Danmachi [📝Custom Falna Mod📜]

📝Custom Falna Mod📜 ⚔️ Orario is the only city that matters, because Orario sits on the only entrance to the Dungeon. 🏛️ A god takes you into their Familia, carves a Falna into your back, and every monster you kill becomes numbers you can read. Level 1 is a novice. Level 7 is the highest anyone in Orario holds today. 💀 Dive for magic stones and drop items, sell them through the Guild, and hope the floor below is survivable. Familia rivalry is open, sanctioned and settled by War Game, and the deeper floors do not care how famous you are. 🗡️ Join a household, build a party, chase a Rank Up and find out how far down you are willing to go, or come down from Tenkai as a god and raise a Familia of your own. 🔥 --- FALNA AND LEVELING MOD This mod replaces Voyage's normal leveling with DanMachi's Falna system. The XP number Voyage shows has no effect on your Falna. Your real progression is your Falna Level, five Basic Abilities, excelia, Skills, Magic and Development Abilities. TLDR; HOW TO USE: - Start with Identity. A race opens Familia, Class and Profession; Deity opens Divine Domain and Familia Size. - Fight and kill monsters to earn hidden excelia. - Visit your god and use Falna: Receive Status Update to apply what you earned. - Use Falna: Read Current Status to see your whole Status. - To Rank Up, reach D500 in at least one Basic Ability, accomplish a great feat, then accept your god's offer with Falna: Confirm Rank Up. --- BASIC ABILITIES Every blessed adventurer has five: Strength, Endurance, Dexterity, Agility and Magic. Each holds a value at your current Level; the value sets the rank: I 0 to 99, H 100 to 199, G 200 to 299, F 300 to 399, E 400 to 499, D 500 to 599, C 600 to 699, B 700 to 799, A 800 to 899, S 900 to 999, SS 1000 to 1199, SSS 1200 to 2000. A value past 999 takes an exceptional Skill or circumstance, never ordinary growth. I30 means 30 points, which count toward D500. EARNING EXCELIA Excelia comes from fighting. Each turn you attack, cast, spar or train earns it for up to three Basic Abilities the story shows you using: - Smashing, cleaving and sheer force develop Strength. - Blocking, bracing and taking hits develop Endurance. - Precise thrusts, parries, feints and arrows develop Dexterity. - Dodging, leaping and dashing develop Agility. - Chanting and casting develop Magic. At Level 1 a turn of fighting without a kill earns 1 point in each. Training alone earns half that and sparring three quarters, or 1 with a partner above your Level, less each day you spar the same one that month. A kill earns what the monster is worth, at least a turn and a quarter of fighting, twice over for your first of a kind. Stronger monsters are worth more: a monster above your Level pays two to four times over. Lower monsters pay less: one Level below pays half, two below pay a fifth, three or more pay a twentieth. Each Level up, everything pays less; parts of a point add up: a Minotaur pays 3.75 to a Level 1, 1.25 to a Level 2 and 0.29 to a Level 3. Past Level 4 it slows hard. STATUS UPDATES Pending excelia gives no power and stays hidden until your patron god updates your Status. - Falna: Read Current Status shows the last Status your god applied. - Falna: Receive Status Update works in person with your living patron, who has to agree and finish it. - Nobody can update their own Status, and a refused or faked update changes nothing. A finished update adds all pending excelia to your Basic Abilities. Ask for one whenever you like; there is no need to wait for D500. Your Status names the household you belong to. Read it and it opens with Familia: whichever one holds your Falna, or says plainly that you have no patron. CHANGING FAMILIA You are not stuck with the household you picked at creation. Start Released for Conversion, with No Familia, or with a patron gone back to Tenkai, and any living god who formally accepts you takes the Falna over: your Familia becomes theirs, the conversion is recorded, and they update your Status from then on. Leaving works the same way in reverse. A god who releases you leaves the Falna and every value already on your back exactly where they are, and nobody can add to it again until another patron converts it. RANKING UP D500 never raises your Level by itself. A Rank Up needs all of these: - An active Falna from a living patron god. - At least one Basic Ability at D500 or higher. - High-rank excelia from a genuine great feat. - Your god consciously offering the Rank Up. - You accepting it with Falna: Confirm Rank Up. A Rank Up raises your Level by one, heals you and adds health. Your Basic Abilities reset to I0, and the old values stay as an invisible base beneath the new ones. Skills, Magic and Development Abilities stay, and from Level 2 on a Rank Up can offer a new Development Ability. PROPERTY AND A TRADE Twenty-two properties in Orario can be bought outright, one for each trade the city practises, from 40,000 valis for a garret on Daedalus Street to 620,000 for a counting house on East Main Street. A bought door is permanent: your things stay where you left them and nobody charges you to sleep there. Two openings start you already owning one, at the bottom of the ladder rather than the top. Daedalus Street Room-Holder gives you the 40,000 valis garret and no money left. Back Row Stallholder gives you a lock-up arch on the cheap row of the Central Market, and what you sell out of it follows your own Profession: ironwork if you are a blacksmith, remedies if you are an apothecary, the morning catch if you are a fisher. Every one of the other twenty doors is still for sale and still dearer. MIND DOWN Mind is what casting costs and it does not come back on its own. Run it to zero and you are in Mind Down: you faint, or you freeze where you stand, or you stay upright and stop answering anything said to you. You cannot cast, you cannot chant, and you do not shake it off. It returns with real rest, with a Magic Potion, which restores about two fifths of your Mind for 9,000 valis a bottle, or with Spirit Healing if you earned it. What it costs is entirely where you are standing. On the surface it is humiliating and expensive and you live. On the upper floors it is an emergency a party can carry you out of. On the middle floors somebody is fighting while they carry you. On floor thirty-seven and below, a collapsed caster is how parties die, and a solo caster who goes down there does not wake up. GROWTH-TYPE GEAR Equipment keyed at the forge to one person's Status, so that it rises as they do. What is printed on it is its worth at Level 1 with nothing earned; it gains 3 for every Level above that and 1 for every 200 points in your best Basic Ability, so a Rank Up carries the gain across the reset to I0. In anybody else's hand it is ordinary work at its printed value. Four kinds exist, a short blade, battle cloth, a longsword and a focus staff, and none can be bought: a piece is made only when a god gives their own hair and ichor for it and a smith is good enough to work them in. The Hestia Knife is growth-type and is not one of the four: there is only one, it cost two hundred million valis, and it works only for a wielder carrying Hestia Familia's Falna. FISHING Eight waters can be fished, each with its own fish. The deeper and worse the water, the better and rarer the catch: a canal carp off the towpath is 35 valis, Melen and Lake Lolog run 200 to 900, the lake on floor eighteen pays thousands, the Great Fall basin on floor twenty-seven more, and the standing water past the last camp tens of thousands, sold off the Guild board. The fishing and seafaring skill and Fishing Gear improve your odds and guarantee nothing. PLAYING A GOD Pick Deity in Identity to play an original god; Orario's own gods are taken. A god has no Status, blesses children instead of fighting, keeps a Familia treasury and finds a home through the Guild's vacant listings. Using Arcanum sends you back to Tenkai for good, and the Dungeon absorbs a god who dies inside it. Death is final for mortals. THREE KINDS THAT ARE NOT BLESSED MORTALS Identity holds nineteen races and a Deity, and three more things you can be born as. A Xenos is a monster reborn with a mind and pieces of a past life. No god can bless you: no Falna, no Familia, no Guild card and no trade. Adventurers kill you for your magic stone and the Dungeon's monsters hunt you too. Home is a Hidden Village on the twentieth floor no map records, and what almost all of you want is the sky. Choose which of eleven monsters you came back as: Vouivre, Lizardman, Siren, Gargoyle, Harpy, Arachne, Mermaid, Almiraj, Goblin, Minotaur or Green Dragon. Each has a named Xenos here already, and you are not that person. A Creature is somebody the Demi Spirit remade. You carry a magic stone, wounds close far too fast, and the monsters it breeds follow you. You grow only by eating magic stones, a growth you choose. No Falna and no Familia, but with a person's hands a fighting Class stays open. Knossos made you and Knossos is where you start. Neither of you climbs Falna Levels. You climb Monster Tier 1 to 6, the same strength on the same scale: a Tier 5 body stands where a Level 5 adventurer stands, which is where the Xenos leaders already fight. Your kills are priced off the same ledger as everyone else's, and your body changes on its own once enough has built up. Nobody reads your back, and nobody has to agree. A Half-Spirit had one spirit parent. Spirits are said to be unable to have children; one other case is known, and most of Orario never heard of it. You are mortal in every way that counts: Falna, Familia, Class, Profession, all of it. What you carry is your parent's element, one of fire, water, earth, lightning, light, darkness or wind, and an ease with chanting an Elf is not born with. Two openings exist for the kinds who cannot walk into Orario: a Xenos in the Hidden Village, and a Creature under Knossos.

Cover art for Danmachi [📝Custom Falna Mod📜], a fantasy world on Voyage