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Adventure Calling, Diamond_Sword_%28MCD%29, Champion%27s_Armor_%28MCD%29,…
Adventure Calling
Guide
potions
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Shadow brew, makes you invisible for 3 paces
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Dense brew, Makes you heavy so you don't get pushed of by wind for 5 paces
Water breathing potion, lasts 10 paces
Strength potion, +5 attack
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food
Other food
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Your character
The entertainer
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Dual crossbows, fires two shots (roll for each), 6 damage per hit
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Satchel of snacks
Creates a random food 1:watermelon, 2:Berries, 3:pork, 4:apple, 5:bread, 6:Salmon, 3 pace cooldown
Satchel of Elixirs
Creates a random potion 1: Oakwood brew(+3 defense) 2:Strength potion (+5 attack) 3:Water breathing potion (Lasts for 10 paces) 4:Sweet brew (Heals 15 hp) 5:Dense brew (makes you very heavy so you can't be pushed by wind, lasts 5 paces) 6:Shadow brew (makes you unseen for 3 paces), 7:Swiftness potion: makes you skip up to 3 paces instead of 1 8:Burning brew: Makes your attacks on fire, dealing an additional 3 damage on each turn if hit 3 pace cooldown
Tome of duplication
Duplicates one piece of food or potion you have, 3 pace cooldown
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Soldier
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Flaming quiver (5 arrows on every usage) +2 damage every turn if hit before by an arrow, 3 pace cooldown
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other characters
Explorer
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Creates a random potion 1: Oakwood brew(+3 defense) 2:Strength potion (+5 attack) 3:Water breathing potion (Lasts for 10 paces) 4:Sweet brew (Heals 15 hp) 5:Dense brew (makes you very heavy so you can't be pushed by wind, lasts 5 paces) 6:Shadow brew (makes you unseen for 3 paces) 7:Swiftness potion: makes you skip up to 3 paces instead of 1 8:Burning brew: Makes your attacks on fire, dealing an additional 3 damage on each turn if hit
Creates a random food 1:watermelon, 2:Berries, 3:pork, 4:apple, 5:bread, 6:Salmon, 3 pace cooldown
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Sailor
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Satchel of snacks
Creates a random food 1:watermelon, 2:Berries, 3:pork, 4:apple, 5:bread, 6:Salmon, 3 pace cooldown
Harpoon quiver, acts like a normal quiver, but carries harpoons
Fishing hook, you can fish with this, 1 pace cooldown
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even more characters
Ranger
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Growing staff, 16 damage, (deals + 1 damage on wounded enemies)
Scatter mines: 3 explosives that deal 20 damage each if a mob is to close, these explosives detonate in the next turn after they were deployed (2 pace cooldown)
boots of swiftness: makes you skip a pace, great for moving through windy cliffs 1 pace cooldown
Satchel of elements: strikes up to 3 enemies with an elemental power that deals damage: 1-2 = freezing: skip a turn, 3-4 = fire: 5 damage every turn, 5-6 = 20 lightning damage (2 pace cooldown)
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Battle Mage
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void bow: 12 damage, Enemies take 4 void damage every turn if they are hit
Void touched blades: two blades (Roll for each) 6 damage for each hit. Enemies take 2 void damage every turn if they are hit
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Void quiver (5 arrows) +3 damage every turn if hit before by an arrow, 3 pace cooldown
Vexing chant: summons 3 vexes to help you fight. The vexes will disappear after the fight 3 pace cooldown
Guardian Vex: health 10, Attack: 10
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Ninja
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boots of swiftness: makes you skip a pace, great for moving through windy cliffs 1 pace cooldown
Temporarily stuns all enemies making them skip a turn, 2 pace cooldown
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Start
You are in the overworld, where you want to find adventure and new things in this great world.
After a while walking in the woods, you end up finding a city. It's not any city, it's Arken, the capital city of the great kingdom of Atheria
The choice is up to you, you may go and explore this city. Will you...
Check out the docks
You're at the docks, would you want to...
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Find passage
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visit the market
Marketplace
Weapons and Armour
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Potions and supplies
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Enchantments
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Glaive: 13 damage, cost: 17 emeralds
Claymore: 14 damage, cost: 18 emeralds
Sickles: two chances (Roll for each) 4 damage for each hit, Cost: 12
Cutlass: 10 damage, cost: 15 emeralds
Daggers: two chances (Roll for each) 5 damage for each hit, Cost: 14
Sword: 12 damage, cost: 15 emeralds
Mace: 13 damage, cost: 20 emeralds
Spear: 14 damage, cost: 25 emeralds
Diamond Sword: 20 damage, Every time a 6 is rolled, deal 5 extra damage. Cost: 60 Emeralds
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Reinforced mail: +3 resistance, Cost: 30 emeralds
Stalwart armour: +4 resistance, Cost: 40 emeralds
Renegade armour: +5 resistance, Cost: 50 emeralds
Mercenary armour: +3 resistance, Cost: 30 emeralds
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Phantom armour: +1 resistance, cost: 10 emeralds
Climbing gear: +2 resistance + wind resistance (you wont get pushed off by wind), cost: 20 emeralds
Champion's armour: +6 resistance, Cost: 60 emeralds
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Heavy crossbow: +15 damage, cost: 18 emeralds
crossbow: +10 damage, cost: 10 emeralds
Trickbow: +10 damage, If you roll a 6, the arrow will ricochet onto a nearby enemy (if there is one), and deal the same damage, The arrow can ricochet up to 5 times, Cost: 15 emeralds
Power Bow: +13 damage, Cost: 15 emeralds
Hunting Bow: +10 damage, pets will attack the enemy that was hit, Cost: 12 damage
Longbow: +12 damage, Cost: 12 emeralds
Shortbow: +8 damage, Cost: 8 emeralds
Bow: +10 damage, Cost: 10 emeralds
Sabrewing: + 20 damage, if you roll a 6, you regain 5hp, Cost: 60 emeralds
Pillager: 10 health, 7 attack loot: 1 soul
Vindicator: 10 health, 5 attack loot: 1 soul
50% off Burst crossbow: 14 damage, cost: 20 emeralds
Quivers (artifact)
Flaming quiver: (5 arrows on every usage) +2 damage every turn if hit before by an arrow, 3 pace cooldown
Thundering quiver (5 arrows on every usage), deals +5 lightning damage on every hit, 3 pace cooldown
Torment quiver (5 arrows on every usage), deals extra damage for every 4 excess souls you have, 3 pace cooldown, requires 10 souls
Fireworks arrow: (1 arrow on every usage) 30 damage, 3 pace cooldown
Amulets and medalions
Soul healer: roll 1 d8 die and heal accordingly, 1 pace cooldown
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Love medallion: turns 3 enemies into allies for 1 battle. the allies will die after the battle ends. Does not work on bosses or sub-bosses 3 pace cooldown
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Wands
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Lightning Rod: 10 damage, requires 5 souls (3 pace cooldown)
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Utility
boots of swiftness: makes you skip a pace, great for moving through windy cliffs 1 pace cooldown
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Ghost cloak: makes you invisible for 3 turns in a battle, 3 pace cooldown
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Gong of weakening: all enemies will lose 3 resistance and 3 attack damage for 3 turns. 3 pace cooldown
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Totem of shielding: creates a protective field around the user that lasts 5 turns in a battle. makes the user immune to damage. 3 pace cooldown
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Shock powder: Temporarily stuns all enemies making them skip a turn, 2 pace cooldown
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Wind horn: Temporarily stuns all enemies making them skip a turn. CAUTION: This will cause all enemies to target the user 2 pace cooldown
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Books
Tome of Duplication: Duplicates one piece of food or potion you have, 3 pace cooldown
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Updraft tome: launch up to 3 enemies into the sky, causing them to take 20 fall damage (3 pace cooldown)
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Enchanter's tome, Enchant one of your friends by increasing their attack damage by 5 and their resistance by 5, you can enchant 2 allies at once, 3 pace cooldown
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