Blessing Name: Anvil
Passive: Miner, Smith, Weapon Smith OR Armor Smith
- Battle Stats
- +15 Maximum HP, −2 Damage Received, +2 Damage Dealt
- Progression
- Miner > Smith > Weapon Smith OR Armor Smith
Adventurers’ Guild
A player reference for battle rules, Blessings, weapons, companions, and abilities.
After a player’s action resolves, battle pauses while that player chooses their next action; they have up to 10 seconds. During selection, neither player accumulates ABP, temporary-effect durations do not advance or expire, and no battle timers advance. The player chooses a Weapon Attack or an Ability, including an available companion Ability; a companion Ability uses the player’s action. After selection, calculate BP for the selected action from PPS and its applicable Weapon Stats or Ability Stats, then resume battle time. While time runs, each player accumulates ABP at the BP for their currently selected action. Each completed player action counts as one turn for that character. Battle time does not advance during either player’s selection pause.
At 30 ABP, that player’s currently selected action resolves. Subtract 30 ABP and retain any excess. Then pause battle for that player to choose the next action in a new selection period of up to 10 seconds; once selected, add any Starting ABP on top of the retained ABP and resume accumulation at the new action’s BP.
Damage reduction can reduce final damage to 0. Final damage never falls below 0 and has no mandatory minimum of 1. For percentage-based calculations, round in the affected character’s favor.
A battle ends when either side reaches 0 HP or lower, or when a player chooses Give Up.
Rewards and loss penalties are specific to each battle; each battle must define and display its own. There are no universal battle rewards or loss penalties.
BP means Battle Priority and determines the rate at which a character accumulates Battle Priority Points. A character’s Base BP is 5. Companion abilities use their owner’s BP, not an independent creature-specific Base BP. Applicable action modifiers and passive bonuses can raise BP above 10. Starting ABP is separate from BP and never changes its accumulation rate.
ABP means Accumulated Battle Priority Points: points accumulated toward the character’s next action. BPS means Base Player Stats, the player’s universal base combat statistics. UPS means Unique Player Stats: BPS after Blessing Stats. PPS means Predetermined Player Stats: UPS after all unlocked passive statistics. Apply stats in this order: BPS → Blessing Stats → UPS → Passive Stats → PPS. If no applicable passive statistics exist, PPS = UPS.
The player selects one action: a Weapon Attack or an Ability. For a Weapon Attack, PPS + applicable Weapon Stats = stats used for the selected action. For an Ability, PPS + applicable Ability Stats = stats used for the selected action. Only explicitly listed stats modify PPS; every unlisted stat stays at its PPS value. An omitted stat is not zero, and an Ability need not list every stat. Weapon Stats do not carry into an Ability unless that Ability explicitly uses equipped weapon damage. In that case, use the weapon damage as the Ability specifies, but do not add the weapon’s BP modifier unless the Ability explicitly says to; applicable PPS damage modifiers still apply. A matching Weapon Blessing adds the established +2 Damage to a matching-weapon Weapon Attack.
With 5 BP, +3 Starting ABP, and a Mace with 9 Damage / +1 BP, a Mace Weapon Attack starts at 3/30 ABP and uses 6 BP. Fire Fusion starts at 3/30 ABP and uses 5 BP; it uses the Mace’s 9 Damage as its weapon-damage base, but not the Mace’s +1 BP.
Starting ABP — Starting Accumulated Battle Priority Points. Add a character’s Starting ABP once at the beginning of each newly selected action’s accumulation cycle, on top of any retained ABP; it does not replace or reset retained ABP. For example, 32 ABP − 30 = 2 retained; selecting an action with +3 Starting ABP begins at 5/30 ABP, after which the selected action’s BP controls accumulation speed.
After applicable modifiers are calculated, Effective Battle Priority cannot fall below 3. Petrified is an exception.
Bash deals 5 Damage and removes 5 ABP from the enemy’s current action progress. ABP cannot fall below 0. Bash can reduce ABP below 3; it does not change the minimum Effective Battle Priority of 3. Bash has a BP modifier of +2.
All temporary effects stack unless an individual effect explicitly says otherwise. Each reapplication of a three-turn effect starts a separate three-turn application while existing applications continue counting down. Three-turn effects count the affected character’s subsequent completed turns. Opposing modifiers remain visible separately and combine when calculating the effective value. For example, +2 Battle Priority and −1 Battle Priority remain visible as separate modifiers and produce a net +1 Battle Priority modifier. Curse and Purification do not stack; recasting either replaces the current effect and restarts its progression.
If both sides reach 30 ABP in the same second, use a fresh random roll to determine which character’s action resolves first; reroll ties. A new simultaneous eligibility uses a fresh roll.
Base HP: 100. Initial ABP: 5; its interaction with per-action Starting ABP is unspecified. Received Damage Reduction: 0. Dealt Damage Increase: 0. Blessing bonuses and unlocked passive abilities modify these values.
Each normally obtainable Blessing has exactly three assigned Battle Stat bonuses. These bonuses are separate from unlocked passive abilities. Changing Blessings replaces prior Blessing bonuses, and previously held Blessing bonuses do not stack.
There are 27 normally obtainable Blessings: Tools 6, Weapons 7, Elemental Magic 4, Nature 3, and Arcane 7. Eye and Fire Heart are unavailable and excluded from these 27. Chain and Book are Summoner Blessings, not conventional Mage Blessings. OR indicates a choice between alternatives, not both.
Crystallization remains listed as a standalone passive, without an assigned Elemental Magic progression in this reference.
Tame > Keeper > Alchemy
Passive: Miner, Smith, Weapon Smith OR Armor Smith
Passive: Lumberer, Woodworker, Architect OR Shipwright
Passive: Weaver, Tailor, Clothmancer OR Gilded Stitcher
Passive: Skinner, Leatherworker, Dragonscale Smith OR Beast-Weaver
Passive: Fisher, Navigator, Storm Caller OR Abyss Oracle
Passive: Salvager, Crafter OR Engineer, Artificer
Passive: Herbal, Alchemy, Transmute
Passive: Apothecary, Hypnotist
Passive: Cultivating, Necromancy
When a character has a Weapon Blessing matching their equipped weapon, that weapon receives a passive +2 damage dealt while equipped. This bonus applies only to weapon attacks.
Weapon Blessing abilities belong to the character, not the equipped weapon. Current standard weapons have no attached abilities.
The basic-animal roster above is a separate free Tamer roster. Each Premium Bestiary creature costs $0.99 individually; each purchase unlocks only that creature, and a member may unlock it only while having one of its listed eligible Blessings. Creature purchases are separate from a $0.99 Blessing change and do not change the member’s Blessing. Creature purchases award no Guild Points or rank. Previously obtained Tamer creatures remain collected after a Blessing change, but are inactive unless the new Blessing permits their use. Void Elemental and Celestial Elemental are not $0.99 purchases; both are available free through Book Blessing progression under its established advancement rules.
Fire, Water, Wind, and Earth are available through Chain; Void and Celestial are free choices through Book progression. None is a Premium purchase.
For Elemental Magic Blessing Cast Magic, each random spell result has the complete damage and Battle Priority modifier shown; spell values are not cumulative passive enhancements to a base Magic Attack. Three-turn effects follow the general turn-counting and stacking rules unless an ability says otherwise.
These shared mechanics apply to Fire, Water, Wind, and Earth Elementals.
Unleash consumes all Suppress stacks.
Randomly selects one of the three listed affinity attacks. An omitted Battle Priority modifier means no adjustment.
Unlocked passive abilities apply automatically. They require neither action selection nor ABP expenditure. BP in the lists below means Battle Priority.
6 damage per target; can hit multiple targets; 75% success; Battle Priority modifier −2
Carry equipment and pull heavy loads; 100% success; Battle Priority modifier 0
Dig passages through suitable ground; 75% success; Battle Priority modifier −2
Deal 7 damage; 75% success; Battle Priority modifier +1
See clearly in darkness or impaired visibility; 100% success; Battle Priority modifier 0
3 damage per turn for 4 turns, maximum 12; 75% success; Battle Priority modifier −1
Burst of movement speed; 100% success; Battle Priority modifier +3
Completely evade an incoming attack; 75% success; Battle Priority modifier +3
Find useful food, plants, and natural resources; 75% success; Battle Priority modifier −2
Prevent 6 incoming physical damage; 100% success; Battle Priority modifier 0
Automatically alert allies; 50% chance to frighten enemies; Battle Priority modifier 0
Carry small messages or items between known locations; 100% success; Battle Priority modifier 0
Safely carry a rider; 100% success; Battle Priority modifier 0
Deal 5 damage; 75% success; Battle Priority modifier +2
Heal 3 HP and remove an ailment or impurity; 100% success; Battle Priority modifier −1
Search for useful materials, items, or food; 75% success; Battle Priority modifier −2
Detect creatures, hazards, and points of interest; 75% success; Battle Priority modifier +1
Deal 8 damage; 75% success; Battle Priority modifier +1
Move discreetly and become harder to detect; 75% success; Battle Priority modifier −1
Follow a creature’s or person’s trail; 75% success; Battle Priority modifier 0
Deal 2 damage and prevent 3 incoming damage; 100% success; Battle Priority modifier +1
Deal 2 damage per turn until treated; 75% success; Battle Priority modifier +1
Restrain the target for 4 turns; 75% success; Battle Priority modifier −1
These effects apply to every animal or Bestiary creature recorded with the ability; creature-specific variations are not implied. Tamed beasts cannot receive damage, be targeted for damage, lose HP, be healed, or be defeated through HP loss. Offensive damage and effects apply to the enemy; defensive effects protect the Tamer; healing restores the Tamer’s HP. Vanguard protects the Tamer, and Purification heals the Tamer, not the companion. Animals do not accumulate ABP independently or take extra turns.