Profession Talents - Enchanter

Increase Enchantment Potential I (A1)

-         Increases enchantment slots by +10%

Synergy of Items I (A2)

-         Allows for the creation of items sets.  The base items must have something in common for the enchantments to feed off one another

Identify Enchantment II (A2)

-         Allows the enchanter to identify magical items from a distance.  Can identify more powerful items.

Increase Number of Enchantments I (A2)

-         Allows for a second enchantment to be placed on a single item.  Attempting to create such an enchantment greatly increases the chances of the enchantment failing to take hold in whatever object you are working upon.  All enchantable objects are still bound by the same rules of enchantment size and slots.

Increase Enchantment Success I (B1)

-         Increases chance of an enchantment taking hold by +20%

Faster Creation Time I (B2)

-         Create magic books, scrolls and skill books 10% faster 

Soul Bound Object I (B2)

-         Creates a weak soul bond to your objects.  Only the one bound to a soul bound item can use its enchantment.

Fortify Health/Mana/Stamina I (B2)

-         Enchantments dealing with increasing health, mana and stamina are 20% more effective

Increase Enchantment Strength I (C1)

-         Increases potency of all enchantments by +5%

Increase Weapon Enchantment I (C2)

-         Increases potency of weapons enchantments by +10%

Increase Additional Effect Power I (C3)

-         The additional effects of an enchantment (eg Burning from Fire Damage) are now +10% more powerful.  This will increase both the strength of the effect and the likelihood to overcome the target’s resistance to the effect.

Increase Additional Effect Chance I (C3)

-         The additional effects of an enchantment (eg Burning from Fire Damage) are now more likely to trigger.  Secondary effects are +25% more likely and Tertiary effects are +10% more likely.  You are currently Rank I in Increase Additional Effect Chance.

Common Materials I (C3)

-         When creating items, materials you enspell now have their Enchantment coefficient increased by +25%.  This does not supply more Enchantment slots, but materials that would normally be corrupted or explode when subjected to strong enchantments can now tolerate these powerful forces.  Enchantments are now more likely to take hold as well.  This also allows for less rare materials to be used successfully when creating items.  Increase this Talent to be able to make enchanted items from less rare materials.

Material Potential I (C3)

-         Enchantment Potential is determined by an item’s quality and by the materials used.  Materials you enchant with can now withstand a greater amount of Soul Stuff, increasing the Enchantment slots of items you enchant by +25%.  Increase this Talent to advance this bonus to 50%.

Alter Enchantment I (C3)

-         You may now alter existing enchantments.  This carries the risk of destroying the existing enchantment, item or both.  Purchase further ranks to increase the success of alteration and to allow for greater changes.

Advance in Rank I (C4)

-         Every enchantment you know will be able to be enchanted by you at one rank higher than would otherwise be possible.

Increase Armor Enchantment I (C2)

-         Increases potency of armor enchantments by +10%

Increase Item Enchantment I (C2)     

-         Increases potency of item enchantments by +10%

Increase Number of Charges I (D1)

-         Enchanted items you create have +10% number of charges or +10 charges (whichever is more)

Decrease Required Enchantment Slots (D1)

-         Each rank of an enchantment takes up a specific amount of enchantment slots.  Each rank now requires 10% less Enchantment Points.

Increase the Maximum Number of Soul Stones I (D2)

-         Can use an additional soul stone during enchantment

Increase Soul Stone Yield II (D2)

-         Increases Soul Stone yield by 50%

Condensed Crystal

-         Combine 20 measures of powdered crystal created by Crystal Touch to create 1 measure of Condensed Crystal.  Condensed Crystal increases the strength of a successful enchantment by 100%.  Also increases maximum rank of active enchantments by +1.

-         Casting Time: 25 minutes

Crystal Touch

-         You may now use mana to convert loose rock into powdered crystal.

-         The amount of rock required depends on the type of stone used. 

-         Chance of success is dependent on the amount of magic contained within the rock. 

-         Cost: 250 MP

-         Casting Time: 10 minutes minimum

-         *No further upgrades for this Talent

Personal Touch

-         Enchantments you create with powdered crystal obtained from your Crystal Touch Talent will be 25% stronger and 25% more likely to take hold.

Expanded Soul

-         Not all souls are created equally.  Tier 1 Enchanters are bound to the lowest value of captured souls.  Purchasing this Talent allows for Enchanters to squeeze extra soul stuff from soul stones.  This has the potential to greatly increase the amount of Soul Points each soul provides. 

-         Captured souls will now provide a range of Soul Points.

 

Soul Rank

Original Soul Points

Expanded Soul Points

Poor

1

1-3

Weak

3

3-6

Basic

6

6-10

Common

10

10-17

Luminous

17

17-35

Brilliant

45

45-70

Special

100

100-225

Resplendent

300

300-1,000

 

-         No further upgrades for this Talent.

Soul Flavor

-         No longer will a soul be judged only by its rank. 

-         There is a chance that when you use a captured soul, it will bring with it a characteristic of the monster it was captured from.  The specific characteristics of captured souls you use in your enchanting may now be used to augment enchantments and add extra abilities and powers to enchanted items.

-         *No further upgrades for this Talent

Macroenchantment I (E1)                       

-         Enchantments may now affect larger areas such as buildings, ships, engines of war, and other grand projects

Building Enchantment I (E2)

-         You can now enchant buildings.  You can create impregnable fortresses or desert homes that generate water.  This Talent allows you to make the desolate bountiful and the impossible commonplace.  Increase this Talent to build grander projects with stronger effects.

Deconstruct Items I (F1)

-         You may now deconstruct enchanted items.  There is a chance of salvaging raw materials

Resize Items I (F2)

-         You can now alter the allowed size of an enchanted item by one rank.  Decreased chance of item being destroyed or enchantment being lost during resizing.

Spatial Folding I

-         This Talent allows you to create enchantments that fold space.  At the lowest rank, you can create Bags of Holding and Expansive Quivers.  The size of objects that can enter the dimensional space will be limited to a ratio of 1:5, when compared to the external size of the bag. 

-         At Rank I : Bags of Holding can have 1x1 to 5x5 slots.  Each slot requires 1 Soul Point at the time of creation.  Bags can range in size from a small pouch to a satchel.  

-         Expansive Quivers start with 10 slots.

Golem Enchantments

-         Gain the ability to enchant raw materials for the purpose of making 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.

-         You may now make golems styled after any of the 8 Basic Elements: Life, Earth, Light, Fire, Death, Air, Dark, and Water.  To create a golem, a magically active object or material that is compatible with your desired Basic Element must be used.  It shall serve as the golem’s base and, as such, will determine many of the characteristics of your creation. 

-         In addition to a magical focus, your golem must be supplied with large amounts of a material that is compatible with the Basic Element you choose.  This material will be consumed during the creation of the golem. 

-         Unlike constructed golems, the materials that are consumed to make its body will not increase its power; only its magical focus will determine its qualities. 

-         Know This!  Any interruption in mana flow during creation will arrest the Golem at its current level or cause failure of golem creation.

-         Know This!  Whichever Basic Element your golem is based upon will determine its character.  Its opposing Element will be its anathema.  Unlike constructed Golems, Enchanted Golems require frequent contact with materials consistent with their base Element or they will lose power and, ultimately, all cohesion.

-         Base Level of the Golem is now determined by (Enchanting Skill Level/3)

-         Max # of Golems: 3

Augment Golem I (Tier 2, Orbit 2)

-         Golems of the Basic Elements do not have the broad utility of constructed golems.  They are much more specialized based upon the element they are constructed from and the magically charged materials used in their formation.

-         Purchasing this Talent allows you to augment the powers and nature of your golem with another magically charged item or material.  This item must be compatible with the nature of your golem. 

-         If it successfully bonds, your golem can develop new powers and characteristics.  Be warned, however; augmenting your golem with the wrong materials can weaken it, destroy it or cause a loss of the Enchanter’s control. 

-         You may now add 1 magically active item or material to augment the powers and qualities of your golem.

-         Be warned, however; augmenting your golem with the wrong materials can weaken it, destroy it or cause a loss of the Enchanter’s control. 

True Growth I (Tier I, Orbit 3)

-         Your golem will now be able to collect experience and level up by defeating foes.

Heal Golem I (Tier 1, Orbit 3)

-         This Talent allows you to use your mana to heal your enchanted Golem. 

-         You may now heal your golem provided that it is in contact with material consistent with its nature. 

-         Base Healing Cost: 5 MP per 1 HP healed

-         Base Healing Time: 1 HP/sec

-         Max Range: 15 yards


 

Profession Specialty Talents – Essence Enchanter

Unlock Spell Schools

-         Unlocks various spell schools to convert known spells into enchantments:

o   Basic Element spell schools require 10 Talent Points to unlock

o   Deeper Magic spell schools require 100 Talent Points to unlock

o   Higher Energy spell schools require 1000 Talent Points to unlock

-         Unlocked Spell Schools:

o   Life

o   Earth

o   Fire

o   Air

Reduce Mana Cost II

-         To translate a spell into an enchantment, a mana cost must be paid.  Current conversion cost is 80x spell mana cost

Purchase Spell Enchantment I

-         Basic Element spells cost 1 Talent Point per spell level

-         Deeper Magic spells cost 10 Talent Points per spell level

-         Higher Energy spells cost 100 Talent Points per spell level

Talent Point Conversion V

-         Can expend Experience Points to purchase Talent Points

-         Conversion: 6,000 XP: 1 Talent Point

-         All experience earned will suffer a 50% penalty until this experience is repaid.

 

 

Promotions

Battle Lord III

·        +5 to all base Primary Characteristics for your Champions

Death Disciple I

·        Necromancers in your warband have +1% spell power to Death magic and your entire war party enjoys +1% Resistance to Life magic.

Life Over Death I

·        +1 Damage when fighting Death creatures.

Overwhelming Odds II

·        +30 to Fighting Spirit

Sapper IV

·        +20% to Attack vs an entrenched enemy

Slaughter the Innocent II

·        +10 Fighting Spirit for one hour per noncombatant life claimed

Subterranean IV

·        +20% to Defense when fighting underground

Vigilant I

·        +5% to Perception of future hidden enemies.  +5% to response time to future surprise attacks

Weakness Equals Death V

·        Champions in your War Party have +25% Attack and Defense vs lower level opponents

 


 

Badges

Favored Enemy I (goblin)

When fighting goblins …  

·        +20% Melee and Ranged Attack and Defense

·        +12% Magical Strength (all Basic Elements)

·        +8% Magical Defense (all Basic Elements)

Lead by Example:

·        War Leader can adopt the bonuses of any Skilled Position up to rank II

Magical Strength II (Life)

·        +6% strength of Life Magic

Melee Defense III

·        + 15% Defense vs Melee attacks

Movement Speed III (forest)

·        +30% Movement Speed in forest

Power Level I

·        10% of war party’s total experience may be funneled to one member

Ranged Attack IV

·        + 20% more Damage to Ranged attacks 

Ranged Defense II

·        +10% Defense vs Ranged attacks

Skilled Positions:

·        Tank II

o   20% to aggro

o   +10% Defense

o   +5% Defense to any ally within ten yards

·        Scout II

o   +20% to Concealment

o   Can “assign” enemies and entire party will see their level and position

·        Healer II

o   +20% to healing spells

o   First aid and other healing efforts

o   -5% cost to healing

Sphere of Influence I

·        +100% range of Sphere of Influence

 

 

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Richter’s Items

Weapons

Spiked Ironbound Bone Club

-          Durability: 72/92

-          Item Class: Uncommon

-          Item Quality: Well-Crafted

-          Weight: 1.8 kg

-          Attack: +19

-          Traits:

This club has been made from the large leg bone of an unknown beast and malleable iron.  Though the iron head is strong, the bone has a fracture in it and risks being destroyed if too much pressure is applied.   It has further been augmented with the talons of a Tier 2 Ravager Wurm.  These ultra-sharp spikes aid greatly in penetrating armor. 

-          Special Trait:

Ignores 5 points of Defense

Ichorpede Dagger

-          Durability: 20/22

-          Item Class: Common

-          Item Quality: Well-Crafted

-          Weight: 0.6 kg

-          Attack: +6

-          Traits: Made from the torn-off pincer of an ichorpede and bound with malleable iron, this makeshift weapon has a serrated cutting edge, blunt back side and sharp point.

Clothing

Torn Shirt

Trousers (befouled, tattered)

Armor

Ironspine Gauntlet of Shattering Ice

-          Durability: 174/174

-          Item Class: Scarce

-          Item Quality: Exceptional

-          Traits:

+15 Earth Damage

+5-6 Water Damage

10% chance to Disarm

4-5% chance to Shatter

3-4% chance to Freeze

Rings

Ring of Health

-          Durability: 19/19

-          Item Class: Scarce

-          Item Quality: Exquisite

-          Weight: 0.1 kg

-          Traits: +82 Health

Ring of Flowing Thought

-          Durability: 25/25

-          Item Class: Rare

-          Item Quality: Superb

-          Weight: 0.1 kg

-          Traits: +20% mana regeneration

Ring of Spell Storage

-          Durability: 10/10

-          Item Class: Uncommon

-          Item Quality: Well Crafted

-          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 Mana

-          Durability: 19/24

-          Item Class: Unusual

-          Item Quality: Superb

-          Weight: 0.1 kg

-          Traits: +48 Mana

Ring of Health

-          Durability: 21/23

-          Item Class: Unusual

-          Item Quality: Superb

-          Weight: 0.1 kg

-          Traits: +72 Health

Ring of Enchantment Resistance

-          Durability: 10/10

-          Item Class: Scarce

-          Quality: Exquisite

-          Weight: 0.01 kg

-          Traits: +32% Resistance to enchantment-type spells

Ring of Shadow Shift

-          Durability: 25/25

-          Item Class: Scarce

-          Item Quality: Superb

-          Weight: 0.1 kg

-          Traits: Allows the wearer to shift into the Shadow Dimension for five seconds real time

Summoner’s Ring

-          Durability: 22/116

-          Item Class: Rare

-          Item Quality: Masterwork

-          Weight: 0.01 kg

-          Traits: Increases level of summoned creatures by +5

 

Miscellaneous:

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 +37.

Belt of Spell Stealing

-          Durability: 193/193

-          Item Class: Unusual

-          Quality: Exceptional

-          Weight: 1.6 kg

-          Traits: Wearing this belt lets you capture cast magic.  You must be within twenty-five yards of either the caster, target or path of the spell.  Only Novice level spells of the Basic Elements can be stolen.  This belt can hold three spells at a time.  Each spell may be released once per day and three times total before it is lost to the ether.

Ironscorpion Pouch (Bag of Holding)

-          Item Class: Rare

-          Quality: Exceptional

-          Durability: 170/170

-          Weight: 0.7 kg + total weight of items

-          Traits: Can hold a large number of items in a 6x6 grid.  Thinking of a desired object will retrieve it from the bag.

Any stored poisons will gain a corrosive effect over time

-          Bonus Trait:

1 bottle of Enhanced Ironspine Scorpion Corrosive Venom will be produced every 7 days.

-          Soul Bound

Vial of Ironspine Scoprion

-          Durability: 5/5

-          Item Class: Unusual

-          Weight: 0.1 kg

-          Quality: Enhanced

-          Traits: Causes 25 points of damage for 8 seconds.  This poison has a corrosive effect and will melt through anything it touches.  Double damage to non-living materials.

Vial of Chaotic Noxious Scent

-          Durability: 7/7

-          Item Class: Unusual

-          Weight: 0.3 kg

-          Traits: Contains the fermented smegma of a sunbaked undead giant.  Any creature coming in contact with this solution will exude the scent for no less than one week. 

 

Any who smell this foul concoction have a high chance of suffering the following debuffs: Unlovable, Intractable Vomiting, Compensatory Explosive Diarrhea, Temporary Madness and Swoon. 

Monocle of Niclewis

-          Durability: 653/653

-          Item Class: Epic

-          Quality: Masterwork

-          Weight: 0.1 kg

-          Traits:

This is the monocle of the Master Craftsman Niclewis.  Imbued with lost technology and forgotten alchemies, it allows the wearer to see and understand the latent energy of objects.  Practice will increase the depth of this magical sight.

 

Using the advanced sight of the monocle will drain your mana at a minimum rate of 1 MP/sec.  Deeper inspection can increase this drain with no upper limit.  It is advised that the wearer exercise caution.  This practice can be toggled off and on at will. 

 

There are also 2 passive traits of the monocle:

 

There is a specific increase in the success rate of creating items of higher quality.  This bonus is dependent upon the wearer’s skill level in Crafting. 

 

There is also a fixed +2% chance of successfully crafting items. 

Note:

Additional miscellaneous content held in bag of holding

-          Mimetic Flesh x2

-          Ravager Claws

-          Soul stones (filled)

-          Soul stones (unfilled)

-          Rocks

-          Malleable Iron

-          White Iron Bean Pods (mature + immature)

-          …