《Nero Zero》Appendix II - All Builds and Equipment
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VIII:
[Rending Clockwork Blade of Regrowth +1] (Nero)
On a successful parry, greatly damages the enemy's weapon. On a successful attack on an armored enemy, chips away its defense. Binds on summon. Requires 15 points of Essence per minute to operate.
+3 to Strength when attacking.
This item repairs 1 point of durability per hour.
XVII:
[Self-Cleaning Brigandine of Regrowth] - Armor (Nero & Altia)
+1 Vigor
This armor cleans itself and the user over time. Repairs 1 point of durability per hour.
[Dungeon Goggles] - Headgear (Nero)
+2 Perception inside a Dungeon
+1 Dexterity inside a Dungeon
Increases the range at which Dungeon monsters are detected.
[Elven Boots] - Shoes (Nero and Altia)
+1 Agility
Decreases the chance of being detected by noise when moving slowly.
[Hot Muffler] - Cloak (Nero and Altia)
+1 Endurance
Keeps the wearer warm. Prevents [Hypothermia] and [Frostbite] abnormal status.
[Dungeon Clock] - Accessory (Nero and Altia)
+1 Reason
Tracks time spent inside a Dungeon, does not work outside, resets upon entry.
[Spiked Clockwork Shield of Regrowth +1] - Off-Hand (Nero)
+2 Dexterity
+1 Strength when blocking or attacking with the shield.
This shield attaches to the Arbitrium and expands to form any shield from the size of a bucker to a kite shield. The user can also make the shield grow or retract spikes on command. If not at its maximum size, the shield will expand on its own to help block incoming projectiles. Uses 5 Essence to activate and on every change. With the spikes extended, this shield deals damage to whatever is blocked, be it an enemy or their weapons. Repairs 1 point of durability per hour.
XXII:
[Iron Staff] - Main Hand. (Altia)
+2 Vigor
+2 Willpower
+1 Charisma
XLV: Antimagic Build
[Mage] - white - bound to Nero
+4 Vigor (+2)
+2 Endurance (+1)
+4 Willpower (+2)
- [Body over Mind] - If you fail to resist a mental effect, spend 1 point of Stamina. Increase your resistance score by half your VIgor and check again. This Skill may trigger several times.
- [Mental Prowess] - Add half your Reason to resist magic effects and damage.
- [Forsake Magic] - Your mana pool is zero. Add half your Willpower to Vigor and Endurance. You cannot recover mana.
- [Arcane Berserker] - For every three points of mana you are missing, increase Strength and Agility by 1.
- [Magic Hunger] - If you have less than half your mana, reduce all magic damage received by half. You recover 1 mana for every magical attack you receive. (No mana pool).
- [Magic Resistance] - Add Half your Vigor to any Attribute to resist Spells or magical effects.
LV: Stone-shaping
[Mage] - white Class. Bound to Nero.
+6 Reason [+3]
+6 Willpower [+3]
+6 Perception [+3]
- [Shape Stone] - Allows the caster to shape a volume of stone equal to Willpower cubic feet per point of mana spent that is no further than Perception yards from you for 1 minute. Stone moves at a rate of Reason / 2 inches per second.
- [Extend Spell] - Multiply the duration of any spell that has a duration by Reason / 4.
- [Hasten Spell] - Spend 1 point of mana and stamina in addition to other costs as part of casting a spell that has a listed speed for its target. Multiply that speed by Reason / 3
- [Enlarge Spell] - Spend 1 point of mana and stamina in addition to other costs as part of casting a spell. Multiply the area or volume of a Spell by Reason / 3.
- [Movable Spell] - Reduce the area of effect of a Spell that has a duration by half. You can now move the effect of the spell at a speed of Dexterity / 2 feet per second. Any target that remains less than 1 second exposed to the spell's effect will receive half the damage.
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- [Channel Spell] - If you stand still without moving, you can recast a spell that has a duration immediately after it expires by paying half the cost.
LXXXII:
[Insulated Spiked Clockwork Shield of Regrowth +1] - Off-Hand (Nero)
+2 Dexterity
+1 Strength when blocking or attacking with the shield.
Essence cost per change: 15.
Modifiers Installed: Increase Damage [1], Enchant +1 [1], Self-Repair [1]. Increase Hardness* [1]. Resist Fire* [3]. Resist Corrosion* [3]. Ignore Defenses [2]. (*) Bundle discount of 1 point.
This shield attaches to the Arbitrium and expands to form any shield from the size of a bucker to a kite shield. The user can also make the shield grow or retract spikes on command. If not at its maximum size, the shield will expand on its own to help block incoming projectiles. Uses 15 Essence to activate and on every change. With the spikes extended, this shield deals damage to whatever is blocked, be it an enemy or their weapons, ignoring 20% of the enemy's defenses. While active, the shield reduces corrosion and fire damage dealt to the wearer and his equipment by 30%. Damage dealt to this item is reduced by an additional 50%. Repairs 1 point of durability per hour.
Chapter XLIII: Safe-Zone Rogue
[Rogue] - bound to Nero
Dexterity [+1]
Perception [+4]
- [Dangersense] - You have a chance to sense danger and hostile intent near you. The range is Perception x 2 yards.
- [Sense Enemy] - Spend 1 point of stamina to actively sense hostile intent around you. The range is Perception x 10 yards.
- [Heightened Senses] - Increase the range and acuity of all senses by 50%.
- [Simple Illusion] - Spend 3 mana to cast a static visual illusion with a maximum area of Reason / 2 yards radius. Resisted by Perception versus your Willpower. Lasts for 24 hours or until you use this Skill again. Dismissable.
- [Decrease Presence] - As long as you move at less than half of your walking speed, reduce the Perception of people looking your way by a fourth of your Dexterity.
- [Zone of Peace] - Spend [4 or the Dungeon's rank, whichever is higher] mana to generate a zone of peace centered on you that extends the no-spawn zone by Willpower x 5 yards of radius. Dungeon monsters can't spawn in this zone. Your mana regeneration is zero. The effect ends if you move more than 10 yards from the center of the area. Dismissable.
Chapter LV: Stone-molding build
[Mage] - white Class. Bound to Nero.
+6 Reason [+3]
+6 Willpower [+3]
+6 Perception [+3]
- [Shape Stone] - Allows the caster to shape a volume of stone equal to Willpower cubic feet per point of mana spent that is no further than Perception yards from you for 1 minute. Stone moves at a rate of Reason / 2 inches per second.
- [Extend Spell] - Multiply the duration of any spell that has a duration by Reason / 4.
- [Hasten Spell] - Spend 1 point of mana and stamina in addition to other costs as part of casting a spell that has a listed speed for its target. Multiply that speed by Reason / 3
- [Enlarge Spell] - Spend 1 point of mana and stamina in addition to other costs as part of casting a spell. Multiply the area or volume of a Spell by Reason / 3.
- [Movable Spell] - Reduce the area of effect of a Spell that has a duration by half. You can now move the effect of the spell at a speed of Dexterity / 2 feet per second. Any target that remains less than 1 second exposed to the spell's effect will receive half the damage.
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- [Channel Spell] - If you stand still without moving, you can recast a spell that has a duration immediately after it expires by paying half the cost.
Chapter LXIX: Shelter-summonnng Mark I
[Scout] - green - bound to Nero.
+4 Dexterity [+2]
+12 Reason [+6]
+6 Willpower [+3]
+8 Perception [+4]
Special: Add a quarter of your Dexterity to Perception.
- [Boundless Mana] - Increase your mana pool by 25%.
- [Sharp Senses] - Add a fifth of Reason to Perception.
- [Agile Mind] - Add half of your Agility to Reason to determine the effect of your Spells.
- [Mens Sana in Corpore Sano] - Add half your Vigor to Reason to determine the effect of your Spells.
- [Fickle Intellect] - Reduce your Willpower by half. Increase your Reason by the same amount.
- [Enlarge Spell] - Spend 1 point of mana and stamina in addition to other costs as part of casting a spell. Multiply the area or volume of a Spell by Reason / 3.
Chapter LXXXVI: Sniper-Stealth Rogue
[Rogue] - yellow - bound to Nero
Vigor [+2]
Endurance [+3]
Agility [+7]
Dexterity [+7]
Reason [+5]
Perception [+7]
Special: Add half your Reason to your Perception.
Special: Attacks made on targets unaware of your presence add half your Reason to the precision and damage.
Special: Your scent or the smell of any item on you is reduced. Subtract your Charisma from the Perception of targets attempting to detect or track you by scent.
- [Dangersense] - You have a passive chance to sense danger and hostile intent at a range of Perception x 4 yards around from you, based on Reason.
- [Heightened Senses] - Increase the range and acuity of all senses by 40% and your Perception by 4%.
- [Decrease Presence] - As long as you move at less than half of your walking speed, reduce the Perception of targets attempting to sense you by a third of your Dexterity.
- [Invisibility] - Spend 1 mana. You become invisible for 5 minutes or until you attack. Reduce the Perception of targets attempting to detect you with visual means by your Willpower. You cause a slight blur when you move, reducing the Willpower for the effects of this spell by the percentage of your max speed.
- [Snipe] - Spend 1 stamina and aim for one minute. Your next ranged physical attack on an enemy unaware of you deal double damage and ignore 25% of their defenses.
- [Piercing Shot] - Effect: Spend (3 or Target's level / 5 whichever is higher) stamina and charge for 1 minute to allow one physical ranged attack to ignore up to 33% of the target's defenses, reduced by half the target's Vigor. The shot's accuracy also increases by half your Willpower.
Chapter XCIV: Long-lasting portal to shelter build
[Mage] - white - bound to Nero.
+4 Endurance [+2]
+6 Reason [+3]
+4 Willpower [+2]
- [Extend Spell] - Multiply the duration of any spell that has a duration by Reason / 4.
- [Persistent Spell] - Spend two times the base cost of a spell that has a duration. The spell now lasts twenty-four times longer.
- [Optimize Spell] - Upon activating this Skill card, choose one spell (Spell chosen: Shelter Portal). The choice cannot be modified. Halve that spells' base cost.
- [Toggleable Spell] - Spend 4 points of mana in addition to the cost of a spell and select a code word. The spell's effect can be turned on and off by anyone that speaks the word nearby without dismissing the spell. The time spent deactivated still counts against the spell's duration.
- [Resilient Spell] - Add your Vigor to your Willpower to determine the resistance of your spells against tampering.
- [Sllippery Spell] - Add your Agility to your Willpower to determine the resistance of your spells against tampering.
Chapter CXIV: Orange Stealth Rogue
[Rogue] - Bound to Nero.
+10 Strength [+5]
+13 Vigor [+6]
+5 Endurance [+2]
+43 Agility [+21]
+43 Dexterity [+21]
+14 Reason [+7]
+14 Willpower [+7]
+48 Perception [+24]
+15 Charisma [+7]
Special: Your skills and traits are not limited by how fast or slow you move.
Special: Increase your Perception by half your Agility.
Special: Increase your base move speed by your Dexterity.
Special: Reduce the Perception of those trying to detect you by scent or hearing by your Perception score.
Special: When attacking a target unaware of you, add your Agility to the damage and ignore 25% of their defenses.
[Fool's Prowess] - Permanently set your Reason and Willpower to +10. Increase each of the other Attributes by a fifth of the lost Attribute points, rounded down.
[Erase Presence] - As long as you move at less than half of your walking speed, reduce the Perception of targets attempting to sense you by two-thirds of your Dexterity.
[Detect Presence] - Use double your Perception to passively sense the presence of creatures, danger, traps, and hostile intent at a range of Perception yards around from you. If you concentrate for 1 second and spend 1 point of stamina, you can add your Dexterity to Perception for this test.
[Padded Paws] - You never leave foot or hand prints. Increase your base Agility and Dexterity by 10%. Spend 1 point of stamina per minute while this Skill is active. Either Increase your Dexterity by your Charisma or increase your Charisma by your Dexterity.
[Skulls & Daggers] - Spend 1 point of stamina every 30 minutes to go into stealth mode. Reduce the perception of anyone attempting to detect you by your Agility. Stealth breaks if you walk into bright light, move faster than one-third of your walking speed, or if you attack. If you attack an unaware enemy, add your Perception to the accuracy of your attack and multiply your damage by [ 1 + square.root(Agility) * 20% ].
[Mithril Fortress] - Stand still for 10 seconds and pay 10 points of stamina. As long as you do not move no faster than a crawl, all your Attributes are increased by 20%.
Chapter CXXXII: Loolah
Combat Pet Name: Loolah.
Race: Goblin Shaman
Level: 30
Essence Cost: 90,000
Grade: Blue
Strength +5 (+18)
Vigor +20 (+33)
Endurance +15 (+26)
Agility +30
Dexterity +20
Reason +25 (+36)
Willpower +35
Perception +5
Charisma +40
Special: Increase Strength and Vigor by a third of your Charisma.
Special: Increase Reason and Endurance by a third of your Willpower.
[Regrowth] - Spend 2 points of mana to heal and restore the touched target over 1 minute. Healing based on Willpower and Charisma.
[Flame Frenzy] - Spend 3 + X points of mana. Up to X willing targets gain 2 * X to Strength, Vigor, Agility, and Dexterity but lose 4 * X from Reason, Willpower, Perception, and Charisma for 5 minutes. Targets add a quarter of your Willpower to their melee attacks as fire damage.
[Hex] - Spend [(Target's level / 5) or 3, whichever is higher] points of mana to decrease all of the targets' Attributes by 20%. Lasts for 1 minute. Resisted by Willpower.
[Caustic Flame] - Spend 2 points of mana to throw a bolt of caustic flame at a target up to Reason yards away. Deal corrosive and fire damage based on half of Reason every second for square.root(Willpower) seconds.
[Counterspell] - Spend 1 point of mana to unravel a spell. You have to either sense the spell's effects or the caster. This Skill can be activated without any delay.
Chapter CXXXV: Nero
Nero [ Jester / Dungeon Keeper 0/0 ]
Strength+118 (+126 in a Dungeon)
Vigor +155 (+163 in a Dungeon)
Endurance +140 (Stamina: 190)
Agility +135 (+142 in a Dungeon)
Dexterity +158 (+165 in a Dungeon)
Reason +142 (+154 in a Dungeon)
Willpower +143 / Mana 974 ( in a Dungeon: +155 / mana 990)
Perception +152 (+159 in a Dungeon)
Charisma +121
[Jester]:
- Special: Ignores Class level requirement up to the first-tier (level 49 and lower).
- Special: Allows the Jester to equip and unequip a tier I Class and Skills to bind to that particular Class. All Attribute bonuses from that Class and linked Skills are halved. A Class card is bound to the Jester upon activation.
- Special: No Class information will be displayed or shown.
[Dungeon Keeper: Leonal's Prince Shame]:
- Special: All your Attributes are doubled inside the Dungeon: Leonal Prince's Shame.
- Special: Spend 100 points of mana. Set the entrance portal to the Dungeon: Leonal's Prince Shame Dungeon. This can be done only once.
- Special: Spend 100 points of mana: Teleport into the Dungeon: Leonal's Prince Shame Dungeon from anywhere. Upon [Egress], return to the same spot. This ability can only be used once every hundred days. This cooldown cannot be reduced by any means.
Skills:
[Chains of Kherghak] - Your level cap is divided by 5. Add 15 to all Attributes and 25 to all resources.
[Heart Bond] - After spending 24 hours no further apart than 2 yards from a willing target, form a heart bond between both. If the target dies, the bond is broken and this Skill is erased. The user is immediately rendered unconscious for 24 hours. As long as the target remains no further than 1 mile apart, 60% of any damage suffered by the target is absorbed by the user. If either the user or the target's resource pools drop to less than half, the other party has the option to shoulder half of the cost. As long as both are alive, they can tell direction and general distance to each other regardless of range.
[Dungeon Breaker] - When activating a [Egress] card with the Dungeon Boss dead, you have the choice to pay one point of mana and stamina per person to bring you and everyone holding hands with you in a chain either to the external gate of the Dungeon or force the Dungeon to respawn all monsters and teleport everyone to the entrance chamber. The time inside the Dungeon won't reset if you chose the latter.
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