Cleric
Skills
(Crafting)
Elixirs must be made in town. Elixirs take a roleplay action to consume, and any player can consume elixirs. See the Potion Crafting section for more details on acquiring plants, creating elixirs, and recipes.
(Rank I) The player can make Rank I elixirs if they have the materials.
(Rank II) The player can make Rank I and II elixirs if they have the materials. The player receives four random or two specific herbs or flowers per event.
(Rank III) The player can make Rank I, II, and III elixirs if they have the materials. The player receives 12 random or six specific herbs or flowers per event.
Abilities
(Self, Reach)
Each purchase adds points to a pool of mending points. The player can restore the AP of any armor at a rate of 1 AP per mending point and can fix a weapon with 10 mending points. If Mend is used on armor the player is wearing it restores AP at a rate of 1 AP per 2 mending points.
(Rank I) The player gains 4 mending points.
(Rank II) The player gains 8 mending points.
(Rank III) The player gains 20 mending points.
(Reach)
(Rankless) The player removes a stun effect from a target. The player cannot use this ability on themself.
(Self AoE, R3 Encounter)
The player calls Renewing Ground and focuses for 5 seconds, during which they are immune to any non-talent attacks. At the end of the focus, the player calls “mend x” to restore AP to each ally in the area. If the focus is interrupted, the talent is consumed. The player may choose to add points from their mending point pool to increase the effect to up to double the original value.
(Rank I) The player restores 2 AP to all allies within 5’.
(Rank II) The player restores 4 AP to all allies within 5’.
(Rank III) The player restores 6 AP to all allies in the encounter. No focus is required.
(Self, Reach)
(Rank I) The player gives a target 5 SP.
(Rank II) The player gives a target 10 SP.
(Rank III) The player gives a target 20 SP.
Paladin
Skills
(Crafting, Reaction)
The player may hand out wards to allies that are on the quest with them. The player cannot wear their own wards. The player must have access to a crafting station to change the effect of a ward.
Ward Effects:
- Truncate damage when any DP layer is reduced to 0. Truncation can only occur once for each item or talent use. This truncation is a form of damage reduction.
- Adds 3 HP
- Adds 3 AP
- Once per encounter the first stun effect is reduced by 5 seconds per encounter
- Once per encounter the first poison effect is negated
- Once per encounter the player may reduce an instance of damage by 5
(Rank I) Allows the player to make up to two wards. All wards have an effect from the list above. This effect can be changed, but both of the player’s wards must have the same effect.
(Rank II) Allows the player to make a total of three wards. The wards can have two effects from the list above. All three wards must have one effect from the list above in common, but can have a second effect from the list above that differs between wards. A ward cannot have multiple of the same effect.
(Rank III) Allows the player to make a total of four wards. All four wards must have one effect from the list above in common, but can have a second effect from the list above that differs between wards. Additionally, all wards gain a masterwork effect developed by the player. The masterwork effect is permanent and cannot be changed.
(Self)
The player must focus for 5 seconds to activate or deactivate Unbreakable.
(Rank I) Gives the player a DR 1 and lowers the player’s base damage by 1.
(Rank II) Gives the player a DR 2 and lowers the player’s base damage by 1.
(Rank III) Gives the player a DR 10 and lowers the player’s base damage by 4.
Abilities
(R1 Point, R2 Self AoE, R3 Encounter)
A challenged enemy can only make offensive actions that have the player as the (or an) intended target. A challenged enemy is no longer challenged if the player drops to 0 HP, if the enemy is damaged or effected by one of the player’s allies, if the player becomes immune to damage and effects by themselves or an ally, or if the player is avoiding combat.
(Rank I) The player challenges one enemy.
(Rank II) The player challenges all enemies in a 5’ radius.
(Rank III) The player challenges all enemies in the encounter.
(R1 Limited Range Point, R2 and R3 Point, Reaction)
For multi-target talents, the damage and effect is only redirected or negated from one ally to the player.
(Rank I) The player redirects any talent used by an enemy on an ally to themself as long as the ally is within 5’ of them.
(Rank II) The player redirects any talent used by an enemy on an ally to themselves.
(Rank III) The player negates any talent used by an enemy on an ally. The player takes 5 piercing damage.
(Self, Reach)
(Rank I) The player makes a target immune to non-talent attacks for 5 seconds.
(Rank II) The player makes a target immune to non-talent attacks for 10 seconds.
(Rank III) The player makes a target immune to non-talent attacks for 20 seconds.
Soothsayer
Abilities
(Reach)
A target cannot be revived more than once per encounter.
(Rank I) The player revives an adventurer and restores 1 HP to them.
(Rank II) The player revives any target and restores 3 HP to them.
(Rank III) The player revives anything and restores 10 HP to them. If the target has less than 10 maximum HP they get temporary HP, making their maximum HP 10 for the rest of the encounter.
(Reach)
The player calls Invulnerability onto an ally or enemy within arm’s length and focuses while counting down for a duration. The target is immune to damage during the duration of the player's countdown. If the target cannot hear the counting or the counting stops, the Invulnerability breaks.
(Rank I) The player counts down from 5.
(Rank II) The player counts down from 10.
(Rank III) The player counts down from 20.
(Self)
While metamorphosed, the player can still be heard, and the object the player inhabits glows slightly. If the player receives damage or an effect the metamorph breaks.
(Rank I) The player transfers their mass into an inanimate organic object the size of the player or larger for as long as they would like. While metamorphosed, the player cannot move, interact with objects, focus, attack, or use talents, but is immune to single-target damage and effects.
(Rank II) The player transfers their mass into an inanimate organic object with a diameter of 2’ for as long as they would like. While metamorphosed, the player cannot move, interact with objects, attack, focus, or use talents, but is immune to damage and effects.
(Rank III) The player transfers their mass into any object for as long as they would like. While metamorphosed, the player cannot move, interact with objects, attack, or focus, but is immune to damage and effects and is able to use talents.
(Reach)
The player focuses for 5 seconds on an ally or enemy within arm’s length. At the end of the focus, the target may restore uses of an ability. At the Rank II and III, if the target chooses an option that restores multiple of an ability, they must restore all of the same talent (e.g., at the Rank II, a Rogue target cannot split the Restore between a Vanish Rank I and Blind Rank I, they must restore two uses of either one or the other).
(Rank I) The target restores one Rank I or Rankless ability.
(Rank II) The target restores one use of a Rank II ability, or two uses of a Rank I or Rankless ability.
(Rank III) The target restores one use of a Rank III ability, or two uses of a Rank II ability, or three uses of a Rank I or Rankless ability.
(Reach)
(Rankless) The player calls Safeguard onto an ally or enemy. The target can then activate Safeguard to return to the player at any time during the encounter. The target must go directly back to the player, is immune to damage and effects, and cannot interact with objects, attack, or use talents until they reach the player. If the target falls unconscious the Safeguard activates automatically.