Richter’s items

Weapons

Sonic Elementum Short Sword.  Damage: 33-37.  Durability 158/158.  Item class: Scarce.  Quality: Exquisite.  Weight 2.3 kg.  Traits: +22-23 points of sonic damage per attack.  16-17% chance to cause Disarm.  16-17% chance to transmit sonic damage to opponent even if it successfully blocked.  +10% damage vs. spell barriers.  Charges: 350/350. 

Dense Moonstone Short Sword.  Damage: 26-32.  Durability 153/153.  Item class: Unusual  Quality: Exquisite.  Weight 4.6 kg.  Traits: +78% damage to Goblins.  +10% damage vs. spell barriers.  

Recurve bow of the Wood Sprite.  Damage 14-19.  Durability 35/35.  Item class: Rare.  Quality: Superb.  Weight: 3.8 kg.  Traits: + 8 Dexterity.  + 5% accuracy.  Provides the skill: Focus

 

Armor

You have found: Sprite Helmet of Mana.  Defense +7.  Durability 30/30.  Item class: Rare.  Quality: Superb.  Type: Light Armor.  Weight 1.3 kg.  Mana +44.

Sprite Breastplate of Brawn.  Defense +12.  Type: Light armor.  Durability 60/60.  Item class: Rare.  Quality: Superb.  Weight: 6.1 kg.  Strength +8

Hardened Sprite Bracers.  Defense +10.  Durability 30/30.  Item class: Rare.  Quality: Superb.  Weight: 3.0 kg.  Type: Light armor.  Dexterity +7.

Studded Sprite Gauntlets.  Defense +7.  Weight 2.2 kg.  Durability 40/40.  Item class: Uncommon.  Quality: Superb.  Type: Light Armor.  Increased climbing +10.

Greaves of the Wood Sprite.  Defense +9.  Type: Light armor.  Durability 45/45.  Item class: Uncommon.  Quality: Superb.  Weight: 2.8 kg.  Movement speed increased by 10%

Reinforced Sprite Boots.  Defense +8.  Durability 35/35.  Item class: Uncommon.  Quality: Superb.  Weight: 1.8 kg.  Type: Light armor.  Silence +15

Congratulations!  You have obtained an entire set of matched armor: Enhanced Sprite Armor.  Defense given by each piece increased by 25%.  Special Bonus: 50% less noise made while moving through forest.  Special Bonus: +20% Earth Resistance

Items

Rings (max 8)

-          Ring of Hidden Dangers. Durability 15/15. Item class: Uncommon. Quality: Average. Weight 0.1 kg. +25% to trap detection. Passive ability.

-          Ring of Flowing Thought.  Durability 25/25. Item class: Rare. Quality: Superb. Weight 0.1 kg.  +20% mana regeneration

-          Ring of Spell Storage.  Durability 10/10.  Item Class: Uncommon.  Quality: Average.  Weight: 0.01 kg.  Traits: Holds one spell that can be cast upon activating the ring.  This Ring can hold one Novice Level Spell.  Spell will only last one day before degrading.  Spell equipped: None.

-          Ring of Health.  Durability 16/16.  Item Class: Common.  Quality: Superb.  Weight: 0.01 kg.  Traits: +43 Health.

-          You have received: Minor Ring of Healing. Will heal 34 health on wearer. Cooldown: 10 minutes. Can be used twice per day. Durability 8/8. Item class: Uncommon. Quality: Well Crafted. Weight: 0.1 kg.

-          Ring of Enchantment Resistance.  Durability 10/10.  Item Class: Common.  Quality: Exquisite.  Weight 0.01 kg.  Traits: +32% Resistance to enchantment type spells.

-          Ring of Health:  Durability 11/11.  Item class: Uncommon.  Quality: Above Average.  Weight: 0.1 kg.  Traits: Increase maximum Health by +29

-          Summoner’s Ring.  Durability: 22/116.  Item Class: Rare.  Quality: Masterwork.  Weight: 0.01 kg.  Traits: Increasing level of summoned creatures by +5.  

 Misc

-          Belt of Strength: Durability 20/20.  Item class Uncommon.  Quality: Above Average.  Weight 1.1 kg.  Traits: Increase Strength by +4.

-          Necklace of Scry Defense.  Will block all but God level scrying spells.  You will not be able to be seen by divination, tracking or detection spells.  Passive action.  Durability 200/200.  Item class: Rare.  Quality: Superb.  Weight 0.4 kg

-          Bracelet of Health.  Durability 10/10.  Item class: Uncommon.  Quality: Superb.  Weight: 0.1 kg.  Traits: Increase maximum Health by +58.

 

 

 

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Richter’s Spells

AIR

  • Weak Aided Flight:  The recipient of this spell will be able to fire projectiles that will fly towards their target 10% faster than normal.  This is a spell of Air, level 1.  Cost: 43 mana.  Duration: 15 minutes.  Range: Self.  Cast Time: 2 second.  Cooldown: 20 minutes.

  • Weak Air Push: This spell creates a column of air ten feet in front of you, one foot in diameter.  Does no real damage, but will knock enemies back and possibly prone.  This is a spell of Air Magic, level 1. Cost: 15 mana. Duration: 1 second. Range: 10 feet. Cast Time: 1 second. Cooldown: 2 min.

  • Weak Errant Wind: Increase the dodge of your party to projectiles.  This spell will only work when you are outside.  This is a spell of Air Magic, level 1.  Cost 50 mana.  Duration: 20 min.  Range: 50.  Cast Time: 4 seconds.  Cooldown: 45 min.

  • Glitterdust:  This spell will create a 5x5 foot area of shining, sharp dust.  Anyone caught in the AOE will suffer certain effects.  Effect 1: Hidden creatures will be revealed.  Effect 2: Chance to blind creatures susceptible to such attacks.  This is a spell of Air Magic.  Cost: 30 mana.  Duration: 1 min.  range: 10 feet. Cast Time: 1 second.  Cooldown: 30 seconds.

  • Weak Haste: This spell will increase the speed of the target by 10%.  This is a spell of Air Magic, level 1.  Cost 25 mana.  Duration: 10 min.  Range: 5 feet.  Cast Time: 1 second.  Cooldown: N/A.

  • Gentle Rain: This spell summons a small rainstorm.  this can be cast inside. This is a spell of Air Magic, level 1. Cost: 40 mana. Duration: 20 min. Range: 100 yards. Cast Time: 5 min.  Cooldown: 1 hour.

  • Weak Lightning Bolt:  Cast a lightning bolt from your hand.  Chance to stun your target for 1-2 seconds.  This is a spell of Air, level 12.  Cost: 31 mana.  Duration: Instant.  Range: 20 yards.  Cast Time: 1 second.  Cooldown: 2 minutes.

EARTH

  • Weak Acid Sphere: Creates a ball of acid that can be thrown at your target.  Damage 4-6 per second.  This is a spell of Earth, level 5.  Cost:  22 mana.  Duration 10 seconds.  Range: Throwing range of caster.  Cast Time: 2 seconds.  Cooldown:  N/A.

  • Weak Barkskin: This spell will increase natural armor by +2.  This is a spell of Earth Magic, level 2.  Cost: 20 mana.  Duration: 20 min.  Range: self.  Cast Time: 1 second.  Cooldown: N/A.

  • Minor Chitin Carapace: Covers the target in a flexible carapace.  Natural armor increased by +6.  This is a spell of Earth Magic, level 9.  Cost: 68 mana.  Duration: 25 minutes.  Range: 3 feet.  Cast Time: 2 seconds.  Cooldown: 27 minutes.

  • Weak Static Earth Shield: Creates a magical sphere around you comprised of Earth magic.  The shield has 200 HPs.  Shield defense strength +5 (+15 vs Air attacks).  Does not protect vs Earth attacks.  Only your Earth-based spells may leave the boundaries of the shield.  Physically touching your own shield will dispel it.  This is a spell of Earth Magic, level 10.  Cost: 136 mana.  Duration: 10 minutes.  Range: Self.  Cast Time: 2 seconds.  Cooldown: 24 minutes.

  • Grease: This spell will make a 10x10 foot area slick greatly increasing chance of anyone in the area falling down.  This is a spell of Earth Magic, level 1.  Cost: 15 mana.  Duration: 5 min.  Range 25 feet.  Cast time: 2 seconds.   Cooldown: 10 min.

  • Summon Minor Chokespore Arachnid:  Summons a level twelve Chokespore Arachnid.  This is a spell of Earth Magic, level 9.  Cost: 117 mana.  Duration: 14 minutes.  Range: 8 feet.  Cast Time: 4 seconds.  Cooldown: 92 minutes.

  • Summon Insects: Summons a host of stinging and biting insects in a ten-foot wide circle.  Causes minimal damage, but impedes concentration.  This is a spell of Earth Magic, level 1.  Cost: 25 mana.  Duration: 5 minutes.  Range 20 feet.  Cast time: 1 second.  Cool down: 20 minutes.

  • Weak Paralysis Beam: Fires a beam that will lock the target’s body into position.  This is a spell of Earth, level 5.  Cost: 39 mana.  Duration: 4 seconds.  Range: 25 feet.  Cast Time: 3 seconds.  Cooldown: 6 minutes.  

  • Weak Rending Talons: Summons invisible claws to attack all targets within 10 foot AoE.  This is a spell of Earth, level 4.  Cost: 52 mana.  Duration: 8 seconds.  Range: 60 feet.  Cast Time: 3 seconds.  Cooldown: 10 minutes.  

  • Weak Sonic Wail: You can make a sound attack with your voice.  All within cone shaped AoE suffer damage and risk being deafened.  This is a spell of Earth, level 6.  Cost: 27 mana.  Duration: 3 seconds.  Range: 20 feet.  Cast Time: 1 second.  Cooldown: 1 minute.

  • Summon Weak Saproling: Summons a level five forest creature to do your bidding.  This is a spell of Earth, level 6.  Cost: 39 mana.  Duration: 5 minutes.  Range: 5 feet.  Cast Time: 3 seconds.  Cooldown: 1 hour.

  • Weak Thorns Underfoot: Creates a field of thorns 30x30 yards.  Most likely would not be noticed by anyone wearing stout boots, the spell can cause extreme discomfort and minor damage to anyone barefoot or to animals.  This is a spell of Earth, level 1.  Cost:  51 mana.  Duration: 10 minutes.  Range: 20 yards.  Cast Time: 5 seconds.  Cooldown:  N/A.

FIRE

  • Weak Fireball:  Fires a ball of flame that detonates upon impact.  Flames are spread out from this area dousing anyone in a ten-meter radius in fire.  This is a spell of Fire, level 12.  Cost: 79 mana.  Duration: 1 second after impact.  Range: 100 feet.  Cast Time: 3 seconds.  Cooldown: 10 minutes.

  • Weak Flame: Shoot a weak gout of flame from your hand.  This is a spell of Fire Magic, level 1.  Cost: 10 mana.  Duration: 3 seconds.  Range: 5 feet.  Cast Time: 1 second.  Cooldown: N/A.

WATER

  • Weak Ice Dagger: This spell will throw a dagger made of ice at your target.  This is a spell of Water Magic, level 1.  Cost 20 mana.  Duration: 1 min.  Range: 40 feet.  Cast Time: 1 second.  Cooldown: N/A.

  • Weak Slow: This spell will slow the target by 10%.  This is a spell of Water Magic, level 3.  Cost 25 mana.  Duration: 10 min.  Range: 5 feet.  Cast Time: 1 second.  Cooldown: N/A.

DEATH

  • Summon Weak Bile Rats:  Summons a small nest of bile rats.  The bites of these creatures can cause nausea.  This is a spell of Death, level 1.  Cost: 27 mana.  Duration: 6 minutes.  Range: 3 feet.  Cast Time: 2 seconds.  Cooldown: 14 minutes

LIFE

  • Weak Banish Undead: If successful, you will dissipate the energy allowing a Death creature to exist in this plane.  This is a spell of Life, level 3. Cost: 40 mana. Duration: instant. Range: 40 feet. Cast Time: 2 seconds. Cooldown: 5 minutes.

  • Call Weak Small Creature:  If there is a non-sentient creature of ‘Small’ size, two to four feet long, in the immediate area, it will be called to the caster, and it will follow simple commands.  This is a spell of Life, level 1.  Cost: 12 mana.  Duration: 10 minutes.  Range: 50 feet.  Cast Time: 2 seconds.  Cooldown: 14 minutes.

  • Weak Charm: You can convince an enemy that they are your friend.  In battle, they will fight for you.  Casting this upon a creature lowers they regard for you after the spell wears off.  This is a spell of Life Magic, level 1.  Cost 60 mana.  Duration: 1 hour.  Range: 20 feet.  Cast Time: 1 second.  Cooldown: 10 minutes.

  • Weak Courage: Improves your Fighting Spirit by +50.   This is a spell of Life, level 4. Cost: 25 mana. Duration: 15 min. Range: self. Cast Time: 1 second. Cooldown: 15 min.

  • Weak Cure Disease:  This spell will cure most common diseases.  This is a spell of Life, Level 1.  Cost: 62 mana.  Duration: 1 minute.  Range: 20 feet.  Cast time: 6 seconds.  Cooldown: 8 minutes

  • Weak Cure Poison:  Remove minor poison effects!  This is a spell of Life Magic, level 1.  Cost 50 mana.  Duration: 1 second.  Range: Touch. Cast time: 2 seconds.  Cooldown: 30 seconds.

  • Weak Detect Hostile Intent:  Casting this spell will reveal if any creatures within ten yards have an active, deadly intent towards you.  This is a spell of Life, level 8.  Cost: 38 mana.  Duration: 1 minute.  Range: 15 feet.  Cast Time: 2 seconds.  Cooldown: N/A.

  • Weak Life Armor: Defense of all armor pieces increased by +1 (+3 vs. Death attacks).  This is a spell of Life, level 5.  Cost: 30 mana. Duration: 10 min. Range: self. Cast Time: 1 seconds. Cooldown: N/A.

  • Weak Life Aura: The caster’s body is surrounded by a golden shield of pure Life energy.  Any nearby death, dead or undead creatures will be discomforted.  Any actual contact with the shield will cause damage to the undead.  This is a spell of Life, level 3.  Cost: 50 mana.  Duration: 15 minutes.  Range: 5 feet.  Cast time: 2 seconds.  Cooldown: 20 minutes.  

  • Weak Life Beacon: This spell shoots a golden flare high into the air.  Any creatures with a relationship to you, friendly and above, within one mile, will be compelled to come to your aid.  This is a spell of Life, level 1. Cost: 38 mana.  Duration: 10 minutes.  Range: 1 mile.  Cast time: 4 seconds.  Cooldown: 6 hours.

  • Weak Life Bolt: Fire a bolt of concentrated Life energy.  Damage 5-10.  Increased damage against Death Creatures.  This is a spell of Life, level 4.  Cost: 22 mana.  Duration: Instant.  Range: 30 feet.  Cast Time: 1 second.  Cooldown: 2 minutes.

  • Weak Mend Bone:  Fix small, uncomplicated breaks in bone.  Must be targeted to each fracture.  This is a spell of Life Magic, level 8.  Cost: 59 mana.  Duration: 1 second.  Range: Touch.  Cast Time: 3 seconds.  Cooldown: 15 seconds.

  • Weak Slow Heal:  Restore 30 missing health over 60 seconds upon casting.  This is a spell of Life Magic, level 1.  Cost 20 mana.  Duration: 6 seconds.  Range: Touch.  Cast Time: 1 second.  Cooldown: 1 min.

  • Minor Slow Heal:  Restore 90 missing health over 60 seconds upon casting.  This is a spell of Life Magic, level 9.  Cost: 56 mana.  Duration: 60 seconds.  Range: Touch.  Cast Time: 2 seconds.  Cooldown: 1 min.

  • Soul Trap:  Binds the soul of the target to this plane, preventing passage to the beyond at the time of death.  They will instead be pulled into any nearby empty soul stone of appropriate size.  This is a spell of Life Magic, level 1.  Cost: 30 mana.  Duration: 2 minutes.  Range: 10 feet.  Cast time: 1 second.  Cooldown: N/A.

  • Weak Static Life Shield:  Creates a magical sphere around you comprised of Life magic.  The shield has 100 HPs.  Shield defense strength +3 (+9 vs Death attacks).  Ineffective against Life attacks.  Only your Life-based spells may leave the boundaries of the shield.  Physically touching your own shield will dispel it.  This is a spell of Life Magic, level 10.  Cost: 127 mana.  Duration: 5 minutes.  Range: Self.  Cast Time: 2 seconds.  Cooldown: 38 minutes.

  • Summon Weak Gold Fox:  Summons a magical fox that will heal you and allies for one hundred points each.  The fox may heal five times before disappearing.  This is a spell of Life Magic, level 10.  Cost: 102 mana.  Duration: 14 minutes.  Range: 11 feet.  Cast Time: 3 seconds.  Cooldown: 4 hours.

  • Summon Weak Life Wisp: Summons an entity comprised of Life magic.  Will float in the area and restore a total of 100 health to you or one of your allies.  This is a spell of Life Magic, level 6.  Cost 60 mana.  Duration: 5 minutes.  Range: Self.  Cast Time: 3 second.  Cooldown: 20 minutes.

  • Summon Weak Luminous Butterflies:  Summons a small number of glowing butterflies.  Any creature of positive alignment who catches one of these butterflies will have a boost to their stamina for one day.  Total boost equal to 1% per number of alignment.  Only one butterfly may affect each individual.  This is a spell of Life, level 1.  Cost: 17 mana.  Duration: 10 minutes.  Range: 1 foot.  Cast Time: 1 second.  Cooldown: 1 minute.

  • Weak Stabilize:  If a target is stricken with a ‘Bleeding’ status, this spell will decrease the rate of bleeding and total bleeding time.  Effects will vary based on extent of the injuries.  This is a spell of Life, level 3.  Cost: 27 mana.  Duration: instant.  Range: Touch.  Cast Time: 1 second.  Cooldown: 1 minute.

  • Virol’s Blessing: Casting this spell will increase the yield and potency of a 20x20 yard area of plants by 5%.  Successive casts of this spell create a cumulative effect for a max of 100%.  This spell can be cast once per day.  This is a spell of Life, level 1.  Cost: 84 mana.  Duration: Permanent effect.  Range: 20 yards.  Cast time: 4 minutes.  Cooldown: 1 day.

DARK

  • Weak Cloying Darkness: Cast a cone of thickened darkness from your hand.  Movement and Attack speed of targets decreased by 20%.  All in area of effect will suffer from spell.  Will not work in direct sunlight.  This is a spell of Dark Magic, level 2.  Cost 30 mana.  Duration: 10 minutes.  Range: 10 feet.  Cast Time: 1 second.  Cooldown: 5 minutes.

  • Weak Dark Bolts: Fires a bolt of concentrated Dark energy at your target.  For every three skill levels the caster has in Dark magic, the spell will fire another bolt (Max 10).  Damage 7-9.  This is a spell of Dark, level 4.  Cost: 31 mana.  Duration: instant.  Range: 40 feet.  Cast Time: 2 seconds.  Cooldown: 30 minutes.  

  • Darkvision: Provides Darkvision for 25 yards.  This is a spell of Dark, level 2.  Cost: 43 mana.  Duration: 20 minutes.  Range: Self.  Cast Time: 1 second.  Cooldown: 5 minutes.  

  • Flood of Darkness: Blankets an area 25 yards around you in darkness.   Effect banished by direct sunlight.  Blocks out all light based sight.  This is a spell of Dark, level 3.  Cost: 46 mana.  Duration: 1 minute.  Range: self.  Cast Time: 1 second.  Cooldown: 45 minutes.  

  • Night Vision: You can see even in the deepest darkness.  This is a spell of Dark Magic, level 1.  Cost 5 mana.  Duration: 3 hours.  Range: 10 feet.  Cast Time: 1 second.  Cooldown: N/A.

  • Troubled Sleep: Places your target in a restless sleep.  He will be plagued by nightmares until awakening.  Any attack or hostile action taken against target will awaken them.  Area of effect five feet.  This is a spell of Dark Magic, level 3.  Cost: 50 mana.  Duration: one hour.  Range 15 feet.  Cast time: 3 seconds.  Cool down: 15 minutes.

LIGHT

  • Create Soul Stone (Common).  Turn minerals into soul stones of various levels.  Can create soul stones up to Common level.  This is a spell of Light, level 5.  Cost: 25 mana.  Duration: Instant.  Range: 1 foot.  Cast Time: 1 second.  Cooldown: N/A.

  • Create Soul Stone (Luminous).  Turn minerals into soul stones of various levels.  Can create soul stones up to luminous level.  This is a spell of Light, level 15.  Cost: 50 mana.  Duration: Instant.  Range: 1 foot.  Cast Time: 3 seconds.  Cooldown: N/A.  Requires: Light Magic Level 15

  • Far Light: Creates a ball of white light that can be fixed to a distant surface.  This is a spell of Light Magic, level 1.  Cost: 5 mana.  Duration: 10 minutes.  Range: 100 yards.  Cast Time: 1 second.  Cool Down: N/A.

  • Simple Light: Creates a ball of white light that will hover above your head, moving with you.  This is a spell of Light Magic, level 1.  Cost: 2 mana.  Duration: 10 minutes.  Range: Self.  Cast Time: 1 second.  Cool Down: N/A.

  • Weak Magic Missiles:  This spell produces colorful balls of magical force that fly unerringly towards the enemy.  Each sphere causes 4-5 points of magical force damage.  Each sphere can be directed towards different enemies.  Number of missiles is determined by (1 + Light Magic/5).  Maximum 7 missiles.  This is a spell of Light Magic, level 5.  Cost: 38 mana.  Duration: Instant.  Range: 100 yards.  Cast Time: 1 second.  Cooldown: 5 minutes.

  • Mirror: Creates a 6x3 foot reflective surface.  This is a spell of Light Magic, level 1.  Cost: 15 mana.  Duration: 1 minute.  Range: 10 feet.  Cast Time: 1 second.  Cool Down: N/A.

  • Weak Mirror Image: A duplicate image of yourself is summoned nearby.  It will duplicate your actions with small variations to take terrain into account.  Number of images is determined by Light Magic/5.  Max 5 images.  This is a spell of Light Magic, level 7.  Cost: 61 mana.  Duration: 8 minutes.  Range: Self.  Cast Time: 1 second.  Cooldown: 10 minutes.

BLOOD

  • Tame: Bend the will of a creature to your own.  Creature level must be less than or equal to your rank in the skill: Beast Bonding.  At the rank of Novice, you may attempt to tame ‘weak’ level souls and may use the spell once per day.  If you tame the same creature for a required number of days in a row, then it will be loyal to you til death.  As a novice in Beast Bonding, the required time is six days for every level of the creature you have tamed.  Betray the sacred trust with you bonded beast to your peril!  This is a spell of Blood Magic, level 1.  Cost:100 mana, 100 health, 100 stamina.  Duration: 40 hours.  Range: Touch.  Cast Time: 5 seconds.  Cooldown: 12 hours.

SPIRIT

  • Weak Aura Lance:  Fires a blast of spiritual energy at your target.  Does no physical damage, but causes disruption of the target’s aura.  Reduces resistance to all spell types.  This is a spell of Spirit, level 1.  Cost: 168 mana.  Duration: 1 hour.  Range: 100 feet.  Cast Time: 10 seconds.  Cooldown: 1 day.  

UNALIGNED

  • Manifest Mana.  This spell has no specific affinity for any type of magic.  Instead, the power and effects of this spell are determined by the skill level of Mana Manipulation.  Successful casting of this spell makes your mana tangible in the physical world.  At skill level one, the cost is 100 mana and, if thrown at an attacker, will cause 1 point of magical force damage.  This is an unaligned spell, level 1.  Cost: variable.  Duration: Instant.  Range: variable.  Cast Time: variable.  Cooldown: N/A.

NOT INCLUDING FINAL BATTLE!!!

Name: Richter
Age: 24
Level: 32, 17%

Health: 664    Mana: 504      Stamina: 350
Strength: 33
(base: 25 + items: 8)
Agility: 32
Dexterity: 38
(base: 23 + items: 15)
Constitution: 56
Endurance: 35
Intelligence: 51
Wisdom: 45
Charisma: 34
Luck: 22
Abilities:
            Limitless
            Gift of Tongues
            Fast Learner
            Bounty of Life
            Psi Bond
Qualities:
           
Resolute
            Honorable II
            Implacable
Skills:
           
Herb Lore Lvl 40; 72% to next level

            Alchemy Lvl 2; 48%% to next level

            Enchanting Lvl 47; 8% to next level

            Crafting Lvl 5; 29% to next level

            Smithing Lvl 6; 73% to next level

            Brewing Lvl 3; 57% to next level

                        Distillation Lvl 3; 57% to next level

            Construction Lvl 4; 82% to next level

                        Masonry Lvl 3; 38% to next level

                        Carpentry Lvl 4; 47% to next level

            Scribing Lvl 5; 14% to next level

            Analyze Lvl 12; 41% to next level

            Pierce the Veil Lvl 25; 82% to next level

            Stealth Lvl 14; 9% to next level

            Traps Lvl 22; 22% to next level

                        Trap Disarm Lvl 22; 48% to next level

            Tracking Lvl 16; 88% to next level

            Riding Lvl 7; 76% to next level

            Archery Lvl 17; 76% to next level

                        Imbue Arrow Lvl 17; 29% to next level

                        Focus Lvl 6; 46% to next level

                        Double Shot Lvl 2; 11% to next level,

                        Drill Shot Lvl 2; 81% to next level

            Swordsmanship Lvl 1; 43% to next level

            Small Blades Lvl 12; 8% to next level

            Unarmed Combat Lvl 1; 78% to next level

                        Pressure Points Lvl 1; 0% to next level

            Dual Wield Lvl 9; 75% to next level

            Light Armor Lvl 15; 43% to next level

                        Grace in Combat Lvl 13; 94% to next level

            Dual Casting Lvl 10; 2% to next level

            Air Magic Lvl 14; 48% to next level

            Life Magic Lvl 10; 11% to next level

            Earth Magic Lvl 10; 13% to next level

            Water Magic Lvl 5; 96% to next level

            Dark Magic Lvl 8; 98% to next level

            Light Magic Lvl 7; 61% to next level

            Fire Magic Lvl 12; 38% to next level

            Spiritual Magic Lvl 1; 92% to next level

            Blood Magic Lvl 12; 9% to next level

            Death Magic Lvl 3; 51% to next level

            Mana Manipulation Lvl 1; 78% to next level

            Beast Bonding Lvl 5; 38% to next level

            Animal Husbandry Lvl 2; 43% to next level

                        Exotic Beasts Lvl 2; 26% to next level

            Trade Lvl 16; 77% to next level

            War Leader Lvl 11, 58% to next level

                        Army of One Lvl 3, 87% to next level

                        Beacon Lvl 9, 84% to next level

                        Inspiring Leadership Lvl 4, 71% to next level

            Self-Awareness Lvl 14, 9% to next level

            Portal Construction Apprentice

            Lore Lvl 1

            Administration Lvl 9, 60% to next level

                        Lead from the Front Lvl 6; 28% to next level

            Diplomacy Lvl 4, 571% to next level

                        Coercion Lvl 1; 31% to next level
Marks:
            Master of the Mist Village
            Blood Oath of Vengeance
            Forge of Heavens
            Dragonkin I
            Adventurer
Resistances:
            Air 50%
            Earth 25%
            Fire 10%
            Life 50%
            Mental 65%
            Spiritual 5%
            Blood 5%
Race: Human (Chaos Seed)
Reputation: Lvl 5 “You are a man worth following.”
Alignment: Neutral
Languages: All

Richter’s Qualities

 

1)      Resolute - The choices in your life led you to a critical point. A nexus of opportunities were laid before you, many leading to disaster! You have chosen a finer path! The experiences of your entire life have culminated in this one moment. You have decided not to kneel, but to stand; not to beg, but to take; not to wait, but to forge ahead. Bonus to mental resistance 15%. Bonus to spiritual resistance 15%

2)      Honorable - You chose to save the life of a comrade rather than eliminate a threat. In a key moment, you chose to honor life rather than pursue death.  +2 to Charisma, 3% decrease in critical strike chance and critical strike damage.

3)      Implacable - When faced with the near impossible task of rescuing a Companion from a superior enemy, you did not pause.  When attacking a battle hardened Warrior, you did not flag.  When mortally wounded and kneeling before a sadistic Assassin, you did not succumb.  You have shown that you will conquer whatever is before you, even burning your own head and skin to destroy your enemies!  Your relentless focus and pursuit of chosen goals will be reflected in your skills.  You are awarded Initiate level in the skill Tracking.

Richter

1)     Limitless: 100% affinity in any and every skill

2)     Gift of Tongues: Ability to comprehend almost all languages including writing.  Cannot comprehend certain higher or lower languages.  Cannot understand nonsentients.

3)     Fast Learner: +30% to skill advancement

4)     Bounty of Life: +30% growth for the physical manifestation of your Place of Power

5)     Psi Bond (Level 5): Your mental resistance from Psi Bond has increased to 40%.  Maximum distance of communication increased from 1000 yards to 1250 yards.  Tasks which require strength of mind will come even easier than before.  Know This!  Your mental fortitude has brought your Psi Bond ability to new heights.  Eye contact offers the chance to connect with other creatures in a limited way.  The extent of the connection will vary based on the mental abilities of yourself and the recipient.  Never forget that doors can swing both ways.

 

Alma

1)     Brain Drain (Level 7): Successful kills will now give 7% of total experience to both you and your familiar.  Drain occurs faster.  Stun can occur on enemies level 31 and below.  Drain now gives you a greater understanding of Alma’s victims.  There is a chance to relive the most poignant memory of the target’s life.

2)     Psi Blast

a.      Level 1: This concentrated blast of psychic energy can stun enemies for 2-4 seconds.  The AoE is a cone extending 10 feet from the direction your familiar is facing.  Cooldown: 5 minutes.

b.     Level 2: The mental disruption caused will now also cause direct health damage.  The 2-4 second stun effect is increased to 5-7 seconds.  The initial AoE of 10 feet can be increased to 15 feet with a corresponding drop in the blast’s effectiveness or narrowed to five feet with an increase in the blast’s effectiveness.  Cooldown decreased to four minutes.

c.      Level 3:  The mental disruption and health damage are now more powerful.  The 5-7 second stun effect is increased to 8-10 seconds, and the health damage will be more severe.  A third effect is now added.  There is a possibility of disorientation for those affected that will last up to five minutes at the standard AoE of 10 feet.  The AoE of this attack can now be widened to 20 feet at the expense of the blast’s strength or narrowed to three feet with an increase in the blast’s effectiveness.  Effective range of Psi Blast is now doubled compared to baseline.  Cooldown decreased to three and a half minutes.
 

3)     Psi Bond

a.      Level 1:  Thoughts can be shared with another being that has the ability Psi Bond.  A connection can only be completed by both parties being willing to participate.

b.     Level 2: Your familiar’s base innate intellect is increased by 25%.  She can now communicate in two word sentences.  Her Intelligence and Wisdom are also increased by 15%.  You will also benefit from this stronger tie to your familiar.  Your mental resistance has increased by 10%.  Maximum distance of communication increased from 250 yards to 500 yards. 

c.      Level 3: Your familiar’s base innate intellect is increased by 50%.  She can now communicate in four word sentences.  Her base Intelligence and Wisdom are also increased by 30%.  You will also benefit from this stronger tie to your familiar.  Your mental resistance has increased by 20%.  Maximum distance of communication increased from 500 yards to 750 yards.  You can now each sense if the other is in danger.

d.     Level 4: Your familiar’s base innate intellect is increased by 75%.  She can now communicate in eight word sentences.  Her base Intelligence and Wisdom are also increased by 45%.  Your familiar’s Psi Bond has advanced to being able to form a psychic connection even with those lacking the Psi Bond ability.  You will also benefit from this stronger tie to your familiar.  Your mental resistance for Psi Bond has increased to 30%.  Maximum distance of communication increased from 750 yards to 1000 yards.  Finally, the improved Psi Bond stabilizes your own mental fortitude.  Tasks which require strength of mind will now come easier.

e.      Level 5: Your familiar’s base innate intellect is increased by 100%.  She can now communicate with you without restriction.  Her base Intelligence and Wisdom are also increased by 60%.  You will also benefit from this stronger tie to your familiar.  Your mental resistance from Psi Bond has increased to 40%.  Maximum distance of communication increased from 1000 yards to 1250 yards.  Tasks which require strength of mind will come even easier than before.  The Psi Bond has provided your familiar with a greater understanding of herself and has unlocked a new ability!  Psi Channeling.

4)     Psi Channeling

a.      Level 1: You may now cast spells through your familiar.  The cast time will still be the same for you, but any restrictions based on distance can use the location of your familiar as the casting point!  At the current level, the range of Psi Channeling is one hundred yards and using this ability will require 300% greater mana usage.  Any other spell requirements will remain unchanged.

 Level 2:  At level 2, the range of Psi Channeling has increased from one hundred to two hundred yards.  Using the ability now requires 250% greater mana usage rather than 300%.  Any other spell requirements will remain unchanged.  You and your familiar may now also share mana at a loss of 3:1.
 

Enchanting

a.       Increase Enchantment Potential I: Increase the number of enchantment slots on the object you wish to enchant.  Increases enchantment slots by 10%.  Cost: 5 Talent Points.

                                                    i.     Synergy of Items I: Allows for the creation of items sets.  The base items must have something in common for the enchantments to feed off of one another.  Increase this Talent to allow for stronger and more extensive sets.  Cost: 20 Talent Points.

                                                  ii.     False Description: Allows the enchanter to label and item with a false description even after being identified.  Only a specialized spell can see through this.  Cost: 10 Talent Points.

                                                iii.     Cursed Items I: Allows enchanter to pervert known enchantments to be detrimental to the wearer.  Once a cursed item is donned, it cannot be removed without magical intervention.  Cost: 10 Talent Points.  

                                                 iv.     Increase Number of Enchantments I: Allows for another enchantment to be placed on one item.  All enchantable objects are still bound by the same rules of enchantment size and slots.  Cost: 50 Talent Points.

b.       Deconstruct Items I: Gain the ability to deconstruct an enchanted item.  Increase this Talent to improve chance for successful deconstruction and to increase chance of obtaining better items after item is destroyed.  Cost: 5 Talent Points.

                                                    i.     Resize Items I: This Talent allows you to resize already enchanted items to fit other creatures either smaller or larger than the item was originally intended for.  Resizing carries the risk of a decrease in power of enchantment, durability of enchanted item and/or complete destruction of enchanted object.  Increase this Talent to allow for resizing to a greater extent and to decrease risk.  This Talent is fueled by soul stones.  Cost: 10 Talent Points.

1.     Spatial Folding I: Can create enchantments that fold space.  At the lowest level, you can create Bags of Holding and Expansive Quivers.  At higher levels, this Talent can fold space in larger objects and in smaller objects to a greater degree.  Cost: 25 Talent Points.

2.     Learn Enchantments I: This Talent provides a small chance of learning enchantments from enchanted items when they are deconstructed.  This is by no means a sure thing, but increasing this Talent increases the chances of deciphering the arcane combination of Powers that comprise an enchantment.  Cost: 100 Talent Points.

c.       Increase Enchantment Success I: Increase this Talent to improve the odds of an enchantment taking hold by 20%.  Cost: 5 Talent Points.

                                                    i.     Faster Creation Time I: The creation of magic books, scrolls and skill books is time consuming and laborious.  Increase this Talent to increase the speed you finish these tasks by 33%.  Cost: 10 Talent Points.

1.     Soul Bond 20 TP

a.     Break Soul Bond: Soul bonds can be broken in a number of ways, but almost all of these methods result in destruction of the items.  This Talent allows you to sever a soul bond while preserving the object.  Cost: 30 Talent Points.

b.     More Powerful Soul Stones I: Purchasing this Talent increases the level of soul stone that can be created from a material by +1.  Cost: 40 Talent Points.

                                                                                                                i.     Reusable Soul Stone

                                                  ii.     Fortify Health/Mana/Stamina I: Increase this Talent to make Enchantments dealing with increasing health, mana and stamina more effective by 20%.  Cost: 10 Talent Points.

1.     Fortify Characteristics: Increase this Talent to make Enchantments dealing with increasing Characteristics more effective by 20%.  Cost: 20 Talent Points

a.     Fortify Skill: Increase this Talent to make Enchantments dealing with increasing skills more effective by 20%.  Cost: 30 Talent Points

2.     Fortify Physical Alterations: Increase this Talent to make Enchantments dealing with increasing physical alterations (running, jumping, swimming, etc.) more effective by 20%.  Cost: 20 Talent Points.

d.       Macroenchantment I: Increase this Talent to have your enchantment affect larger items.  This is extremely helpful for creating enchanted buildings, ships, engines of war, and other large projects.  Cost: 5 Talent Points.

                                                    i.     Siege Enchantments I: Gain the ability to enchant siege weapons.  You will now create mangonels that fire balls of necrotic energy or scorpions to fire bolts through city walls.   Increase this Talent to improve effectiveness of these enchantments.  Cost: 10 Talent Points.

                                                  ii.     Golem Enchantment I: Gain the ability to enchant raw materials to make crude golems.  These will never equal the power of a Mechanic created golem, but also take a fraction of the time to create.  Increase this Talent to improve the level of your golem as well as other traits.  This Talent also allows you to enchant already constructed Golems.  Cost: 10 Talent Points.

                                                iii.     Building Enchantment I: Gain the ability to enchant buildings.  Create impregnable fortresses or desert homes that generate water.  This Talent allows you to make the desolate bountiful and the impossible common place.  Increase this Talent to build grander projects with stronger effects.  Cost: 10 Talent Points.

                                                 iv.     Ships Enchantment I: Gain the ability to enchant ships.  Create vessels that can be sharks of the water… or even of the air.  This Talent allows you to add magic to vessels of all types.  Increase this Talent to produce stronger effects.  Cost: 10 Talent Points.

e.       Increase Number of Charges I: Increase the number of charges on items with finite uses.  Will increase number of charges by +20 or by 20%, whichever gives greater yield.  Cost: 5 Talent Points.

                                                    i.     Decrease Required Enchantment Slot I: Each enchantment takes up a specific amount of enchantment slots.  Purchasing this Talent will decrease the amount of space each enchantment takes up by 10%.  Cost: 30 Talent Points.

                                                  ii.     Increase the Maximum Number of Soul Stones I: Each enchanter can only use a certain number of soul stones per enchatment based upon their skill level.  Increase this Talent to add another soul stone to that number.  Cost: 30 Talent Points.

                                                iii.     Increase Soul Stone Yield I: Increase this Talent to increase the yield of enchantment power from each soul stone.  Bringing this Talent to level II will increase the yield of soul stones by 25%.  Cost: 30 Talent Points.

f.        Increase Enchantment Strength I: Increase strength of enchantments by 5%.  Talent Cost: 5 Talent Points.

                                                               i.      Increase Strength Weapon Enchantment I: Accessing this Talent will increase the strength of any weapon enchantments by 10%.  Talent Cost: 10 points

1.     Increase Secondary Effect Chance: Increase this Talent to make the secondary effect of an enchantment 20% (ie Burning from Flame Enchantment) more likely.  Cost: 20 Talent Points.

2.     Increase Secondary Effect Power: Increase this Talent to make the secondary effect of an enchantment 20% (ie Burning from Flame Enchantment) more powerful.  Cost: 20 Talent Points.

                                                             ii.      Increase Strength Armor Enchantment I: Accessing this Talent will increase the strength of any armor enchantments by 10%.  Talent Cost: 10 points

                                                           iii.      Increase Strength Item Enchantment I: Accessing this Talent will increase the strength of any accessory enchantments by 10%.  Talent Cost: 10 points

1.     Common Materials I: Increase this Talent to be able to make enchanted items from less rare materials.  Cost: 20 Talent Points.

2.     Material Potential I: Item enchantment potential is determined both by the quality and the material.  Increase this Talent to increase potential for a given medium.  Cost: 20 Talent Points.

3.     Alter Enchantment I: Increase this Talent to alter an existing enchantment.  This carries a risk of destroying the enchantment and/or object.  Increase this Talent to allow for greater alterations with less risk.  Cost: 30 Talent Points.

 

Essence Enchanter

1)     Essence

a.     Purchase Spell Enchantment I: Currently, each Basic Element spell costs 1 Talent Point per spell level.  Each spell level of Deep Magic costs 10 Talent Points per spell level.  Increase this Talent to reduce this cost.  Cost: 50 Talent Points.

2)      Unlocked

1.     Earth

a.     Shockwave

b.     Reduce Mana Cost I: To translate a spell into an enchantment, a mana cost must be paid.  Current conversion cost is 100x spell mana cost.  Increase this Talent to reduce this cost.  Minimum cost, 20x spell mana cost.  Cost: 50 Talent Points

c.      Unlock Spell School: To convert a spell, you must first unlock that spell type.  Base Cost: 10 Talent Points per Basic Element.  100 Talent Points per Deep Magic.  This one time cost cannot be reduced.  Further prices may be required to unlock certain magics. 

d.     Talent Point Conversion: Few Specialties for any Profession are as expensive Essence.  Your increased tie to your soul however offers a unique opportunity.  Essence Enchanters may sacrifice XP to buy Talent Points.  Any reduction in XP will not affect personal level, though threshold for leveling remains the same.  Overzealous Essence Enchanters have found their personal level frozen as they feed their Profession and Specialty.  Conversion rate: 10,000 XP per one Talent Point. 

Richter’s Skill Rank Bonuses

1)     Herb Lore

a.      Novice: Can detect one trait from picked herbs.

b.     Initiate: Can detect two traits from picked herbs.  Can avoid one negative trait when ingesting

c.      Apprentice: Can detect three traits from picked herbs.  Can avoid two negative traits when ingesting

2)     Pierce the Veil

a.      Novice: Can see hidden traps

b.     Initiate: Can see hidden compartments

c.      Apprentice: In addition to seeing hidden traps and compartments, you can now find hidden doors and a have a chance to detect magical concealments. 

3)     Trade

a.      Novice: Can create standing trade agreement with those who have ‘Loyal’ disposition and higher.  Can “smell” a deal, gets stronger with higher ranks.

b.     Initiate:  Can create standing trade agreement with those who have ‘Interested’ disposition and higher.   “Feel the market” – You can get an idea of what will sell well in a given market, gets stronger with higher ranks.

4)     Portal Construction

a.      Novice: Can travel only between two points on the same ley line.

b.     Initiate: Can create portals to allow travel between any two points on the same type of ley line.

c.      Apprentice: Can create a portal with multiple exit points.  This can only be built at a Place of Power.  The number of destination points is determined by the number of ley lines present.

5)     Enchanting

a.      Novice: Can add an enchantment to an item while it is being created.

b.     Initiate: You now will gain more charges when recharging with a soul stone.  Items you enchant now have their enchantment potential increased by +5.  For each new rank in Enchanting that you achieve, enchantment potential will increase by another five points.  You can now add enchantments to already created items, albeit with an 80% penalty to effectiveness.

c.      Apprentice: You can now enchant scrolls based on spells that you already know.  Items that you enchant with a finite number of charges will now have +10 charges.  For each new rank you obtain in Enchanting, you will get another +10 charges.  You can now add enchantments to already created items, albeit with a 60% penalty to effectiveness.  You may now use two soul stones on one enchantment.

d.     Journeyman: You have advanced from Apprentice to Journeyman in: Enchanting.  You can now create magic books based on spells that you already know or if you are in the presence of someone else who is willing to have you scribe their knowledge.  You can now create skill books based upon skills that you already have or if you are in the presence of someone else who is willing to have you scribe their knowledge.  You can now add enchantments to already created items, albeit with a 40% penalty to effectiveness.  You can now help other craftsmen enchant items they are creating.  The resulting enchantment will be based upon your skill level. 

6)     Tracking

a.      Novice: You can now follow tracks and spoor to find your quarry.

b.     Initiate: Your sense of smell is now heightened.  You can track an enemy by scent if you have a piece of clothing or an item they were recently in contact with.

7)     Archery

a.      Novice: Increased ability to wield a bow

b.     Initiate: 25% chance to retrieve special arrows after they have been shot.  This is cumulative with successive ranks. 

8)     Small Blades

a.      Novice: Increased ability to wield small blades

b.     Initiate: You now enjoy a -5% penalty for each hand while dual wielding.  This benefit is cumulative with increasing ranks.

9)     Light Armor

a.      Novice: Movement speed penalty of 3% per piece of armor (including shield).  Can wear Light Armor

b.     Initiate: Movement speed penalty decreased from 3% per piece to 2% per piece.  Decreased casting penalty from wearing light armor.  Stamina drain from exertions while wearing armor reduced.  You have learned to move in your armor gaining the Perk: Synergy.  Synergy gives a +20% defense bonus to light armor as long as you are wearing only light armor.  Synergy stacks with each successive level.

10)   Grace in Combat

a.      Novice: If wearing all light armor, dodge increased by 10%.  This is a subskill of Light Armor. 

b.     Initiate: +5% Movement Speed if wearing all Light Armor. 

11)   War Leader

a.      Novice: Maximum party size of 6.  These party members will share all experience from kills and quests equally.  Party members will also benefit from any badges or promotions that are acquired.  Any friendly forces within your Sphere of Influence will still benefit from attack and defense bonuses from your skill rank in War Leader.  At your current rank of Novice, your Sphere of Influence is 50 yards.

b.     Initiate:  Maximum party size increased to 10.  You may now have two other war leaders create their own war parties under your command.  These war leaders must be of a lesser skill rank than you.  Your sphere of influence is increased from 50 to 100 yards.  New Badges are available for purchase.  New skilled positions are available.  Field promotions are now possible for heroic efforts.  +200 to Fighting Spirit.  You can now access the real-time numbers for the health, mana, and stamina of everyone in your war party.

12)   Traps

a.      Novice: You can set traps that will harm unwary enemies.

b.     Initiate: You can set traps with proximity triggers in addition to simple pressure triggers.

13)   Trap Disarm

a.      Novice: You have learned how to disable the mechanisms of traps.  Through careful application of your new subskill, you can make the world a safer place.  This is a subskill of Traps.

b.     Initiate: You may now retrieve some of the traps you disarm for your future use. 

14)  Pierce the Veil

a.      The Land is full of hidden secrets.  Traps to snare the unwary; hidden treasures; booty, both pirate and otherwise.  From this moment on, you will be able to find that which others have concealed. 

b.     Initiate: In addition to hidden traps, you can now find hidden compartments. 

15)  Fire Magic

a.   Novice: Can cast Fire Magic.

b.   Initiate: +5% to Spell Strength and Resistance in regards to Fire Magic.

16)  Self-Awareness

a.        Novice: The journey to know oneself is a path without an end, but each step brings you closer to your truth. The mental training you have begun has long been honored by mystics and madmen. Each skill level grants +2% to mental and emotional control.

b.     Initiate:  Control within will be mirrored by control without.  20% less likely to betray nonverbal cues to others.  This is cumulative with further ranks.