Full stat sheet with ability descriptions
Added 2023-07-27 21:03:00 +0000 UTCStat types
Strength - Potency of the body
Dexterity - Speed of the body
Wisdom - Grants mana. Potency and Resilience of the mind
Intellect - Speed of the Mind
Resilience - Bodies ability to ignore damage
Vitality - Grants health. Grants stamina
Profile - Zalia Taori
Health - Excellent
Mana - Full
Stamina - Full
Twenty one gold Three silver and Ninety copper.
Class one - Hunter - Iron 9
Linked attributes - Strength, Dexterity
Active skills
Kill shot - Iron 11
Hunter's mark - Iron 11
Fight or Flight - Iron 9
Passive skills
Hunter's sight - Iron 10
Survivalist - Iron 18
Class two - Herbalist - Iron 8
Linked attributes - Vitality, Resilience
Active skills
Flora identification - Iron 8
Preparation - Iron 10
Stasis - Iron 8
Passive skills
Harvester - Iron 10
Herbal magic - Iron 13
Unity class - Druid - Iron 6
Linked attributes - Wisdom, Intellect
Active skills
Nature’s wrath - Iron 8
Protection of the wilds - Iron 6
Passive skills
Healing presence - Bronze 20
General Passives
Heat resistance - Iron 16
Cold resistance - Iron 16
Aura observation - Iron 2
Low light vision - Iron 1
Poison resistance - Iron 7
Mobility - Iron 17
Stealth - Iron 16
Trapper - Iron 16
Teaching - Iron 7
Weapon proficiencies
Bow - Iron 15
Sword - Iron 8
Throwing Knives - Tin 17
Traps
- Caltrops
- String trap
- Metal tree spikes
Bonds/Heirlooms
Congratulations! You have fought, hunted and been hunted while wielding 'Hunter's bow'. The item is now bonded to you.
(Hunter's bow (Heirloom) - Bonded Tin rank.
Tin - Arrows fired from this bow gain a mild seeking effect.) BECAME -
Congratulations! Your bonded weapon ‘Hunter’s Bow’ has been blessed by a god.
Congratulations! Your bonded weapon ‘Druidic Bow, Blessed by Starlight’ has become deeply bonded.
‘Hunter’s Bow (Heirloom) - Bonded Tin rank’ has become ‘Druidic Bow, Blessed by Starlight (Blessed Heirloom) - Deeply bonded Iron rank’.
Druidic bow, Blessed by Starlight (Blessed Heirloom) - Deeply bonded Iron rank
Tin - Arrows fired from this bow gain a powerful seeking effect.
Iron - When this bow is drawn without an arrow nocked, a Starlight arrow with the ‘Starlit’ effect will be summoned in its place.
Seeking effect - arrows will adjust in flight to hit vulnerable spots such as joints in armour or scales and avoid other natural defenses such as bone.
Starlit - affected weapon passes through non-magical armour and applies Light from Within.
Light from Within - affected target takes a small amount of damage over time as starlight glows from within
By becoming deeply bonded, Druidic Bow, Blessed by Starlight is now able to transform into ‘Druidic Blade, Blessed by Starlight’.
Druidic Blade, Blessed by Starlight (Blessed Heirloom) - Deeply bonded Iron rank
Tin - Druidic Blade, Blessed by Starlight is magically sharp and remains so permanently.
Iron - When wielded by you, Druidic Blade, Blessed by Starlight gains the ‘Starlit’ effect.
Congratulations! You have equipped ‘Duskwraith Armour’ in a ritualistic manner. The item is now bonded to you.
Duskwraith Armour (Heirloom) - Bonded Iron rank.
Tin - wearing the armour applies Shadows Veil to you.
Iron - Shadows Veil gains a new effect called Partial Intangibility.
Shadows Veil - Shadow Veil suppresses the wearer's aura and magical signature, making it challenging for magical beings or entities with heightened senses to detect their presence.
Partial Intangibility - Shadow Veil grants the wearer partial intangibility, allowing them to phase through thin barriers or objects, such as walls, fences, or closed doors, as long as the barriers are not too thick or magically protected.
Congratulations! You have formed a Beast bond with Boreal. Your passive ability ‘Survivalist’ now expands to affect Boreal. Boreal’s passive ability ‘Feline eyes’ now expands to affect you. You and Boreal are now able to slightly sense each other's location in reference to each other as well as gain a vague sense of each others emotions.
Class and Abilities
Congratulations! Your first class has become 'Hunter'. You have one more class spot available. Hunter. You are a hunter of beasts, animals and monsters. Through hard work, precise preparation and an instinctive understanding of creatures you hunt down and catch even the strongest of prey. At the same time, you know the ins and outs of hunting and know how to avoid becoming the hunted yourself.
Congratulations! You have learnt the active skill 'Kill shot'.
Active 1 - Kill shot - spell - targeted - execute
Tin - Enhance an attack, go for the kill. This ability deals a tiny amount of damage. The damage of this ability scales exponentially with the target's missing health.
Iron - Kill shot deals increased damage based on how many separate effects you have active on the creature.
Mana - high
Cooldown - 30 seconds
Congratulations! You have learnt the active skill 'Hunters mark'.
Active 2 - Hunters mark - spell - targeted - channel
Tin - Marked by the hunter, there is no escape. This ability marks a creature you can see. Marked creature takes a small amount of extra damage when damaged by you. You know the general direction of the marked enemy. Marking a second creature removes the first mark.
Iron - you may apply hunter's mark to three creatures at once
Mana - very low/s
Cooldown - n/a
Congratulations! You have learnt the active skill 'Escape'.
(Active 3 - Escape - spell - cleanse
Tin - The Hunter has become the hunted. This ability removes all slowing and restraining effects and prevents further slowing and restraining effects for the next five seconds.
Iron - (escape becomes fight or flight)
Mana - medium
Cooldown - 2 minutes)
Active 3 - Fight or Flight - spell - cleanse - body enhancement
Tin - choose one;
- When used your perception increases greatly for five seconds.
- Remove all slowing and restraining effects and prevent further slowing and restraining effects for the next five seconds.
Iron - Option one now grants the ability to sense if you're going to be hit by an attack and where the attack is coming from within the duration.
Option two now grants you increased speed and dexterity.
Mana - medium
Cooldown - 1 minute
Congratulations! You have learnt the passive skill 'Hunters Sight'.
Passive 1 - Hunters sight - passive - body enhancement
Tin - The hunter tracks their prey. You can track creatures easier. When tracking you learn very basic information such as number of legs, number of creatures and general size of creatures.
Iron - you now learn how long ago a creature left tracks and may apply a Hunter’s mark if tracking it for more than an hour.
Congratulations! You have learnt the passive skill 'survivalist'.
Passive 2 - Survivalist - passive - body enhancement
Tin - The body of a hunter shall not fail easily. Gain the heat resistance and cold resistance passive skills. They level alongside this ability. You are able to survive with less nutrition.
Iron - Gain the stealth and trapper passive skills. These also level alongside this ability. You require less sleep.
Your 'Hunter' class has linked itself with your 'Strength' and 'Dexterity' attributes. As your class advances so too shall the linked attributes.
Congratulations! Your second class has become 'Herbalist'. You have no more class spots available. Herbalist. You are a collector of various magical and non-magical herbs and other flora. You use these ingredients to perform rituals and create ointments to various effects. You are a collector of herbs, berries and useful flora. Using your knowledge of plants you identify and refine various plants to heal, poison and feed yourself and others.
Congratulations! You have learnt the active skill ‘Flora identification’.
Active 1 - Flora identification - spell - targeted
Tin - Poison, cure or food, you'll know. You may identify whether targeted flora is poisonous, helpful, nutritious or all of the above.
Iron - You may now identify what element’s different flora contain.
Mana - very, very low
Cd - n/a
Congratulations! You have learnt the active skill ‘Preparation’.
Active 2 - Preparation - spell - targeted
Tin - The careful preparation of herbs, poisonous or healing, can enhance their effects. You may magically dry, cut or otherwise prepare various foods, herbs and other similar items that are plant based.
Iron - Preparation can now be used to magically harvest plants. All bonuses from harvesting manually are still applied. You may also dry, cut or otherwise prepare foods that are not plant based.
Mana - very, very low
Cd - n/a
Congratulations! You have learnt the active skill ‘Stasis’.
Active 3 - Stasis - spell - targeted
Tin - Can put a small amount of herbs into stasis.
Iron - Herbs in stasis may now be put into a spatial storage.
Mana - low
Cd - n/a
Congratulations! You have learnt the passive skill ‘Harvester’.
Passive 1 - Harvester - passive - skill enhancement
Tin - The herbalist harvests herbs and other flora, with which they do what they will. You gain an instinctual understanding of how to harvest flora of your rank and lower. When harvesting flora of your rank or lower it has increased potency.
Iron - You are able to sense nearby herbs and flora of a type you have already harvested before.
Congratulations! You have learnt the passive skill ‘Herbal magic’.
Passive 2 - Herbal magic - passive - varied
Tin - Minor herbal based rituals are a keystone of magical herbalists. You gain an instinctual understanding of herbal rituals of your rank or lower. Herbal magic you use of your rank and lower has slightly increased potency.
Iron - you may emulate the effects of herbs you have used in rituals of a rank lower than this ability.
Your 'Herbalist' class has linked itself with your 'Resilience' and 'Vitality' attributes. As your class advances so too shall the linked attributes.
Congratulations! You have activated both of your classes. Your two classes have combined to form the Unity class ‘Druid’. You are a protector of nature and the natural cycle of life and death. Through your instincts and knowledge you understand both the flora and fauna of the wild places of the world. You use this ability to preserve the balance as you see fit.
Congratulations! You have learnt the active skill ‘Nature’s wrath’.
Active 1 - Nature's wrath - spell - area
Tin - You invoke the wrath of nature. Nearby enemies are bound by vines, sinking sand or other area related hazards. Enemies are also subjected to a damage over time effect relevant to biome that lasts until the restraint has ended. The damage over time effect deals moderate damage per second.
Iron - When used, Nature's wrath now summons two short lived allies of nature. The allies are one rank lower than this ability. The allies are of a type based on the surrounding environment.
Mana - extreme mana
Cd - 6 hours
Congratulations! You have learnt the active skill ‘Protection of the wilds’.
Active 2 - Protection of the wilds - spell - area - counter execute
Tin - You call upon the protection of the wilds. You and nearby allies are protected by a biome specific shield and are subjected to a moderate heal over time effect. The heal over time heals exponentially more based on how low the target's health is and remains until the shield is broken.
Iron - Protection of the Wilds now has a more ethereal and moving visage. You and Allies within a shield created by this ability may still see and move as normal. Additionally, you may enhance this ability with a single effect replicable by the Iron rank ability of Herbal magic.
Mana - very high mana
Cd - 6 hours
Congratulations! You have learnt the passive skill ‘Healing presence’.
Passive 1 - Healing presence - passive - aura
Tin - Your very presence grants life to all around you. You, nearby allies and any flora and fauna you so choose within your aura are affected by a heal over time effect. The heal over time effect heals for low health every second.
Iron - Healing presence now heals the most grave injuries first and you may focus it onto a single target, increasing that targets healing while reducing the healing other targets receive
Bronze - Healing Presence now attunes to the specific needs of each individual target within your aura. It adjusts its healing output based on the severity of injuries or ailments, offering targeted healing to each person or creature accordingly. You may still change this manually if wished. Additionally, once every twenty four hours, when you or an ally would die you are instead cocooned in a protective barrier as made by Protection of the Wilds and made invulnerable to most things for six seconds.
Your ‘Druid’ Class has linked itself with your ‘Wisdom’ and ‘Intellect’ attributes. As your class advances so too shall the linked attributes.
Passives
Congratulations! You have learned the passive skill 'Poison resistance'.
Poison resistance - passive
Tin - take reduced damage from poisons and poison based magics.
Iron - gain immunity to poisons of one rank below this passive. Some incredibly potent poisons may still affect you minorly.
Mobility - passive
Tin - Your speed is increased. Your stamina is less affected by movement.
Iron - You may step on air one time before stepping on a solid surface once more.
Teaching - passive
Tin - you gain a better understanding of what methods of teaching will work with certain people, scaling with the level and rank of this ability.
Iron - when teaching someone, they have an easier time grasping concepts that you explain, scaling with the level and rank of this ability. You are also able to convey simple concepts even when there is a language barrier.
Aura observation - passive
Tin - you are able to identify what rank a creature is by sight, unless it has a method of hiding that information.
Iron - you are able to identify a creature's general progress to the next rank.
Low light vision - passive
Tin - You see better in low light areas.
Iron - Your vision is able to pierce magical darkness of the same rank or lower of this ability.
Stealth - passive
Tin - Normal vision and sight based skills and abilities have a harder time seeing you.
Iron - Other senses are also inhibited and you blend with your surroundings.
Trapper - passive
Tin - Your traps are magically hidden from sight.
Iron - your traps are magically enhanced.
Heat resistance - passive
Tin - You take reduced damage from high temperatures and heat related magics.
Iron - You may manipulate Fire and heat to a minor degree.
Cold resistance - passive
Tin - You take reduced damage from low temperatures and cold related magics.
Iron - You may manipulate Ice and snow to a minor degree.
Weapon Proficiencies
Bow - Weapon proficiency
Tin - arrows shot from a bow you are using have increased speed based on rank and level of this skill.
Iron - arrows shot from a bow you are using have increased penetrative power based on the rank and level of this skill.
Sword - Weapon proficiency
Tin - you can wield a sword faster and hit harder with it based on the rank and level of this skill.
Iron - the durability of a sword wielded by you is increased based on the rank and level of this skill.
Throwing Knives - Weapon proficiency
Tin - knives thrown by you have increased speed based on rank and level of this skill. They will also better spin in the air to hit with the part of the weapon you want