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Almanax 18 Descendre
Play Day
Play Day commemorates the day when Ecaflip realised that his cards could provide him with another ...

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"Rotten Dozen": Forgotten
Eccentric Moogrr * Member Since 2011-08-18
posté July 04, 2013, 02:42:11 | #1
"Rotten Dozen": Forgotten A horror story about sock puppets

The only one of the Rotten Dozen to be able to summon more than one or two support/utility summons. Originally this class was basically a clone of Sadida but after a few hundred lines of co- I mean, hundreds of hours dedicated to creative thought, has been bent and twisted into the insult to all forms of life it is today.

Today we only have one general feature to explain: resistance against summons. This characteristic works the same as normal elemental resistances but only applies when damaged by a summon, adding onto your already present resistances. Not to be confused with summons damage which grants a damage bonus to your summons.

Backstory

The oldest memory Forgotten has is awakening from a pile of rubble, struggling to push massive slabs of stone off itself. This was also the moment Forgotten realized its body was made of cloth and string fueled by the essence of life, wakfu, infesting the air after having been slowly and painfully torn from its original body. Forgotten has no sense of pain but will become less capable in battle as its body degrades from punishment.


One among countless evenings after wandering the infinite sands, Forgotten sat with its back to a steep dune though it could not feel weariness. Out of boredom Forgotten untied a few stitches keeping its chest area closed and felt a solid object beginning to form within itself. Though there were no nerves to sense it Forgotten felt pain beyond any physical sensation it has ever imagined being able to experience, until eventually the sensation ceased and Forgotten searched for the new foreign object. As Forgotten pulled the object out of itself it realized it was a lantern without something to shine within it. After a few moments of inspecting the lantern its vision faded into a new reality which blurred the sand and brightly illuminated the small creatures hiding submerged, their delicious wakfu teasing Forgotten and its dry leather. Forgotten began digging towards the closest source of wakfu and upon unearthing the creature became overwhelmed with the irresistible need to devour the creature. Forgotten immediately shoved the tiny rodent into what tore into a jaw with teeth made of tightly woven strings which came to many intimidating points. The helpless rodent was less than a swallow of dust within seconds. As Forgotten realized what he had done he felt the wakfu of the rodent trickle through his inner strings until it fell into the area where the lantern had spawned. The wakfu began imploding into itself until Forgotten could no longer feel it within itself and the lantern by his foot began glowing a faint blue. Forgotten raised the lantern to see a tiny wisp of blue spiraling at the center of the chamber. After enjoying its fill of the welcoming light Forgotten realized the devoured wakfu could be used to light his way through the night as he sought larger sources of the life force as the less than rare rodents would barely satisfy.


Continuing its eternity of aimless wandering with the occasional consumption of minor life, Forgotten saw a human male struggling their own journey as the objects in his arms fell to the sand. As Forgotten came into view of the human it quickly took notice, crying to Forgotten for death to delay his time of reckoning. Forgotten could feel the desperate sorrow in his wakfu as it seemed to pull the lantern towards him. Forgotten approached the man who hung his head as he stood on his arms and knees, tears feeding the endless thirst of sand, and brought its lantern close to the man. He lifted his head and stared into the lantern as the faint blue light reached for him, a hand of blue flame scraping his skin and pushing itself into his skull. As the light drained from the lantern and flooded into the man his skin lost its dim paleness, replaced by a rich bronze and improved musculature. The man stood as the last of the light had drained from the lantern and tested his renewed flesh. His body appeared younger but his mind was the same. Forgotten could feel the greed of this man corrupting the precious little amount of wakfu flowing throughout his body as he clutched the lantern close to his chest trying to get more out of it, its healthy blue glow rotting to a putrid dark green and gray. The change had only begun yet Forgotten could recognize the inevitable loss of precious wakfu. To protect the miniscule fragment of life, Forgotten seized the man and forced his entire body head first into its jaw which once again formed from seams splintering open while tiny threads spun into cones as the teeth, the flesh obliterated as it entered the abyss of fibers. Once the being was entirely consumed Forgotten felt the wakfu shed its infected limb and rejuvenate its inconsistent textures of skin with life energy until it finally returned to its lantern home; larger than before after having extracted what little wakfu remained in the late traveler. After a mere few blinks of time Forgotten could feel the man grabbing at its internal chest surface and a muffled scream but both imploded into the same point of implosion as the lantern had procured from. Forgotten noticed a canyon in the far distance from where it stood, unstable tracks identifying the path the man took from the canyon to where Forgotten was currently standing, and decided to walk around the canyon in case similar humans dwelled there. As the phantom sulked past the canyon it noticed another human going the opposite direction as the man had come from, away from the canyon but on the other side, but made no effort for contact.


After this event Forgotten vowed within the mute confines of its own mind to never allow another stranger to hold its lantern in fear of its precious pool of wakfu becoming unusable to supply warmth and a sense of comfort while walking during nights. Over time the wakfu within the lantern became stronger and larger. Forgotten also learned how to use the lantern to steal wakfu from certain sorts of life while giving wakfu to those in need; namely friendly travelers who Forgotten sensed lacked the greed to take more than they needed from the lantern as had happened with its first human encounter as far as Forgotten could remember.


Forgotten came up with its name after countless sunrises and sunsets spent trying to understand how it lives while its body lacks the organic tissue of the humans it appears to be shaped after, as if death itself forgot about someone and allowed them to rot and be recycled with wakfu into a new body.

"Puppeteer" branch (water)

Strung Out- Sometimes you need to take a moment to reflect on your life. It ended a long time ago yet your legs still walk and people scream in terror when they see you.
  • 2AP
  • 1-3 range, linear, modifiable range
  • pulls the target closer by 1 space
  • may not be used while disembodied
  • if used on one of your puppets:
    • does not damage the puppet
    • does not pull the puppet
    • takes control during its turn
  • lv0 2damage
    • lv0 crit: 3damage
  • lv100 17damage
    • lv100 crit: 26damage
  • lv200 32damage
    • lv200 crit: 48damage

Hanging By A Thread- String may be too light to use for a noose, but serves well for hanging your enemies several stories above the ground and 'forgetting' to pull them back up before going to sleep.
  • 3AP1MP
  • 1-2 range, modifiable range
  • one use per target per turn
  • may not be used while disembodied
  • if used on one of your puppets:
    • does not damage the puppet
    • causes all damage taken by your puppets to be redirected to the target puppet
    • the transferred damage is reduced by a proprotional/final percentage
  • lv0 5damage; -2% final transfer damage
    • lv0 crit: 7damage; -3% final transfer damage
  • lv100 48damage; -20% final transfer damage
    • lv100 crit: 74damage; -30% final transfer damage
  • lv200 91damage; -38% final transfer damage
    • lv200 crit: 137damage; -57% final transfer damage

Tendril Tickle- The tendrils are comprised of fiendish wires bound together with enough force to squeeze bones into dust. This is a horrible use for them.
  • 2AP
  • 1-3 range, modifiable range
  • up to two uses per target per turn
  • when used on one of your puppets:
    • does not damage the puppet
    • does not cause resist loss to the puppet
    • gives the puppet +1AP
  • lv0 2damage, -3% resist against summons
    • lv0 crit: 3damage, -5% resist against summons
  • lv100 12damage, -30% resist against summons
    • lv100 crit: 18damage, -45% resist against summons
  • lv200 22damage, -57% resist against summons
    • lv200 crit: 33damage, -86% resist against summons

Chamber of Wire- While the enemy is fleeing in terror after seeing you naked, capture them with a cage made of incredibly sharp wires to shred them to pieces. No one will know your secret.
  • 5AP
  • 2-3 range, linear, range modifiable
  • damages in a square area of effect (3x3)
  • all characters within the area of effect are randomly teleported to another space within the area of effect
  • may not be used while disembodied
  • for your puppets in the area of effect:
    • deals no damage to your puppets
    • gives your puppets a damage bonus
    • gives an additional damage bonus for your puppets per puppet in the area of effect
  • lv0 4damage; +5% damage, +1% damage per puppet
    • lv0 crit: 6damage; +7% damage, +2% damage per puppet
  • lv100 36damage; +30% damage, +6% damage per puppet
    • lv100 crit: 54damage; +45% damage, +9% damage per puppet
  • lv200 68damage; +55% damage, +11% damage per puppet
    • lv200 crit: 102damage; +83% damage, +17% damage per puppet

Flooded Theater- Someone has to clean all the popcorn and soda on the floor, as well as the disrespectful patrons who spilled them.
  • 5AP1MP
  • 0 range
  • may not be used while disembodied
  • circle area of effect, 2 space radius
  • heals allies within the area of effect (including summons, excluding yourself)
  • heals allies holding lanterns within the area of effect *
  • damages enemies within the area of effect
  • damages enemies holding lanterns within the area of effect *
    • * may heal an ally and damage an enemy twice per use
  • lv0 4heal, 2damage
    • lv0 crit: 6heal, 3damage
  • lv100 40heal, 20damage
    • lv100 crit: 60heal, 30damage
  • lv200 76heal, 38damage
    • lv200 crit: 114heal, 57damage

"Forbade" branch (air)

The Ripper- Please, call me Jack.
  • 4AP
  • 1-3 range, linear
  • up to two uses per turn
  • may not be used on allies
  • if used on an enemy:
    • moves 1 space closer
    • above lv100 has a second chance to move one space closer
  • if used on one of your lanterns (held or unheld):
    • teleports 2 spaces closer
  • chance to move the Forgotten one space closer
  • lv0 4damage, 10% chance to move closer
    • lv0 crit: 6damage, 15% chance to move closer
  • lv100 50damage, 60% chance to move closer
    • lv100 crit: 75damage, 100% chance to move closer
  • lv101 50damage, 61% chance to move closer, 10% chance to move closer
    • lv101 crit: 76damage, 100% chance to move closer, 15% chance to move closer
  • lv200 96damage, 100% chance to move closer, 60% chance to move closer
    • lv200 crit: 144damage, 100% chance to move closer, 100% chance to move closer

Bed of Nails- Love hurts, especially when you throw your partner on a bed of nails and they bleed everywhere. What were you thinking? Why do you have a hammer? We had to break down the door to get in here after all the yelling between you two.
  • 5AP
  • 2-3 range, linear, modifiable range
  • if targeting one of your lanterns (held or unheld):
    • damages in a square area of effect around the lantern
    • if the lantern is held, removes 1 charge
  • if the target space is unoccupied:
    • creates a glyph which damages for every step moved within the area of effect
    • your puppets are not damaged by the glyph
  • lv0 6damage or 3damage per step
    • lv0 crit: 9damage or 5damage per step
  • lv100 60damage or 30damage per step
    • lv100 crit: 90damage or 45damage per step
  • lv200 114damage or 57damage per step
    • lv200 crit: 171damage or 86damage per step

Grave Situation- This is serious business. Get rid of that red rubber nose and take off that horrifying mask...wait, that disturbing image is your real face?
  • 3AP
  • 1-2 range, modifiable range
  • up to two uses per turn
  • if the Forgotten or one of your puppets has defeated an enemy or enemy summon since their last turn, deals higher damage
  • if used on one of your unheld lanterns:
    • the lantern may no longer be held
    • triggers WP stored in the lantern for +1 charge to the lantern per WP
    • the illumination glyph becomes "Dying in Paradise":
    • if an enemy is healed in the glyph, a proportional chunk of the restored health is stolen and stored in the lantern
    • the rate of stolen health is increased with spell level
    • when an ally receives damage in the glyph, heals stolen by the lantern are given to the ally to replace the lost health
  • lv0 2damage or 5damage; 3% of heals stolen by the lantern
    • lv0 crit: 3damage or 7damage; 5% of heals stolen by the lantern
  • lv100 27damage or 54damage; 27% of heals stolen by the lantern
    • lv100 crit: 40damage or 81damage; 40% of heals stolen by the lantern
  • lv200 52damage or 103damage; 47% of heals stolen by the lantern
    • lv200 crit: 78damage or 155damage; 70% of heals stolen by the lantern

Darkest Hour- You got the touch! You got the power! Now stop using them to devour people.
  • all AP, 2MP
  • 1-2 range, linear
  • one use per turn
  • triggers WP stored in the held lantern to inflict resist loss
  • destroys the held lantern
  • lv0 1damage per AP, -5% resist per WP triggered
    • lv0 crit: 2damage per AP, -7% resist per WP triggered
  • lv100 15damage per AP, -20% resist per WP triggered
    • lv100 crit: 22damage per AP, -30% resist per WP triggered
  • lv200 29damage per AP, -35% resist per WP triggered
    • lv200 crit: 44damage per AP, -53% resist per WP triggered

"Decay" branch (fire)
Unlike the normal elemental abilities of Forgotten, the fire spells may only be used if the Forgotten has more max MP than AP.

The fire branch involves two states which are primarily dealt through a specialty spell, but here are their effects:

Nerve Wrecker:
  • stackable to 100
  • may not be removed
  • -1% summons damage per level
  • -0.5% resist against summons per level
  • 1% chance to turn away from the Forgotten at the end of your turn per level
  • at lv100: -100% summons damage, -50% resist against summons, turns away from the Forgotten

Paranoid:
  • stackable to 100
  • may not be removed
  • 0.8% chance for the afflicted to not drop the held lantern when teleported per level
  • 1% chance to face towards a summon which attacks the afflicted per level
  • -0.5% AP and MP removal rate per level
  • at lv100: 80% chance to not drop the lantern when teleported, faces attacking summons, -50% AP removal rate, -50% MP removal rate

And now for something completely relevant.

Dry Veins- Who cares if Blademaster cuts off your arms or Halberd beheads you? All it takes is a bit of string and some cloth to more than double your losses. Unfortunately your new additions are likely to be lost again if you try to visit either warrior again.
  • 2AP
  • 1-3 range, linear, modifiable range
  • inflicts +1lv Nerve Wrecker
    • +2 Nerve Wrecker on crit
  • lv0 2damage
    • lv0 crit: 3damage
  • lv100 22damage
    • lv100 crit: 33damage
  • lv200 42damage
    • lv200 crit: 63damage

Insatiable Vampire- No matter how many defenseless people are devoured for their minuscule amounts of wakfu, Forgotten will always want more to drink.
  • 5AP
  • 1 range, linear, modifiable range
  • must be used on a target
  • teleports two spaces closer to the target
  • lv0 5steal
    • lv0 crit: 7steal
  • lv100 61steal
    • lv100 crit: 91steal
  • lv200 117steal
    • lv200 crit: 176steal

Rusting Diamonds- Even in filth there is beauty, as there is beauty in ugly. What may have once been beautiful rots with age, but will their former glory be remembered? Of course not. Your reflection is a constant reminder of this.
  • 5AP1MP
  • 0 range
  • attacks all spaces adjacent to the Forgotten
  • while the Forgotten is holding a lantern which contains WP:
  • attacks in an extended cross area of effect (2 spaces in each direction)
  • lv0 6damage
    • lv0 crit: 9damage
  • lv100 76damage
    • lv100 crit: 114damage
  • lv200 146damage
    • lv200 crit: 219

Killer of Pain- Every time you scream you kill pain; if only you could open your mouth to speak.
  • all MP
  • 1 range, modifiable range
  • one use per turn
  • may not be used at the beginning of your turn
  • damage per MP increases by 1 for every MP spent (1MP spent = X damage, 2MP spent = X+(X+1), 3MP = X+(X+1)+(X+2), etc.)
  • lv0 1damage for the first MP
    • lv0 crit: 2damage for the first MP
  • lv100 10damage for the first MP
    • lv100 crit: 15damage for the first MP
  • lv200 19damage for the first MP
    • lv200 crit: 29damage for the first MP

Mental Scar- In the world of modern mental health a mental scar is a drastically emotional memory which traumatizes the individual, yet the state may never be mended like a physical wound. When Forgotten mentally scars someone their will to exist as a living being is eradicated along with what little sanity was attempting to hide within the confines of their mind.
  • 2MP1WP
  • 1 range, modifiable range, no line of sight restriction
  • one use per target (per battle)
  • inflicts "Mental Scar" state:
    • max lv100
    • does not stack
    • may not be removed
    • when the afflicted receives Paranoid state, inflicts an additional level
    • when the afflicted receives Nerve Wrecker state, inflicts an individual level
    • every level of this state increases the maximum amount of Paranoid and Nerve Wrecker levels received from this state by 1
Sorry to break the monotony here, but this needs a little explanation; these little breaks are going to become more common as the classes become more complex. Once this state has been applied to a target it may not be overwritten or removed and will last until that target is completely removed from battle, including if they become KO and are revived. This state augments the level of Paranoid and Nerve Wrecker received by the afflicted by adding an extra level every time you apply level(s) of the state, but these bonus levels have a maximum: whatever the level of Mental Scar state is applied, which will be tracked. Once that maximum is reached, Mental Scar will stop inflicting bonus levels of the state(s) which have maxed out how many extra levels they can inflict on that specific target. For example, if you inflict lv100 Mental Scar (by critically casting with this spell at lv200) the target will only receive up to one hundred levels of Paranoid and Nerve Wrecker from Mental Scar; except each target can only have up to that many levels on them at once, but during battle you might revive and slurp all those levels up to heal yourself then apply some more.
  • lv0 3damage, lv1 Mental Scar
    • lv0 crit: 5damage, lv2 Mental Scar
  • lv100 30damage, lv34 Mental Scar
    • lv100 crit: 45damage, lv50 Mental Scar
  • lv200 57damage, lv66 Mental Scar
    • lv200 crit: 86damage, lv100 Mental Scar

Active specialties

The Crimson Sandman- Forgotten purges itself from its body to put sand in the eyes of sleeping children. Sleeping adults are torn apart and their blood splatters the specter, one of the few substances which are tangible to phantoms. While disembodied the Forgotten sheds its heavy and slow body, but becomes more vulnerable to attacks.
  • 3AP2WP
  • 1 range
  • the Forgotten becomes separated from their body ('disembodied') and occupies the target space
  • the disembodied Forgotten:
    • has 50% proportionally of their original health and resistances while outside their body
    • gains 80% of their normal MP proportionally
    • all other characteristics are the same
    • gains teleport resistance
    • can move through objects which are only 1 space thick for 2MP (characters, walls, etc.; moving through an enemy counts as a dodge roll)
    • may not use water spells
    • may not summon puppets
    • receives 'Living Dead' state (heals cause damage)
    • inflicts +1lv Nerve Wrecker per AP and MP spent (on attacks)
    • inflicts +1lv Paranoid per attack
  • the body:
    • has the other half of the maximum and current health of the Forgotten
    • has multiplied resists by 1.5
    • all characteristics except health and resists are the same
    • gains pull resist
    • will not attack or move for its turn (it automatically skips)
    • if the body is destroyed the Forgotten will not be able to return to being embodied for the rest of the battle
  • the Forgotten returns to the body by moving through it
  • returning to the body combines the health of the disembodied Forgotten and the body (current and maximum)
0. +5% teleport resist, +5% pull resist
  1. +10% teleport resist, +10% pull resist
  2. +15% teleport resist, +15% pull resist
  3. +25% teleport resist, +25% pull resist
  4. +35% teleport resist, +35% pull resist
  5. +45% teleport resist, +45% pull resist
  6. +55% teleport resist, +55% pull resist
  7. +65% teleport resist, +65% pull resist
  8. +75% teleport resist, +75% pull resist
  9. +90% teleport resist, +90% pull resist

Strung From the Depths- From the horrid pits of your underwear drawer, the sewn slaves cometh. Forgotten spawns a puppet from an enemy which inherits features of the target, but if the puppet is destroyed its inheritance reaps vengeance from the imprinted foe and its cruel creator.
  • costs 2AP2MP
  • 1-3 range, modifiable range
  • must be cast on an enemy or KO ally
  • one use per target per turn
  • if used on an enemy:
    • summons a puppet (control)
    • only one puppet may be imprinted per enemy (meaning you can only have as many puppets as there are enemies, including enemy summons)
    • the 'imprint effect' gives the puppet a bonus based on how the target enemy compares to other enemies and lasts as long as the puppet is alive
    • once the puppet is destroyed, half of the effects from the 'imprint effect' are applied as debuffs to the imprinted enemy and the Forgotten
    • imprint effects scale by character level of the Forgotten
    • if an enemy with an imprint penalty is removed from battle, the same penalty applied to the Forgotten is removed
    • if the Forgotten is removed from battle but has inflicted imprint penalties on enemies, the penalties are not removed
List of possible imprint effects:
  • "Gluttony"
    • the puppet receives this imprint effect if the target has the highest max health of their team
    • gives the puppet increases max health (based on the health of the puppet, not the Forgotten)
    • when the puppet is destroyed, inflicts half of the increased health as neutral damage to the imprinted enemy and the Forgotten
    • +1% max health for the puppet per character level of the Forgotten
  • "Sloth"
    • the puppet receives this imprint effect if the target has the least initiative of their team
    • gives the puppet push and pull resistance
    • +0.5% push and pull resist per character level of the Forgotten
  • "Envy"
    • the puppet receives this imprint effect if the target has the highest critical hit rate of their team
    • gives the puppet crit resistance and block
    • +2% crit resist and +0.3 block per character level of the Forgotten
  • "Wrath"
    • the puppet receives this imprint effect if the target has the highest damage bonus for at least one of their elements compared to the rest of their team
    • gives the puppet and ally summons adjacent to the puppet a damage bonus (all elements)
    • +2% damage per character level of the Forgotten
  • "Tyranny"
    • the puppet receives this imprint effect if the imprinted target is a summon (has its own health bar)
    • this is the only imprint effect the puppet may receive if the imprinted target is a summon
    • gives a summons damage penalty to the enemy who summoned the imprinted target
    • -2% summons damage for the enemy summoner per character level of the Forgotten
  • "Innocence"
    • the puppet receives this imprint effect if the target would otherwise be unqualified for any other imprint effect
    • gives the puppet a resist bonus
    • +1% resist per character level of the Forgotten
The name of the puppet is "{imprint effect name} of {imprinted target}". For example, "Tyranny of Gobball".
  • if used on a KO ally:
    • reincarnates them as a puppet (control, benefits from +CMC damage on the Forgotten) when they are removed from battle (KO timer runs out)
    • the reincarnated ally will not receive an imprint effect
    • the max health of the puppet is based on the ally instead of the Forgotten
    • the reincarnated ally will ahve the same resists as their normal body but all other characteristics will be as if they were a normal puppet
    • the reincarnated ally can hold a lantern
    • the reincarnated ally will lose 1WP at the end of their turn, every turn
    • if the reincarnated ally does not have WP when their turn ends they are removed from battle
    • if the reincarnated ally is holding a lantern, the WP drain will draw from the lantern
    • in addition to the normal set of spells for puppets, the reincarnated ally will retain their lowest highest level spell with the highest damage bonus (based on spell levels and damage bonuses on their character, not as a puppet) with the lowest cost
  • base characteristics for puppets: 0 dodge, -100 lock, 0% resists, 0% damage, 0 in other characteristics except HP, AP, WP, and MP (crit, block, etc.)
0. 2% HP, 2AP, 1MP, 0WP
  1. 4% HP, 2AP, 1MP, 0WP
  2. 6% HP, 3AP, 1MP, 0WP
  3. 8% HP, 3AP, 1MP, 0WP
  4. 10% HP, 3AP, 2MP, 0WP
  5. 12% HP, 4AP, 2MP, 0WP
  6. 14% HP, 4AP, 2MP, 0WP
  7. 16% HP, 4AP, 2MP, 1WP
  8. 18% HP, 5AP, 3MP, 1WP
  9. 20% HP, 6AP, 3MP, 2WP
____________________________________

Puppet spells:

Fall Limp
  • 2AP
  • 0 range
  • ends your turn
  • lv1 +1% resist
  • lv100 +50% resist
  • lv200 +100% resist

Wandering Eyes
  • 2AP
  • 0 range
  • ends your turn
  • lv1 +1% backstab resist, +1 crit% resist
  • lv100 +100% backstab resist, +100% crit resist
  • lv200 +200% backstab resist, +200% crit resist

Conspicuous
  • 3AP
  • 1 range
  • up to two uses per target per turn
  • inflicts lv1 Nerve Wrecker
  • lv1 2 damage
  • lv100 20damage
  • lv200 38damage

Cannibal Buffet
  • 2AP1WP
  • 1 range
  • one use per turn
  • must be used on a target
  • consumes a puppet summoned by the Forgotten (the same one that summoned the user)
  • the current* AP, MP, and health of the consumed puppet are added to the user for the rest of the battle
    • if the puppet consumed has had their AP and/or MP reduced, the devourer will only gain however much AP/MP the devoured puppet had (instead of always gaining the base amount regardless)
  • the control required to summon the devoured puppet is added onto the puppet who devoured it
  • may not be used on a reincarnated ally
  • may only be used by a player controlled puppet (Strung Out, reincarnated ally)
____________________________________


Recycled Spool- Saving the planet, one unholy abomination of string and fabric at a time.
  • 50% of the health on the puppet is healed to the Forgotten
  • destroys the puppet
  • the puppet does not inflict an imprint penalty upon destruction
  • may not be used on a puppet with full health
  • may not be used on reincarnated allies
  • range modifiable
0. 5AP1WP, 1 range
  1. 5AP1WP, 1 range
  2. 4AP1WP, 1 range
  3. 4AP1WP, 1 range
  4. 4AP1WP, 1-2 range
  5. 3AP1WP, 1-2 range
  6. 3AP1WP, 1-2 range
  7. 2AP1WP, 1-2 range
  8. 1AP1WP, 1-2 range
  9. 1WP, 1-2 range, no line of sight restriction

Shedding- When Forgotten is afflicted with a poisoning state, it can absorb the state and spit it back out as Incurable.
  • costs 3AP1WP
  • 1 range, modifiable range
  • must be used on an enemy
  • one use per target per tuirn
  • when the Forgotten is under the effects of a stackable state which causes damage (Sadida air poisons, Hemorrhage, etc.), removes the state and inflicts levels of Incurable to the target
  • the maximum level of Incurable inflicted is based on the amount of levels of the damaging state removed
    • ex: when lv100 (out of 100) Hemorrhage is removed, inflicts lv10 Incurable at max spell level; when lv10 Hemorrhageis removed, inflicts up to lv1 Incurable
  • each use of this specialty removes the damaging state with the most levels (proportionate to the maximum level of the state; Disoriented has a maximum of lv4, Hemorrhage lv100, etc.)
0. up to lv1 Incurable
  1. up to lv2 Incurable
  2. up to lv3 Incurable
  3. up to lv4 Incurable
  4. up to lv5 Incurable
  5. up to lv6 Incurable
  6. up to lv7 Incurable
  7. up to lv8 Incurable
  8. up to lv9 Incurable
  9. up to lv10 Incurable

Ironic Illumination- Most people expect a freak like you to hide in the shadows, but instead you bring light to the rest of the world. You never know when you might have to wander in the woods, navigate through a graveyard at night, or find your way out of a castle while something even more frightening than yourself lurks the same halls.
  • costs 2AP
  • 1 range, modifiable range
  • summons a lantern (control)
  • may not be cast directly on a target/occupied space
  • moving on top of the lantern picks it up
  • may not be picked up by summons
  • an ally (including yourself) holding the lantern receives +1 range and gains willpower
  • an enemy holding the lantern receives -1 range and loses willpower
  • only one lantern may be held at a time per target
  • the lantern is dropped if the holder is teleported (by itself or another character/effect)
  • while the lantern is not held (on the floor):
    • 2 space circle area of effect "Illumination" glyph
    • enemies within the area of effect lose perception at the start of their turn
    • allies within the area of effect gain perception at the start of their turn
  • lanterns have charges (5 base) which only decrease if:
    • the holder is attacked by an enemy of the Forgotten
    • the lantern is attacked while not being held
0. +/- 5% AP and MP loss resistance, +/- 5 lock
  1. +/- 10% AP and MP loss resistance, +/- 10 lock
    1. +/- 15% AP and MP loss resistance, +/- 15 lock
    2. +/- 20% AP and MP loss resistance, +/- 20 lock
    3. +/- 25% AP and MP loss resistance, +/- 25 lock
    4. +/- 30% AP and MP loss resistance, +/- 30 lock
    5. +/- 35% AP and MP loss resistance, +/- 35 lock
    6. +/- 40% AP and MP loss resistance, +/- 40 lock
    7. +/- 45% AP and MP loss resistance, +/- 45 lock
    8. +/- 50% AP and MP loss resistance, +/- 50 lock

    Passive specialties

    Captive Audience- Forgotten always wanted to perform for a crowd, but everyone flees in terror before it can ask. Now they have no choice.
    • +0.1 control per level (+2 control at max rank)
    • when an enemy attacks the puppet imprinted on them, 1% of the damage is reflected back to the attacker per level (20% reflect at max rank)
    • increases the health restored from steal attacks on your puppets by 5% per level (steal attacks heal the same amount as damage dealt to your puppets at max rank)
    • when an enemy is healed, the puppet imprinted on it heals 5% of the restored health per level (the imprinted puppet heals as much as its imprinted target at max rank)

    Thespian- You wanted to be a performer in drama, but they never consider the dead when holding auditions. You should sue them for discrimination.
    • +0.25 charges to your lanterns per level (+5 charges at max rank)
    • improves the lock loss/gain rate for Illumination glyph by 2.5 per level (+/- 50 lock from the glyph at max rank)
    • +2.5% MP loss resist while disembodied per level (+50% MP loss resist at max rank)
    • +2% AP loss resist while disembodied per level (+40% at max rank)

    Tragic Demise- Some have woven webs of their near-death experiences. Some claim to be welcomed by their deity after death. Others become part of the legend. Forgotten has seen death, slept over at its place for one night, then never called back. Though the protagonist dying is considered a tragedy, Forgotten sees it as a change of scenery.
    • if the Forgotten is KO you have a chance to resurrect once based on levels of Nerve Wrecker the Forgotten has inflicted to enemies
      • upon KO the Forgotten will resurrect once (per battle) to 1HP
      • absorbs all levels of Nerve Wrecker the Forgotten has applied
      • the Forgotten heals 0.1% of its max health per level of Nerve Wrecker absorbed
    • the Forgotten may not resurrect if you became KO while disembodied
    • increasing the rank of this passive raises the maximum amount of health the Forgotten may heal from resurrecting by 2% per level (40% at max rank; must absorb 400 levels of Nerve Wrecker for maximum health restore)
    • after the first revive occurs the Forgotten can revive a second time (but not a third time) by absorbing a substantial amount of Nerve Wrecker and Paranoid states inflicted
    • same healing rate for absorbing levels of Nerve Wrecker as the first revive
    • the required amount of Paranoid absorbed starts at 60 (lv1) which decreases by 2 per level (58 at lv2, 56 at lv3, etc.; 20 at max rank)

    Haunting Hour- You need to find a better horror author to get your reading material from.
    • when an enemy is holding one of your lanterns and uses WP, 5% chance per level for the lantern to absorb and store it (100% chance at max rank)
    • when an ally (including yourself) is holding one of your lanterns which has absorbed WP from an enemy, WP is spent through the lantern instead of the holder
      • the holder will spend their own WP if the lantern is empty
    • when an ally or enemy loses WP (penalty tiles, etc.) within the Illumination glyph of the lantern, 5% chance per level for the lantern to absorb the lost WP (100% chance at max rank)
    • level of this passive increases the maximum amount of WP stored in the lantern:
      • lv1-4: up to 1WP stored
      • lv5-9: up to 2WP stored
      • lv10-14: up to 3WP stored
      • lv15-19: up to 4WP stored
      • lv20: up to 5WP stored

    Victim of Time- No matter how far you go or how long you travel, time will always continue. And no one will remember your birthday. Not even yourself.
    • enables a four turn cycle for the Forgotten:
    • Dawn: +10% AoE resist for your puppets per puppet
      • maximum of +5% AoE resist per level
      • maximum of +100% AoE resist at max rank from having 10 puppets in play
    • Sunrise: MP gain is doubled
      • maximum of +0.25 MP per level
      • maximum of +5MP from having received +5MP at max rank
    • Sunset: MP gain is redirected to your puppets (not divided; if you receive +1MP all of your puppets will receive +1MP, you do not keep the +1MP for yourself)
      • maximum of +0.25 MP per level
      • maximum of +5MP for your puppets at max rank
    • Nightfall: increases the illumination radius of your lanterns by 1 space, priority by proximity (closer lanterns are boosted first)
      • maximum of 0.5 lantern radii increased per level
      • maximum of 10 lantern radii increased at max rank

    If you somehow managed not to die of old age reading all that or skipped it like a fluffy little armadillo, the next despicable creature is Starved: scavenger, cannibal, and frequent napper. Come prepared with pillows and human limbs as bait.

    For more psychological torture:


    August 27, 2013

    The disembodiment specialty has a new name and description.

    February 13, 2014

    Turning a KO ally into a puppet will retain their highest level spell with the lowest cost instead of the lowest level spell of their strongest element.

    Since perception and willpower were both removed from the game, Ironic Illumination will instead give AP and MP loss resistance. The illuminated area of effect for unheld lanterns will give/take lock instead of perception.

    Puppets healing from their imprinted target healing from Captive Audience is increased from 1% per level to 5% per level, causing the puppet to heal as much as its imprinted target at max rank.

    Thespian will increase lock loss/gain instead of perception.

    Victim of Time will have several changes. Dawn turns will give your puppets +AoE resist based on how many puppets are in play: +10% AoE resist per puppet for all your puppets, but the maximum amount of resist gainable from this effect will be based on spell level. Sunrise turns will cause the Forgotten to gain doubled MP boosts but spell level will determine the maximum amount of MP gainable per turn. Sunset will redirect all MP gain from the Forgotten to their puppets, the maximum amount of MP gain will be based on spell level. Nightfall will increase the illumination radius of all of your lanterns starting with those closest, maximum amount of lantern radii increased is based on spell level.


    This post has been edited by Kakenshu - March 08, 2014, 23:46:48.
    Reason for edit : Attending the puppet show