Aderyn
(#45344935)
Level 1 Fae
Click or tap to view this dragon in Predict Morphology.
Energy: 50/50
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Personal Style
Apparel
Skin
Scene
Measurements
Length
1.45 m
Wingspan
1.62 m
Weight
2.3 kg
Genetics
Antique
Savannah
Savannah
Aqua
Trail
Trail
Eldritch
Opal
Opal
Hatchday
Breed
Eye Type
Level 1 Fae
EXP: 0 / 245
STR
5
AGI
8
DEF
5
QCK
6
INT
8
VIT
5
MND
8
Biography
Aderyn wrote:
Hi! I'm here to help you figure out your stats! There are 12 total stats: Constitution, Defense, Strength, Dexterity, Speed, Charisma, Mana, Wards, Power, Intelligence, Wisdom, and Luck. That sounds like a lot, but when you see it visually it's a lot easier. Go ahead and take a look! |
CONSTITUTION DEFENSE STRENGTH DEXTERITY SPEED CHARISMA |
■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ |
MANA WARDS POWER INTELLIGENCE WISDOM LUCK |
■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ |
CONSTITUTION Constitution is the amount of health your dragon has. It also governs things like how well you handle poison or illness. Your constitution will only go down in battle if your defense and wards are down, or if you've been poisoned or are bleeding. Every one point of constitution equals 4 HP. DEFENSE Defense controls how much physical damage you can withstand. Physical attacks will wear away at your defense. Once your defense is all gone, you'll start losing health. STRENGTH Strength controls the amount of physical damage you can deal. It also handles things like moving and carrying heavy objects, throwing things, lifting things, or pulling things. DEXTERITY Dexterity measures your agility. It controls things like acrobatics, aerial maneuvers, stealth, sleight-of-hand, flexibility, and fine motor control. Dexterity is also important for certain attacks, like ranged or stealth attacks. Your items and abilities will determine whether to use strength or dexterity. SPEED Speed is how quickly you can move. If your speed is higher than your opponent's, you will move first. If your speed is 4 points higher than your opponent, you will get an extra turn before them. This happens every 4 points (ex: 8 points higher gets 3 turns, 12 points higher gets 4 turns, 16 points higher gets 5 turns). Your speed also determines how far you can go in a turn. If your speed is 1-4, you can move one space in a turn. 5-8 can move 2 spaces, 9-12 can move 3 spaces, 13-16 can move 4 spaces. CHARISMA Charisma is a measure of your personality and how well you interact with others. It measures things like how well you can perform for others, or how well you can persuade, intimidate, or deceive someone. It also measures how well your dragon can handle relations with beastclans. |
MANA Mana is the amount of magical reserves you have. Spells and certain abilities require mana to use. Once you have run out of mana, you won't be able to use any more spells. WARDS Wards are your magical defense, and they control how much magical damage you receive. Magical attacks will wear away at your wards. Once your wards are depleted, you'll start losing health. POWER Power is the amount of magical damage you can deal. It also handles things like how well you react to magic, and if you're able to activate magical artifacts. INTELLIGENCE Intelligence is a measure of how well your dragon recalls facts about the world. Things like history, culture, arcana, and other lore are measured by intelligence. Intelligence also helps you identify items. Book smarts! WISDOM Wisdom is a measure of how much your dragon has learned from experience. It controls things like your perception, familiar handling, and survival experience. Street smarts! LUCK Luck determines how lucky you are! For every 4 points of luck, you get a chance to re-do a roll during an encounter. This means if your luck is maxed out, you'll get 4 chances to re-roll! Again, this is over the course of the entire encounter, not for one turn. You can use more than one chance on a single turn if you want, but once you've used up all your chances you don't get any more until the entire encounter is over. |
Quote:
Great, now that we know what stat points mean, let's get into how to get them. Find yourself a four sided die (a d4), or find one online. Roll the d4 12 times and record the numbers you get. Once you have all 12 numbers, start assigning them to your stats! For example... I roll 12 times and get these numbers: 3, 3, 1, 3, 3, 2, 4, 1, 4, 2, 4, 2 Great! Now I'll assign the numbers to the stats depending how I want them. I want my mana to be high, so I'll use one of my 4's on that. I don't think I'll be using my strength much, so I'll give that a 1. When I'm done, it'll look something like this! |
CONSTITUTION DEFENSE STRENGTH DEXTERITY SPEED CHARISMA |
■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ |
MANA WARDS POWER INTELLIGENCE WISDOM LUCK |
■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ |
Aderyn wrote:
That's not all! There's flight bonuses, breed bonuses, and class bonuses. There are also some negatives, but only add those in at the very end after you've already added up all the positives! I am a level 1 Wind fae and I decided to become a Mage. Here's what my stats look like in the end. It doesn't seem like a lot, but you can get more! Sometimes you can get items or abilities that will boost your stats. You will also receive 1 stat point when you level up that you can assign to any stat you want. At levels 5, 10, 15, 20, and 25, you will receive 3 stat points instead! |
CONSTITUTION DEFENSE STRENGTH DEXTERITY SPEED CHARISMA |
■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ |
MANA WARDS POWER INTELLIGENCE WISDOM LUCK |
■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■ |
Aderyn wrote:
Stats are very important! For every 4 points you have in a stat, you will gain a +1 bonus on any rolls that use that stat. For example, since I have 5 points in my power stat, I'll be able to add +1 point to my magical attack rolls! If I had 8 points in my power stat, I'd be able to add +2! This goes on so that 12 points gives you +3, and 16 points gives you +4! That's a whole lot of damage! You could also be asked to make rolls using non-combat stats to overcome puzzles and challenges. The same bonuses apply, so don't neglect your other stats! |
Flight Bonuses
Arcane xx+1 Power xx-1 Wisdom Arcane Flight pursues magical mysteries while often being oblivious to the effects their studies and experiments have on the world around them. |
Earth xx+1 Wisdom xx-1 Speed Earth Flight values the passing on of life lessons from one generation to the next, but are known to take life a little more slowly than other flights. |
Fire xx+1 Strength xx-1 Wards Fire Flight's forges breed strong dragons capable of bending metal whichever way they please. Ancient wards and seals were broken upon the return of the banescales, and this seems to have had a peculiar effect on the flight's dragons. |
Ice xx+1 Defense xx-1 Charisma Ice Flight's dragons are like icy fortresses. They have a strong defense, but their cold demeanor makes them hard to befriend. |
Light xx+1 Intelligence xx-1 Luck Light Flight prizes its scholars, records, and pursuit of the truth. Because of this, many Light dragons don't believe in luck. |
Lightning xx+1 Speed xx-1 Mana Lightning Flight's dragons need to be quick as they dart about their mechanisms, and some are rumored to be fast enough to dodge lightning. Lightning dragons are known to lean more on technology than magic. |
Nature xx+1 Mana xx-1 Power Nature Flight's dragons are druids that nurture the land. However, the culture crafted by the Wildclaw residents values strength and physical prowess, so they don't take much stock in magical power. |
Plague xx+1 Constitution xx-1 Intelligence Plauge Flight's dragons are especially hardy to handle the challenges of surviving in the Scarred Wasteland. Books and formal schooling aren't highly valued in the flight's culture. |
Shadow xx+1 Dexterity xx-1 Defense Shadow Flight has dexterous dragons that sneak through the brambles with ease. The best defense is to not be seen at all, they think. |
Water xx+1 Wards xx-1 Dexterity Water Flight remains secretive and mysterious. Living under the water, they need wards against the crushing waves to protect their cities and non-water breathing brethren. However, these dragons are used to water navigation and can be a bit clumsy on land. |
Wind xx+1 Charisma xx-1 Strength Wind Flight's dragons are known to be the friendliest around, but their focus on fanciful flights and delicate dances don't lend much in the way of strength. |
Breed Bonuses
Banescale xx+1 Strength xx+1 Power xx+1 Wisdom xx-1 Dexterity Banescales were meant to be vicious war machines, designed to be powerful and versatile. However, since they lack forelegs they aren't quite as dexterous as other dragon breeds. (crush attack, breath attack) |
Bogsneak xx+2 Dexterity xx+1 Strength xx+1 Speed xx-2 Charisma Bogsneaks are, well, sneaky! Their bodies are designed for swamp ambushes, so not only are they stealthy, but they are also quick and strong. However, they are highly antisocial. (sneak attack? extra dexterity with bog terrain?) |
Coatl xx+2 Charisma xx+1 Dexterity xx+1 Mana xx+1 Power Coatls are known for being very agreeable and getting along well with other breeds. Their prehensile tails help them secure perches or use tools, and they have a natural magical affinity. (dissonant humming) |
Fae xx+2 Power xx+1 Intelligence xx+1 Warding xx-2 Strength xx-2 Charisma xx-1 Mana Fae dragons are highly attuned to magic and can call forth powerful spells. However, due to their small size they lack strength and have a small natural reserve of mana. (add ability for environmental magic attunement thing that gives them more mana to keep in track w/ lore) |
Gaoler xx+1 Constitution xx+1 Power xx+1 Wisdom xx-1 Charisma Gaolers are meant for the Southern Icefield's harsh climates, so they are hardier than other breeds. In their Order, they pass down wisdom and magical techniques to stop opponents in their tracks. However, they aren't the most charismatic bunch and often give other dragons the cold shoulder. (freezing attack, slows someone down?) |
Guardian xx+2 Defense xx+2 Strength xx+1 Constitution xx-2 Mana Guardians are built strong with armored fins and tough wings. They are built for defense, but have small magical reserves compared to other breeds. |
Imperial xx+2 Strength xx+2 Power xx+1 Constitution xx-2 Dexterity Imperials are massive in size and strength, and are formidable opponents for any dragon. However, their size makes it difficult for them to perform tight maneuvers. |
Mirror xx+1 Strength xx+1 Speed xx+1 Luck xx-1 Mana xx-1 Power Mirrors are built to survive Plague Flight's harsh territory, and are built to be quick, vicious hunters. They prefer physical attacks to casting. |
Nocturne xx+2 Charisma xx+2 Luck xx+1 Defense xx+1 Dexterity Nocturnes are peculiar dragons that can get along easily with others due to their mimicry. They have hard scales that let them move through brambles with ease, and are quite sneaky. They also happen to be among the luckiest breeds, but you have to be lucky to hatch after being left alone on Night of the Nocturne. |
Pearlcatcher xx+2 Warding xx+1 Power xx+1 Mana xx+1 Intelligence xx-1 Strength Pearlcatcher blabhlab |
Ridgeback xx+2 Strength xx+2 Defense xx-1 Dexterity xx-1 Charisma Blurb |
Skydancer xx+2 Dexterity xx+1 Charisma xx+1 Warding xx-2 Strength Blurb |
Snapper xx+2 Constitution xx+2 Defense xx+1 Intelligence xx+1 Wisdom xx-2 Dexterity Blurb |
Spiral xx+2 Dexterity xx+2 Speed xx+1 Power xx-1 Defense Blurb |
Tundra xx+1 Mana xx+1 Power xx-2 Intelligence xx-1 Wisdom Blurb |
Wildclaw xx+2 Strength xx+1 Dexterity xx-1 Mana xx-1 Power Blurb |
Class Bonuses
Fighter xx+1 Strength xx+1 Constitution OR Defense Blurb |
Ranger xx+1 Dexterity xx+1 Wisdom OR Speed Blurb |
Medic xx+1 Wisdom xx+1 Defense OR Constitution Blurb |
Rogue xx+1 Dexterity xx+1 Charisma OR Luck Blurb |
Spellhand xx+1 Power xx+1 Constitution OR Defense Blurb |
Mage xx+1 Mana xx+1 Wards OR Intelligence Blurb |
Healer xx+1 Intelligence xx+1 Wards OR Constitution Blurb |
Moonlighter xx+1 Mana xx+1 Speed OR Luck Blurb |
Click or tap a food type to individually feed this dragon only. The other dragons in your lair will not have their energy replenished.
Feed this dragon Insects.
This dragon doesn't eat Meat.
This dragon doesn't eat Seafood.
This dragon doesn't eat Plants.
Exalting Aderyn to the service of the Windsinger will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.
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