《Callie's Heroes》 AUTHORS NOTES AUTHOR¡¯S NOTES This story has been a long-time brewing, but I had so many problems finding my muse to start it. Things began to fall into place as I discovered the LitRPG/GameLit (used as a generic term) genre of fiction, and I realized it worked for this story. I''ve devoured dozens of series over the last couple years, all the while the story of Callie was slowly coming together in the back of my brain. But, this is a bit of a different kind of story. The pacing will not be fast. In fact, it will be very, very slow. This Hero¡¯s Journey has many side-quests to explore before Callie reaches her destination. It will be character driven to allow us the time to truly fall in love (or hate) with all the people we will meet. It¡¯s less like Dungeon Crawler Carl, and more like The Wandering Inn. In fact, discovering TWI was the final catalyst I needed, as it showed me a way to do what it was I wanted to do, and I thank pirateaba for their accidental assistance with making this story happen. I want to say again, the story will be a very slow-burn slice-of-life narrative, but every chapter will drop little nuggets of worldbuilding, character or future plot. The action will come, but if you need a faster pace, this may not be the right journey for you. I consider this work to be generally ¡°PG-13¡±, although there will be occasional swearing, discussions about body parts within the context of the story, and most nudity will be non-sexual, but nothing detailed. Any sex scenes may use some generic terms, before doing a ¡°fade to black¡± approach, or will be clearly labeled if adults-only. As this is a fantasy novel, there will obviously be combat, but descriptions of viscera and gore will be kept simple and relevant. Some adult-ish topics such as PTSD, racism, sexism, homophobia, transphobia, and other issues that people contend with every day are part of what makes Callie into the person she starts as and who she becomes and will be touched on throughout the story. There are several LGBTQ+ characters occupying various places on the rainbow in the story. Stolen story; please report. I will aim for postings in the 1500-3000ish word range (averaging about 4000-6000 words per week), but there could be occasional shorter or longer posts simply due to natural breakpoints within the larger chapter, and most compete chapters will span across multiple postings. In some cases, if the sections are small, there may an extra posting that week to make up for it. I hope to post routinely, and have so far been maintaining a backlog. Hopefully I can keep up a good pace. If you comment with editing suggestions, I''ll likely implement them as quickly as I am able, and then delete the comment to keep clutter down. This story does have very light common LitRPG elements (spells, skills, levels and the like), but it isn¡¯t for several chapters before an ¡°event¡± happens that they are truly triggered. If you wish to throw the proverbial book at the wall because there isn¡¯t a character sheet by page three, know that these elements will come eventually, in time, and I invite you to ride along until it happens. When the time comes, those character sheets will be sporadically posted as separate chapters and are largely skippable if not your thing. Finally, in November of 2023, several early chapters were re-written and re-posted to address multiple issues with everything from unsatisfactory writing or needing a few retcons, to outright dropping some original plot elements that I have chosen to abandon. As such, many of the original reviews from that time period may refer to things that are no longer relevant. Alas, there is no mechanism for an author to respond to a review, nor is there a mechanism to get one that is no longer relevant removed. I thank you all for joining Callie and her friends as we enter the saga of Callie¡¯s Heroes. RAH
| Name | Gender/Race | Class | Tier | Rank | First Mention | Notes | ||||
| Alena del Montano | Female Elf | -- | -- | -- | Ch. 11 | Legacy Princess and sister of Vanis, Age 8, presumptive heir to the del Montano Legacy Kingdom | ||||
| Balneis | Female Elf | -- | -- | Staff | Ch. 7 | Part of the Quartermaster and Logistics staff | ||||
| Bratig | Male Dwarf | Druid | Iron | Recruit | Ch. 4 | Druid Recruit, Pushed Pixyl causing her to break her wing, was disciplined by Tazrok which included removing his beard | ||||
| Callie (Calliope) Willow Archer | Female Gnome | Ranger? | Iron | Recruit | Prologue | Human transported from Earth into pink-haired Gnome body, Conscription Cursed and currently in advanced class training, Is a race/class combination not seen before, has background archery and accounting | ||||
| Celeste | Female Elf | Bladedancer | Gold | Major | Ch. 4 | Senior officer in Camp, doing double-duty as Bladedancer Trainer and head of training camp internal security | ||||
| Cheena | Female Elf | Shaman | -- | Trainer | Ch. 10 | Shaman Trainer under the mentorship of Trainer Maugra, acts as her interpreter and assistant, but is ready to assume role of lead trainer, should Maugra ever finally retire | ||||
| Chown | Male Goblin | Shaman | Iron | Recruit | Ch. 10 | Shaman Recruit, learned Arcane Blast from grandmother, who is a Wizard | ||||
| Dregorio | Male Catkin | Bladedancer | Iron | Recruit | Ch. 10 | Bladedancer Recruit, Catkin with Domestic Housecat background, comes from far to the south along the sea, but came north to be with his love - alas it did not work out and he was Conscripted before he could return home | ||||
| Dunni (Dunilalwal) | Male Fairy | Warlock | Iron | Recruit | Ch. 10 | Warlock Recruit, age 16, has only been a Warlock for six months, used to be in service to Duke Rallaxe and recognizes Vanis from that time, seems lazy about his Warlock studies | ||||
| Earick | Male Elf | Scryer | -- | Staff | Ch. 4 | Scryer on staff at training camp | ||||
| Fullo | Female Tigerkin | -- | -- | Staff | Ch. 8 | Quartermaster in charge of laundry, tailoring and training armor, leads a team of Brownie tailors, yellow Tigerkin | ||||
| Fynisse | Female Lionkin | Warlock | Iron | Recruit | Ch. 10 | Warlock recruit, age 16, has only been a Warlock for one month | ||||
| Galin Molanar | Male Elf | -- | -- | Legate | Ch. 3 | Second in command of training camp, reports to Commandant Xera | ||||
| Grig | Male Goblin | -- | -- | Staff | Ch. 11 | Kitchen staff member | ||||
| Jesca | Female Cheetahkin | Ranger | Iron | Recruit | Ch. 9 | Fellow Ranger recruit and friend of Callie | ||||
| Juniper | Female Dryad | -- | -- | None | Ch. 4 | Mysterious and mischievous Dryad that lives close to the training camp, has some arrangement with Xera but is considered a nuisance by most officers and staff | ||||
| Kaisess | Male Tigerkin | Ranger | Iron | Recruit | Ch. 10 | Ranger Recruit, yellow Tigerkin, learned the Parkour skill | ||||
| Karen | Female Human | -- | -- | -- | Prologue | Interviewed Callie Archer for a poor accounting position | ||||
| Kela | Female Elf | -- | -- | Captain | Ch. 3 | In charge of Quartermaster and Logistics at the training camp, reports to Legate Galin, arguably the most-important person at the training camp | ||||
| Koda (aka Bear Guy) | Male Bearkin | Paladin | -- | Recruit | Ch. 10 | Large Bearkin that accosts Callie, Jesca and Thucax, before turning polite, nicknamed ''Bear Guy'' by Callie | ||||
| Koka | Female Tigerkin | Bladedancer | Iron | Recruit | Ch. 10 | Bladedancer Recruit, white Tigerkin, twin sister (littermate) of Bladedancer Recruit Moka | ||||
| Lena (Lenora) Mosswood | Female Elf | Bladedancer | Iron | Recruit | Ch. 1 | Bladedancer Recruit, housemate of Callie Archer, has a mysterious and criminal past, powerset includes multiple Thief skills as well as Truthseeking | ||||
| Lhawni | Female Goblin | Shaman | Iron | Recruit | Ch. 10 | Shaman Recruit | ||||
| Maugra | Female Goblin | Shaman | -- | Trainer | Ch. 10 | Very old Goblin Shaman Trainer, requires walking-staff for assistance in bi-pedal fom, unable to speak and uses Shaman Trainer Cheena to translate a form of sign language, refuses to retire so Cheena can take over training duties, Known Animal Forms: Wolf | ||||
| Melga Fireheart | Female Dwarf | Druid | Iron | Recruit | Ch. 10 | Druid Recruit | ||||
| Meyra | Female Else | Healer | -- | Staff | Ch. 11 | Healer and assistant to Master Healer Tasi | ||||
| Moka | Male Tigerkin | Bladedancer | Iron | Recruit | Ch. 10 | Bladedancer Recruit, white Tigerkin, twin brother (littermate) of Bladedancer Recruit Koka | ||||
| Natala | Female Dwarf | -- | -- | Sergeant-Major | Ch. 6 | Assistant to Master Trainer Thorn, battle veteran with lingering mobility injuries | ||||
| Olin | Male Lionkin | Bladeweaver | -- | Trainer | Ch. 9 | Bladeweaver Trainer for the training camp | ||||
| Pixyl (Pixylataweneecina) | Female Pixie | Bladeweaver | Iron | Recruit | Ch. 4 | Blue-haired Pixie who''s wing was seriously injured after altercation with Bratig, housemate of Callie Archer, generally quiet and introverted, fiercely independent with few friends. Is a race/class combination not seen before. | ||||
| Rallaxe | Male (Unknown) | -- | -- | Duke (Nobility) | Ch. 10 | Kingdom nobility known to Vanis, used to employ Warlock Recruit Dunni on his staff, before forcing him to quit to devote time to studying his new class. | ||||
| Reynard | Male Foxkin | Ranger | -- | Trainer | Ch. 7 | Ranger Trainer, good friends with Master Trainer Thorn, not happy with having a Gnome recruit or with Callie''s stubborness | ||||
| Rowani | Female Pantherkin | Druid | -- | Trainer | Ch. 5 | Druid trainer, Elder battle veteran. Known Animal Forms include: Black Panther, Golden Hawk | ||||
| Sania | Female Dwarf | Scryer | -- | Staff | Ch. 11 | Scryer on staff at training camp | ||||
| Shul''an | N/A Salamanderkin | Ranger | Bronze | Recruit | Ch. 10 | Ranger Recruit, Fire Salamander background, pitch-black skin with red highlights, hails from the Great Oasis in the Souther Desert and when Conscripted was too far to return home, able to shoot flamable spit, served as trade caravan guard and has learned several Ranger skills, plus Earthen Wall (Geomancer) and Burning Hands (Wizard) which can be used to ignite flamable spit (NOTE: Salamanderkin are hermaphroditic and use neutral pronouns) | ||||
| Solva | Male Human | -- | -- | Governor | CH. 6 | Human nobility and friend of Vanis before the Humans isolated, Vanis was courting his daughter at one point. | ||||
| Swopik | Male Goblin | Shaman | Iron | Recruit | Ch. 10 | Shaman Recruit, was part of the town militia before being Conscripted, so knows some warrior skills | ||||
| Tasi | Female Fairy | Healer | -- | Master Healer | Ch. 9 | Supervisor of Healers and healing services at training camp | ||||
| Tazrok (Deathstorm) Thunderfist | Male Ogre | Druid | Iron | Corporal (Recruit) | Ch. 1 | Druid Recruit, housemate of Callie Archer, powerset includes multiple Berserker and Barbarian skills, Is a race/class combination not seen before. "Promoted" to Corporal and takes his disciplinary duties quite seriously | ||||
| Terrin | Male Elf | Warlock | -- | Trainer | Ch. 10 | Warlock Trainer, old friend of Commandant Xera forced out of retirement to serve as trainer, has very little patience for young people, 236 years old | ||||
| Thorn | Male Ratkin | -- | -- | Master Trainer | Ch. 6 | Officer in charge of all recruit training. Reports directly to Commandant Xera. | ||||
| Thucax | Male Gnoll | Ranger | Iron | Recruit | Ch. 10 | Ranger Recruit, generally sour disposition (common for Gnolls), his family owns several warehouses and distribution centers in large cities | ||||
| Vanis del Montano | Male Elf | Warlock | Iron | Recruit | Ch. 2 | Warlock Recruit, housemate of Callie Archer, Son of Legacy King Feldwin del Montano. Powerset includes Dancing Lights (Illusionist) and Inspiring Melody (Bard) plus instrument perks | ||||
| Wallir | Male Elf | Druid | Iron | Recruit | Ch. 10 | Druid Recruit | ||||
| Woman in the Red Hat | Female (Unkown) | -- | -- | -- | Prologue | Mysterious woman in a bright yellow dress and large red hat. Pushed Callie Archer in front of a train in Chicago, IL (Earth) | ||||
| Xera | Between Fairy | -- | -- | Commandant | Ch. 3 | Commander of training camp, missing one arm and a portion of their wing due to presumed combat injury (NOTE: Fairy are able to change gender as desired, Xera is between genders and uses neutral pronouns) | ||||
| Xin (Xinchaine), Daughter of the Sunset Valley Tribe | N/A Lizardkin | Shaman | Iron | Recruit | Ch. 2 | Shaman Recruit, volunteered for duty, housemate of Callie Archer, powerset includes multiple Spearmaster Skills (NOTE: Lizardkin are hermaphroditic and use female pronouns) | ||||
| Yulayla | Female Elf | Scryer | -- | Staff | Ch. 4 | Scryer on staff at training camp | ||||
| CLASS: RANGER |
| NEW PERK: BOWYER/FLETCHER |
| RACIAL TRAIT REVEALED: MANA-ENHANCED HEARING |
| NEW SKILL: MULTISHOT NEW SKILL: PIERCING SHOT NEW SKILL: INSTINCTIVE DODGE NEW CLASS PERK: WILDERNESS STEALTH EXISTING CLASS PERK OF UNKNOWN ORIGIN: ADVANCED ARCHERY RACIAL TRAIT REVEALED: UNDERGROUND SENSE RACIAL TRAIT REVEALED: DARKVISION |
| NEW SKILL: SNIPER SHOT |
| SKILL: SNIPER SHOT (IRON TIER) MANA USAGE: HIGH CASTING TIME: 6 SECONDS RECHARGE TIME: 60 SECONDS CHARGES: 1 DESCRIPTION: This ability imbues a prepped arrow for extreme damage at long range. The casting process requires 6 seconds, and once complete, the arrow must be fired within 10 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and range will increase. |
| PERK: BOWYER/FLETCHER (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS CASTING TIME: SITUATIONAL AT HIGHER TIERS RECHARGE TIME: SITUATIONAL AT HIGHER TIERS DESCRIPTION: Provides the knowledge to craft simple arrows and bows from common components. Higher tiers of this perk allow for advanced crafting, replicating arrows, summoning components, and imbuing crafted bows and arrows with magical runes and effects, enhancing their capabilities. This perk synergizes with the UNREVEALED trait in the exploration of perk-related projects. |
| SKILL: INSTINCTIVE DODGE (IRON TIER) STAMINA USAGE: LOW (SPECIAL) DESCRIPTION: Individuals possessing this skill can effortlessly evade known incoming attacks by utilizing stamina. As they progress to higher tiers, their likelihood of success increases, their stamina expenditure decreases, and they gain the capability to dodge unseen attacks. |
| NEW PERK: WILDERNESS TRACKING NEW PERK OF UNKNOWN ORIGIN: CARPENTRY NEW PERK OF UNKNOWN ORIGIN: BOOKKEEPING/LOGISTICS |
| CLASS PERK: WILDERNESS TRACKING (IRON TIER) MANA USAGE: SPECIAL (LOW) DESCRIPTION: Knowledge of the tracking of people and creatures in wilderness settings. Tracking may be enhanced by channeling a small amount of mana during use. Mana enhanced tracking is only effective in woodland, marsh and swamp environments. Higher tiers of this perk will enable enhanced tracking in additional biomes and reduce likelihood of quarry being able to evade the tracker. |
| RACIAL TRAIT REVEALED: TINKER |
| OFF-CLASS PERK OF UNKNOWN ORIGIN: Plumbing |
| PERK OF UNKNOWN ORIGIN: PLUMBING (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS DESCRIPTION: Basic knowledge of plumbing science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical plumbing components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| NEW PERK: WILDERNESS SURVIVAL |
| NEW SKILL: FLARE |
| SKILL: FLARE (IRON TIER) MANA USAGE: LOW CASTING TIME: 3 SECONDS RECHARGE TIME: 60 SECONDS CHARGES: 1 DESCRIPTION: This ability enchants a prepped arrow, causing it to emit bright light. The casting process requires 3 seconds, and once complete, the arrow must be fired within 10 seconds, or the effect will dissipate. After being fired, the arrow will begin to glow a maximum of 3 seconds (variable at cast time) after release and will glow for 20 seconds. If fired skyward, the arrow will descend gently towards the ground once it reaches its peak. As the skill advances, the casting and recharge time will decrease. Additionally, the duration of the glow will increase, as well as the window of opportunity to fire the arrow and the number of charges available. |
| RACIAL TRAIT: TINKER DESCRIPTION: Gnomes have an inherent mental ability to design, engineer and create strange new ideas, contraptions, weapons, machines and projects. Will synergize with related perks, skills and traits to expand the knowledge base that may be utilized by this trait. SYNERGIZED PERKS: Advanced Archery, Carpentry, Plumbing, Electrical, Bookkeeping/Logistics, Bowyer/Fletcher SYNERGIZED TRAITS: Underground Sense |
| SKILL: MULTISHOT (IRON TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 60 SECONDS CHARGES: 1 MULTIPLIER: 3 DESCRIPTION: This ability imbues a prepped arrow with the power to split into 3 projectiles upon release. Each projectile can be aimed at the same target or different targets within a 15-degree cone in front of the weapon. The arrow must be fired within 10 seconds of the spell''s completion, or the enchantment will dissipate. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, projectile count, maximum charge count, and area of effect will increase. |
| RACIAL TRAIT: CHILDLIKE CHARM DESCRIPTION: Gnomes emit a mild charm that affects individuals with nurturing tendencies, even if subconscious. Those affected may view the Gnome as a vulnerable child in need of help or protection, rather than a potential threat. However, this charm is only suggestive in nature and cannot coerce someone into doing something they are not inclined to do. As this trait operates as a suggestive charm, it will bypass most passive charm defenses. Beings who are Gnome-sized or smaller are immune to this charm. |
| RACIAL TRAIT: RESIST FEAR MANA USAGE: SPECIAL CASTING TIME: NONE RECHARGE TIME: 10 MINUTES DESCRIPTION: Gnomes possess a natural resistance towards situations and influences that evoke fear. If they happen to be affected by an active Fear effect, they may choose to spend mana in an attempt to fend it off. The amount of mana required for this depends on the intensity of the effect. This trait is ineffective against self-generated emotional fear-effects. |
| NEW PERK: AMBIDEXTERITY NEW PERK: DUAL WIELD - BLADES |
| CLASS PERK: AMBIDEXTERITY DESCRIPTION: The ability to use either hand to perform actions without penalty. |
| CLASS PERK: DUAL WIELD - BLADES DESCRIPTION: Proficiency in combat using a one-handed bladed weapon in one or both hands without penalty. |
| Name: Calliope (Callie) Willow Archer | Age: 26 |
| Class: Ranger | Race: Gnome |
| Level: Iron Tier | Gender: Female |
| SKILL: BURST SHOT (IRON TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 30 SECONDS CHARGES: 1 DESCRIPTION: This ability imbues a prepped arrow with the power to create a burst of bright light, sound, and concussive force upon impact. However, the arrow must be fired within 10 seconds of the spell''s completion, or the enchantment will dissipate. As the skill advances, its recharge will decrease, the window of opportunity to fire the arrow will expand, and the number of charges will increase. |
| SKILL: FLARE (IRON TIER) MANA USAGE: LOW CASTING TIME: 3 SECONDS RECHARGE TIME: 60 SECONDS CHARGES: 1 DESCRIPTION: This ability enchants a prepped arrow, causing it to emit bright light. The casting process requires 3 seconds, and once complete, the arrow must be fired within 10 seconds, or the effect will dissipate. After being fired, the arrow will begin to glow a maximum of 3 seconds (variable at cast time) after release and will glow for 20 seconds. If fired skyward, the arrow will descend gently towards the ground once it reaches its peak. As the skill advances, the casting and recharge time will decrease. Additionally, the duration of the glow will increase, as well as the window of opportunity to fire the arrow and the number of charges available. |
| SKILL: INSTINCTIVE DODGE (IRON TIER) STAMINA USAGE: LOW (SPECIAL) DESCRIPTION: Individuals possessing this skill can effortlessly evade known incoming attacks by utilizing their stamina. As they progress to higher tiers, their likelihood of success increases, their stamina expenditure decreases, and they gain the capability to ultimately dodge unseen attacks. |
| SKILL: MULTISHOT (IRON TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 60 SECONDS CHARGES: 1 MULTIPLIER: 3 DESCRIPTION: This ability imbues a prepped arrow with the power to split into 3 projectiles upon release. Each projectile can be aimed at the same target or different targets within a 15-degree cone in front of the weapon. The arrow must be fired within 10 seconds of the spell''s completion, or the enchantment will dissipate. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, projectile count, maximum charge count, and area of effect will increase. |
| SKILL: PIERCING SHOT (IRON TIER) MANA USAGE: MEDIUM CASTING TIME: 2 SECONDS RECHARGE TIME: 50 SECONDS CHARGES: 1 DESCRIPTION: This ability imbues a prepped arrow with enhanced power, allowing it to penetrate hardened targets with ease. The casting process requires 2 seconds, and once complete, the arrow must be fired within 10 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and piercing capability will increase. |
| SKILL: RAPID FIRE (IRON TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 40 SECONDS CHARGES: 1 MULTIPLIER: 4 DESCRIPTION: This ability imbues a prepped arrow to release 4 arrows in rapid succession, in the direction aimed at time of each release. The arrow must be fired within 10 seconds of the spell''s completion, or the enchantment will dissipate. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and number of arrows fired will increase. |
| SKILL: SNIPER SHOT (IRON TIER) MANA USAGE: HIGH CASTING TIME: 6 SECONDS RECHARGE TIME: 60 SECONDS CHARGES: 1 DESCRIPTION: This ability imbues a prepped arrow for extreme damage at long range. The casting process requires 6 seconds, and once complete, the arrow must be fired within 10 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and range will increase. |
| PERK OF UNKNOWN ORIGIN: ADVANCED ARCHERY (IRON TIER)CLASS PERK: ADVANCED ARCHERY (IRON TIER) MANA USAGE: SPECIAL (LOW) CASTING TIME: NONE RECHARGE TIME: NONE DESCRIPTION: Individuals possessing this perk are more likely to successfully hit their intended target. As the tier level advances, they gain the ability to utilize a minor amount of mana to enhance their chances of hitting their target or execute challenging, perhaps even seemingly unfeasible, trick shots. This perk synergizes with the TINKER trait in the exploration of perk-related projects.This content has been misappropriated from Royal Road; report any instances of this story if found elsewhere. |
| CLASS PERK: AMBIDEXTERITY DESCRIPTION: The ability to use either hand to perform actions without penalty. |
| PERK: BOWYER/FLETCHER (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS CASTING TIME: SITUATIONAL AT HIGHER TIERS RECHARGE TIME: SITUATIONAL AT HIGHER TIERS DESCRIPTION: Provides the knowledge to craft simple arrows and bows from common components. Higher tiers of this perk allow for advanced crafting, replicating arrows, summoning components, and imbuing crafted bows and arrows with temporary magical runes and effects, enhancing their capabilities. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| CLASS PERK: DUAL WIELD - BLADES DESCRIPTION: Proficiency in combat using a one-handed bladed weapon in one or both hands without penalty. |
| CLASS PERK: WILDERNESS TRACKING (IRON TIER) MANA USAGE: SPECIAL (LOW) DESCRIPTION: Knowledge of the tracking of people and creatures in wilderness settings. Tracking may be enhanced by channeling a small amount of mana during use. Mana enhanced tracking is only effective in woodland, marsh and swamp environments. Higher tiers of this perk will enable enhanced tracking in additional biomes and reduce likelihood of quarry being able to evade the tracker. |
| CLASS PERK: WILDERNESS STEALTH (IRON TIER) MANA USAGE: SPECIAL (LOW) DESCRIPTION: Knowledge of stealth techniques in any wilderness environment. Wilderness Stealth may be further enhanced by channeling a small amount of mana during use. Mana enhanced stealth is only effective in woodland, marsh and swamp environments. Higher tiers of this perk will allow enhanced wilderness stealth in additional biomes and reduce likelihood of the user being detected. |
| CLASS PERK: WILDERNESS SURVIVAL DESCRIPTION: Those who possess this perk have the aptitude to sustain themselves in the wild by utilizing the natural resources available to them. They possess knowledge of essential wilderness survival skills such as hunting, trapping, foraging, fire-making, constructing shelter, and more. |
| PERK OF UNKNOWN ORIGIN: CARPENTRY (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS DESCRIPTION: Basic knowledge of carpentry and woodworking science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical construction components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| PERK OF UNKNOWN ORIGIN: ELECTRICAL (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS DESCRIPTION: Basic knowledge of electrical science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical electrical components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| PERK OF UNKNOWN ORIGIN: PLUMBING (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS DESCRIPTION: Basic knowledge of plumbing science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical plumbing components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| PERK OF UNKNOWN ORIGIN: BOOKKEEPING/LOGISTICS DESCRIPTION: Knowledge and skill in money, inventory and logistical practices and record keeping. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| RACIAL TRAIT: CHILDLIKE CHARM DESCRIPTION: Gnomes emit a mild charm that affects individuals with nurturing tendencies, even if subconscious. Those affected may view the Gnome as a vulnerable child in need of help or protection, rather than a potential threat. However, this charm is only suggestive in nature and cannot coerce someone into doing something they are not inclined to do. As this trait operates as a suggestive charm, it will bypass most passive charm defenses. Beings who are Gnome-sized or smaller are immune to this charm. |
| RACIAL TRAIT: DARKVISION MANA USAGE: MANA MUST BE PRESENT IN USER DESCRIPTION: Provides the ability to see in the dark with a monochromatic, false-light vision. Effect may be activated or deactivated at will. Requires the presence of mana within the Gnome''s body to function. |
| RACIAL TRAIT: MANA-ENHANCED HEARING MANA USAGE: MANA MUST BE PRESENT IN USER DESCRIPTION: Gnomes possess highly sensitive hearing, enabling them to detect even faint or far-off sounds with careful concentration. When underground, a Gnome can accurately discern the direction of sound regardless of any echoes present. Requires the presence of mana within the Gnome''s body to function. |
| RACIAL TRAIT: RESIST FEAR MANA USAGE: SPECIAL CASTING TIME: NONE RECHARGE TIME: 10 MINUTES DESCRIPTION: Gnomes possess a natural resistance towards situations and influences that evoke fear. If they happen to be affected by an active Fear effect, they may choose to spend mana in an attempt to fend it off. The amount of mana required for this depends on the intensity of the effect. This trait is ineffective against self-generated emotional fear-effects. |
| RACIAL TRAIT: TINKER DESCRIPTION: Gnomes have an inherent mental ability to design, engineer and create strange new ideas, contraptions, weapons, machines and projects. Will synergize with related perks, skills and traits to expand the knowledge base that may be utilized by this trait. SYNERGIZED PERKS: Advanced Archery, Basic Carpentry, Basic Plumbing, Basic Electrical, Bookkeeping/Logistics, Bowyer/Fletcher SYNERGIZED TRAITS: Underground Sense |
| RACIAL TRAIT: UNDERGROUND SENSE DESCRIPTION: Like Dwarves, Gnomes have a natural affinity for underground environs. They can sense direction and grade of underground passages, and will seldom get lost. They can easily discern the stability of ceilings or floors, and how to remove rock and earth without causing collapse, etc. They possess knowledge of essential underground survival skills. Provides a premonition-like danger warning in underground areas giving the Gnome up to thirty seconds warning, as well as the general direction of the danger. This danger sense does not function during combat or other periods of high activity. This trait synergizes with the TINKER trait in the exploration of trait-related projects. |
| Name | Gender/Race | Class | Tier | Rank | First Mention | Notes | ||||
| "Beatcop" | Male Dwarf | -- | -- | Staff | Ch. 15 | Was walking patrol when Callie woke the morning after her Symbiote joining | ||||
| Alena del Montano | Female Elf | -- | -- | -- | Ch. 11 | Legacy Princess and sister of Vanis, Age 8, presumptive heir to the del Montano Legacy Kingdom | ||||
| Ambria | Female Faun | Combat Medic | Iron | Recruit | Ch. 27 | Combat Medic recruit, comes from the Fae woods where her family has a mushroom farm, was apprenticed to the local healer, was visiting the city when she was unfortunately chosen for the lottery | ||||
| Balneis | Female Elf | -- | -- | Staff | Ch. 7 | Part of the Quartermaster and Logistics staff | ||||
| Bratig | Male Dwarf | Druid | Iron | Recruit | Ch. 4 | Druid Recruit, Pushed Pixyl causing her to break her wing, was disciplined by Tazrok which included removing his beard. Pixyl responded by kicking him hard in the crotch, both also participated in a drinking contest, which Pixyl won. | ||||
| Callie (Calliope) Willow Archer | Female Gnome | Ranger | Iron | Recruit | Prologue | Human transported from Earth into pink-haired Gnome body, Conscription Cursed and currently in advanced class training, Is a race/class combination not seen before, has background archery and accounting | ||||
| Celeste | Female Elf | Bladedancer | Gold | Major | Ch. 4 | Senior officer in Camp, doing double-duty as Bladedancer Trainer and head of training camp internal security | ||||
| Cheena | Female Elf | Shaman | -- | Trainer | Ch. 10 | Shaman Trainer under the mentorship of Trainer Maugra, acts as her interpreter and assistant, but is ready to assume role of lead trainer, should Maugra ever finally retire | ||||
| Chown | Male Goblin | Shaman | Iron | Recruit | Ch. 10 | Shaman Recruit, learned Arcane Blast from grandmother, who is a Wizard | ||||
| Dermic | Male Squirrelkin | Bladeweaver | Iron | Recruit | Ch. 24 | Bladeweaver recruit, has only been a Bladeweaver for a short time | ||||
| Dregorio | Male Catkin | Bladedancer | Iron | Recruit | Ch. 10 | Bladedancer Recruit, Catkin with Domestic Housecat background, comes from far to the south along the sea, but came north to be with his love - alas it did not work out and he was Conscripted before he could return home | ||||
| Dunni (Dunilalwal) | Male Fairy | Warlock | Iron | Recruit | Ch. 10 | Warlock Recruit, age 16, has only been a Warlock for six months, used to be in service to Duke Rallaxe and recognizes Vanis from that time, seems lazy about his Warlock studies | ||||
| Earick | Male Elf | Scryer | -- | Staff | Ch. 4 | Scryer on staff at training camp | ||||
| Eirlys | Female Elf | Sylvan | -- | Trainer | Ch. 26 | Floramancer/Sylvan trainer, expert in plant-related magics | ||||
| Fidas | Male Fairy | Healer | -- | Staff | Ch.14 | Healer on staff. Served as monitor for Ogre House while they recovered from their Symbiote joining | ||||
| Fizzlebek | Male Gnome | Enchanter | -- | Staff | Ch. 19 | In charge of the workshop section of the crafting area, Enchanter (class) and Artificer (vocation), Married to Pama, the head Culinar. | ||||
| Flick | Male Gnome | -- | -- | Crime Boss | Ch. 27 | Former compatriot of Lena when she was still in organized crime, treated Lena well and made sure she was trained | ||||
| Fullo | Female Tigerkin | -- | -- | Staff | Ch. 8 | Quartermaster in charge of laundry, tailoring and training armor, leads a team of Brownie tailors, yellow Tigerkin | ||||
| Fynisse | Female Lionkin | Warlock | Iron | Recruit | Ch. 10 | Warlock recruit, age 16, has only been a Warlock for one month | ||||
| Galin Molanar | Male Elf | -- | -- | Legate | Ch. 3 | Second in command of training camp, reports to Commandant Xera | ||||
| Grig | Male Goblin | -- | -- | Staff | Ch. 11 | Kitchen staff member | ||||
| Halc | Male Dwarf | -- | -- | Recruit | Ch. 27 | Dwarf that harassed Callie when she woke in the recruit wagon, apologized to her for his behavior and received a harsh lesson on the importance of consent. | ||||
| Hoxx | Male Elf | -- | -- | Crime Mini-boss | Ch. 27 | Former compatriot of Lena when she was still in organized crime, treated her poorly and attemted to have her killed, before Tazrok was able to stop the attack | ||||
| Jesca | Female Cheetahkin | Ranger | Iron | Recruit | Ch. 9 | Fellow Ranger recruit and friend of Callie | ||||
| Juniper | Female Dryad | Sylvan | Iron | Recruit | Ch. 4 | Mysterious and mischievous Dryad that lives close to the training camp, has some arrangement with Xera but is considered a nuisance by most officers and staff, is recruited into camp training in exchange for agreeing to lead camp personnel to Symbiotes in the area | ||||
| Kaisess | Male Tigerkin | Ranger | Iron | Recruit | Ch. 10 | Ranger Recruit, yellow Tigerkin, learned the Parkour skill | ||||
| Karen | Female Human | -- | -- | -- | Prologue | Interviewed Callie Archer for a poor accounting position | ||||
| Kela | Female Elf | -- | -- | Captain | Ch. 3 | In charge of Quartermaster and Logistics at the training camp, reports to Legate Galin, arguably the most-important person at the training camp | ||||
| Koda (aka Bear Guy) | Male Bearkin | Paladin | -- | Recruit | Ch. 10 | Large Bearkin that accosts Callie, Jesca and Thucax, before turning polite, nicknamed ''Bear Guy'' by Callie, seasoned soldier in the militia and going through training to provide feedback and take training info back home. | ||||
| Koka | Female Tigerkin | Bladedancer | Iron | Recruit | Ch. 10 | Bladedancer Recruit, white Tigerkin, twin sister (littermate) of Bladedancer Recruit Moka | ||||
| Lena (Lenora) Mosswood | Female Elf | Bladedancer | Iron | Recruit | Ch. 1 | Bladedancer Recruit, housemate of Callie Archer, has a mysterious and criminal past, powerset includes multiple Thief skills as well as Truthseeking | ||||
| Lhawni | Female Goblin | Shaman | Iron | Recruit | Ch. 10 | Shaman Recruit | ||||
| Maugra | Female Goblin | Shaman | -- | Trainer | Ch. 10 | Very old Goblin Shaman Trainer, requires walking-staff for assistance in bi-pedal fom, unable to speak well and uses Shaman Trainer Cheena to translate a form of sign language, refuses to retire so Cheena can take over training duties, Known Animal Forms: Wolf | ||||
| Melga Fireheart | Female Dwarf | Druid | Iron | Recruit | Ch. 10 | Druid Recruit. | ||||
| Meyra | Female Elf | Healer | -- | Staff | Ch. 11 | Healer and assistant to Master Healer Tasi | ||||
| Moka | Male Tigerkin | Bladedancer | Iron | Recruit | Ch. 10 | Bladedancer Recruit, white Tigerkin, twin brother (littermate) of Bladedancer Recruit Koka | ||||
| Natala | Female Dwarf | -- | -- | Sergeant-Major | Ch. 6 | Assistant to Master Trainer Thorn, battle veteran with lingering mobility injuries | ||||
| Nola | Female Lizardkin | Bladeweaver | Iron | Recruit | Ch. 24 | Bladeweaver recruit, has only been a Bladeweaver for a short time | ||||
| Olin | Male Lionkin | Bladeweaver | -- | Trainer | Ch. 9 | Bladeweaver Trainer for the training camp | ||||
| Pama | Female Gnome | Culinar | -- | Staff | Ch. 11/19 | Head Culinar for the camp. Mentioned (Ch. 11) by Vanis using incorrect name as someone that once cooked for a feast in the royal court, Married to Head Enchanter/Artificer Fizzlebek | ||||
| Pixyl (Pixylataweneecina) | Female Pixie | Bladeweaver | Iron | Corporal Major | Ch. 4 | Blue-haired Pixie who''s wing was seriously injured after altercation with Bratig, housemate of Callie Archer, generally quiet and introverted, fiercely independent with few friends. Is a race/class combination not seen before. Used to fight in the Marandine underground fighter pits and is quite used to fighting demons. Pixyl received two medals for her courage and injuries when fighting a demon on the first day. Pixyl responded by kicking Bragig hard in the crotch in response to him breaking her wing, both also participated in a drinking contest, which Pixyl won. | ||||
| Rakona | Female Tigerkin | Bladeweaver | Iron | Recruit | Ch. 24 | Bladeweaver Recruit, has only been a Bladeweaver for a short time, green tigerkin variant with orange stripes | ||||
| Rallaxe | Male (Unknown) | -- | -- | Duke (Nobility) | Ch. 10 | Kingdom nobility known to Vanis, used to employ Warlock Recruit Dunni on his staff, before forcing him to quit to devote time to studying his new class. | ||||
| Reynard | Male Foxkin | Ranger | -- | Trainer | Ch. 7 | Ranger Trainer, good friends with Master Trainer Thorn, not happy with having a Gnome recruit or with Callie''s stubbornness | ||||
| Rowani | Female Pantherkin | Druid | Gold | Trainer | Ch. 5 | Druid trainer, Elder battle veteran. Known Animal Forms include: Black Panther, Golden Hawk | ||||
| Sania | Female Dwarf | Scryer | -- | Staff | Ch. 11 | Scryer on staff at training camp | ||||
| Shul''an | N/A Salamanderkin | Ranger | Bronze | Recruit | Ch. 10 | Ranger Recruit, Fire Salamander background, pitch-black skin with red highlights, hails from the Great Oasis in the Southern Desert and when Conscripted was too far to return home, able to shoot flammable spit, served as trade caravan guard and has learned several Ranger skills, plus Earthen Wall (Geomancer) and Burning Hands (Wizard) which can be used to ignite flammable spit (NOTE: Salamanderkin are hermaphroditic and use neutral pronouns) | ||||
| Solva | Male Human | -- | -- | Governor | CH. 6 | Human nobility and friend of Vanis before the Humans isolated, Vanis was courting his daughter at one point. | ||||
| Swopik | Male Goblin | Shaman | Iron | Recruit | Ch. 10 | Shaman Recruit, was part of the town militia before being Conscripted, so knows some warrior skills | ||||
| Tasi | Female Fairy | Healer | -- | Master Healer | Ch. 9 | Supervisor of Healers and healing services at training camp | ||||
| Tazrok (Deathstorm) Thunderfist | Male Ogre | Druid | Iron | Corporal | Ch. 1 | Druid Recruit, housemate of Callie Archer, powerset includes multiple Berserker and Barbarian skills, Is a race/class combination not seen before. "Promoted" to Corporal and takes his disciplinary duties quite seriously, Is still trying to wrap his mind about being a Druid, as it is outside is worldview. | ||||
| Terrin | Male Elf | Warlock | -- | Trainer | Ch. 10 | Warlock Trainer, old friend of Commandant Xera forced out of retirement to serve as trainer, has very little patience for young people, 236 years old | ||||
| Thorn | Male Ratkin | Martialist | Platinum | Master Trainer | Ch. 6 | Officer in charge of all recruit training. Reports directly to Commandant Xera. | ||||
| Thucax | Male Gnoll | Ranger | Iron | Recruit | Ch. 10 | Ranger Recruit, generally sour disposition (common for Gnolls), his family owns several warehouses and distribution centers in large cities | ||||
| Utora | Female Gnoll | Paladin | Gold | Soldier | Ch. 27 | Graduate of training camp, killed in action saving a family from demons, first combat death of camp graduate | ||||
| Vanis del Montano | Male Elf | Warlock | Iron | Corporal | Ch. 2 | Warlock Recruit, housemate of Callie Archer, Son of Legacy King Feldwin del Montano. Powerset includes Dancing Lights (Illusionist) and Inspiring Melody (Bard) plus instrument perks | ||||
| Vonn | Female Lamia | Ranger | Gold | Staff | Ch. 19 | Former Ranger (retired) turned craftperson (forge), used to be an adventurer until Conscripted, fought on the line with Celeste, is able to craft swords and bows, and will be making both for Callie | ||||
| Wallir | Male Elf | Druid | Iron | Recruit | Ch. 10 | Druid Recruit | ||||
| Woman in the Red Hat | Female (Unkown) | -- | -- | -- | Prologue | Mysterious woman in a bright yellow dress and large red hat. Pushed Callie Archer in front of a train in Chicago, IL (Earth) | ||||
| Xera | Between Fairy | Bladedancer | -- | Commandant | Ch. 3 | Commander of training camp, missing one arm and a portion of their wing due to presumed combat injury. Holds the rank of General. (NOTE: Fairy are able to change gender as desired, Xera is between genders and uses neutral pronouns) | ||||
| Xin (Xinchaine), Daughter of the Sunset Valley Tribe | N/A Lizardkin | Shaman | Iron | Recruit | Ch. 2 | Shaman Recruit, volunteered for duty, housemate of Callie Archer, powerset includes multiple Spearmaster Skills (NOTE: Lizardkin are hermaphroditic and use female pronouns) | ||||
| Yulayla | Female Elf | Scryer | -- | Staff | Ch. 4 | Scryer on staff at training camp | ||||
| LEVEL: IRON.056 |
| WILDERNESS SURVIVAL: FLORA - BLACK LOTUS A rare and elusive flower that only blooms on nights with no moons in the sky. It is highly sought by alchemists for its use in Rejuvenation potions. The flower''s petals and stem must be harvested carefully with a silver blade. If the petals or stem are damaged or the flower is harvested with a non-silver blade, its magical properties will likely be lost. |
| LEVEL: IRON.998 |
| LEVEL: IRON.998 |
| LEVEL: IRON.998 |
| NEW LEVEL: BRONZE.011 MULTIPLE SKILLS UPDATED MULTIPLE PERKS UPDATED |
| NEW SKILL: EAGLE EYE NEW SKILL: ELEMENTAL SHOT NEW SKILL: HOMING SHOT NEW SYNERGIZED SKILL: RAIN OF ARROWS NEW SYNERGIZED SKILL: REPLICATE ARROW NEW SYNERGIZED SKILL: SUMMON COMPONENTS NEW MELDED SKILL: SUMMON TURRET NEW SYNERGIZED PERK: DANGER SENSE - WILDERNESS NEW MELDED PERK: EFFECT LAYERING NEW PERK: MELEE COMBAT - BOWS / ARROWS |
| MELDED SKILL: SUMMON TURRET (BRONZE TIER) MANA USAGE: HIGH CASTING TIME: 3 SECONDS RECHARGE TIME: 120 SECONDS CHARGES: 3 SUMMON DURATION: 5 MINUTES (approximate) DESCRIPTION: Summons a mechanized construct that can fire summoned arrows at a designated target once every 3 seconds. The caster can mentally designate a new target at any time. The construct must be affixed to a flat surface measuring at least thirty centimeters in length and width, or be able to clasp to a narrow supporting structure that is at least thirty centimeters in length. The attach point must be stable for maximum accuracy. The construct must be summoned within a range of 3 meters from the caster. Turrets are summoned constructs and will dissipate after approximately 5 minutes, but can be dismissed at any time. Only 1 turret can be deployed at a time. Summoning an additional turret will cause the oldest active turret to dissolve. Standard Turrets are fragile and easily destroyed. Higher tiers of this skill will increase the maximum active turret count, number of charges, summoned duration, fire rate, casting range, as well as decrease recharge and casting times. Additional enhancements will also be available. This is a melded skill of TINKER + CARPENTRY + BOWYER/FLETCHER. |
| SKILL: RAIN OF ARROWS (BRONZE TIER) SYNERGY: MULTISHOT MANA USAGE: MEDIUM CASTING TIME: 5 SECONDS RECHARGE TIME: 60 SECONDS CHARGES: 1 MULTIPLIERS: 4x / 2x DESCRIPTION: This ability imbues a prepped arrow to target an area of ground 3-5 meters (variable at time of casting) in diameter. When the arrow is loosed upwards, the arrow will split 4x the multiplier of MULTISHOT, and then split into 2x, hitting the target area randomly. The arrow must be fired within 10 seconds of the spell''s completion, or the enchantment will dissipate. Arrows are summoned objects and will disappear approximately ten seconds after striking. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the multipliers, maximum charge count, and variable area of effect will increase. |
| MELDED CLASS PERK: EFFECT LAYERING DESCRIPTION: This perk allows the caster to apply multiple skill effects to a single arrow. The effects are applied in reverse order of their intended use. If the casting or use condition for any effect fails, all effects are canceled and the caster loses all charges and mana used. Mana required increases significantly with each additional effect. Caster can apply the same effect multiple times, as long as they have enough charges and mana, and all castings are completed before the first¡¯s effect dissipates. This is a melded perk of TINKER + ADVANCED ARCHERY. |
| Name: Calliope (Callie) Willow Archer | Age: 26 |
| Class: Ranger | Race: Gnome |
| Level: Iron Tier | Gender: Female |
| SKILL: BURST SHOT (BRONZE TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 25 SECONDS CHARGES: 2 DESCRIPTION: This ability imbues a prepped arrow with the power to create a burst of bright light, sound, and concussive force upon impact. However, the arrow must be fired within 12 seconds of the spell''s completion, or the enchantment will dissipate. As the skill advances, its recharge will decrease, the window of opportunity to fire the arrow will expand, and the number of charges will increase. |
| SKILL: EAGLE EYE (BRONZE TIER) MANA USAGE: LOW (CHANNELED) DESCRIPTION: Allows one to magnify their vision in the direction they are facing up to a maximum of 3x. Line-of-sight must be unimpeded. This is a channeled skill. Ranger skills may be used through this magnified vision. As the Ranger progresses to higher tiers, the maximum magnification level will increase, and the skill will grant the capability to use enhanced vision types. |
| SKILL: ELEMENTAL SHOT (BRONZE TIER) MANA USAGE: MEDIUM CASTING TIME: 4 SECONDS RECHARGE TIME: 40 SECONDS CHARGES: 1 ELEMENTAL EFFECTS: FIRE, WATER, ICE DESCRIPTION: This ability enchants a prepped arrow, wrapping it in a layer of Elemental Effect. The casting process requires 4 seconds, and once complete, the arrow must be fired within 10 seconds, or the effect will dissipate. Upon impact, the arrow will burst with the applied effect in a radius of approximately 3 meters. As the skill advances, additional elemental effects and a variably increased radius of effect will be available. Furthermore, charge count and hold time increases, while casting and recharge times will decrease. |
| SKILL: FLARE (BRONZE TIER) MANA USAGE: LOW CASTING TIME: 2 SECONDS RECHARGE TIME: 45 SECONDS CHARGES: 2 DESCRIPTION: This ability enchants a prepped arrow, causing it to emit bright light. The casting process requires 2 seconds, and once complete, the arrow must be fired within 12 seconds, or the effect will dissipate. After being fired, the arrow will begin to glow a maximum of 4 seconds (variable at cast time) after release and will glow for 15-30 seconds (variable at cast time). If fired skyward, the arrow will descend gently towards the ground once it reaches its peak. As the skill advances, the casting and recharge time will decrease. Additionally, the duration of the glow will increase, as well as the window of opportunity to fire the arrow and the number of charges available. |
| SKILL: HOMING SHOT (BRONZE TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT + 3 SECONDS FOR LOCK RECHARGE TIME: 40 SECONDS CHARGES: 1 DESCRIPTION: This ability imbues a prepped arrow with the power to steer itself towards an intended target. Upon cast, the archer must lock on to the target for no less than 3 seconds. The arrow must be fired within 10 seconds from initial cast, or the effect will dissipate. Homing area is a 20-degree wide cone centered on the direction of the shot. As the skill level increases, the recharge time and lock time will decrease, the window of opportunity to fire will expand as will maximum charge count. The steering capability of the projectile will also improve. |
| SKILL: INSTINCTIVE DODGE (BRONZE TIER) STAMINA USAGE: LOW (SPECIAL) DESCRIPTION: Individuals possessing this skill can effortlessly evade known incoming attacks by utilizing their stamina. As they progress to higher tiers, their likelihood of success increases, their stamina expenditure decreases, and they ultimately gain the capability to dodge unseen attacks. |
| SKILL: MULTISHOT (BRONZE TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 45 SECONDS CHARGES: 2 MULTIPLIER: 4 DESCRIPTION: This ability imbues a prepped arrow with the power to split into 4 projectiles upon release. Each projectile can be aimed at the same target or different targets within a 20-degree cone in front of the weapon. The arrow must be fired within 12 seconds of the spell''s completion, or the enchantment will dissipate. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, projectile count, maximum charge count, and area of effect will increase. |
| SKILL: PIERCING SHOT (BRONZE TIER) MANA USAGE: MEDIUM CASTING TIME: 1.5 SECONDS RECHARGE TIME: 40 SECONDS CHARGES: 2 DESCRIPTION: This ability imbues a prepped arrow with enhanced power, allowing it to penetrate hardened targets with ease. The casting process requires 1.5 seconds, and once complete, the arrow must be fired within 12 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to shoot the arrow will expand, and the damage, maximum charge count, and piercing capability will increase. |
| SKILL: RAPID FIRE (BRONZE TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 30 SECONDS CHARGES: 2 MULTIPLIER: 5 DESCRIPTION: This ability imbues a prepped arrow to release 5 arrows in rapid succession, in the direction aimed at time of each release. The arrow must be fired within 12 seconds of the spell''s completion, or the enchantment will dissipate. This skill will cause recoil when active, and care must be taken to maintain one¡¯s target. As the skill level increases, the recharge time and recoil will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and number of arrows fired will increase. |
| SKILL: RAIN OF ARROWS (BRONZE TIER) SYNERGY: MULTISHOT MANA USAGE: MEDIUM CASTING TIME: 5 SECONDS RECHARGE TIME: 60 SECONDS CHARGES: 1 MULTIPLIERS: 4x / 2x DESCRIPTION: This ability imbues a prepped arrow to target an area of ground 3-5 meters (variable at time of casting) in diameter. When the arrow is loosed upwards, the arrow will split 4x the multiplier of MULTISHOT, and then split into 2x., hitting the target area randomly. The arrow must be fired within 10 seconds of the spell''s completion, or the enchantment will dissipate. Arrows are summoned objects and will disappear approximately ten seconds after striking. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the multipliers, maximum charge count, and variable area of effect will increase. |
| SYNERGIZED SKILL: REPLICATE ARROW (BRONZE TIER) SYNERGY: BOWYER/FLETCHER MANA USAGE: MEDIUM CASTING TIME: 5 SECONDS RECHARGE TIME: 180 SECONDS SUMMON DURATION: 2 HOURS (approximate) DESCRIPTION: This ability will create summoned 1x duplicates of up to 10 non-magical arrows, or 1x duplicates of up to 3 magic-imbued arrows. As summoned items, the arrows will dissolve approximately 2 hours after creation. Arrows previously summoned with this skill may be replicated. As the skill advances, its recharge time will decrease, the quantity that may be replicated increases, and the summoned duration will extend. |
| SKILL: SNIPER SHOT (BRONZE TIER) MANA USAGE: HIGH CASTING TIME: 5 SECONDS RECHARGE TIME: 45 SECONDS CHARGES: 2 DESCRIPTION: This ability imbues a prepped arrow for extreme damage at long range. The casting process requires 5 seconds, and once complete, the arrow must be fired within 12 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and range will increase. |
| SKILL: SUMMON COMPONENTS (BRONZE TIER) SYNERGY: BOWYER/FLETCHER This book''s true home is on another platform. Check it out there for the real experience.MANA USAGE: MEDIUM CASTING TIME: 5 SECONDS RECHARGE TIME: 300 SECONDS SUMMON DURATION: 6 HOURS (approximate) DESCRIPTION: This ability will create summoned versions of common Bowyer/Fletcher components required for the construction of up to 5 non-magical arrows and non-magical parts to complete simple repairs on up to 2 bows. As summoned items, these components will dissolve approximately 6 hours after creation. Arrows crafted with these summoned components may be replicated by the Replicate Arrow skill, but the results have the summon duration of that skill. As the skill advances, its recharge time will decrease, the summoned quantity of components will increase, and the summoned duration will extend. Furthermore, increasingly-complex magical components may be summoned. |
| MELDED SKILL: SUMMON TURRET (BRONZE TIER) MANA USAGE: HIGH CASTING TIME: 3 SECONDS RECHARGE TIME: 120 SECONDS CHARGES: 3 SUMMON DURATION: 5 MINUTES (approximate) DESCRIPTION: Summons a mechanized construct that can fire summoned arrows at a designated target once every 3 seconds. The caster can mentally designate a new target at any time. The construct must be affixed to a flat surface measuring at least thirty centimeters in length and width, or be able to clasp to a narrow supporting structure that is at least thirty centimeters in length. The attach point must be stable for maximum accuracy. The construct must be summoned within a range of 3 meters from the caster. Turrets are summoned constructs and will dissipate after approximately 5 minutes, but can be dismissed at any time. Only 1 turret can be deployed at a time. Summoning an additional turret will cause the oldest active turret to dissolve. Standard Turrets are fragile and easily destroyed. Higher tiers of this skill will increase the maximum active turret count, number of charges, summoned duration, fire rate, casting range, as well as decrease recharge and casting times. Additional enhancements will also be available. This is a melded skill of TINKER + APPRENTICE CARPENTRY + BOWYER/FLETCHER. |
| PERK OF UNKNOWN ORIGIN: ADVANCED ARCHERY (BRONZE TIER) CLASS PERK: ADVANCED ARCHERY (BRONZE TIER) MANA USAGE: SPECIAL (LOW) CASTING TIME: NONE RECHARGE TIME: NONE DESCRIPTION: Individuals possessing this perk are more likely to successfully hit their intended target. The caster may utilize mana to more-accurately target particular regions of the intended target or to unerringly reflect an arrow off 1 solid surface without reduction to its power. At higher tiers, aptitude at utilizing mana to increase the likelihood of striking precise areas on their target increases, as does the ability to accomplish intricate, and sometimes seemingly impossible, trick shots. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| CLASS PERK: AMBIDEXTERITY DESCRIPTION: The ability to use either hand to perform actions without penalty. |
| PERK: BOWYER/FLETCHER (BRONZE TIER) MANA USAGE: SITUATIONAL CASTING TIME: SITUATIONAL RECHARGE TIME: SITUATIONAL DESCRIPTION: Provides the knowledge to craft simple arrows and bows from common components. Higher tiers of this perk allow for advanced crafting, replicating arrows, summoning components, and imbuing crafted bows and arrows with temporary magical runes and effects, enhancing their capabilities. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| SYNERGIZED CLASS PERK: DANGER SENSE (WILDERNESS) SYNERGY: WILDERNESS TRACKING DESCRIPTION: Provides a premonition-like danger warning in wilderness areas. Users with this perk will receive up to ten seconds warning and will also know the general direction of the danger. Functions in the same biomes as the synergized perk Wilderness Tracking. Does not function during combat or other periods of high activity or stress. |
| MELDED CLASS PERK: EFFECT LAYERING DESCRIPTION: This perk allows the caster to apply multiple skill effects to a single arrow. The effects are applied in reverse order of their intended use. If the casting or use condition for any effect fails, all effects are canceled and the caster loses all charges and mana used. Mana required increases significantly with each additional effect. Caster can apply the same effect multiple times, as long as they have enough charges and mana, and all castings are completed before the first¡¯s effect dissipates. This is a melded perk of TINKER + ADVANCED ARCHERY. |
| CLASS PERK: MELEE COMBAT - DUAL WIELD - BLADES DESCRIPTION: Proficiency in combat using a one-handed bladed weapon in one or both hands without penalty. |
| CLASS PERK: MELEE COMBAT - BOW / ARROW DESCRIPTION: Proficiency in melee combat using a bow and/or arrow as a makeshift melee weapon. |
| CLASS PERK: WILDERNESS TRACKING (BRONZE TIER) MANA USAGE: SPECIAL (LOW) DESCRIPTION: Knowledge of the tracking of people and creatures in wilderness settings. Tracking may be enhanced by channeling a small amount of mana during use. Mana enhanced tracking is only effective in woodland, marsh, swamp, plains and fields environments. Higher tiers of this perk will enable enhanced tracking in additional biomes and reduce likelihood of quarry being able to evade the tracker. This perk synergizes with Danger Sense (Wilderness). |
| CLASS PERK: WILDERNESS STEALTH (BRONZE TIER) MANA USAGE: SPECIAL (LOW) DESCRIPTION: Knowledge of stealth techniques in any wilderness environment. Wilderness Stealth may be further enhanced by channeling a small amount of mana during use. Mana enhanced stealth is only effective in woodland, marsh, swamp, plains and fields environments. Higher tiers of this perk will allow enhanced wilderness stealth in additional biomes and reduce likelihood of the user being detected. |
| CLASS PERK: WILDERNESS SURVIVAL DESCRIPTION: Those who possess this perk have the aptitude to sustain themselves in the wild by utilizing the natural resources available to them. They possess knowledge of essential wilderness survival skills such as hunting, trapping, foraging, fire-making, constructing shelter, and more. |
| PERK OF UNKNOWN ORIGIN: CARPENTRY (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS DESCRIPTION: Basic knowledge of carpentry and woodworking science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical construction components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| PERK OF UNKNOWN ORIGIN: ELECTRICAL (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS DESCRIPTION: Basic knowledge of electrical science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical electrical components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| PERK OF UNKNOWN ORIGIN: PLUMBING (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS DESCRIPTION: Basic knowledge of plumbing science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical plumbing components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| PERK OF UNKNOWN ORIGIN: BOOKKEEPING/LOGISTICS DESCRIPTION: Knowledge and skill in money, inventory and logistical practices and record keeping. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| RACIAL TRAIT: CHILDLIKE CHARM DESCRIPTION: Gnomes emit a mild charm that affects individuals with nurturing tendencies, even if subconscious. Those affected may view the Gnome as a vulnerable child in need of help or protection, rather than a potential threat. However, this charm is only suggestive in nature and cannot coerce someone into doing something they are not inclined to do. As this trait operates as a suggestive charm, it will bypass most passive charm defenses. Beings who are Gnome-sized or smaller are immune to this charm. |
| RACIAL TRAIT: DARKVISION MANA USAGE: MANA MUST BE PRESENT IN USER DESCRIPTION: Provides the ability to see in the dark with a monochromatic, false-light vision. Effect may be activated or deactivated at will. Requires the presence of mana within the Gnome''s body to function. |
| RACIAL TRAIT: MANA-ENHANCED HEARING MANA USAGE: MANA MUST BE PRESENT IN USER DESCRIPTION: Gnomes possess highly sensitive hearing, enabling them to detect even faint or far-off sounds with careful concentration. When underground, a Gnome can accurately discern the direction of sound regardless of any echoes present. Requires the presence of mana within the Gnome''s body to function. |
| RACIAL TRAIT: RESIST FEAR MANA USAGE: SPECIAL CASTING TIME: NONE RECHARGE TIME: 10 MINUTES DESCRIPTION: Gnomes possess a natural resistance towards situations and influences that evoke fear. If they happen to be affected by an active Fear effect, they may choose to spend mana in an attempt to fend it off. The amount of mana required for this depends on the intensity of the effect. This trait is ineffective against self-generated emotional fear-effects. |
| RACIAL TRAIT: TINKER DESCRIPTION: Gnomes have an inherent mental ability to design, engineer and create strange new ideas, contraptions, weapons, machines and projects. Will synergize with related perks, skills and traits to expand the knowledge base that may be utilized by this trait. SYNERGIZED PERKS: Advanced Archery, Basic Carpentry, Basic Plumbing, Basic Electrical, Bookkeeping/Logistics, Bowyer/Fletcher SYNERGIZED TRAITS: Underground Sense |
| RACIAL TRAIT: UNDERGROUND SENSE DESCRIPTION: Like Dwarves, Gnomes have a natural affinity for underground environs. They can sense direction and grade of underground passages, and will seldom get lost. They can easily discern the stability of ceilings or floors, and how to remove rock and earth without causing collapse, etc. They possess knowledge of essential underground survival skills. Provides a premonition-like danger sense in underground areas giving the Gnome up to thirty seconds warning, as well as the general direction of the danger. This danger sense does not function during combat or other periods of high activity or stress. This trait synergizes with the TINKER trait in the exploration of trait-related projects. |
| Name: Calliope (Callie) Willow Archer | Age: 26 |
| Class: Ranger | Race: Gnome |
| Level: Bronze Tier | Gender: Female |
| ITEM: NATURE BLESSED HEARTWOOD BOW (weapon) MATERIAL: Everliving Dryadic Heartwood INHERENT EFFECTS: Any arrow shot from this bow is Nature Blessed and able to affect targets that may ignore normal, non-magical arrows. Targets containing Nether energy take extra damage from this blessing when struck. Will grow a Heartwood Tree seedling that can be removed and planted, which takes approximately 250 days. If a seedling leaf is ingested, it will restore health, mana and stamina, as well as provide enough nourishment for a normal-sized person for one day. This effect is independent of potion and Healing Berry cooldowns. The leaf will regrow in about one day. RUNE: Increase effective range RUNE: Increase effective range (Diminishing Returns) RUNE: Reduce casting time of bow skills RUNE: Increase mana efficiency (ie, reduce mana cost) of bow skills RUNE: Reinforce bow strength and flexibility RUNE: Reduce recharge time of bow skills. The inscribed item must be touching the recipient to receive this effect. Not effective in magically null areas. ENCHANTMENT: Summon Arrow - Summon an arrow when the bowstring is pulled. Summoned arrow has a lifespan of approximately ten seconds after release. Holds approximately one-hundred arrow charges and recharges at a rate of fifteen per minute. Touching the bow¡¯s thumb indentation at time of draw will suppress arrow formation, using up a suppression charge. Maximum of five suppression charges with a three minute recharge time. ENCHANTMENT: Self Repair - The bow will magically repair any damage it may sustain, or regrow lost pieces, but must be supplied with mana to maintain the repair/regrowth process. Regrown bowstrings will need to be manually secured into place. ENCHANTMENT: Recall Weapon - Telekinetically summon the enchanted weapon into the attuned wielder¡¯s hands. Maximum range of approximately thirty meters. ENCHANTMENT: Magical Storage - Magically store the attuned bow into an attuned stone touching the wielder¡¯s body. The stored bow may be recalled at any time. Recalled bow is not considered a summoned item. Only the attuned wielder may store/recall the bow. Each action uses one charge, and the stone has three charges, with a recharge rate of approximately one hour. TALISMAN (x2): Store one charge of any Silver Tier or lower weapon skill for later use for up to six hours. Requires a low amount of mana to initially store the charge. Normal mana is required to use this stored charge after it is reclaimed. CARE REQUIREMENT: Must be provided water and sunlight at least once per week. If not cared for properly, the Self-Repair enchantment will go dormant, as will all Inherent Effects, causing the seedling to wither and die. Once provided water and sunlight, these effects return, and the seedling will begin to grow again. |
| SKILL: BURST SHOT (BRONZE TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 25 (20) SECONDS CHARGES: 2 DESCRIPTION: This ability imbues a prepped arrow with the power to create a burst of bright light, sound, and concussive force upon impact. However, the arrow must be fired within 12 seconds of the spell''s completion, or the enchantment will dissipate. As the skill advances, its recharge will decrease, the window of opportunity to fire the arrow will expand, and the number of charges will increase. |
| SKILL: EAGLE EYE (BRONZE TIER) MANA USAGE: LOW (CHANNELED) DESCRIPTION: Allows one to magnify their vision in the direction they are facing up to a maximum of 3x. Line-of-sight must be unimpeded. This is a channeled skill. Ranger skills may be used through this magnified vision. As the Ranger progresses to higher tiers, the maximum magnification level will increase, and the skill will grant the capability to use enhanced vision types. |
| SKILL: ELEMENTAL SHOT (BRONZE TIER) MANA USAGE: MEDIUM CASTING TIME: 4 (3.2) SECONDS RECHARGE TIME: 40 (32) SECONDS CHARGES: 1 ELEMENTAL EFFECTS: FIRE, WATER, ICE DESCRIPTION: This ability enchants a prepped arrow, wrapping it in a layer of Elemental Effect. The casting process requires 4 seconds, and once complete, the arrow must be fired within 10 seconds, or the effect will dissipate. Upon impact, the arrow will burst with the applied effect in a radius of approximately 3 meters. As the skill advances, additional elemental effects and a variably increased radius of effect will be available. Furthermore, charge count and hold time increases, while casting and recharge times will decrease. |
| SKILL: FLARE (BRONZE TIER) MANA USAGE: LOW CASTING TIME: 2 (1.6) SECONDS RECHARGE TIME: 45 (36) SECONDS CHARGES: 2 DESCRIPTION: This ability enchants a prepped arrow, causing it to emit bright light. The casting process requires 2 seconds, and once complete, the arrow must be fired within 12 seconds, or the effect will dissipate. After being fired, the arrow will begin to glow a maximum of 4 seconds (variable at cast time) after release and will glow for 15-30 seconds (variable at cast time). If fired skyward, the arrow will descend gently towards the ground once it reaches its peak. As the skill advances, the casting and recharge time will decrease. Additionally, the duration of the glow will increase, as well as the window of opportunity to fire the arrow and the number of charges available. |
| SKILL: HOMING SHOT (BRONZE TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT + 3 (2.4) SECONDS FOR LOCK RECHARGE TIME: 40 (32) SECONDS CHARGES: 1 DESCRIPTION: This ability imbues a prepped arrow with the power to steer itself towards an intended target. Upon cast, the archer must lock on to the target for no less than 3 seconds. The arrow must be fired within 10 seconds from initial cast, or the effect will dissipate. Homing area is a 20-degree wide cone centered on the direction of the shot. As the skill level increases, the recharge time and lock time will decrease, the window of opportunity to fire will expand as will maximum charge count. The steering capability of the projectile will also improve. |
| SKILL: INSTINCTIVE DODGE (BRONZE TIER) STAMINA USAGE: LOW (SPECIAL) DESCRIPTION: Individuals possessing this skill can effortlessly evade known incoming attacks by utilizing their stamina. As they progress to higher tiers, their likelihood of success increases, their stamina expenditure decreases, and they ultimately gain the capability to dodge unseen attacks. |
| SKILL: MULTISHOT (BRONZE TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 45 (36) SECONDS CHARGES: 2 MULTIPLIER: 4 DESCRIPTION: This ability imbues a prepped arrow with the power to split into 4 projectiles upon release. Each projectile can be aimed at the same target or different targets within a 20-degree cone in front of the weapon. The arrow must be fired within 12 seconds of the spell''s completion, or the enchantment will dissipate. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, projectile count, maximum charge count, and area of effect will increase. |
| SKILL: PIERCING SHOT (BRONZE TIER) MANA USAGE: MEDIUM CASTING TIME: 1.5 (1.2) SECONDS RECHARGE TIME: 40 (32) SECONDS CHARGES: 2 DESCRIPTION: This ability imbues a prepped arrow with enhanced power, allowing it to penetrate hardened targets with ease. The casting process requires 1.5 seconds, and once complete, the arrow must be fired within 12 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to shoot the arrow will expand, and the damage, maximum charge count, and piercing capability will increase. |
| SKILL: RAPID FIRE (BRONZE TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 30 (24) SECONDS CHARGES: 2 MULTIPLIER: 5 DESCRIPTION: This ability imbues a prepped arrow to release 5 arrows in rapid succession, in the direction aimed at time of each release. The arrow must be fired within 12 seconds of the spell''s completion, or the enchantment will dissipate. This skill will cause recoil when active, and care must be taken to maintain one¡¯s target. As the skill level increases, the recharge time and recoil will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and number of arrows fired will increase. |
| SKILL: RAIN OF ARROWS (BRONZE TIER) SYNERGY: MULTISHOT MANA USAGE: MEDIUM CASTING TIME: 5 (4) SECONDS RECHARGE TIME: 60 (48) SECONDS CHARGES: 1 MULTIPLIERS: 4x / 2x DESCRIPTION: This ability imbues a prepped arrow to target an area of ground 3-5 meters (variable at time of casting) in diameter. When the arrow is loosed upwards, the arrow will split 4x the multiplier of MULTISHOT, and then split into 2x., hitting the target area randomly. The arrow must be fired within 10 seconds of the spell''s completion, or the enchantment will dissipate. Arrows are summoned objects and will disappear approximately ten seconds after striking. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the multipliers, maximum charge count, and variable area of effect will increase. |
| SYNERGIZED SKILL: REPLICATE ARROW (BRONZE TIER) SYNERGY: BOWYER/FLETCHER MANA USAGE: MEDIUM CASTING TIME: 5 SECONDS Support the creativity of authors by visiting Royal Road for this novel and more.RECHARGE TIME: 180 SECONDS SUMMON DURATION: 2 HOURS (approximate) DESCRIPTION: This ability will create summoned 1x duplicates of up to 10 non-magical arrows, or 1x duplicates of up to 3 magic-imbued arrows. As summoned items, the arrows will dissolve approximately 2 hours after creation. Arrows previously summoned with this skill may be replicated. As the skill advances, its recharge time will decrease, the quantity that may be replicated increases, and the summoned duration will extend. |
| SKILL: SNIPER SHOT (BRONZE TIER) MANA USAGE: HIGH CASTING TIME: 5 (4) SECONDS RECHARGE TIME: 45 (36) SECONDS CHARGES: 2 DESCRIPTION: This ability imbues a prepped arrow for extreme damage at long range. The casting process requires 5 seconds, and once complete, the arrow must be fired within 12 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and range will increase. |
| SKILL: SUMMON COMPONENTS (BRONZE TIER) SYNERGY: BOWYER/FLETCHER MANA USAGE: MEDIUM CASTING TIME: 5 SECONDS RECHARGE TIME: 300 SECONDS SUMMON DURATION: 6 HOURS (approximate) DESCRIPTION: This ability will create summoned versions of common Bowyer/Fletcher components required for the construction of up to 5 non-magical arrows and non-magical parts to complete simple repairs on up to 2 bows. As summoned items, these components will dissolve approximately 6 hours after creation. Arrows crafted with these summoned components may be replicated by the Replicate Arrow skill, but the results have the summon duration of that skill. As the skill advances, its recharge time will decrease, the summoned quantity of components will increase, and the summoned duration will extend. Furthermore, increasingly-complex magical components may be summoned. |
| MELDED SKILL: SUMMON TURRET (BRONZE TIER) MANA USAGE: HIGH CASTING TIME: 3 SECONDS RECHARGE TIME: 120 SECONDS CHARGES: 3 SUMMON DURATION: 5 MINUTES (approximate) DESCRIPTION: Summons a mechanized construct that can fire summoned arrows at a designated target once every 3 seconds. The caster can mentally designate a new target at any time. The construct must be affixed to a flat surface measuring at least thirty centimeters in length and width, or be able to clasp to a narrow supporting structure that is at least thirty centimeters in length. The attach point must be stable for maximum accuracy. The construct must be summoned within a range of 3 meters from the caster. Turrets are summoned constructs and will dissipate after approximately 5 minutes, but can be dismissed at any time. Only 1 turret can be deployed at a time. Summoning an additional turret will cause the oldest active turret to dissolve. Standard Turrets are fragile and easily destroyed. Higher tiers of this skill will increase the maximum active turret count, number of charges, summoned duration, fire rate, casting range, as well as decrease recharge and casting times. Additional enhancements will also be available. This is a melded skill of TINKER + APPRENTICE CARPENTRY + BOWYER/FLETCHER. |
| PERK OF UNKNOWN ORIGIN: ADVANCED ARCHERY (BRONZE TIER)CLASS PERK: ADVANCED ARCHERY (BRONZE TIER) MANA USAGE: SPECIAL (LOW) CASTING TIME: NONE RECHARGE TIME: NONE DESCRIPTION: Individuals possessing this perk are more likely to successfully hit their intended target. The caster may utilize mana to more-accurately target particular regions of the intended target or to unerringly reflect an arrow off 1 solid surface without reduction to its power. At higher tiers, aptitude at utilizing mana to increase the likelihood of striking precise areas on their target increases, as does the ability to accomplish intricate, and sometimes seemingly impossible, trick shots. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| CLASS PERK: AMBIDEXTERITY DESCRIPTION: The ability to use either hand to perform actions without penalty. |
| PERK: BOWYER/FLETCHER (BRONZE TIER) MANA USAGE: SITUATIONAL CASTING TIME: SITUATIONAL RECHARGE TIME: SITUATIONAL DESCRIPTION: Provides the knowledge to craft simple arrows and bows from common components. Higher tiers of this perk allow for advanced crafting, replicating arrows, summoning components, and imbuing crafted bows and arrows with temporary magical runes and effects, enhancing their capabilities. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| SYNERGIZED CLASS PERK: DANGER SENSE (WILDERNESS) SYNERGY: WILDERNESS TRACKING DESCRIPTION: Provides a premonition-like danger warning in wilderness areas. Users with this perk will receive up to ten seconds warning and will also know the general direction of the danger. Functions in the same biomes as the synergized perk Wilderness Tracking. Does not function during combat or other periods of high activity or stress. |
| MELDED CLASS PERK: EFFECT LAYERING DESCRIPTION: This perk allows the caster to apply multiple skill effects to a single arrow. The effects are applied in reverse order of their intended use. If the casting or use condition for any effect fails, all effects are canceled and the caster loses all charges and mana used. Mana required increases significantly with each additional effect. Caster can apply the same effect multiple times, as long as they have enough charges and mana, and all castings are completed before the first¡¯s effect dissipates. This is a melded perk of TINKER + ADVANCED ARCHERY. |
| CLASS PERK: MELEE COMBAT - DUAL WIELD - BLADES DESCRIPTION: Proficiency in combat using a one-handed bladed weapon in one or both hands without penalty. |
| CLASS PERK: MELEE COMBAT - BOW / ARROW DESCRIPTION: Proficiency in melee combat using a bow and/or arrow as a makeshift melee weapon. |
| CLASS PERK: WILDERNESS TRACKING (BRONZE TIER) MANA USAGE: SPECIAL (LOW) DESCRIPTION: Knowledge of the tracking of people and creatures in wilderness settings. Tracking may be enhanced by channeling a small amount of mana during use. Mana enhanced tracking is only effective in woodland, marsh, swamp, plains and fields environments. Higher tiers of this perk will enable enhanced tracking in additional biomes and reduce likelihood of quarry being able to evade the tracker. This perk synergizes with Danger Sense (Wilderness). |
| CLASS PERK: WILDERNESS STEALTH (BRONZE TIER) MANA USAGE: SPECIAL (LOW) DESCRIPTION: Knowledge of stealth techniques in any wilderness environment. Wilderness Stealth may be further enhanced by channeling a small amount of mana during use. Mana enhanced stealth is only effective in woodland, marsh, swamp, plains and fields environments. Higher tiers of this perk will allow enhanced wilderness stealth in additional biomes and reduce likelihood of the user being detected. |
| CLASS PERK: WILDERNESS SURVIVAL DESCRIPTION: Those who possess this perk have the aptitude to sustain themselves in the wild by utilizing the natural resources available to them. They possess knowledge of essential wilderness survival skills such as hunting, trapping, foraging, fire-making, constructing shelter, and more. |
| PERK OF UNKNOWN ORIGIN: CARPENTRY (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS DESCRIPTION: Basic knowledge of carpentry and woodworking science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical construction components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| PERK OF UNKNOWN ORIGIN: ELECTRICAL (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS DESCRIPTION: Basic knowledge of electrical science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical electrical components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| PERK OF UNKNOWN ORIGIN: PLUMBING (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS DESCRIPTION: Basic knowledge of plumbing science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical plumbing components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| PERK OF UNKNOWN ORIGIN: BOOKKEEPING/LOGISTICS DESCRIPTION: Knowledge and skill in money, inventory and logistical practices and record keeping. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| RACIAL TRAIT: CHILDLIKE CHARM DESCRIPTION: Gnomes emit a mild charm that affects individuals with nurturing tendencies, even if subconscious. Those affected may view the Gnome as a vulnerable child in need of help or protection, rather than a potential threat. However, this charm is only suggestive in nature and cannot coerce someone into doing something they are not inclined to do. As this trait operates as a suggestive charm, it will bypass most passive charm defenses. Beings who are Gnome-sized or smaller are immune to this charm. |
| RACIAL TRAIT: DARKVISION MANA USAGE: MANA MUST BE PRESENT IN USER DESCRIPTION: Provides the ability to see in the dark with a monochromatic, false-light vision. Effect may be activated or deactivated at will. Requires the presence of mana within the Gnome''s body to function. |
| RACIAL TRAIT: MANA-ENHANCED HEARING MANA USAGE: MANA MUST BE PRESENT IN USER DESCRIPTION: Gnomes possess highly sensitive hearing, enabling them to detect even faint or far-off sounds with careful concentration. When underground, a Gnome can accurately discern the direction of sound regardless of any echoes present. Requires the presence of mana within the Gnome''s body to function. |
| RACIAL TRAIT: RESIST FEAR MANA USAGE: SPECIAL CASTING TIME: NONE RECHARGE TIME: 10 MINUTES DESCRIPTION: Gnomes possess a natural resistance towards situations and influences that evoke fear. If they happen to be affected by an active Fear effect, they may choose to spend mana in an attempt to fend it off. The amount of mana required for this depends on the intensity of the effect. This trait is ineffective against self-generated emotional fear-effects. |
| RACIAL TRAIT: TINKER DESCRIPTION: Gnomes have an inherent mental ability to design, engineer and create strange new ideas, contraptions, weapons, machines and projects. Will synergize with related perks, skills and traits to expand the knowledge base that may be utilized by this trait. SYNERGIZED PERKS: Advanced Archery, Basic Carpentry, Basic Plumbing, Basic Electrical, Bookkeeping/Logistics, Bowyer/Fletcher SYNERGIZED TRAITS: Underground Sense |
| RACIAL TRAIT: UNDERGROUND SENSE DESCRIPTION: Like Dwarves, Gnomes have a natural affinity for underground environs. They can sense direction and grade of underground passages, and will seldom get lost. They can easily discern the stability of ceilings or floors, and how to remove rock and earth without causing collapse, etc. They possess knowledge of essential underground survival skills. Provides a premonition-like danger sense in underground areas giving the Gnome up to thirty seconds warning, as well as the general direction of the danger. This danger sense does not function during combat or other periods of high activity or stress. This trait synergizes with the TINKER trait in the exploration of trait-related projects. |
| LEVEL: BRONZE.589 / IRON.000 |
| LEVEL: BRONZE.589 / IRON.000 |
| NEW CLASS PERK: BONDED ANIMAL COMPANION |
| CLASS: RANGER / BEASTMASTER |
| CLASS PERK: BONDED ANIMAL COMPANION (IRON TIER) MANA USAGE: SITUATIONAL AT HIGHER TIERS (LOW) BONDED COMPANION MAXIMUM: 2 DESCRIPTION: The Beastmaster is able to form a psychic link with up to 2 Bonded Companions. This connection is unbreakable unless intentionally severed by either the Beastmaster, the Bonded Companion, or by death. The final decision to form this bond always rests with the Bonded Companion, ensuring a willing and harmonious partnership. Should a Bonded Companion perish, a new one may choose to form a bond in its place. Higher tiers of this perk grant the Beastmaster the ability to form bonds with additional companions, use additional communication methods, and other capabilities. NOTE: Mated pairs of Companions may only require a single bond. COMMUNICATION: At Iron Tier, the Bonded Companion possesses the ability to establish telepathic communication with their Bonded Beastmaster, but this connection is one-way only. If the Bonded Companion is capable of sensing sound, it can comprehend the natural speech of the Beastmaster, as well as those engaged in direct conversations with them, provided the language is understood by the Beastmaster. However, if the Beastmaster is absent, in most situations, the bonded companion will be unable to interpret the speech of others. CONTROL: Bonded Companions will generally obey the Beastmaster''s commands, as well as protect the Beastmaster from danger. However, most of their self-preservation instincts remain intact, and thus will not heed orders that recklessly endanger their lives, or the lives of other Bonded Companions. Some Bonded Companions may refuse orders in accordance with their personality and natural instincts. |
| NEW CLASS SKILL: HEAL COMPANION |
| LEVEL: BRONZE.974 |
| WILDERNESS SURVIVAL: FLORA - RED GECKIM (FRUIT) The fruit of a Geckim plant, which is considered ripe when the color changes from green to red. Geckim fruit is quite nutritious and can be eaten raw, including the skin, or used in cooked dishes. If allowed to over-ripen, the skin turning brown, the resulting mash can be combined with sugar, fermented and then strained. The intensely-flavored concentrated result is called Geckim Nectar, and is used in many gourmet dishes. |
| WILDERNESS SURVIVAL: FLORA - SWEET DANDUM (FRUIT) The fruit of a Sweet Dandum Tree. Considered ripe when the pod has turned yellow. Both the seeds and the pod may be eaten raw or used in cooked dishes. The seeds are quite nutritious, and the pods moderately so. |
| NEW SKILL: STICKY WEB ARROW NEW MELDED SKILL: SUMMON GRAPPLING HOOK MELDED SKILL EVOLUTION: SUMMON TURRET to SUMMON MODULAR TURRET NEW SYNERGIZED CLASS PERK: BASIC HERBALISM NEW CLASS PERK: ENDURANCE (WILDERNESS) NEW OFF-CLASS SKILL: SIGIL OF AMPLIFICATION (IRON TIER) NEW OFF-CLASS LEARNED SKILL: INSPIRING MELODY (IRON TIER) NEW OFF-CLASS LEARNED SKILL: SEASON (IRON TIER) NEW OFF-CLASS LEARNED PERK: MUSICIAN - HAND-HELD CHORDOPHONES I APOLOGIZE I COULD NOT HOLD OFF ANY LONGER |
| SKILL: SIGIL OF AMPLIFICATION (IRON TIER) MANA USAGE: LOW + CHANNEL CASTING TIME: SPECIAL RECHARGE TIME: NONE CHARGES: NONE DESCRIPTION: This skill allows you to etch a glowing sigil in the air. You can then push the sigil onto a person or object and it significantly increases the volume of the target''s voice or any other purposely emitted sound. Tapping the Sigil once activates the amplification, while a second time deactivates it, effectively muting the Sigil¡¯s power. The Sigil remains active as long as it is fueled by mana. Mana to power the Sigil can come from the caster or another source, and it will remain active for approximately 10 minutes once the mana source is removed, or until dismissed. At Iron Tier, you are only able to channel 1 Sigil of Amplification at a time. As you improve your mastery of this skill, the number of actively channeled Sigils permitted will increase and their overall amplification effects will improve. |
| SKILL: INSPIRING MELODY (IRON TIER) MANA USAGE: LOW (CHANNELED) CASTING TIME: NONE (CHANNELED) RECHARGE TIME: NONE CHARGES: NONE DESCRIPTION: This skill grants the capability to manipulate emotions via music or rhythmic spoken word. Effectiveness requires the willing attention of the audience, with environmental and mental distractions mitigating impact. This is a suggestive charm and thus bypasses most passive charm defenses. Will not affect those with charm immunity. It can only affect sentience capable of emotion. Further mastery increases projection strength, overall emotional intensity, range, and distraction resistance. In addition, the skill can be made increasingly effective against unwilling targets. |
| SKILL: SUMMON GRAPPLING HOOK (SILVER TIER) MANA USAGE: HIGH CASTING TIME: 10 SECONDS RECHARGE TIME: 120 SECONDS CHARGES: 2 DESCRIPTION: This skill summons a Grappling Hook into the hands of the caster. Twist the head to extend or retract the prongs before use, otherwise they will extend at apex or impact. When loosed from a bow, or thrown, an optional summoned rope will appear, extending from the ring on the grapple. The maximum length of this summoned rope is 20 meters. Both the hook and rope have a summoned duration of approximately 10 minutes. Higher tiers of this skill reduce recharge and cast time, grant more charges, and increase duration and rope length, in addition to other effects. This is a melded skill of TINKER + SUMMON COMPONENTS |
SKILL: SUMMON MODULAR TURRET (SILVER TIER)
MANA USAGE: VARIES
CASTING TIME: VARIES
RECHARGE TIME: 20 SECONDS
CHARGES: 12
DESCRIPTION: Summons a mechanized construct that can fire summoned arrows at mentally designated targets once every 2.5 seconds. The caster can designate a new target at any time. Turrets are assembled at time of casting from various component options, with the number of charges, amount of mana and casting time required varying based on those components. The construct must be summoned within a range of 4 meters from the caster. Turrets are summoned constructs and will dissipate after approximately 10 minutes, but can be dismissed at any time. Only 2 turrets can be deployed at a time. Summoning an additional turret will cause the oldest active turret to dissolve. Higher tiers of this skill will increase the maximum active turret count, number of charges, and improve other elements. This perk synergizes with the TINKER trait in the exploration of perk-related projects.
This is a melded skill of TINKER + SUMMON COMPONENTS + BOWYER/FLETCHER.
A Turret is assembled from up to five components: base, body, heart, head and optional enhancements.
CONSTRUCT BASE - Choose One
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| Name: Calliope (Callie) Willow Archer | Age: 26 |
| Class: Ranger | Race: Gnome |
| Level: Silver Tier | Gender: Female |
| ITEM: NATURE BLESSED HEARTWOOD BOW (weapon) MATERIAL: Everliving Dryadic Heartwood INHERENT EFFECTS: Any arrow shot from this bow is Nature Blessed and able to affect targets that may ignore normal, non-magical arrows. Targets containing Nether energy take extra damage from this blessing when struck. Will grow a Heartwood Tree seedling that can be removed and planted, which takes approximately 250 days. If a seedling leaf is ingested, it will restore health, mana and stamina, as well as provide enough nourishment for a normal-sized person for one day. This effect is independent of potion and Druidic Berry cooldowns. The leaf will regrow in about one day. RUNE: Increase effective range RUNE: Increase effective range (Diminishing Returns) RUNE: Reduce casting time of bow skills RUNE: Increase mana efficiency (ie, reduce mana cost) of bow skills RUNE: Reinforce bow strength and flexibility RUNE: Reduce recharge time of bow skills. The inscribed item must be touching the recipient to receive this effect. Not effective in magically null areas. ENCHANTMENT: Summon Arrow - Summon an arrow when the bowstring is pulled. Summoned arrow has a lifespan of approximately ten seconds after release. Holds approximately one-hundred arrow charges and recharges at a rate of fifteen per minute. Touching the bow¡¯s thumb indentation at time of draw will suppress arrow formation, using up a suppression charge. Maximum of five suppression charges with a three minute recharge time. ENCHANTMENT: Self Repair - The bow will magically repair any damage it may sustain, or regrow lost pieces, but must be supplied with mana to maintain the repair/regrowth process. Regrown bowstrings will need to be manually secured into place. ENCHANTMENT: Recall Weapon - Telekinetically summon the enchanted weapon into the attuned wielder¡¯s hands. Maximum range of approximately thirty meters. ENCHANTMENT: Magical Storage - Magically store the attuned bow into an attuned stone touching the wielder¡¯s body. The stored bow may be recalled at any time. Recalled bow is not considered a summoned item. Only the attuned wielder may store/recall the bow. Each action uses one charge, and the stone has three charges, with a recharge rate of approximately one hour. TALISMAN (x2): Store one charge of any originally Silver Tier or lower weapon skill for later use for up to six hours. Requires a low amount of mana to initially store the charge. Normal mana is required to use this stored charge after it is reclaimed. CARE REQUIREMENT: Must be provided water and sunlight at least once per week. If not cared for properly, the Self-Repair enchantment will go dormant, as will all Inherent Effects, causing the seedling to wither and die. Once provided water and sunlight, these effects return, and the seedling will begin to grow again. |
| SKILL: BURST SHOT (SILVER TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 20 (16) SECONDS CHARGES: 3 DESCRIPTION: This ability imbues a prepped arrow with the power to create a burst of bright light, sound, and concussive force upon impact. However, the arrow must be fired within 15 seconds of the spell''s completion, or the enchantment will dissipate. As the skill advances, its recharge will decrease, the window of opportunity to fire the arrow will expand, and the number of charges will increase. |
| SKILL: EAGLE EYE (SILVER TIER) MANA USAGE: LOW (CHANNELED) DESCRIPTION: Allows one to magnify their vision in the direction they are facing up to a maximum of 6x. Line-of-sight must be unimpeded. This is a channeled skill. Ranger skills may be used through this magnified vision. As the Ranger progresses to higher tiers, the maximum magnification level will increase, and the skill will grant the capability to use enhanced vision types. This skill will provide some protection against vision-based charm effects. |
| SKILL: ELEMENTAL SHOT (SILVER TIER) MANA USAGE: MEDIUM CASTING TIME: 3 (2.4) SECONDS RECHARGE TIME:32 (25.6) SECONDS CHARGES: 2 ELEMENTAL EFFECTS: FIRE, WATER, ICE DESCRIPTION: This ability enchants a prepped arrow, wrapping it in a layer of Elemental Effect. The casting process requires 3 seconds, and once complete, the arrow must be fired within 12 seconds, or the effect will dissipate. Upon impact, the arrow will burst with the applied effect in a radius of approximately 3.5 meters. As the skill advances, additional elemental effects and a variably increased radius of effect will be available. Furthermore, charge count and hold time increases, while casting and recharge times will decrease. |
| SKILL: FLARE (SILVER TIER) MANA USAGE: LOW CASTING TIME: 2 (1.6) SECONDS RECHARGE TIME: 35 (28) SECONDS CHARGES: 3 DESCRIPTION: This ability enchants a prepped arrow, causing it to emit bright light. The casting process requires 2 seconds, and once complete, the arrow must be fired within 15 seconds, or the effect will dissipate. After being fired, the arrow will begin to glow a maximum of 6 seconds (variable at cast time) after release and will glow for 30-45 seconds (variable at cast time). If fired skyward, the arrow will descend gently towards the ground once it reaches its peak. As the skill advances, the casting and recharge time will decrease. Additionally, the duration of the glow will increase, as well as the window of opportunity to fire the arrow and the number of charges available. |
| SKILL: HOMING SHOT (SILVER TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT + 2.5 (2) SECONDS FOR LOCK RECHARGE TIME: 35 (28) SECONDS CHARGES: 2 DESCRIPTION: This ability imbues a prepped arrow with the power to steer itself towards an intended target. Upon cast, the archer must lock on to the target for no less than 2 seconds. The arrow must be fired within 12 seconds from initial cast, or the effect will dissipate. Homing area is a 30-degree wide cone centered on the direction of the shot. As the skill level increases, the recharge time and lock time will decrease, the window of opportunity to fire will expand as will maximum charge count. The steering capability of the projectile will also improve. |
| SKILL: INSTINCTIVE DODGE (SILVER TIER) STAMINA USAGE: LOW (SPECIAL) DESCRIPTION: Individuals possessing this skill can effortlessly evade known incoming attacks by utilizing their stamina, and have a fair chance of evading unknown incoming attacks up once every 5 seconds. As they progress to higher tiers, their likelihood of success increases, their stamina expenditure decreases, and they ultimately gain the capability to fully dodge unseen attacks. |
| SKILL: MULTISHOT (SILVER TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 35 (28) SECONDS CHARGES: 3 MULTIPLIER: 5 DESCRIPTION: This ability imbues a prepped arrow with the power to split into 5 projectiles upon release. Each projectile can be aimed at the same target or different targets within a 30-degree cone in front of the weapon. The arrow must be fired within 15 seconds of the spell''s completion, or the enchantment will dissipate. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, projectile count, maximum charge count, and area of effect will increase. |
| SKILL: PIERCING SHOT (SILVER TIER) MANA USAGE: MEDIUM CASTING TIME: 1.2 (.96) SECONDS RECHARGE TIME: 35 (28) SECONDS CHARGES: 3 DESCRIPTION: This ability imbues a prepped arrow with enhanced power, allowing it to penetrate hardened targets with ease. The casting process requires 1.2 seconds, and once complete, the arrow must be fired within 15 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to shoot the arrow will expand, and the damage, maximum charge count, and piercing capability will increase. |
| SKILL: RAPID FIRE (SILVER TIER) MANA USAGE: MEDIUM CASTING TIME: INSTANT RECHARGE TIME: 24 (19.2) SECONDS CHARGES: 3 MULTIPLIER: 6 DESCRIPTION: This ability imbues a prepped arrow to release 6 arrows in rapid succession, in the direction aimed at time of each release. The arrow must be fired within 15 seconds of the spell''s completion, or the enchantment will dissipate. This skill will cause recoil when active, and care must be taken to maintain one¡¯s target. As the skill level increases, the recharge time and recoil will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and number of arrows fired will increase. |
| SKILL: RAIN OF ARROWS (SILVER TIER) SYNERGY: MULTISHOT MANA USAGE: MEDIUM CASTING TIME: 4 (3.2) SECONDS RECHARGE TIME: 48 38.4) SECONDS CHARGES: 2 MULTIPLIERS: 5x / 3x DESCRIPTION: This ability imbues a prepped arrow to target an area of ground 2.5-6 meters (variable at time of casting) in diameter. When the arrow is loosed upwards, the arrow will split 5x the multiplier of MULTISHOT, and then split into 3x., hitting the target area randomly. The arrow must be fired within 12 seconds of the spell''s completion, or the enchantment will dissipate. Arrows are summoned objects and will disappear approximately ten seconds after striking. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the multipliers, maximum charge count, and variable area of effect will increase. |
| SYNERGIZED SKILL: REPLICATE ARROW (SILVER TIER) SYNERGY: BOWYER/FLETCHER MANA USAGE: MEDIUM CASTING TIME: 5 SECONDS RECHARGE TIME: 150 SECONDS SUMMON DURATION: 2.5 HOURS (approximate) DESCRIPTION: This ability will create summoned 2x duplicates of up to 10 non-magical arrows, 1x duplicates of up to 25 non-magical arrows, or 2x duplicates of up to 3 magic-imbued arrows. As summoned items, the arrows will dissolve approximately 2.5 hours after creation. Arrows previously summoned with this skill may be replicated. As the skill advances, its recharge time will decrease, the quantity that may be replicated increases, and the summoned duration will extend. |
| SKILL: SNIPER SHOT (SILVER TIER) MANA USAGE: HIGH CASTING TIME: 4 (3.2) SECONDS RECHARGE TIME: 40 (32) SECONDS CHARGES: 3 DESCRIPTION: This ability imbues a prepped arrow for extreme damage at long range. The casting process requires 4 seconds, and once complete, the arrow must be fired within 15 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and range will increase. |
| SKILL: STICKY WEB ARROW (SILVER TIER) MANA USAGE: HIGH CASTING TIME: 2 (1.6) SECONDS RECHARGE TIME: 40 (32) SECONDS CHARGES: 1 SUMMON DURATION: 1 MINUTE DESCRIPTION: This ability imbues a prepped arrow to explode in a gooey, stick mass immediately before striking its target. The substance will spread over said target, binding their limbs and slowing or preventing movement. The more the target struggles, the more the substance will spread. The binding material is considered summoned and will evaporate after approximately 1 minute. The application of flame will cause the sticky substance to instantly burn away, producing very little heat. As the skill level increases, the duration of the summoning and charge count, while casting and recharge times will decrease. |
| SKILL: SUMMON COMPONENTS (SILVER TIER) SYNERGY: BOWYER/FLETCHER MANA USAGE: MEDIUM CASTING TIME: 5 SECONDS RECHARGE TIME: 260 SECONDS SUMMON DURATION: 7 HOURS (approximate) DESCRIPTION: This ability will create summoned versions of common Bowyer/Fletcher components required for the construction of up to 10 non-magical arrows and non-magical parts to complete simple repairs on up to 3 bows. As summoned items, these components will dissolve approximately 7 hours after creation. Arrows crafted with these summoned components may be replicated by the Replicate Arrow skill, but the results have the summon duration of that skill. As the skill advances, its recharge time will decrease, the summoned quantity of components will increase, and the summoned duration will extend. Furthermore, increasingly-complex magical components may be summoned. |
| MELDED CLASS SKILL: SUMMON GRAPPLING HOOK (SILVER TIER) MANA USAGE: HIGH CASTING TIME: 10 SECONDS RECHARGE TIME: 120 SECONDS CHARGES: 2 DESCRIPTION: This skill summons a Grappling Hook into the hands of the caster. Twist the head to extend or retract the prongs before use, otherwise they will extend at apex or impact. When loosed from a bow, or thrown, an optional summoned rope will appear, extending from the ring on the grapple. The maximum length of this summoned rope is 20 meters. Both the hook and rope have a summoned duration of approximately 10 minutes. Higher tiers of this skill reduce recharge and cast time, grant more charges, and increase duration and rope length, in addition to other effects. This is a melded skill of TINKER + SUMMON COMPONENTS |
MELDED CLASS SKILL: SUMMON MODULAR TURRET (SILVER TIER)
Find this and other great novels on the author''s preferred platform. Support original creators!MANA USAGE: VARIES
CASTING TIME: VARIES
RECHARGE TIME: 20 SECONDS
CHARGES: 12
DESCRIPTION: Summons a mechanized construct that can fire summoned arrows at mentally designated targets once every 2.5 seconds. The caster can designate a new target at any time. Turrets are assembled at time of casting from various component options, with the number of charges, amount of mana and casting time required varying based on those components. The construct must be summoned within a range of 4 meters from the caster. Turrets are summoned constructs and will dissipate after approximately 10 minutes, but can be dismissed at any time. Only 2 turrets can be deployed at a time. Summoning an additional turret will cause the oldest active turret to dissolve. Higher tiers of this skill will increase the maximum active turret count, number of charges, and improve other elements. This perk synergizes with the TINKER trait in the exploration of perk-related projects.
This is a melded skill of TINKER + SUMMON COMPONENTS + BOWYER/FLETCHER.
A Turret is assembled from up to five components: base, body, heart, head and optional enhancements.
CONSTRUCT BASE - Choose One
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| SKILL: INSPIRING MELODY (IRON TIER) MANA USAGE: LOW (CHANNELED) CASTING TIME: NONE (CHANNELED) RECHARGE TIME: NONE CHARGES: NONE DESCRIPTION: This skill grants the capability to manipulate emotions via music or rhythmic spoken word. Effectiveness requires the willing attention of the audience, with environmental and mental distractions mitigating impact. This is a suggestive charm and thus bypasses most passive charm defenses. Will not affect those with charm immunity. It can only affect sentience capable of emotion. Further mastery increases projection strength, overall emotional intensity, range, and distraction resistance. In addition, the skill can be made increasingly effective against unwilling targets. |
| SKILL: SEASON (IRON TIER) MANA USAGE: LOW (CHANNELED) CASTING TIME: VARIES (CHANNELED) RECHARGE TIME: NONE CHARGES: NONE DESCRIPTION: This skill will allow the caster to imbue a liquid with simple flavors. The intensity of this flavor is increased the longer the skill is channeled. Once imbued, the result cannot be further seasoned. Complex flavors requiring more than one simple flavor are beyond this skill at Iron Tier. The flavoring is considered a summoned material, and will evaporate approximately 4 hours after creation. Further mastery will increase the complexity of flavors that may be created as well as summoned duration, as well as permit additional magical manipulation. |
| SKILL: SIGIL OF AMPLIFICATION (IRON TIER) MANA USAGE: LOW + CHANNEL CASTING TIME: SPECIAL RECHARGE TIME: NONE CHARGES: NONE DESCRIPTION: This skill allows you to etch a glowing sigil in the air. You can then push the sigil onto a person or object and it significantly increases the volume of the target''s voice or any other purposely emitted sound. Tapping the Sigil once activates the amplification, while a second time deactivates it, effectively muting the Sigil¡¯s power. The Sigil remains active as long as it is fueled by mana. Mana to power the Sigil can come from the caster or another source, and it will remain active for approximately 10 minutes once the mana source is removed, or until dismissed. At Iron Tier, you are only able to channel 1 Sigil of Amplification at a time. As you improve your mastery of this skill, the number of actively channeled Sigils permitted will increase and their overall amplification effects will improve. |
| PERK OF UNKNOWN ORIGIN: ADVANCED ARCHERY (SILVER TIER) CLASS PERK: ADVANCED ARCHERY (SILVER TIER) MANA USAGE: SPECIAL (LOW) CASTING TIME: NONE RECHARGE TIME: NONE DESCRIPTION: Individuals possessing this perk are more likely to successfully hit their intended target. The caster may utilize mana to more-accurately target particular regions of the intended target or to unerringly reflect an arrow off 2 solid surfaces without reduction to its power. At higher tiers, aptitude at utilizing mana to increase the likelihood of striking precise areas on their target increases, as does the ability to accomplish intricate, and sometimes seemingly impossible, trick shots. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| CLASS PERK: AMBIDEXTERITY DESCRIPTION: The ability to use either hand to perform actions without penalty. |
| SYNERGIZED CLASS PERK: BASIC HERBALISM (SILVER TIER) SYNERGY: WILDERNESS SURVIVAL MANA USAGE: SITUATIONAL DESCRIPTION: Provides rudimentary knowledge of the preparation of plant-based potions, tinctures, poultices, etc. Some combinations may require varying amounts of mana to properly complete as part of the preparation process. |
| PERK OF UNKNOWN ORIGIN: BOOKKEEPING/LOGISTICS DESCRIPTION: Knowledge and skill in money, inventory and logistical practices and record keeping. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| CLASS PERK: BOWYER/FLETCHER (SILVER TIER) MANA USAGE: SITUATIONAL CASTING TIME: SITUATIONAL RECHARGE TIME: SITUATIONAL DESCRIPTION: Provides the knowledge to craft simple arrows and bows from common components. Higher tiers of this perk allow for advanced crafting, replicating arrows, summoning components, and imbuing crafted bows and arrows with temporary magical runes and effects, enhancing their capabilities. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| SYNERGIZED CLASS PERK: DANGER SENSE (WILDERNESS) SYNERGY: WILDERNESS TRACKING DESCRIPTION: Provides a premonition-like danger warning in wilderness areas. Users with this perk will receive up to ten seconds warning and will also know the general direction of the danger. Functions in the same biomes as the synergized perk Wilderness Tracking. Does not function during combat or other periods of high activity or stress. |
| MELDED CLASS PERK: EFFECT LAYERING DESCRIPTION: This perk allows the caster to apply multiple skill effects to a single arrow. The effects are applied in reverse order of their intended use. If the casting or use condition for any effect fails, all effects are canceled and the caster loses all charges and mana used. Mana required increases significantly with each additional effect. Caster can apply the same effect multiple times, as long as they have enough charges and mana, and all castings are completed before the first¡¯s effect dissipates. This is a melded perk of TINKER + ADVANCED ARCHERY. |
| CLASS PERK: ENDURANCE (WILDERNESS) SYNERGY: WILDERNESS SURVIVAL DESCRIPTION: Increased resistance to fatigue and hunger while in wilderness environments. Provides inherent resistance to the physical effects of extreme temperatures, weather and other environmental conditions. Requires the presence of mana within the person¡¯s body to function. |
| CLASS PERK: MELEE COMBAT - DUAL WIELD - BLADES DESCRIPTION: Proficiency in combat using a one-handed bladed weapon in one or both hands without penalty. |
| CLASS PERK: MELEE COMBAT - BOW / ARROW DESCRIPTION: Proficiency in melee combat using a bow and/or arrow as a makeshift melee weapon. |
| CLASS PERK: WILDERNESS TRACKING (SILVER TIER) MANA USAGE: SPECIAL (LOW) DESCRIPTION: Knowledge of the tracking of people and creatures in wilderness settings. Tracking may be enhanced by channeling a small amount of mana during use. Mana enhanced tracking is only effective in woodland, marsh, swamp, plains, fields, snow and desert environments. Higher tiers of this perk will enable enhanced tracking in additional biomes and reduce likelihood of quarry being able to evade the tracker. This perk synergizes with Danger Sense (Wilderness). |
| CLASS PERK: WILDERNESS STEALTH (SILVER TIER) MANA USAGE: SPECIAL (LOW) DESCRIPTION: Knowledge of stealth techniques in any wilderness environment. Wilderness Stealth may be further enhanced by channeling a small amount of mana during use. Mana enhanced stealth is only effective in woodland, marsh, swamp, plains, fields, snow and desert environments. Higher tiers of this perk will allow enhanced wilderness stealth in additional biomes and reduce likelihood of the user being detected. |
| CLASS PERK: WILDERNESS SURVIVAL DESCRIPTION: Those who possess this perk have the aptitude to sustain themselves in the wild by utilizing the natural resources available to them. They possess knowledge of essential wilderness survival skills such as hunting, trapping, foraging, fire-making, constructing shelter, and more. |
| PERK OF UNKNOWN ORIGIN: CARPENTRY (IRON TIER) MANA USAGE: SITUATIONAL DESCRIPTION: Apprentice knowledge of carpentry and woodworking science, construction and regulations. Higher tiers of this perk allow the use of mana to assist increasingly complex project construction, as well as the crafting of magical construction components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| PERK OF UNKNOWN ORIGIN: ELECTRICAL (IRON TIER) MANA USAGE: SITUATIONAL DESCRIPTION: Apprentice knowledge of electrical science, construction and regulations. Higher tiers of this perk allow the use of mana to assist increasingly complex project construction, as well as the crafting of magical electrical components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| PERK OF UNKNOWN ORIGIN: PLUMBING (IRON TIER) MANA USAGE: SITUATIONAL DESCRIPTION: Apprentice knowledge of plumbing science, construction and regulations. Higher tiers of this perk allow the use of mana to assist increasingly complex project construction, as well as the crafting of magical plumbing components. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| LEARNED PERK: MUSICIAN - HAND-HELD CHORDOPHONES DESCRIPTION: The knowledge of how to effectively use hand-held chordophones, such as lutes or zithers. This also provides knowledge in the care and minor repair of the same. This does not include the manufacture of such instruments, beyond the most rudimentary of levels. This perk synergizes with the TINKER trait in the exploration of perk-related projects. |
| RACIAL TRAIT: CHILDLIKE CHARM DESCRIPTION: Gnomes emit a mild charm that affects individuals with nurturing tendencies, even if subconscious. Those affected may view the Gnome as a vulnerable child in need of help or protection, rather than a potential threat. However, this charm is only suggestive in nature and cannot coerce someone into doing something they are not inclined to do. As this trait operates as a suggestive charm, it will bypass most passive charm defenses. Beings who are Gnome-sized or smaller are immune to this charm. |
| RACIAL TRAIT: DARKVISION MANA USAGE: MANA MUST BE PRESENT IN USER DESCRIPTION: Provides the ability to see in the dark with a monochromatic, false-light vision. Effect may be activated or deactivated at will. Requires the presence of mana within the Gnome''s body to function. |
| RACIAL TRAIT: MANA-ENHANCED HEARING MANA USAGE: MANA MUST BE PRESENT IN USER DESCRIPTION: Gnomes possess highly sensitive hearing, enabling them to detect even faint or far-off sounds with careful concentration. When underground, a Gnome can accurately discern the direction of sound regardless of any echoes present. Requires the presence of mana within the Gnome''s body to function. |
| RACIAL TRAIT: RESIST FEAR MANA USAGE: SPECIAL CASTING TIME: NONE RECHARGE TIME: 10 MINUTES DESCRIPTION: Gnomes possess a natural resistance towards situations and influences that evoke fear. If they happen to be affected by an active Fear effect, they may choose to spend mana in an attempt to fend it off. The amount of mana required for this depends on the intensity of the effect. This trait is ineffective against self-generated emotional fear-effects. |
| RACIAL TRAIT: TINKER DESCRIPTION: Gnomes have an inherent mental ability to design, engineer and create strange new ideas, contraptions, weapons, machines and projects. Will synergize with related perks, skills and traits to expand the knowledge base that may be utilized by this trait. SYNERGIZED PERKS: Advanced Archery, Summon Modular Turret, Carpentry, Plumbing, Electrical, Bookkeeping/Logistics, Bowyer/Fletcher, Musician - Hand-Held Chordophones SYNERGIZED TRAITS: Underground Sense |
| RACIAL TRAIT: UNDERGROUND SENSE DESCRIPTION: Like Dwarves, Gnomes have a natural affinity for underground environs. They can sense direction and grade of underground passages, and will seldom get lost. They can easily discern the stability of ceilings or floors, and how to remove rock and earth without causing collapse, etc. They possess knowledge of essential underground survival skills. Provides a premonition-like danger sense in underground areas giving the Gnome up to thirty seconds warning, as well as the general direction of the danger. This danger sense does not function during combat or other periods of high activity or stress. This trait synergizes with the TINKER trait in the exploration of trait-related projects. |
| LEVEL: SILVER.097 / BRONZE.031 MULTIPLE SKILLS UPDATED MULTIPLE PERKS UPDATED |
| NEW SKILL: BEASTMASTER¡¯S FURY NEW SKILL: BEASTMASTER¡¯S INSPIRATION NEW SKILL: CHARM ANIMAL NEW SKILL: CREATE WATER NEW SKILL: COMPANION FORM NEW MELDED SKILL: DISTRACT (SILVER TIER) NEW MELDED SKILL: ENLARGE/REDUCE COMPANION (SILVER TIER) NEW MELDED SKILL: ELEMENTAL WEAPON (SILVER TIER) NEW PERK: COMBAT STYLE - MOUNTED (COMPANION) NEW OFF-CLASS LEARNED SKILL: SEASON (IRON TIER) |
SKILL: BEASTMASTER¡¯S INSPIRATION
MANA USAGE: AURA EFFECT - LOW (CHANNELED) / PULSE EFFECT - MEDIUM
CASTING TIME: INSTANT
COOLDOWN TIME: AURA (NONE) / 30 SECONDS (PULSE)
CHARGES:1
DESCRIPTION: This skill creates an aura of primal will around the caster that, at Bronze Tier, is able to affect only animals and Beastkin. The general effectiveness of this aura is strongly related to the caster''s confidence and leadership charisma. The aura itself functions as a suggestive charm, bypassing passive charm resistance, but not active resistance or immunity.
Animals and Beastkin within the aura gain the following benefits:
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