points, you consume Divinity points instead.


Perform: Planh

This is a Performance skill. This song is only effective against Weak Creatures of the Undead type.

Make a Divinity check when you wish to use this skill (target of the creature's level). On a success, on each round, after the hero's side finishes attacking, one creature in the target group is defeated.

Using this skill requires consuming 1 point of Divinity.


Perform: Gab

This is a Performance skill. This grants a +1 modifier to all Followers' Defense and Resist Magic checks.

Using this skill consumes 1 point of Divinity.


Perform: Pastorela

This is a Performance skill.

This ability is only effective against Good Races, Evil Races, Rare Races and Demon type creatures.

You may increase or decrease the result of a Reaction table roll by 1. You may decide whether to use this skill after rolling on the Reaction table.

Also, when a creature requests a Weak Creature as a Bribe, this skill allows you to reduce the number needed by 1. If this removes the need for a Bribe, the opponent becomes Peaceful.

Using this skill consumes 1 point of Divinity.


Intermediate Bard Skills

Wayfarer Style

You gain a +1 modifier to any Life checks or checks against poison.

This skill is passive and does not consume Dexterity points.


Perform: Partimen

This is a performance skill.

You may recover 1 sub-attribute point for a character other than yourself. You may use this skill at any time outside of combat.

Using this skill consumes 1 point of Divinity.


Enuig

This is a performance skill.

All Followers gain a +1 modifier to all attack and sorcery checks.

Using this skill consumes 1 point of Divinity.


Canso

This is a performance skill.

This skill is only effective against Weak Creatures of the Good Races, Rare Races, and Animals. It is ineffective against Undead and certain creatures as listed in their descriptions. If the result of the Reaction table is Peaceful or Welcoming, you may gain 1 of the target creature as a combat follower.

If the target creature does not include details for when it joins the party in its description, it loses its special abilities but retains strength. Its Technique becomes the creatures level minus 4 (minimum of 0).

Using this skill consumes 1 point of Divinity.



Paladin (Str)

Those who are ordained as sacred knights of Long Narik are called "Holy Knights." They worship the one true god, Serwe.

Paladin Starting Equipment

  • 10 gold
  • 2 rations
  • Lantern
  • Plate Armor
  • Two-handed weapon, or One-handed weapon and Round Shield

Paladin Starting Abilities

Paladins always know the Gallant Soul skill. In addition, you may choose two of the following to begin the game with:

  • Power Attack
  • Power Defend
  • God's Grace
  • Healing Force
  • Divinity Strike

Paladin Special Skills

Characters who have reached intermediate (16th level or above) may choose any skill they don't know from either the beginner or intermediate skill list, and can learn it by paying 1 experience point and 50 gold.

Beginner Paladin Skills

  • Gallant Soul
  • God's Grace
  • Healing Force
  • Divinity Strike

Intermediate Paladin Skills

  • Heavy Cavalry
  • Majesty
  • Shield Bash
  • Whirlwind

Beginner Paladin Skills

Gallant Soul

May be used immediately after an Event. If because of this event at least one of your followers has died (due to combat or a trap) then you may revive 1 of them (at a state of 1 LFP).

The follower must be of a Good Race and Weak Creature, and this may only be used once per Event.

Using this skill consumes 1 point of Strength.

This skill works on the following which appear in the core rules: Soldier, Swordsman, Bowman, Magician, Squire, Lamplighter, Porter, Scout or any of the Good Races.


God's Grace

When using God's Grace on yourself, you may use Strength as your base score for Resist Magic checks.

When using on someone else, select 1 ally besides you that has failed a Resist Magic check this round. If the user of this skill succeeds at a Resist Magic check, then the target (nor the hero) take damage from the spell. If this check fails, then the target is affected by the spell as normal.

This resist magic check uses Strength as its base.

God's Grace can be used once per round.

Using this skill consumes 1 point of Strength.


Healing Force

You may either heal 1 character of 2 Life Points of damage, or give the Bless Miracle effect. You may not target yourself with this skill.

This skill may only be used one time per adventure.

This skill does not consume sub-attribute points.


Divinity Strike

This attack is only effective against creatures of the Undead, Demon or Divine types. You may perform an attack check using Strength as the base stat. If the attack hits, you deal an additional 1 LFP of damage to the target enemy (if a Weak Creature, you may defeat 1 additional target).

Also, if the target creature has an ability that makes normal attacks have normally no effect, this skill ignores that, and allows you to damage them (in this case, you** do not deal the bonus damage listed above**).

This attack can be performed once per round.

Using this skill consumes 1 point of Strength.


Intermediate Paladin Skills

Heavy Cavalry

As long as you are equipped with Metal-type armor, you gain an additional +1 to your maximum Life Points. Additionally, when taking a Strong Creature of Mounted Creature type along as a Follower, the required Follower points is reduced by 1.

This is a passive skill and does not consume sub-attribute points.


Majesty

This skill allows you to influence the target creature's Reaction table result close to Peaceful or Welcoming.. If Welcome or Peaceful is on the Reaction table, you may expand one of these ranges by 1 point, and shift the other scores as appropriate.

For instance, if a Reaction table is 1 [Welcoming], 2-4 [Friendly], 5-6 [Flee], and you choose to expand the Welcoming result, the resulting Reaction table will become 1-2 [Welcoming], 3-5 [Friendly], 6 [Flee].

Using this skill consumes 1 point of Strength.


Shield Bash

When a defense roll is a Critical, you may use this ability against your attacker.

By bashing with your shield, you can unbalance your opponent. The target's attack count is reduced by one for the next round.

A shield must be equipped to use this special skill.

This ability is passive and does not consume Strength points.


Whirlwind

During round 0 of combat, you may use your melee weapon as a ranged weapon. The attack check is the same as normal for that weapon. The attack type is always Slashing.

If this attack is a success, the target creature's LFP is reduced by 1 additional point more than normal. However, you cannot use other skills at this time, and chain attacks from criticals do not occur.

Also, Whirlwind is treated as an attack from a magical weapon.

Using Whirlwind requires the user to own a Slashing type melee weapon.

Using this ability requires consuming 1 point of Strength.



Beastmaster (Str)

Beastmasters are a job that can utilize mounted creatures. Because they live in harmony with nature and consider themselves to be close to animals, their techniques reveal glimpses of their wild nature.

Beastmasters use Strength as their base sub-attribute.


Beastmaster Initial Equipment

  • 10 gold
  • 2 rations
  • Lantern
  • One-handed Weapon
  • Leather Armor

Beastmaster Initial Skills

Beastmasters begin with a selection of 3 of the following skills.

  • Power Attack
  • Power Defend
  • Blood of the Beast
  • Rage Attack
  • Friend of Steeds
  • Mounted Charge
  • Lean Over

Beastmaster Skill List

Beginner Beastmaster Skills

  • Power Attack*
  • Power Defend*
  • Blood of the Beast
  • Rage Attack
  • Friend of Steeds
  • Mounted Charge
  • Lean Over

*described in the core rules

Intermediate Beastmaster Skills

  • Dual-Mounted Creature
  • Tame Beast
  • War Paint
  • Battle Cry

Beginner Beastmaster Skills

Blood of the Beast

Use your life force to attempt a physical check. You may use this skill immediately before attempting a Strength or Dexterity check. In either case, Life Points is used as the base attribute.

Using this skill consumes 1 point of Life.

*This skill cannot be used for attack checks.


Rage Attack

Fight while baring your true bestial form. You launch an attack using bites and kicks, and can perform 2 additional attack rolls. These are unarmed attacks and take a -2 modifier, using Strength as their base attribute.

The Rage Attack skill can only be used once per round.

When this skill is used, you will automatically fail all dodge attacks against the enemy for this round.

Using this skill consumes 1 point of Strength.


Friend of Steeds

You can obtain an Army Steed, Riding Horse, or Ostrich for free at any town. Also, you may acquire Mounted Creature followers being sold in towns for 50% their normal price in gold (rounded down).

You must still obey limits of Mounted Creatures as your followers.

You must consume 1 point of strength before starting the adventure when acquiring a Mounted Creature in this way.

Army Steed (Tech: 0 / LFP: 1 / Combat)
This is an Animal and Mounted Creature type creature. This creature uses Blunt attacks.

Follower Army Steeds may carry 2 pieces of equipment for the hero. They require 1 Follower point.

Riding Horse (Tech: 0 / LFP: 1 / Non-combat)
This is an Animal and Mounted Creature type creature.

A Riding Horse can carry up to 5 pieces of equipment for the hero. They require 1 Follower point.

Ostrich (Tech: 0 / LFP: 1 / Non-combat)
This is an Animal and Mounted Creature type creature.

An Ostritch is excellent at running, so when Fleeing, the hero gains a +1 modifier to all defense checks. They require 1 Follower point to bring along.


Mounted Charge

This skill is used in melee combat immediately before the first attack check this combat of your Mounted Creature. If the attack check is a success, it is treated as a Critical success.

Mounted Creature attacks with this skill ignore the Defense Points of Giant Creatures, etc. Using this skill consumes 1 point of Strength.


Lean Over

When your Mounted Create loses LFP due to failing a check during your adventure, characters with this skill can perform a Strength check (target is the level of the Mounted Creature).

On a success, the damage the mount would have taken is nullified. The user of the Lean Over skill does not take damage either. Lean Over may only be used once per round.

In other situations, only one Mounted Creature can be protected at a time (player's choice).

Using this skill consumes 1 point of Strength.


Intermediate Beastmaster Skills

Dual-Mounted Creature

You may take along up to 2 Mounted Creature as followers.

Additionally, when riding a Strong Creature, the required Follower points is reduced by 1.

This is a passive skill, so it does not consume Strength.


Tame Beast

If you encounter a creature of Animal type that has Peaceful on its Reaction table, you will automatically get the Peaceful result.

Also, if the target is a Mounted Creature type, you will have a chance to gain it as a follower. On a successful Strength check, you may add that creature as a follower (target of the creature's level).

Using this ability consumes 1 point of Strength.


War Paint

All Mounted Creatures you have with you at the beginning of an adventure gain a +1 to all attack checks.

This skill is only used before an adventure, and is effective until the adventure ends. It does not stack.

Before beginining the adventure, consume a number of Strength points equal to the number of Follower points the Mounted Creatures you have are using.


Battle Cry

The Battle Cry skill may be used in round 0 of combat. Using this skill requires 1 round's action.

When using this skill, it removes all Mental type effects from all allied characters. Also, Mental type effects are nullified until the end of combat.

The Battle Cry skill can also be used outside of combat. In this case, all Mental status effects are removed from all allies.

Using this skill consumes 1 Life Point.



Foreign Magician (Sor)

Foreign Magicians utilize Foreign Magic. Their sub-attribute is Sorcery.

Foreign Magicians learn 1 Foreign Magic spell for every 2 points of Sorcery they have. By consuming 1 point of Sorcery they can cast a spell. In Roguelike Half, casting spells is always a success.

Check rolls involving Foreign Magic are called Foreign Magic checks. These checks use Sorcery as their base attribute.


Foreign Magician Initial Equipment

  • 10 gold
  • 2 rations
  • Lantern
  • Light Weapon
  • Cloth Armor

Foreign Magic Spells

Beginner Foreign Magic Spells

  • [ LIT ]
  • [ BAR ]
  • [ MAM ]
  • [ WAY ]
  • [ WOW ]
  • [ ORO ]

Intermediate Foreign Magic Spells

  • [ ORC ]
  • [ KEY ]
  • [ ECU ]
  • [ ONI ]

Beginner Foreign Magic

[ LIT ]

This spell targets 1 enemy. When casting this spell, make a Sorcery check. If its power (result) is equal or greater to the enemy's level, you deal 2 damage to the target.

This spell is of the "Lightning" element, so it has no effect on creatures strong against "Lightning.

Using this skill requires consuming 1 sub-attribute point.


[ BAR ]

This spell targets 1 enemy. The character that casts this spell takes 1 less damage from their next failed defense check. If this reduces damage to 0, then effects such as Poison will not occur.

Using this skill consumes 1 sub-attribute point.


[ MAM ]

This spell may be used when encountering an Animal type creature with Peaceful or Welcoming in its Reaction table.

The result of the Reaction roll is always Peaceful or Welcoming (if both exist, the caster may choose which.)

Using this skill consumes 1 sub-attribute point.


[ WAY ]

When rolling on a table, you may roll an additional time and choose the result you wish. If you roll the same number twice you may reroll.

Using this skill consumes 1 sub-attribute point.


[ WOW ]

Summons a flicker of light that lasts until the end of the adventure. It is as bright as a lantern, so as long as the spell continues you do not take the -2 penalty to checks. This light floats in mid-air so it does not take up a hand slot.

Using this skill consumes 1 sub-attribute point.


[ ORO ]

Casting this spell allows you to temporarily gain extra gold when making a purchase. Perform a Foreign Magic check, and you will gain an amount of gold equal to the check result (on a fumble, you only gain gold equal to your Sorcery score).

This temporary gold is immediately lost after this point.

You can use this skill when purchasing equipment etc. before beginning an adventure (when doing so be sure to reduce sub-attribute points before beginning the next quest).

Using this skill consumes 1 sub-attribute point.


Intermediate Foreign Magic

Using Intermediate Foreign Magic requires various equipment. This equipment may be purchased in any town before or after the adventure.

All required equipment for Foreign Magic only takes 1 equipment slot combined.

  • [ ORC ] - Orc Fang (consumable)
  • [ KEY ] - Brass Key (consumable)
  • [ ECU ] - Metal Plate (consumable)
  • [ ONI ] - Ogre Fang (consumable)

[ ORC ]

Summon orcs. Casting this spell requires consuming 1 Orc Fang.

These can be obtained 1 from each Orc creature defeated. They can also be purchased in-between adventures for 5 gold each.

You gain a number of Orc followers equal to the number of Orc Fangs consumed. The Orcs disappear after the battle is over.

< Orc > Combat / Tech: 0 / LFP: 1
This creature can participate in attacks in combat the round it is summoned. This creature is a Humanoid and Evil Race type creature. It only can perform melee attacks of Slashing type.

Using this skill consumes 1 sub-attribute point (regardless of number of Orcs summoned).


[ KEY ]

Opens doors. Casting this spell requires consuming 1 Brass Key. These can be purchased for 10 gold in-between adventures. When casting this spell, the check for opening a locked door is always a success.

Using this spell consumes 1 sub-attribute point.


[ ECU ]

Provides protection from projectiles. Casting this spell requires consuming 1 Metal Plate. Heroes can obtain 1 of these if they wish each time they discard a Light or One-handed Weapon (if the damage type is Slashing only).

Also, in between adventures they can be purchased for 5 gold each.

This spell may only be case in round 0 of combat. Casting this spell protects 1 hero with an invisible shield.

This invisible shield protects the hero from ranged attacks, granting a +1 bonus to defense checks against ranged weapons. Also, you gain a +1 bonus to defense checks against Fire, Ice or Lightning type attacks. This effect lasts until the end of combat.

Using this spell consumes 1 sub-attribute point.


[ ONI ]

Summons an ogre. Casting this spell requires consuming 1 Ogre Fang. One fang can be obtained every time an Ogre type enemy is defeated. They can also be purchased for 15 gold in between adventures.

You can summon 1 Ogre. The Ogre is a Follower and Strong Creature which requires 7 Follower points. The Ogre will disappear at the end of combat.

< Ogre > Combat / Tech: 1 / LFP: 5 / Str: 6
This creature may participate in attacks the round it is summoned. It is of type Humanoid and Evil Races. It only performs melee attacks of type Slashing.

Ogres have the Power Attack skill. When performing an attack check, using this skill consumes a point of Strength (after the check).

Using this spell consumes 1 sub-attribute point.



Assassin (Dex)

Assassins use Dexterity as their sub-attribute.

Assassin Initial Equipment

  • 10 gold
  • 2 rations
  • Lantern
  • Bow & arrow
  • Light Weapon
  • Leather Armor

Assassin Initial Skills

Beginning assassins pick 4 from the following skills.

  • Power Shot
  • Find Treasure
  • Pull the Joker
  • Ambush + Sneak Attack
  • Captive Sacrifice
  • Spare Supply
  • Rope Binding

Assassin Special Skills

Beginner Assassin Skills

  • Power Shot
  • Find Treasure*
  • Ambush + Sneak Attack
  • Captive Sacrifice
  • Spare Supply
  • Rope Binding

*described in core rules

Intermediate Assassin Skills

  • Snipe Shot
  • Air Dance
  • Reconnaissance in Force
  • Bladesmith
  • Disguise

Beginner Assassin Skills

Power Shot

You may use Dexterity instead of Technique as the base attribute for an attack check using a ranged weapon. Using this ability consumes 1 point of Dexterity.


Pull the Joker

Whenever anyone with this skill rolls a fumble on a check, they may flip the result to a Critical instead.

You may use this ability once per adventure.
After using this skill, you must reduce your Dexterity score by 1 point before beginning the next adventure.


Ambush

This ability is learned in conjunction with Sneak Attack.
Make a Dexterity check against an enemy group (the target is the highest level creature in the group). On a success, combat begins from round 1. All allies gain a +1 to their attack checks. On a failure, check the Reaction table. If combat occurs, then the enemy takes the initiative from round 0.

If the enemy sets an ambush in the scenario or there is some confusion about whose action would take precedence, this ability cannot be used.

Using this skill consumes 1 point of Dexterity.


Sneak Attack

This ability is learned in conjunction with Ambush.
When Ambush is successful, this hero may approach the enemy group in round 0 alone, and perform a melee attack. In this case, round 0 becomes a melee.

The hero may also choose to use a ranged attack. In this case, round 0 proceeds as a normal ranged combat round. In any event, all other characters cannot act that around. Also, the hero gains a +1 modifier to all checks for that round.

This ability does not consume Dexterity points.


Captive Sacrifice

Charactrs with the Captive Sacrifice skill can sacrifice one Captured follower when failing a defense check in combat to nullify that damage.

This skill does not consume Dexterity points.


Spare Supply

Other than when in combat or resolving traps, at any time you may use this ability to meet up with a porter carrying a resupply of equipment for the hero. 1 empty Follower point is required to use this skill.

He or she may bring you two of any of the following: One-handed Weapon, Sling, Wood Shield, Rope, and Lantern.

Spare Supply may only be used one time per adventure.

Using this skill consumes 1 point of Dexterity.


Rope Binding

Whenever a Weak Creature attempts to Escape, you may consume your action to use this skill (i.e. you may not attack or cast a spell this round).

Make a Dexterity check (target enemy's level). On a success, 1 of the fleeing creatures is Captured.

You need a Rope in order to use this skill.

You may use Dexterity or Technique as the attribute for this skill. If you use Technique, it does not consume Dexterity.


Intermediate Assassin Skills

Snipe Shot

When attacking a Strong Creature with a Bow & arrow or Sling, on a successful attack check, you may not only deal 1 additional LFP of damage to the target, but that creature has 1 fewer attack on their next turn.

However, this bonus does not apply to consecutive attacks due to critical hits.

This skill has no effect on Undead, Golem, Spirit, Mobile Weapon, or Construct type creatures.

Using this skill consumes 1 point of Dexterity.


Air Dance

This skill may be use as the first attack a hero makes in a combat. Make a Dexterity check (target of the target enemy's level). On a success, the target's body is wrapped in rope, making Humanoid type creatures difficult to breathe. Effectively, this adds the Suffocation and Bound statuses.

Suffocation
At the end of this round, the target takes 1 point of Life damage. This effect only occurs on Humanoid, non-Undead, non-Plant, non-Golem, non-Mobile Weapon type creatures.

Bound
The target's attack count is decreased by 1.

If you wish to continue this state, the hero must make a Dexterity check each round. On subsequent rounds, you may choose to use Technique instead of Dexterity. If you do so, Dexterity points are not consumed.

On a failed Dexterity check, the rope breaks and Suffocation ends.

Also, in the event a target's LFP is reduced to 0 because of Suffocation, you may choose to Capture the target instead of allowing it to die. Captured are generally treated as Tech: 0, LFP: 1 Weak Creatures.

Using this ability requires 1 Rope. It also requires consuming 1 point of Dexterity. When continuing this skill, if using Technique, no sub-attribute points are consumed. If using Dexterity, then sub-attribute points are consumed as normal.


Reconnaissance in Force

When encountering a Strong Creature after flipping a map tile, you may make a Dexterity check (target of the enemy's level).

On a successful check, each character in the party gains a +1 modifier to their attack check in round 0. For that round, the enemy creatures cannot act. On a failed check, roll on the Reaction table.

Using this skill requires consuming 1 point of Dexterity.


Bladesmith

When characters with the Bladesmith skill acquire weapons with a limited use, that use limit is increased by 1 (when selling magical items with an increased use limit, their price is not increased).

However, when handing these equipment over to characters without the Bladesmith ability, their uses is reduced by one.

This ability is passive and does not consume Dexterity points.


Disguise

When encountering any Weak Creatures of types Good Races, Evil Races, Rare Races, or Humanoid, you may treat their Reaction table as being the follows:
1 ~ 4 [Peaceful], 5 ~ 6 [Fight to the death]

Using this ability consumes 1 point of Dexterity.



Gladiator (Str)

A gladiator is one who fights in city coloseums for the joy on onlookers. Gladiators use Strength as their sub-attribute.

Gladiator Initial Equipment

  • 10 gold
  • 2 rations
  • Lantern
  • Leather armor
  • Two-handed weapon, or one-handed weapon and wood shield

Gladiator Special Skills

Beginning gladiators begin with 3 of the following skills.

Beginner Gladiator Skills

  • Power Attack
  • Power Defend
  • Martial Arts
  • Cross Blade
  • Half Sword
  • Tenacity Strike
  • Dodge Roll

Intermediate Gladiator Skills

  • Sixth Sense
  • Liars Surprise
  • Eye of the Divine
  • Horseshoe Strike

Beginner Gladiator Skills

Martial Arts

You can reduce the penalty when you make unarmed attacks (penalty is reduced to -1). Also, when attacking Weak Creatures with unarmed attacks, if you roll 4 or higher and the attack is a hit, that hit is treated as a Critical.

This ability is passive and does not consume Strength points.


Cross Blade

Using this skill means you can equip a one-handed weapon or light weapon in both Hand 1 and Hand 2 slots.

For each combat round you may only use one weapon, but on the event you roll a Critical on a defense check, for the next round the target's level is treated as 1 lower.

Additionally, characters who have the Cross Blade skill gain +1 to their maximum LFP when they have a different weapon equipped in both hands.

This ability is passive and does not consume Strength points.


Half Sword

When equipped with a Slashing type Two-handed Weapon, if you fail an attack check you may reroll it one time.

This ability can be used once per round.

Using this skill consumes 1 point of Strength.


Tenacity Strike

Whenever you take LFP damage from a Slashing type weapon, even though its the enemy's turn you may make an attack check with a +1 modifier (this may be done once per round).

Using this skill consumes 1 point of Strength.


Dodge Roll

When you Fumble on a defense check, you may reroll that die once.

Using this skill reduces your attack count on your next turn by 1. You may use this skill once per round.

When you are not equipped with Metal armor (Chain or Plate), using this skill does not consume sub-attribute points. Otherwise, it consumes 1 point of Strength.


Intermediate Gladiator Skills

Sixth Sense

This skill may be used when attacked with a ranged weapon (flame breath or magic included), or when attacked during a pre-emptive strike. When using this skill dodge checks against these attacks are automatic successes.

You must decide whether to use this skill before making any defense checks against these attacks.

Using this skill consumes 1 point of Strength.


Liars Surprise

When attacked by a creature, you may make an attack check instead of a defense check (target of the creature's level).

If successful, the defense check counts as a success, and the you may also deal damage as normal to the creature. (This attack does not result in a Critical).

If a failure, then the enemy strikes you squarely at an unarmored point, dealing 1 additional point of damage than normal.

Liars Surprise can only be used once per battle.

Using this skill consumes 1 point of Strength. If your LFP is 2 or below, or you did not act this round, Strength points are not consumed.


Eye of the Divine

Using this skill in combat grants you a +1 bonus to all checks. This effect lasts until the end of the current round.

When using this skill it does not consume your action for this round.

Using this skill consumes 1 point of Strength.


Horseshoe Strike

You leap forward with both feet, launching a vicious kick. This kick has a +1 modifier to its attack check and is treated as Blunt type.

If the creature is hit, in addition to normal damage, their balance is thrown, so their attack count is reduced by 1 for this round (but cannot be reduced below 1).

When using this skill, if the attack check is a fumble, then you are knocked prone and cannot take an action the next round.

This skill can only be used when you are not equipped with metal armor (no plate or chain).

Using this skill consumes 1 point of Strength.



Necromancer (Div)

Seeking the knowledge and understanding that the undead posess, those that use magics that control life itself are called Necromancers. Necromancers use Divinity as their sub-attribute.

Necromancers know 1 Necromancy spell per 2 points of Divinity that they have. By consuming 1 point of Divinity, the hero mask cast a spell. In Roguelike Half, casting spells is always successful.


Necromancer Initial Equipment

  • 10 gold
  • 2 rations
  • Lantern
  • One-handed weapon
  • Chain armor
  • Wood shield

Necromancy Spells

Beginner Necromancy

  • Summon Undead
  • Connect Flesh
  • Sacrifice
  • Zombify
  • Curse
  • Charm

Intermediate Necromancy

  • Undead Fusion
  • Skeletal Spiked Wall
  • Protection of the Dark Spirit
  • Charisma

Beginner Necromancy

Summon Undead

You may not use this skill when your followers are full (when you have 0 remaining Follower points). This skill may be used immediately following an Event.

If it is reasonable that there is at least 1 corpse remaining in the room (Undead creatures do not leave corpses), then you may acquire one Undead creature as a Follower.

If the corpse is one of your own followers, reduce its Technique score by 1 (minimum of 0). If the corpse is of an enemy Weak Creature, then its Technique score becomes its level minus 4.

If Tech would be below 0: Zombie Fighter (Tech 0)
Tech 0: Skeleton Warrior
Tech 1: Acid Ghoul
Tech 2: Haunt
Tech 3+: Wild Wraith

In any case, the creatures lose any previous special abilities.

This has no effect on Undead, Golem, Plant, Mobile Weapon or Construct type creatures. When using this spell, if the corpse would normally have some other materials you could harvest or use (for e.g. rations) those items are lost.

Using this skill consumes 1 point of Divinity.

Zombie Fighter
This creature is Undead and uses Blunt type attacks.
When attacked with Fire, this creature takes a -1 penalty to its defense and resist magic checks.

When this creature is defeated, you may make a Divinity check (target: 10). On a success, the creature uses its unbelievable toughness to survive (remaining at 1 LFP).

Skeleton Warrior
This creature is Undead and uses Slashing type attacks. This creature gets a +1 bonus to its defense checks against Slashing attacks.

Acid Ghoul
This creature is Undead and uses Slashing type attacks. When attacked with Fire, this creature takes a -1 penalty to its defense and resist magic checks.

When the Acid Ghoul Critically hits its target, you may choose to perform an Acid consecutive attack. This attack deals 1 additional point of Life point damage than normal.

Haunt
This creature is Undead. Consult the following for details on its attacks.

This creature emits a terrifying scream during round 0. Make a Divinity check against all enemy creatures, and all against whom you succeed are given the Curse ailment (target of the creature's level). Attack checks against Cursed enemies gain a +1 bonus. This effect does not stack.

Wild Wraith
This is an Undead creature. It cannot attack other than with spells.

This creature has a Sorcery score equal to its Technique. This creature uses the Ice Lance spell whenever possible (see the Core Rules).


Connect Flesh

After the current Event, if there is a corpse (LFP reduced to 0) of a creature NOT of type Undead, Golem, Divine, Spirit, Mobile Weapon or Construct, you may use this spell once.

When casting this spell, by destroying the corpse you may choose one of the following two effects to obtain:

  • The spell caster recovers 1 LFP.
  • Select 1 Undead creature that died during this Event. That character is revived with 1 point of Life.

Using this ability consumes 1 point of Divinity.


Sacrifice

This skill may be used during an Event.
Destroy 1 Weak Creature follower not of types Undead, Golem, Plant, Mobile Weapon, or Construct.

Using this skill recovers 1 point of Divinity.


Zombify

This spell may only target yourself.

The Zombify spell can only be cast in-between adventures, and its effect only lasts for the next adventure.

The Necromancer that casts this spell gains the Undead type, and gains the ability to bring along certain Evil Race followers (refer to the Evil Race descriptions below). However, while Undead, the Necromancer may not consume rations (or other edible equipment). If the caster dies before the spell effect ends, then that hero may not become a Golem.

After the spell effect ends, if the Necromancer does not cast Zombify again before the next adventure, their acquired Evil Race followers will leave the party.

Using this skill consumes 1 point of Divinity and 1 follower point (follower points will recover at the end of an adventure).

Evil Race Followers

Evil race followers are treated as Weak Creatures and require 1 follower point each.

Evil Race Follower Info Cost
Goblin Soldier Tech: 0 / LFP: 1 / Combat Free
Assault Goblin Tech: 0 / LFP: 1 / Combat 3 gold
Orc Warrior Tech: 0 / LFP: 1 / Combat 5 gold
Dark Elf Archer Tech: 1 / LFP: 1 / Combat 10 gold
Dark Beast Tech: 1 / LFP: 1 / Combat 20 gold

Goblin Soldier | Tech: 0 / LFP: 1 / Combat | Free
This creature is a Humanoid, Evil Race type creature. Goblins are obediant creatures that resemble small demons.

Assault Goblin | Tech: 0 / LFP: 1 / Combat | 3 gold
This creature is a Humanoid, Evil Race type creature. Assault Goblins live with barrels of gunpowder around their neck awaiting their fateful command.

In combat, until the end of round 1, as long as the Assault Goblin is alive, they may deal 2 points of Fire-type damage to their target. At that point, this creature is destroyed. Assault Goblin's damage type is **Slashing**. The player may choose whether or not the Assault Goblin engages in combat before combat begins.

Orc Warrior | Tech: 0 / LFP: 1 / Combat | 5 gold
This creature is a **Humanoid**, **Evil Race** type creature. Orcs are wild, strong creatures with intelligence inferior to that of humans.

When the Orc Warrior rolls a Critical on their attack check, they may perform a consecutive attack. When doing so, the second attack is an automatic success (without rolling a die). The Orc Warrior's attack type can be chosen from Slashing or Blunt before the adventure begins.

Dark Elf Archer | Tech: 1 / LFP: 1 / Combat / 10 gold
This creature is a Humanoid, Evil Race type creature. It does not make an attack in the first round due to swapping from bow and arrow to its melee weapon. Both its bow and arrow and melee attacks are of type Slashing.

Dark Elves are the descendants of forest elves and the like who formed a contract with the God of Darkness Oscreed. They are mostly evil, though there are also a few who have made a contract with the dark god for their own reasons.

Dark Beast | Tech: 1 / LFP: 1 / Combat | 20 gold
This creature is an **Animal**, **Mounted Creature**, **Evil Race** type creature. Dark beasts have high intelligence, and even their own culture, but to humans just look like dogs approximately the size of humans.

Dark beasts use a flame attack in round 0, and attack with their Slashing type claws beginning in round 1. Dark beasts are Mounted Creatures, so **only 1** may be brought along as a follower.

Curse

This spell destroys 1 follower (or 1 Captured) of a type not of Undead, Golem, Plant, Mobile Weapon, or Construct. Additionally, you may make a Divinity check against one enemy creature (target of the creature's level +2).

On a success, the target's level is reduced by 1 until the end of combat. This spell's effect does not stack.

Using this skill consumes 1 point of Divinity.


Charm

The Charm spell may only be cast during round 0. With 1 enemy as the target, the spellcaster must make a Divinity check (target of the creature's level).

If 1 creature, the Charmed creature cannot attack. If multiple creatures, the Charmed creatures are treated as allies. When making attac or defense checks, the creatures Technique is treated as its level - 4 (minimum of 0).

This spell has no effect on Undead, Golem, Plant, Mobile Weapon, or Construct type creatures.

This skill does not consume Divinity.


Intermediate Necromancy

Undead Fusion

This spell may be used once per Event.

Select one follower of Undead type as the target of this skill. If you consume a separate Undead-type follower with at least 1 point of Technique, you may increase the Technique score of the target by 1 point, and may be treated as the applicable type from the Summon Undead ability (e.g. if the target creature's Technique was raised to 2, it becomes a Haunt).

Using this skill consumes 2 points of Divinity.


Skeletal Spiked Wall

By consuming 5 follower creatures of the Undead type, you may create a Skeletal Spiked Wall (if you do not have enough followers, you may consume 1 LFP in place of 1 Undead follower each). You may have only 1 of these Strong Creature followers at a time.

Skeletal Spiked Wall
Tech: 1 LFP: 5 Attacks: See below

This is an Undead, Construct type creature. This creature's attacks are of the Slashing type (*this creature does not attack on its own).

This creature does not gain bonuses to its defense roll from the Fortify miracle or other sources (like equipment).

When this creature takes Slashing type attacks, it gains a +1 bonus to its defense check. When this creature is the target of melee attacks, it may make an attack check against the opponent (even on the opponent's turn - this is the only time the Skeletal Spiked Wall may attack).

This creature requires 7 follower points.

When defending against enemy attacks, the hero and followers may hide behind this wall. When doing so, the Skeletal Spiked Wall becomes the target of all attacks. Make an equal number of defense checks for the skeletal wall as there are enemy attacks.
You must decide each round whether or not you are hiding behind the wall.
The Skeletal Spiked Wall only blocks a number of attacks equal to the enemy's attack count.

Using this skill consumes 2 points of Divinity.


Protection of the Dark Spirit

When performing resist magic checks, select a number of characters equal to your current Life Points as the target. The target characters of this spell gain a +1 bonus to this resist check. You may choose who gains this effect after rolling dice. Using this spell consumes 1 round's action.

Using this still requires consuming 1 Life Point per target selected.


Charisma

This spell may be used once per Event.

Make a Divinity check (target of the creature's level) against a single Weak Crature of Undead, Good Race, or Rare Race types. On a Critical, you may roll a die again and add the result to the total.

On a success, the target becomes an ally. If the check result is 2 points or more above the opponent's level, you one additional creature becomes an ally. Creatures gained in this way from this spell are treated as a Combat Follower (LFP 1). The target's attack type and creature types are carried over, but its Technique score becomes its level minus 4 (minimum of 0). Unless otherwise noted, any other special abilities or skills are not carried over. Each creature gained in this way requires 1 follower point. If this spell is used in combat, any creatures beyond your Follower score that you cannot bring along with you are treated as if they have escaped (treat as they are no longe here).

If all creatures become allies due to the effect of the Charisma spell, then their reaction becomes Peaceful.

If the Divinity check to use this spell is a Fumble, then if outside combat the target's Reaction table result is treated as its highest value (change a Join result to Neutral). If in combat, the opponen's reaction is changed to Fight to the death.

Using this skill consumes 1 point of Divinity and 2 points of Life.



Mechanist (Sor)

Mechanists are a Job that controls machinery. In the world of Arantza, using machines in this way is a type of magic.

Techua, the god of Machines grants their blessings to the intelligent races, such as Gnomes, through "Inspirations".

Mechanists use Sorcery as their sub-attribute.

Mechanist Starting Equipment

  • 10 gold
  • 2 rations
  • Lantern
  • Light weapon
  • Cloth armor

About Golem Parts
Mechanist consume equipment called Golem Parts to recover their golem's health or create new equipment.

In between adventures, Golem Parts can be purchased for 10 gold each. You can sell them for 5 gold at shops, and may also be used as 5 gold worth when Bribing creatures.

◇ Golem Parts [10 gold]
Consuming one of these allows one of your golems to recover 1 LFP.

When one of your Weak Creature Golem-type followers perishes during an adventure, at the end of that event, you may consume 1 Golem Parts to revive them with 1 LFP.

When reviving Doll-type creatures, they are returned to an inactive state, meaning they require an additional 1 EXP to re-activate.

One Golem Parts requires 1 equipment slot.


Mechanist Special Skills

The new job Mechanist has the following skills. These are not spells, so an experience level 10 hero starts with all beginner skills.

Beginner Mechanist Skills

  • Structural Inspection
  • Dismantle
  • Golem Follower
  • Make Mechanist Weapon

Intermediate Mechanist Skills

  • Create Mobile Weapon
  • Ballistic Math
  • Repair Mobile Weapon
  • Mechanist Inventions

Beginner Mechanist Skills

Structural Inspection

This skill may be used in round 0 in place of your attack. The target of this skill is one group of Weak Creatures or 1 Strong Creature.

On a successful Sorcery check (target of the target's level), until the end of combat, all heroes and their followers gain +1 to all attack checks against the target. This effect can only be applied to Golem, Mobile Weapon, or Construct type creatures.

The Structural Inspection skill consumes 1 point of Sorcery total.


Dismantle

You may Dismantle one target Golem, Mobile Weapon, or Construct that is destroyed in your presence.

On a successful Sorcery check with a target of the creature's level (or if a follower, their Technique + 4), if an enemy, then the target creature's remains are turned into half its level rounded down of Golem Parts. If the target is a follower, then it is turned into a number of Golem Parts equal to its required Follower points (when dismantling a Custom Golem, only 1 Parts may be acquired regardless of how many times it has been Modified).

See above for details on Golem Parts.

Using this skill consumes 1 point of Sorcery.


Golem Follower

In between adventures, you may create 1 Golem follower. Creating a Golem consumes 1 point of Sorcery.

The hero can grant 1 of the following abilities to their Golem by consuming 1 point of Sorcery and 1 Golem Parts. 1 Golem may be given 3 abilities at most in this way.

You may not select an ability or bonus twice. Golems modified in this way are called Custom Golem and are treated as Strong Creatures. Each time you add an ability using Golem Parts in this way, the Golem's max LFP is increased by one and their required Follower points is increased by 2.

In addition to the bonuses listed in the Golem description, Golems purchased at the Machinist City of Chamai also have the following options:

  • +1 modifier to ranged attack checks
  • May choose between Slashing or Blunt attacks every attack
  • Gains Strength equal to its max LFP and the Power Attack skill

Golem (Tech: 0 / LFP: 1 / Combat)
This is a Golem type creature. Poison and Paralyze (type effects) have no effect on this creature. When purchased, you must choose the Golem ('s weapon) type between either Slashing or Blunt. In addition, you may choose one option:
  • Dart Launcher
  • +1 modifier to melee attack checks
  • +1 modifier to melee defense checks

Dart Launcher
In round 0, you may perform a ranged attack using Darts. These darts take a -1 penalty to attack checks. They attack two times, and are of type Slashing. Consecutive attacks from critical hits do not occur.

The darts are fired from the golem's eyes and mouth etc. so there is no need to swap weapons in round 1. A sufficient number of darts are prepared in-between each adventure automatically so they are always available in combat.


Make Mechanist Weapon

When Guns, Crossbow, Bomb, or Mechanist Weapons are sold in a town that is your base, you may purchase them at a 50% discount. This skill may be used in e.g. Chamai, San Salen, Khazad Dirno, or Dratzen.

This skill does not consume Sorcery points.


Intermediate Mechanist Skills

Create Mobile Weapon

In between adventures, you may create 1 of the below Mobile Weapons. Creating a mobile weapon requires consuming 2 Sorcery points and the required gold. You may consume 1 Golem Parts at this time to reduce the required gold by 10 gold.

Mobile Weapon List

Cannon (Tech: 1 / LFP: 1 / Combat) [50 gold]
This is a Mobile Weapon type creature. This creature is unaffected by Poison or Paralyze type effects.

This creature makes a ranged attack every round, not just in round 0. It has 1 attack count and its attack type is Blunt. Attacking with this creature requires that the Mechanist consumes 1 round's action.

When this creature succeeds at an attack check, the target creature takes 2 points of damage.

To bring along a Cannon, you must have a Mounted Creature which which to tow it and an additional 1 follower point. You may only tow one Cannon per Mounted Creature you have with you.

Carroballista (Tech: 1 / LFP: 1 / Combat) [50 gold]
This is a Mobile Weapon type creature. This creature is unaffected by Poison or Paralyze type effects.

This creature can launch a ranged attack every round, not just in round 0. This attack is of the Slashing type. This ranged attack requires the mechanist to consume 1 round's action.

When this creature succeeds at its attack roll, it may deal 2 points of damage to the target.

Bringing along a Carroballista requires a Mounted Creature with which to tow it and an additional 1 follower point. You may only tow one Carroballista per Mounted Creature you have with you.

Chariot of Soldiers (Tech: 0 / LFP: 1 / Non-combat) [30 gold]
This is a Mobile Weapon type creature. This creature cannot attack. This creature is not affected by Poison or Paralyze type effects.

This creature adds a +1 bonus to a hero's defense checks who do not attack with melee weapons (this bonus does not stack even if multiple Chariot of Soldiers are present). However, if the target hero's defense roll is a fumble, then they fall from the chariot and may no longer gain this bonus until the end of combat.

This creature may also carry up to 6 items for the hero (but the chariot may not use these items).

Taking a Chariot of Soldiers requires a Mounted Creature with which to tow it and 1 additional follower point. Only 1 chariot may be towed per Mounted Creature.

Flame Thower (Tech: 0 / LFP: 1 / Combat) [70 gold]
This is a Mobile Weapon type creature. This creature is unaffected by Poison or Paralyze type effects.

This creature can launch a ranged attack every round, including round 0. One attack can target at most 2 enemies. The attack type is Fire. Using this ranged attack requires the Mechanist to consume 1 round's action.

This creature may not perform consecutive attacks on a critical hit, but at the end of the round the target takes 1 additional point of LFP damage.

Taking along a Flamethrower requires a Mounted Creature with which to tow it, and an additional 1 follower point. Only 1 flame thrower may be towed per Mounted Creature.

Golem Disruptor (Tech: 1 / LFP: 1 / Combat) [120 gold]
This is a Mobile Weapon type creature. This creature is not affected by Paralyze or Poison type effects. This creature cannot perform melee attacks. Beginning in round 2, this creature escapes from combat.

This creature may perform a ranged attack in round 0. This attack is of Lightning element, and using it requires the Mechanist to consume 1 round's action.

Against Strong Creatures, you make an attack check without modifiers against the (target creature's level). On a hit, the enemy takes 1 additional point of damage than normal. Critical hits do not cause consecutive attacks.

Against weak creatures, it has the same effect as the Fireball spell. The result for the sorcery check is the unmodified attack check.

Taking along a Golem Disruptor requires a Mounted Creature with which to tow it, and an additional 3 follower points. Only 1 golem disruptor may be towed per Mounted Creature.


Ballistic Math

When the user of this skill uses a Mobile Weapon to perform an attack, or when using ranged attacks with a Gun or Crossbow, the skill user may use Sorcery as the base for their attack roll. This skill may only be used once per round.

Using this skill requires consuming 1 point of Sorcery.


Repair Mobile Weapon

Mobile Weapon type followers, or when a Golem-race hero dies, immediately after the current Event you may consume Golem Parts to resurrect that character.

The amount of Golem Parts required is 2 if the golem is a follower. If it is a hero of the Golem race, it requires 5 parts. If there are not enough Golem Parts to revive the hero, the adventure immediately ends in failure.

Golem-type followers revived with this skill are returned to 1 point of Life, and Golem-race heroes are revived with 3 points of Life.

Using this skill requires consuming 1 point of Sorcery.


Mechanist Inventions

In between adventures, you may create 1 of the following pieces of equipment. Creating these items requires consuming 1 point of Sorcery and a certain amount of gold for materials. You may consume 1 Golem Parts in place of 10 gold worth of materials.

You may also create 1 item in between each Event during adventures. In this event, in addition to the Sorcery point you must pay the entire materials cost in Golem Parts.

As long as not noted otherwise, items created with the Mechanist Invention skill may only be used by the Mechanist Job.

Invention Cost
Artificer Pack 10 gold
Whistling Ball 10 gold
Capture Sphere 10 gold
Powerful Soap 10 gold
Portable Stove 10 gold
Hand Grenade 20 gold
Taser Gun 20 gold
Mine 20 gold
Holy Light Bullet 20 gold
Mind Controller 20 gold
Scuba Cylinder 20 gold
Automation Barricade 20 gold
Gear Mechanics Calculator 30 gold
Ornithopter 30 gold
Rocket Belt 30 gold
Self Propelled Artillery 30 gold
Dragonbreath Reflector 30 gold
Lightning Rod 30 gold
Magic Hand 30 gold
Ale Maker 30 gold
Glacier 40 gold
Fire Drake Mask 40 gold
The Devourer 60 gold
Knight Golem "Type-Luchs" 90 gold

Artificer Pack [10 gold]
This item allows a Mechanist to carry along 2 additional Golem Parts. The Artificer Pack does not take an item slot, and only 1 may be equipped by each Mechanist at a time.

Whistling Ball [10 gold]
All heroes may use this item.

This ball, resembling a firework, is a ranged weapon that uses the Sound attack type. You may acquire 1 Whistling Ball per usage of the Mechanist Invention skill.

After a successful throwing Attack check, one of the target enemy immediately Escapes. If the check result is at least 2 higher than the target enemy's level, then an additional 1 enemy flees.

On a critical, instead of a consecutive attack roll a die once more, and add it to the total result. This effect can repeat.

Whistling Ball is only effective against Beast or Bird type Weak Creature enemies. If the enemy is Undead this item has no effect.

3 Whistling Balls takes 1 item slot. A Whistling Ball is consumed regardless of the attack check is a success.

Capture Sphere [10 gold]
This equipment may be used by any Hero.

This black orb is used as ammunition in a Sling. You may obtain 1 Capture Sphere each time you use Mechanist Invention to create this item.

Firing this item causes it to split in mid-air, unleashing a net that captures the target.

If a Weak Creature is defeated using a Capture Sphere, that creature does not die and is instead treated as a Captured follower after combat. Taking this Captured along requires 1 follower point.

3 spheres requires 1 equipment slot. Regardless of whether the sphere hits or not, it is consumed after firing.

Powerful Soap [10 gold]
This item can be used by any hero.

One character is the target. The target character is suffering from a condition that can be recvovered at a waterway or aqueduct, that condition is recovered.

One Powerful Soap may only be used once.

Portable Stove [10 gold]
During an Event, if suffering under a penalty that makes it unable to use food items, you may ignore that penalty.

One portable stove may only be used once.

Hand Grenade [20 gold]
All heroes may use this item.

This is treated as a Fire elemental ranged weapon, and may only be used during round 0. Using this item requires 1 hand. It is a one-handed consumable item.

When using against Strong Creatures, the attack roll is treated as a normal attack check with no modifier.

When using against Weak Creatures, it is treated as the Fireball spell. However, the result is not from a Sorcery check but of the above unmodified attack check.

When the attack check for using a Hand Grenade is a Fumble, it explodes on the ally side, and the character throwing it takes 1 LFP of damage.

Whether or not the attack with this item hits, the item is consumed.

Taser Gun [20 gold]
This gun is treated as a Melee weapon. If the target is a Golem or Mobile Weapon type creature, attack checks with this weapon gain a +1 bonus. This weapon is of the Lightning element.

On a successful attack check, you do not deal damage to the target's LFP, but instead the target's attack count is reduced by 1 for their next turn (this effect stacks). However, the attack has no effect if the target is of type Undead, Giant Creature, Plant, Divine, or Spirit.

One Taser Gun may be used twice. One ranged attack reduces its charges by 1 (consecutive attacks from critical hits do not consume additional charges).

Mine [20 gold]
This equipment is a device consumed in combat during round 0. It may not be used in Water locations, such as on rivers or the sea or aqueducts.

When planting a mine, after the hero side finishes their action on round 1, before moving to the enemy turn, the user makes a Divinity check (target of the creature's level).

On a successful check, the enemy are caught in the mine's blast, dealing 2 damage to 1 random enemy. This is Blunt type damage.

Whether or not the check is successful the Mine is consumed.

Holy Light Bullet [20 gold]
This item may only used in combat round 0. Using it requires consuming 1 round's action.

The user must make a Dexterity check (target of the enemy creature's level). On a successful check, a holy ray of light enfeebles the enemy, reducing their attack count by 2 for their next action.

Holy Light Bullets are only effective against Undead or Demon type creatures.

Additionally, until the end of the current Event, it has the same effect has holding a Lantern in one of your hands.

One Holy Light Bullet may be used once. Regardless of whether the attack roll was a success, the bullet is consumed.

Mind Controller [20 gold]
When Weak Creatures attempt to flee from combat from a "Fight" Reaction, the use of Mind Controller may make a Sorcery check (target of the enemy creature's level). On a success, one of the target enemies becomes a follower.

This item is only effective against Good Race, Evil Race, Humanoid, Golem, or Monster type creatures.

The follower you gain in this way has a Technique of the creature's level minus 4. Their LFP is 1.

If they are a creature on the Evil Followers list available to the Necromancer, they gain the abilities listed under their description.

Whether or not the check was a success, the Mind Controller item is consumed.

Scuba Cylinder [20 gold]
This item may be used by any hero.

One hero or one follower gains the "Underwater" type. This effect lasts until the end of the current Event.

One Scuba Cylinder may be used once.

Automation Barricade [20 gold]
This equipment may only be used in round 0 of combat. Using this item requires using 1 round's action. You gain one of the following effects when using this item:

  • Each character gains a +1 modifier to their defense checks, and a -1 penalty to their attack checks. This effect only lasts during round 0.
  • If the current map tile is a Wide area, you may change it to a Narrow area until the end of combat.

One Automation Barricade may be used only once.

Gear Mechanics Calculator [30 gold]
When making Sorcery checks outside of combat that are not for a job skill you may gain a +1 modifier to those checks.

One Gear Mechanics Calculator may be used 3 times.

Ornithopter [30 gold]
The Ornithopter may be used (or not) immediately after the end of an Intermediate Event.

Using this equipment must make a Divinity check (target of 3). On a successful check, when playing the the core rules, or otherwise when at your base town, you may purchase one piece of equipment (you may not purchase rare equipment or followers). If the check was a fumble, the Ornithopter has an accident and is forever lost (the item is consumed).

The Ornithopter may be used once per adventure after the Intermediate Event.

Rocket Belt [30 gold]
This equipment may be used by all heroes.

The user of this item may select from one of the following effects.

  • The user gains a +1 modifier to Dexterity checks to avoid Traps
  • May only be used in round 0. The user may automatically dodges all ranged attacks (including magic) from the enemy.

Each Rocket Belt may be used 2 times. When used up, all its fuel has been consumed, so it is treated as scrap (the item is consumed).

Self Propelled Artillery [30 gold]
Select one Follower of the Mobile Weapon type. The target may accompany your party even without a Mounted Creature to tow it.

The Self Propelled Artiller is not included in your equipment count, but when creating, the base Mobile Weapon should be marked that it is able to move on its own (e.g. you might change a Chariot of Soldiers to Self-Propelled Soldier Chariot).

Dragonbreath Reflector [30 gold]
May be used in combat round 0 if the user has not performed an attack, and is the target of an enemy bow or Fire-type ranged attack.

The user makes a Dexterity check (target of the enemy creature's level). On a success, a fierce artificial gale blows away the enemy attack, nullifying its effect. If the attack type is Fire, you may make a single attack check once per round using the enemy's level - 4 as the Technique score (min of 0).

One Dragonbreath Reflector may only be used once.

Lightning Rod [30 gold]
Only 1 of this item may be carried at any time.

When you have a Mobile Weapon type follower with you, when taking a Lightning type attack, each character targeted by the attack gains a +2 modifier to those checks. This effect lasts for 1 round.

This item is automatically activated under the above conditions.

A lightning rod may only be used once.

Magic Hand [30 gold]
The Mechanist may use an equipped Melee weapon during combat round 0 as a ranged weapon. This attack does not cause consecutive attacks on Critical hits. Also, on a Fumbled range attack check, the weapon is dropped to the ground. It requires consuming 1 round's action to pick up a dropped weapon.

One Magic Hand item may be used 3 times. When used up, it falls to pieces and is treated as junk (it is consumed).

Ale Maker [30 gold]
This equipment is only usable by heroes with the Mechanist job. Only 1 of these items may be carried at a time.

By consuming 1 ration at the beginning of the adventure, immediately after the Intermediate Event, you may acquire 1 Large Ale Bottle that contains 2 uses of ale. Refer to the Core Rules for the description of this item.

Glacier [40 gold]
This item is treated as a ranged weapon that requires both hands. It gains a +1 modifier to attack checks. Its attack type is Ice.

When using against Weak Creatures of the Animal or Insect types, this weapon as the effect of Fireball in a Narrow space. The result of the attack check is used in place of the Sorcery check. On the event of a Critical, you may roll an additional die and add its result to the total. This may be repeated. One Glacier gun may be used twice. Only one charge is consumed per attack (multiple attacks from Criticals do not consume additional charges).

Fire Drake Mask [40 gold]
This equipment is worn on the head.

In combat round 0, the equipper may breathe fire out of the mask's mouth. This counts as a ranged attack of the Fire element. On the event of a Critical, chain attacks do not occur, but at the end of the target's round, they are dealt an additional 1 point of damage.

One Fire Drake Mask may be used 3 times. One charge is consumed per attack.

The Devourer [60 gold]
This weapon slices through the target by rapidly rotating smaller blades attached to the edge of its main blade.

This is a two-handed weapon and so gains a **+1 modifier **to its attack check. It deals Slashing damage.

If the attack check is a critical hit, that target takes an additional 1 point of LFP damage this round.

If the creature is a Monster, Animal, or Aquatic/Underwater creature, you gain an additional +1 to your attack check (total +2 with 2H bonus).

A Devourer may be used 3 times each. One charge is consumed at the end of combat.

When used up, the worn-out pieces must be exchanged. In between adventures, you may pay 15 gold in order to restore the Devourer's charges back to 3.

Knight Golem "Type-Luchs" [90 gold]
All heroes may use this item. This is a Metal armor-type equipment that is worn in the Armor slot.

The Type-Luchs requires 1 Follower point. It is also heavy so it requires 1 item/equipment slot (besides the equipped armor slot).

The Type-Luchs gives the wearer a +1 to their defense checks. When performing Dexterity checks when not using a Dexterity skill or ability, you may treat your Technique score as 3 (this can stack with other effects that boost Technique).

When using Dexterity checks for Dexterity skills, you may treat your Dexterity as having a base of 3. (This only potentially modifies a base score, consuming Dexterity points for skills occurs as normal).

These bonuses may not be used for attack checks.



Devil Summoner (Div)


Arcanist (Sor)


Battlesmith (Str)


Additional Rules

Partners

Homelands

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