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A dreaded warlord who died sixty years ago rises from its grave thanks to the efforts of the necromancer Damian. It now must seek its nine artifacts, scattered across the world, to regain its power and free itself from the domination of the necromancer.

The game is an attempt to create a highly nonlinear experience while still maintaining a story-heavy focus. Each of the nine artifacts can be retrieved in any order. The scenarios surrounding each artifact evolve both as time goes on and based on your own actions elsewhere. Each of the twenty-five party members have their own distinct set of skills, personality, and personal goals. Recruiting one may cause others to despise you. Your current party members will contribute deeply to the events unfolding in front of you, and have their own unique detailed dialogue. Your actions and your words ultimately determine how the world views you; a forgotten pinnacle of justice, a sinner seeking redemption, a rogue spirit acting on its own whims, a tyrannical abomination bent on world domination, or something entirely else.

-A nonlinear, open-ended game with a focus on story and characterization.
-The world and remaining dungeons radically change based on your decisions, actions, and inactions.
-Recruit twenty-five different party members, each with their own personality and specialties.
-Unique strategy-oriented Battle System (that STILL isn't quite 100% finished yet.)
-Determined Encounter system allows you to steadily progress through a region and lessen its monsters.
-Day/Night system with dynamic NPCs that have their own routines.
-Everything culminates; even sidequests have an effect on the world, though you may not immediately see it.
-Essentially everything (sans some music) is custom and was personally made from the ground up.

Latest Blog

Mechanics: Ailments and Enhancements

Here are ALL the Ailments and Enhancements (basically positive Ailments) in Draug’s Resurrection, as sorted by their priority. In the very rare instance three are in play and a fourth arrives, the lowest priority is removed. Stat buffs and debuffs are not considered as these; they’re a little weak, but they remain for the entire duration of the battle.

One vital thing to note is that that box on the right of the icon is space for the Ailment/Enhancement’s potency and/or duration. A Toxic of 5 will inflict 5 damage every turn, and a 9 Toxic will inflict 9 every turn. For many spells, it’s also how long before it wears off, ie. in 4 turns a Jewel Barrier will run out. Some stay, some fade only when hit, most fade over time, but I thought detailing all that and all the Potency nuances in this post would make it too messy. So it’s just their name and a basic description. Which sometimes references those traits.

Some icons I’m not 100% on, but they’re good enough for now. Some of these may not make complete sense without the context of the foe or element that uses it. Impervious and Protected look weird because their involved spells create a different, related Enhancement for the target and the caster. They’re basically a warning that the target is immune to damage until their guardian is dealt with. I’m wondering if I shouldn’t make ALL of the backgrounds change to fit the series of Ailment/Enhancement.

Lastly, for the ‘fakeout’ series of moves (Deflect, Disarm, Counter, etc.), these will appear as Defend when the foe uses them, to not give the ruse away. That is one (of multiple) reasons why they’re so lazy. Incidentally, said fakeout ones, alongside the trap series, are the only ones that do not currently function within the game. Excluding Defend itself; it's kind of there for priority reasons alone. It works fine.

Core Ailments:
Bind = Restricts Skills based on DURATION
Silence = Restricts Spells based on DURATION
Confusion = Randomly re-targets any action that isn’t Personal, Field, or Beam/Wall, % of redirection based on DURATION
Rooted = Prevents ANY form of movement, even by other characters
Awash = Prevents the usage of items BY the afflicted while active
Toxic = Continually Drains HP by DURATION
Curse = Continually Drains MP by DURATION
Paralysis = Drains Target’s Charge every Cycle

Protector Series:
Honour Duel = Only takes and deals damage to those who also have Honour Duel
Endure = Survive attacks with 1 HP, if not ALREADY AT 1 HP
Impervious = Makes target immune until caster takes damage
Shield Sphere = Impervious allies are immune until host takes damage
Protected = A FRIENDLY with Guardian will take (most) hits for them; not Toxic, or Field spells
Guardian = Takes damage for any FRIENDLY who has Protected

Fakeout Series:
Deflect = Negate an Attack; % success lowered by Attack’s Damage.
Riposte = Negate Direct attack and counterstrike; % success lowered by Attack’s Damage.
Disarm = Negate Direct attack and give them a massive Recharge penalty; % success lowered by Attack’s Damage.
Counter = Counters Physical attacks with same element counterstrike
Retaliate = Counters Magical attacks with same element counterstrike
Negate = Completely negates the next oncoming attack, whatever it is
Defend = Increases Defense and Resistance by 25%

Barrier Series:
Terra Shield = Reduces damage from Physical attacks by 10% x DURATION
Barrier = Reduces damage from Magical attacks by 10% x DURATION
Statue Shift = Rerouts any damage taken to Charge
Reflect = Reflects any Indirect or Ranged Spells back at their source, at a strength of 10% x DURATION
Jewel Barrier = Attacker takes 5% x DURATION of the damage they deal to the Defender. Defender takes full damage.
Caustic Quills = Inflicts Toxic whenever Direct contact is made
Cyclone Shield = Reduces Charge of Direct attackers by 1.x(DURATION) the Damage they deal; Reduces Damage dealt by Non-Direct attacks by 10x(DURATION)%
Water Dome = Create a barrier of water that shields those inside from Water attacks. Slightly raises Resistance and Fire Res, too.
Frost Mail = Inflicts Bind on those who Directly attack or are Directly attacked by the Frost Mail, slightly increases Defense
Blazing Ward = Reduces accuracy of oncoming attacks by 5% x DURATION
Safeguard = Grants the target immunity to negative stat changes.
Providence = Grants the target immunity to criticals.
Wraith = Massively improves defenses against Ranged attacks
Vanish = Avoid basically all damage (not Field, though). Dissipates when Source attacks, and with a significant cooldown penalty.

Secondary Ailments:
Mire = Increases Recharge Time when a Skill or Attack is used
Rift = Increases Recharge Time when a Spell is used
Exhaust = Doubles the MP cost of all skills and abilities

Trap Tile Series:
Countdown = Does massive Fire damage to the selected tile when the counter reaches zero
Deathtrap = Does massive Pierce damage to the first foe to step on tile
Poison Snare = Does Poison damage & heavy Toxic on the first foe to step on tile
Writhing Roots = Continually inflicts Physical Grass damage on whoever ends turn on tile (except caster)
Miasma Cloud = Continually inflicts Toxic on whoever ends turn on tile (except caster)

Focus Series:
Focus Strike = Doubles next Physical Attack, but lowers Resistance until next action
Meditation = Doubles next Magical Spell, but lowers Defense until next action
Regenerate = Continually Regains HP by DURATION
Rebirth = TRIPLES weaknesses to ALL elements, but MASSIVE bonuses to HP and defense when it depletes

Fatal Series:
Undying Curse = On death, Curses the Source’s killer
Sporeburst = On death, Confuses the Source’s killer

Infection Series:
Cocoon = Gives, like, +50 Def, Res, and -60 Speed
Devil Seed = Decreases ALL Stats (Including Max HP and MP) except Accuracy every turn by 5%
Detonate = After several turn of countdown, it explodes, doing Magical Fire damage.


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Oh hey it's Acradaunt :D Nice to see you here too~
Nice to see some people workin wit toolkit! looks nice keep up the good work!
This game looks pretty cool. *subscribed*
Conquest is made from the ashes of one's enemies.
See, there is a reason we added RPG Toolkit as a supported maker. Good to have you here. I'm not as familiar with the new versions of RPG Toolkit but I've toyed around with the older versions dating back to its second release.
I remember trying RPG Toolkit back around 2003~2004 or so? I didn't really like it, but that was a little less than a decade ago.
Perhaps so, but I still don't really feel like I belong here. Maybe the feeling will pass with enough time.

As for the Toolkit itself, it's pretty much been in decline ever since the jump to TK3. Though, to be honest, not that much ever changed. Regardless, ever since then, most people have been in the habit of simply putting off doing any work until the next update. There's also the fact that the default menu and battle system went from bad to completely unusable, meaning everyone has to do a lot of hard programming. Furthermore, rips are abhorred, so every project pretty much is built from the ground up. That's probably a good thing in its own way, but makes it horribly unfriendly to new users. It's currently at 3.1, developed by Colin Fitzpatrick (of ShoddyBattle fame) and Delano, both who pretty much left wholesale after completing it. That was about 2007. Since then, it's stayed there until recently, as a single member is trying to completely redesign the thing, making it incompatible with previous versions. It's not finished yet, but I can feel it's going to create a schism, which, again, is largely my reason for moving here ahead of time.

The entirety of the Toolkit sees maybe one or two releases a year, with maybe a couple of demos on the side. Most of which aren't RPGs at all, but cute little puzzle games or platformers made using the engine. Most of which are made by the same person (Grindalf). So it's not exactly bustling. There's still a community of sorts around, but very few actually use the Toolkit in any way.

As for why I use it, well, I suppose it's largely due to finding it first and getting entrenched in it. At some point in time, it was certainly more flexible than RPGMaker, but I doubt that's entirely true nowadays. I've wondered a number of times if I shouldn't find a program that actually has a future ahead of itself, but it'd be too much of a pain to change now.
Well, worry less about the maker behind the game and focus on creation of the game itself. If your game is good enough, it might inadvertently create more interest in the maker or propel the developers to improve further.
Besides. I want to play an interesting looking game. Not try an RPGToolkit demo.
FYI, it looks like I don't need the RPGToolkit to play it.

I'm getting a glitch at the camp though :(. I'm in the main outdoor area and the only place I can go is inside the weapon shop (can't seem to buy anything). Every time I try to go somewhere else, I get "RPGCode Error Line 0 : Syntax Error". Maybe the error is telling me I do need the Toolkit.

Beside that, I'm really digging the atmosphere :D
I've heard of this problem before. It usually happens if the install folder is too deeply nested or something. If the full filename for a program is too long (I THINK 128 characters), it'll just cut it off midway and end up doing nothing. Try moving the whole folder up a few levels. That should fix the problem.

The one other tester I've heard from said something about the rat in the very first encounter being utterly unkillable (more precisely, saying it was taking damage, but never actually dying, and was apparently unable to see its health at the top) but not on subsequent battles or attempts to re-create the issue. I think it might be some kind of cache-related oversight of mine. Did you experience something like that?

Yeah, I've never gotten around to designing the inventory, so there's no shop system, either. There's probably other obvious things missing that I should have mentioned, but after nearly two years of them not being finished, you tend to forget about it. >_>

One thing I may have forgotten to mention is that the Toolkit is known to HATE operating systems that aren't XP. How exactly this tends to factor in, I don't know. But just a fair warning. Apparently, running as administrator in compatibility mode helps.
someone in high command is a big fan
I always like that games that have a unique visual style.
I always like that games that have a unique visual style.

and lots of effort put into it...alone 'u')//
Speaking of that, my former musician told me I can go fuck myself and that whatever I release isn't even worth opening. But it's not like he hasn't been relentlessly criticizing everything I do since, like, forever. I still for the life of me don't know why he even did any music at all, let alone four of them. ...Probably as a way to show off.

So, um, if anyone is volunteering to do music for me (and I guess sound effects), I'd be greatly thankful. I don't expect for a single second to get anyone, but figure I may as well ask while I'm on about it.

EDIT: I should probably also mention that I'm working on fixing some of the more glaring holes that are around in this version, as well as a few additions (mostly making the battle system not so completely bland). I admittedly put it up a bit earlier than I'm comfortable with. In part because someone asked to see it now (and then changed their minds and said they didn't care anymore), in part because I was too sick of bug testing myself, and lastly because I figured it would slip by unnoticed. Now that I'm on the frontpage again, I'm a bit flustered by these issues, and am working on it as quickly as I can. It'll probably be another week or two before I put some kind of patch up, though; hopefully, I'll have some feedback by then to considering tweaking for.
Your musician sounds like a nice guy.
What's his alias? Just so I can ignore him in the future when I'm talent scouting...
Okay, so, apparently, on RMN, I've gotten over 150 downloads in the past two or so days. Yet, when I check the file itself on MediaFire, I can see that it's still floating around 60 actual downloads (about a dozen of which I know didn't originate from here). Who's lame idea of a joke is this?
<_<well it reall y wasnt me you were right though its something t totally woudl do ~_~ <#

also get on irc sometime we(i) misd you
Resident Nonexistence
Okay, so, apparently, on RMN, I've gotten over 150 downloads in the past two or so days. Yet, when I check the file itself on MediaFire, I can see that it's still floating around 60 actual downloads (about a dozen of which I know didn't originate from here). Who's lame idea of a joke is this?

I think it means that 150 people clicked the download button on the game page. I assume this happens with any download that's hosted off-site

Speaking of that, my former musician told me I can go fuck myself and that whatever I release isn't even worth opening. But it's not like he hasn't been relentlessly criticizing everything I do since, like, forever

He can say that to the 10k page views
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