《Decide Your Fate Games - R.Malak》Level Up!
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https://berserkerstance.wordpress.com/2014/08/30/a-rage-aholic-addicted-to-the-taste-of-blood-and-battle/
Congratulations Warrior! You've survived the fourth chapter of Survive on Coroleya - Decide Your Fate Game
Join the Gnomish Mercenaries
Gnome Master:
Health Points: 150
Resilience: 15
Race Skill
Healer Automaton : Selecting the Health Automaton heals 25 Health points
Battle Automaton : Selecting the battle Automaton raises resilience up by 25
Magical Automaton: Selecting the magic Automaton Increases elemental resistance by 40%
Maintenance: Once a selected Automaton has been used in any scenario they cannot be used again until the other two Automatons have been used.
Twice the Power: You can now select two Automatons simultaneously to be used at the same time, however both will require maintenance and cannot be used again for two scenarios.
Resilience Booster: Boost your resilience by 20 once per chapter.
Vampires of Vanclar
Vampire Patriarch/Matriarch:
Health Points: 160
Resilience: 25
Race Skill
Fangs: One of the remarkable skills a vampires possesses is the ability to paralyze an enemy with the poison from their fangs. Speeding up the death of an enemy - 8 damage
Thirst: Vampires have an almost debilitating need for blood and need to be fed every single day. As such whenever you face a scenario that does not require fighting you lose - 15 Health points which cannot be reduced by your resilience.
Agility: As vampire you have an uncanny ability to move at great speed and so are able to avoid all damage from any traps you might come across in your travels.
Healing Suns: Having become used to sunlight, your health gradually increases per scenario + 5 Health Points
Join the Gilgathan Giants
Force of Nature:
Health Points: 260
Resilience: 35
Race Skill
Brutal Efficiency: Once their mind is focused upon a goal they can move with incredible speed and strike hard. On the third scenario you can take down most enemies instantly without taking any damage. (This does not include boss battles.)
No Brain: It takes twice as long for an giant to defeat an enemy, meaning they take twice the amount of damage as any other race unless they use Brutal Efficiency.
Short Temper: Due to their short tempers they can be easily be infuriated by a companion's mere presence. Therefore you can no longer use companions to reduce the amount of damage you take for every fourth scenario.
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Battle Hardened: Years of battle have made you especially difficult to kill, add + 50 Health Points once per chapter.
Join the Trolls of the Swamp
Iron Blood:
Health Points: 200
Resilience: 35
Race Skill
Regeneration: Able to use sunlight to heal their wounds, these creatures are able to regenerate new tissue and restore lost limbs. +10 Health Points from each scenario, when they're injured.
Bark Skin: Due to their bark like skin they are extremely vulnerable to fire, which has reduced their fire resistance by - 150%. (Until you can collect enough items to reach a resistance level higher than 150% you will have no fire resistance.)
Toughness: Senses heightened by battle your resilience increases +5 resilience, when faced with when faced with boss battles.
Root and Stem: In the forest or swamp your damage increases to - 10.
Be A Part Of The WarHorde
Iron Skin:
Health points: 170
Resilience: 25
Race Skill
Bloodlust: On the fourth choice of every scenario, you will not be able to use your resilience to stop damage dealt to you.
Bloodhaze: Lost in the bloodhaze of battle your damage increases, ending battles faster - 5 damage received.
Black Blood: Your appetite for death has become insatiable, whenever in battle you lose yourself completely. Your elemental resistance and resilience increase by 20 every fifth scenario.
Join the Red Land Humans
Fire Heart:
Health Points: 170
Resilience: 20
Race Skill
Wasteland Skin: If you are attacked by a fire creature you take no damage, whatever choice you decide.
Hardened Skin: Every third encounter you face, reduce your damage by 25%
Sun Drinker: During the day your health is restored to 50%.
Lead the Caldasher Goblins
Goblin Warleader:
Health Points: 220 You start this game with fourty four Goblins at your command with 5 Life Points for each Goblin. Each time you lose 5 Health Points a Goblin dies.
Resilience: 15
Race Skill
Chieftain's Call: At each scenario if you select the evil option, you draw forth more goblins from their underground caves to follow you in search of blood and glory.
War Cry: Rally your goblins into a frenzy of rage, that increases their damage and speeds the end of battle. - 10 damage
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Fight for the Dwarven Domains
Noble Guard:
Health Points: 170
Resilience: 25
Race Skill
Feralisation- With each battle you fight reduce your resilience by 1
Dwarven Ingenuity - At the beginning of each chapter restore your resilience points back to it's original amount and add 1 more. Dwarven Ingenuity also allows you to repair your equipment during scenarios where you avoid combat or rest. Replenishing resilience to it's full amount.
Dwarven Battlerage: Every third battle you face add 10 Health Points
Master of the Arts: Dwarven Ingenuity allows you to not only repair your equipment but improve it even further. Increase your resilience by 5 per chapter.
Fight for the glory of all Ogrekan (Ogres)
Kan of Kans:
Health Points: 220
Resilience: 25
Race Skill
Hard Headed: The option of retreat is not offered to you. You must always select to fight and endure whatever is thrown at you.
Will to live: If your life points dip below 20 after a battle, push it back up 40 Health Points
Iron Charge: You are able to end battles much swifter with a devastating charge. - 10 damage
The Fae'lon of Neeven (Elves)
Fae'lonic Guardian:
Health Points: 140
Resilience: 25
Race Skill
Warrior Spirit: Add 30 Health points for every third encounter.
Unbreakable shield: Increase your resilience by 5 for every third encounter
Fleet feet: Reduce any damage you take by 5.
Become a Werewolf of the Black Forest
Lightning Claws:
Health Points: 180
Resilience: 30
Race Skill
Metal Claw: With every encounter you face in battle, you are able to end the battle far more swiftly, reducing the amount of damage you take by 10.
Swift Strikes: Able to avoid most attacks, reduce the damage you receive by another 10 for every third encounter.
Keen Eyes: Able see most attacks coming your resilience is increased by 5 for every third battle
Join the ranks of the Minotaurs
Shield of Light
Health Points: 200
Resilience: 25
Race Skill
Bound By Honor: As a Minotaur you are bound by your honor to do no harm to the innocent, making choosing to be the path of darkness no longer possible for you.
Hand of Justice: In every scenario you choose to do good add 10 Health Points.
Light's Path: A variation of Hand Of Justice, it allows you to increase resilience by 1 for each good deed.
Join the Armies of the Undead as a Dark Mage
Master/Mistress
Health Points: 260 You start this new chapter with fifty two Undead at your command with 5 Life Points for each Undead warrior. Each time you lose 5 Health Points a Undead warrior dies.
Resilience: 15
Race Skill
Blood Knife: If in each scenario you choose the path of darkness, you will be able to make a blood sacrifice to bring life to five additional Undead warriors to serve your bidding. And if you do gain any resilience points, they too can be sacrificed for five more Undead warriors. Any Undead warriors created will be added your base Health Points. Increasing the amount of health you have for each Chapter.
Sacrifice - Give up the life of an undead warrior to strengthen your resilience to 10 for a single scenario.
Reflect Damage: Every third scenario you can reflect damage back at the enemy, incurring no loss of health points.
Warriors of the Open Plains
Golden Bow
Health Points: 150
Resilience: 25
Race Skill
Flying arrow: In every third encounter you face, you are able to end the fight, before it even begins. Dealing out swift death, without incurring any loss of life. (Doesn't work with High Level creatures.)
Bow's Edge: Draw your bow back to it's very limits to unleash a powerful arrow that ends fights quickly. Reduce the damage you receive by 10 for every third encounter.
Twin arrows: When backed into a corner, your health below 50, your damage increases to - 10.
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