Player's Toolbox

Players of Tome of Outerah use 6 types of dice; 4-sided, 6-sided, 8-sided, two 10-sided dice (also called percentile dice), and a 12-sided dice.  These can be referred to as D4, D6, D8, D10, D%, and D12.  The D10 and D% are used in combination as a D100 dice, the dice used for the majority of your adventure (three 0’s count as 100).  The other dice are commonly used for damage calculation.  

Unless specified otherwise, any totals that result in .5 (12.5 for example) are rounded down.  If the totals are between .6 and .9 (12.6 – 12.9 for example), round up.

Whether rolling to hit, or a save that could make the difference between victory or defeat, there are times when successes and failures are even greater.  Critical Success and Critical Failure are Lady Luck’s (or the Outeran Guide’s) way of showing her love or scorn!

Rolling 2 – 5 on the d100 is considered a Critical Failure; likewise, rolling 95 – 99 is considered a Critical Success.  Examples of the former would be: a unit fumbling its weapon, the string of your favorite bow snapping like a twig, while an example of the latter could result in a minor but satisfying reward.  If a unit is on the receiving end of needing to stave off a status effect, an OG could rule it to where not only is the affliction resisted in full, but if the unit in question has another status effect, it could overcome that one too!

An Epic Success is granted to those who roll a 100!  You feel no less than a million dollars, and examples an Outeran Guide might do for you are…

    • A guaranteed success to what might have been an impossible Check or Save.
    • Not only breaking out of a status effect, but being immune to it for the next hour!
    • Triple Damage (instead of double) since your attack hits a weak point.
    • Finding a really rare item, or an item that has been upgraded and/or comes with sockets(empty or full) already!
    • Doubling your experience or gold dropped.

Sounds awesome, right?  Well… this one isn’t if you’re on the receiving end of it!  Those who are unfortunate enough to roll a 001 are in for a bad day as the Epic Failure can have some truly debilitating effects!  Listed below are some examples of what an Outeran Guide may have in store for the unit that rolled an Epic Failure:

    • When attacking with a weapon, it not only misses but gains the Shatter or Divest Debuff.  Particularly sharp weapons could also be considered mishandled in such a way that the unit cuts itself to the point where it gains Severe Bleeding.
    • Casting a spell blows up in your face for double the damage.  Ouch!
    • You not only didn’t resist the status effect, but now cannot resist it for three times its normal maximum duration.
    • You received no experience, gold, or loot for your efforts.
    • A unit pulling a lever may have just caused it to break to the point where it’s inoperable and irreparable.

There are times when rolling where the player gets to roll two of the same dice.  If the player is receiving a Plus (+)Charge on the roll the player drops the lower of the two numbers and officially claims that higher number.  When a player is rolling a Minus (-)Charge, the player must take the lower of the two numbers as their official roll.

In rare cases there are times where the Outeran Guide will call for a Super Charge (S-Charge) or Hyper Charge (H-Charge) which takes place when a skill is used in an advantageous point, when the player would have just the slimmest chance to snatch defeat from the jaws of victory or you turn the tide in such a way that your stroke of luck can only be described a miracle.  In these cases, the Outeran Guide can deem one of these a possibility which will make the player roll the dice in question 3 times and take either the highest or lowest number respectively.

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There is more to a great hero than triumphant battles and exploring worlds for loot.  At the core of every champion is their very character, and here in Outerah, you have a perfect partner to chronicle not only your success in combat but one that acts as a personal caretaker.  On the surface, The Digital Key appears as an everyday device.  But this digital archive acts as both a passport and a carrier of your personal details.  Even your “Character Sheet” is taken directly from the screen’s quick access menu!  Also called a Datagotchi, this gadget can connect to other Digital Keys thanks to a shared network that is used collectively throughout Outerah.  Datagotchis can store any app of your choosing, and all of them come with the six basic ones.  If you are looking for your records, you will find them under your Passport, Resume, Biography, and Journal Apps.  If you’re looking to interact with your allies, connect with guilds, or organize contracts, you can view them under your Catalog and Best Buddy App.  You may be able to share apps with friends.  While some classes can unlock certain apps, others can’t access the full features of the Datagotchi. Check out the features here!

Throughout the campaign you gain different level ups throughout your journey to get stronger in both your Primary Class and Tome Class.  Players can gain Experience Points multiple ways such as killing creatures, killing bosses, completing quests, working at a job, and finding experience items. When receiving experience as a reward the player has the option based on where to spend it! Check out the Core Stats Here!

Primary Class 

Your Primary Class is the center of your character’s growth.  The level increases the player’s Hit Points, Magic Points, Stat Points and at certain levels a skill.  Your Signature Move unlocks only for your Primary Class as well at Level 20.

Tome Class

Your Tome Class can gain levels to increase skills at certain levels.  If you have experience points to spare, a player can opt to put them towards their Tome Class instead of their Primary Class.  This grants you additional skills and further serves to customize your character as you see fit!

Ability Points

Players gain an Ability Point to use on Talent Trees at certain levels.  These skills also continue to upgrade with you as your level of the class grows!  Grab an Ability Point at levels… 1 [Spec Starter Skill], 3, 6, 9, 12, 15, 18, 20 [First chance to get Signature Move], 24, 28, 30.
(Signature Move Upgrades: 20, 22, 25, 28, 30)

Level

Exp Required

Exp per KO

Skills Up

Stat Points Gained

Level 1

0

1

Job 0

15

Level 2

20

2

N

15

Level 3

50

3

Job 1

15

Level 4

100

4

N

15

Level 5

170

5

N

25

Level 6

265

6

Job 2

25

Level 7

385

7

N

25

Level 8

535

8

N

25

Level 9

720

9

Job 3

25

Level 10

950

10

N

40

Level 11

1220

11

N

40

Level 12

1540

12

Job 4

40

Level 13

1900

13

N

40

Level 14

2310

14

N

40

Level 15

2800

15

Job 5

55

Level 16

3360

16

N

55

Level 17

3980

17

N

55

Level 18

4680

18

Job 6

55

Level 19

5460

19

N

55

Level 20

6350

20

Job 7

65

Level 21

7460

21

N

65

Level 22

8800

22

Sig 1

65

Level 23

10350

23

N

65

Level 24

12240

24

Job 8

65

Level 25

14375

25

Sig 2

80

Level 26

16770

26

N

80

Level 27

19440

27

Job 9

80

Level 28

22400

28

Sig 3

80

Level 29

25810

29

N

80

Level 30

30000

30

Job 10 + Sig 4

100

In Outerah, death is not the end, but the beginning of something new.  When your Hit Points reach 0, you lose consciousness with a countdown timer overhead starting at 3.  Every subsequent Turn where you are not revived, your countdown timer will tick down until it reaches zero.  When 0 is overhead and it is your Turn yet again, your body is engulfed by spirit energy, where your body ultimately disintegrates.  From there, your Spirit drifts away wondering the mortal plane… or might be eaten by a Spirit Consumer!  In rare cases your soul becomes a Soul Gem!  (More information on those later.)  The Soul Gem is blank and can either be used two different ways.  If a Battle is still in progress, touching the Soul Gem will automatically consume it, recovering all of your Hit Points and Magic Points from it.  If not in Battle, the Soul Gem is blank, and can be used as a regent to create an Enchantment Soul Gem.

Roll a D10.  You have a 10% chance to become a Blank Soul Gem.  As the player, you determine which number result in your success but you must declare your number before making the roll. 

Not all people are lucky enough to get a countdown timer.  Those who take 50% or more of their max Hit Points in damage for their final blow is destroyed on the spot… body and soul.  There is no coming back…  All we can say is that we’re sorry for your loss.