Leveled Skills are abilities your character can choose to start with. They grow over time, either through the acquition of spells, special posts, or special points.
Characters may not start with more than one LS. Custom LSs are NOT allowed, although you are free to suggest an idea and we may incorporate it.
The first set of LSs are the art-specific LSs. These are leveled by purchasing spells of the appropriate art. The particular level of an LS is unlocked by owning a spell of that art.
The second set of LSs are the battle LSs. They are leveled by acquiring Battle Posts, which are simply posts in which your character is fighting.
The third set of LSs are leveled through various means. Hero's Legend is leveled by Legend Points, which are acquired by questing (see the LS for details). Hunter's Repute is leveled by successful bounties. King of Theives is leveled through theft, specifically gold or the gold value of stolen items.
Descriptions pending
Photosynthesis Your body is infused with the Light, and you gain benefits from this while you are in sunlight. Level 0 - Absorb light around you for a magical Empower. Level 1 - Constant magical Empower while in sunlight. Level 2 - Absorb light around you for an Infuse-esque effect. Level 3 - Constant Infuse-esque effect while in sunlight. Level 4 - Absorb light around you to summon solid light armor, akin to Holy Armor but twice as powerful. Level 5 - Constant suit of Solid Light armor while in sunlight. Level 6 - Absorb light around you to summon a lance of solid light to your hands. Level 7 - Can summon a melee weapon of any desgn to your hands while in sunlight. Level 8 - Can absorb light around you and release it in a concentrated beam from your hands. Impacts with five times the force of a punch. Level 9 - Can form a large sphere of light around you while in sunlight. Can be used offensively or defensively, is resistant to Dark spells. Level 10 - Can double the intensity of any light source, except the sun.
Anthermagery You are connected to the natural world, and can unleash bursts of spores and pollen from your hands. Level 0 - You may release spores and pollens from your hands that can affect those within five feet of you for three posts. Level 1 - Golden Poppy pollen - fixates the attention of those who smell it on you, and vitalizes plant-based life forms. Level 2 - Papyrin Fruit spore - dulls the senses of those who breath it. Level 3 - Tritisic Honeypot pollem - fixates the attention of those who smell it. Level 4 - Gragarin Feathertrap spore - dazes and confuses those who inhale it. Level 5 - Your spores and pollens can affect people up to fifteen feet for five posts. Level 6 - Sekoran Adderrose pollen - causes violent, uncontrollable sneezing in any who inhale it. Level 7 - Miltweed spore - causes those who inhale it to rapidly fall alseep. Level 8 - Vipersnare pollen - poisons those who breath it, and causes them to hallucinate. Level 9 - Eternity Lotus pollen - causes those who inhale it to be utterly content, unconcerned about anything. Level 10 - Your spores and pollens can reach up to forty feet, and last for eight posts.
Heart of Ice In your veins runs the power of water, granting you the strength of the rivers and the seas. Level 0 - Possess an enhanced sense of smell, can "taste" the air like a snake. Level 1 - Your skin turns pale and cold to the touch. You are no longer affected by the climate. Level 2 - Your eyes turn pale blue, and your lips turn blue. You can turn your skin to living ice, strong as boiled leather. Level 3 - Can breath and talk in any fluid environment (water, smoke, toxic fumes, etc). Level 4 - Wounds automatically close over with ice, which automatically beings healing rapidly. Level 5 - Your flexibility and agility is doubled. Natural Chill effect. Level 6 - Your flesh is constantly as tough as living ice. You have increased resistance to flames and heat. Level 7 - Able to release a powerful ice-cold gale, thick with blinding snow. Level 8 - Can conjure a span of ice up to ten feet across, which can support your weight. Level 9 - Natural Freeze effect. Any spell you have which can shape fluid water may also shape ice. Level 10 - Your agility increases further. Able to cool the air in an area four feet across by 50 degress per post by spending a spell per post.
Dynamo The fury of a storm is within you, and by harnessing it, you grow more powerful. Level 0 - Increased sense of smell and hearing. Level 1 - Release an electric shock into anything that breaks your skin.. Level 2 - Able to shape and manipulate the flow of electricty. Your eyes glow. Level 3 - Gain an magneticly based Geckani (see Fighter's guild) Level 4 - Able to absorb electric energy to heal or re-energize yourself. Your hair stands straight up now. Level 5 - Doubled speed and agility. Your hands are constantly electrified. Level 6 - Can create an armor of electric energy around you, iron strength. Anything that contacts it recieves an electric shock. Level 7 - Your body is constantly electrified. Can shoot lightning from your hands, once per post. Does not count against your spells per post. Level 8 - You gain a magnetically based Hover (see Force spells). Level 9 - Can project electrical energy into an item, making it faster and lighter to wield. Lasts for three posts. Can only effect three items at a time. Electricity constantly arcs between your digits. Level 10 - Speed and agility increased again. Can extend your inner electricity to manipulate an item no greater than three feet in diameter. Lightning arcs between you and the items. Counts as a spell, requires a spell per post to use.
Monolith You are connected with the earth upon which you stand, and you feet off of its power. Level 0 - You can sense movement around you through vibrating in stone. Level 1 - You skin becomes sand color and feels like sandpaper. Level 2 - Your hands double in strength. Your eyes become crystalline, your hair like steel wool. Level 3 - Your stamina increases; you do not grow weary as easily, travel times reduced by 1/4. Head trauma cannot render you unconscious. Level 4 - Wounds and fractures instantly develop a stone-covering, rapidly healing them. Level 5 - Increase in strength (+1 to natural empower) and balance. Can influence stone in a two foot area, turning it to soft clay. Your joints are sharper and more pronounced. Level 6 - Able to spew forth from your mouth a tornado spell-like searing sandstorms. Nails and teeth become like crystal. Level 7 - Your skin becomes living granite, now as tough as iron. Your height increases by a foot. Level 8 - You no longer have a natural empower limit, and can sustain over two magical empowers without injury. Magical empowers past two decrease in potency (x1.5 increase in strength instead of x2). Attempts to stop your forward momentum will fail. Level 9 - Natural Enjoin effect. Proximity-based spells that affect stone have their range increased by three feet. Level 10 - Increase in strength (+1 to natural empoower). Half of your body turns to steel (what parts vary from person to person).
Seethe The pursuit of Fire spells stokes in your inner fire, transforming you. Level 0 - Can sense the heat of objects. Level 1 - Your skin is burning hot to the touch. Level 2 - Your breath is constantly boiling hot. Level 3 - You do not feel pain. Posion cannot affect you. Level 4 - Any wound you suffer automatically cauterizes. Your inner fire prevents muscular fatigue. Level 5 - Your speed and agility increases by 100% You can heat up items by contact, 50 degrees per post. Level 6 - Your skin hardens, is now tough as boiled-leather. Your body fluids are searing hot. Level 7 - You exhale fire with every breath, and can breath Fireballs twice per post. Level 8 - Your speed and agility increases by an additional 50%. Your nails are red-hot. Level 9 - Can ignite flammable objects by touch. Your hair catches alight, but doesn't burn away. Level 10 - Your speed and agility increases by an additional 25%. You are immune to spells that affect the body and mind. You can create an aura of heat around you, increasing the air temperature within four feet by sixty degrees a post.
Awaken You are in tune with the inner power of the world. Allows you to influence this power. Note - Charging an item takes one post, and requires physical contanct. Some items may show resistance to charging, or detonation. Level 0 - Your can negate friction, thereby increases your speed and jump by 1/4th. Level 1 - Any Force spell you know that can effect you may be projected onto an ally. Level 2 - Can charge an inorganic item, one foot across or less. On impact, releases a burst of force energy strong as a punch. Level 3 - Remove all friction from a target. Level 4 - Can charge an inorganic item five feet across or less. On impact, releases a burst of force energy strong as two punches. Level 5 - Can double the force of any impact. Level 6 - Charge an item, one foot across or less. After a few seconds, it explodes with thrice the force of a punch. Level 7 - Double or halve the weight of a target. Level 8 - Charge an item, five feet across or less. After a few seconds, it explodes with four times the force of a punch. Level 9 - Project a bloodstone imbue onto a target for 3 posts. Only can effect 3 items at once. Level 10 - Charge an item. After a few seconds, it explodes with five times the force of a punch. Charging thus takes two posts.
Neuropathy Your mind becomes attuned to the minds of others. Level 0 - Can sense the emotions of others if they are not trying to hide their emotions. Level 1 - Can sense the precise emotions of others. Level 2 - Can broadcast your emotional state to others. Level 3 - Can send precise feelings to others. Level 4 - Can send thoughts to others. Level 5 - Can pick up on thoughts of others if they do not have a Mind spell equal or greater to your level. These thoughts are those they had in their previous post. Level 6 - You can pick up on the thoughts of others up to two posts previous. Level 7 - Can pick out an image or sound from another's mind if they do not have a Mind spell above level 5. Level 8 - Can supress a singme memory in another's mind if they do not have a Mind spell above level 5. Level 9 - Can plant a false memory in another's mind if they do not have a Mind spell above level 5. Level 10 - Can manipulate the minds of up to two people if they are within three-hundred feet of you and do not have a Mind spell above level 7.
Unlight Mastery Unlight is the antithesis of light. It is in every shadow, it pervades night. It grants clarity without illumination. Unlight is where ever light is not, and is produced also by Dark spells. To master this cold power is to strengthen yourself. Level 0 - Absorb the unlight from shadows and darkness for a magical Empower. Level 1 - Constant magical Empower while out of direct light. Level 2 - Absorb unlight around you for an Infuse-esque effect. Level 3 - Constant Infuse-esque effect while out of direct light. Level 4 - Absorb unlight around you to summon solid unlight armor, akin to Unholy Armor but twice as powerful. Level 5 - Constant suit of Solid unlight armor while out of direct light. Level 6 - Absorb unlight around you to summon two tridents of unlight to your hands. May be used in a weaker form while in light. Level 7 - Can summon a melee weapon of any design to your hands while in shadows and darkness. Level 8 - Can absorb unlight around you and release it in a concentrated beam from your hands. Impacts with five times the force of a punch. Can only be absorbed in shadows or darkness, but may travel in light. Level 9 - Can form a large sphere of unlight around you while in shadows and darkness. Can be used offensively or defensively, is resistant to Light spells. Level 10 - By continuously absorbing and cycling unlight into you, you may use your unlight spells and abilities in direct sunlight, but in a weakened form. You also entwine unlight with your dark spells, making them more powerful.
Rasa Chimera A metamorphic pet discovered in the wild. Feeds off of your Summoning spells. Can be trained. Level 0 - The Chimera is a vaguely amorphous infant blob. With each level it gains definition and power based on your Summoning spells. Level 1 - The Chimera takes on the shape of one of this summons. Level 2 - The Chimera grows to the size of one of this summons, and gains an attribute of that summon. Level 3 - The Chimera gains the sense or instincts of one of this summons. Level 4 - The Chimera grows larger to the size of a this summon. Level 5 - The Chimera gains another attribute of this summon. Level 6 - The Chimera gains the most functional or aggressive body part of this summon. Level 7 - The Chimera gains another attribute of this summon. Level 8 - The Chimera develops the habits and disposition of this summon. Level 9 - The Chimera gains another attribute of this summon. Level 10 - The Chimera either grows to the size of this summon, or gains an attribute of this summon.
Battle Prowess As you engage further in combat, you grow in physical power. Count only your battle posts. Level 1 - Greater than normal strength (+.5 natural empower).
Required battle posts - 0 Level 2 - Greater than normal agility; increased skill in acrobatics.
Required battle posts - 25 Level 3 - Greater than normal speed.
Required battle posts - 55 Level 4 - Your strength increases (+1 natural empower).
Required battle posts - 90 Level 5 - Your stamina and tolerance of pain are greater, allowing you to endure injuries that would finish most.
Required battle posts - 130 Level 6 - Your strength increases again (+1.5 natural empower). Your scars, musculature, and callouses toughen your skin to the strength of leather.
Required battle posts - 180 Level 7 - Your agility increases; you are a master of acrobatics (see Theives guild)
Required battle posts - 230 Level 8 - Your strength increases yet again (+2 natural empower).
Required battle posts - 280 Level 9 - Your skill in battle is such that you can block weapons with your limbs, sustaining only minor injuries.
Required battle posts - 330 Level 10 - Your focus and strength of will grants you immunity to spells that directly affect the body and mind. Your reputation instills moral strength in those who fight with you.
Required battle posts - 380
Heightened Training As you engage in combat, you focus your power inward, drawing strength from your spirit. Count only your posts. Level 1 - Greater than normal reflexes; halved reaction times.
Battle posts required - 0 Level 2 - Greater than normal agility; increased skill in acrobatics.
Battle posts required - 25 Level 3 - Greater than normal speed
Battle posts required - 55 Level 4 - Your reflexes increase; reaction times halved again.
Battle posts required - 90 Level 5 - Your focus and precision increases; all blows are half-again as powerful.
Battle Posts required - 130 Level 6 - Can focus your spirit inward, gaining a non-magical Infuse effect to use on yourself or others.
Battle posts required - 180 Level 7 - Can bind your spirit to a location. When anywhever else, can meditate for several minutes and teleport to that location.
Battle posts required - 230 Level 8 - Your spirit enlightens your body, doubling your jump and allowing you to perform acrobatic feats.
Battle Posts required - 290 Level 9 - By focusing your spirit inward, you may gain complete immunity to a single spell for the duration of the encounter. This focusing requires a post of meditation, leaving you vulnerable to attack. Can only be used twice per encounter.
Battle posts required - 350 Level 10 - Your spirit may slip between spaces within two hundred feet, and your body will follow. Can only be used thrice per day (real time)
Battle posts required - 425
Duelist's Legacy You train hard as a master at arms with a single, chosen weapon. Level 1 - You gain Battle Intimidation: when wielding your weapon in battle, you instill fear in your foes. Greater than normal strength (+.5 natural empower). Will Bond to your chosen weapon (see Fighter's guild).
Battle posts required - 0 Level 2 - You are more focused with your attacks, improving your blocking ability. Gain the ability Parry; the attack following a deflecting block is twice as powerful.
Battle posts required - 25 Level 3 - Double Battle Intimidation. Your skill with your weapon allows you to wield it as though it weighed half as much, and you can strike hard enough to powerfully jarr a blocking weapon, potentially striking it from the hands of the wielder.
Battle posts required - 55 Level 4 - Can, thrice per encounter, deal a blow as strong as if you were double empowered. Can throw your weapon more accurately.
Battle posts required - 90 Level 5 - Your strength increases (+1 natural empower). Those who attempt to block your weapon are dazed by the complexity of your skill.
Battle posts required - 130 Level 6 - Can deal a powerful blow with the blunt edge of your weapon, rendering the victim unconcious without killing them. Increased change of disarming a foe who is blocking your weapon.
Battle posts required - 180 Level 7 - Your agility increases; skill in acrobatics even while wielding the weapon. Your legacy carries a reputation, resulting in a gift of up to two modifications on your weapon by any craftsman.
Battle posts required - 230 Level 8 - Your legacy brings an aspiring warrior who will train under you. This character is a Squire; it counts as a character, but only starts with 100 gold. Starts with one of your abilities, must always be with you. Does not recieve loot in quests.
Battle posts required - 285 Level 9 - Your Squire gains a second of your skills. You can deflect projectiles, both mundane and magical, with your weapon.
Battle posts required - 340 Level 10 - Triple Battle Intimidation, your legacy results in an addition two modifications. You gain a custom technique with your weapon, must be moderator approved.
Battle posts required - 400
Hero's Legend As one adventures in the Eastern World, seeking fame and fortunte, they gain a reputation. Those who have done great deeds in the world oft gain benefits from it.
Legend points are the measure by which Hero's Legend is Leveled. They are acquired thus;
1 Legend point for participating in a Quest
1 Legend point for every 300 posts the Quest runs, rounded down.
1 Legend point if you posted more than 33% more than the average number of posts by other quests. If you posted less than 33% less than the average number, you lose a point instead.
Level 0 - You are trustworthy and gregarious; Charisma boost
Required Legend Points - 0 Level 1 - You may join any quest before it starts, whether or not the quest leader has all the persons they desire.
Required Legend Points - 1 Level 2 - You experience in quests and knowledge of lore helps you pick up on details and solve riddles better. This is the up to the quest moderator's discresion.
Required Legend Points - 3 Level 3 - Shopkeeps are willing to loan you a weapon, item, or spell valued up to 300 gold before a quest. It must be returned or repaid after the quest.
Required Legend Points - 5 Level 4 - Your allies may join any quest you are part of, and may likewise gain loaned equipment.
Required Legend Points - 7 Level 5 - Quest leaders may favor you with a gift for assisting them.
Required Legend Points - 9 Level 6 - You recieve additional loot after a quest (varies by quest, approximately 25% more)
Required Legend Points - 11 Level 7 - Your legend brings great reputation, and for the honor, the craftsmen of Epicus will fashion a custom item for you (must be moderator approved).
Required Legend Points - 13 Level 8 - Your legendary reputation brings a follower. This character is a Squire; it counts as a character, but only starts with 100 gold. Starts with one of your abilities, must always be with you. Does not recieve loot in quests.
Required Legend Points - 15 Level 9 - Your squire gains a special ability; either one of your skills, an LS based on their chosen art, or a Fighter Technique.
Required Legend Points - 17 Level 10 - You receive additional loot after a quest (varies by quest, approximately 50% more), your charimsa is greater, and you receive increased rewards from quest leaders for signing on.
Required Legend Points - 19
Hunter's Repute You gain a reputation based on successfully bringing criminals to justice. Bounty posts count all the posts in the bounty; you will recieve a certain amount for Investigation bounties. Only successful bounties count. Level 0 - 5% increase in bounty payments (in addition to any other increases).
Required bounty posts - 0 Level 1 - Intimidation; a Charisma-based effect. Stronger against Theives and criminals.
Required bounty posts - 40 Level 2 - May purchase Ranger-only items. If you are a Ranger, you recieve a free item.
Required bounty posts - 80 Level 3 - 10% increase in bounty payments (in addition to any other increases).
Required bounty posts - 120 Level 4 - Double Intimidation. Your trustworthiness leads shopkeepers to give you 5% discounts.
Required bounty posts - 170 Level 5 - Can take on level four bounties alone, if you so choose.
Required bounty posts - 220 Level 6 - Access to Constable Hawke's records, the legal equivalent of the Thieves Network.
Required bounty posts - 270 Level 7 - 25% increase in bounty payoffs (in addition to any other increases).
Required bounty posts - 330 Level 8 - Your renown as a bounty hunter has reached the ears of the (other) Rangers, and they deliver you a gift: a Bonding Stone, which grants you a bondmate-esque link with one of your pets.
Required bounty posts - 390 Level 9 - 15% discount at all shops, triple Intimidation. Can take on level five bounties solo, if you so choose.
Required bounty posts - 450 Level 10 - Your reputation as a lawman has prompted the Rangers to send a novice Ranger to be trained by you. This character is a Squire; it counts as a character, and starts with a bondmate, but only starts with 100 gold. Must always be with you. Does not receive loot in quests.
Required bounty posts - 520
King of Thieves Great deeds bring great reputation, and criminals are not exempt. Your infamy through theft brings great, terrible things. Level 0 - You are a grifter, granting you a boost in charisma.
Requirement - 0 gold Level 1 - Your activities give you experience in Lockpicking.
Requirement - 100 gold Level 2 - Shopkeepers give you a 5% discount (in addition to other discounts).
Requirement - 300 gold Level 3 - Your activities give you Increased dexterity; better pickpocketing abilities.
Requirement - 600 gold Level 4 - Your activites give you the skill of Evasion (allows you to more easily evade capture, not be followed).
Requirement - 1000 gold Level 5 - 25% reduction in bounty payments (in addition to other discounts). Double charisma. Your activities allow you to better spot traps and disable them.
Requirement - 1500 gold Level 6 - Shopkeepers give you an additional 10% discount (in addition to other discounts). You gain access to all non-spell Theives' items and trainings.
Requirement - 2100 gold Level 7 - May create a Master of Disguise persona for yourself, in addition to any other disguises.
Requirement - 2800 gold Level 8 - Your activites give you exceptional pickpocketing abilities, increasing the changes of you lifting larger objects from a person.
Requirement - 3600 gold Level 9 - Your activites make you a perfect liar; spells cannot force you to tell the truth, and Truthstones cannot tell when you are lying. You can tell when you are being lied to.
Requirement - 4500 gold Level 10 - May not take bounties. Quadruple charisma. Shopkeeps give you an additional 15% discount at shops (in addition to other discounts). You can take on an apprentice theif, who starts with 100 gold, and one of your King of Theives skills. Does not recieve loot in quest.
Requirement - 5500 gold
Leveled Skills are abilities your character can choose to start with. They grow over time, either through the acquition of spells, special posts, or special points.
Characters may not start with more than one LS. Custom LSs are NOT allowed, although you are free to suggest an idea and we may incorporate it.
The first set of LSs are the art-specific LSs. These are leveled by purchasing spells of the appropriate art. The particular level of an LS is unlocked by owning a spell of that art.
The second set of LSs are the battle LSs. They are leveled by acquiring Battle Posts, which are simply posts in which your character is fighting.
The third set of LSs are leveled through various means. Hero's Legend is leveled by Legend Points, which are acquired by questing (see the LS for details). Hunter's Repute is leveled by successful bounties. King of Theives is leveled through theft, specifically gold or the gold value of stolen items.
Descriptions pending
Photosynthesis
Your body is infused with the Light, and you gain benefits from this while you are in sunlight.
Level 0 - Absorb light around you for a magical Empower.
Level 1 - Constant magical Empower while in sunlight.
Level 2 - Absorb light around you for an Infuse-esque effect.
Level 3 - Constant Infuse-esque effect while in sunlight.
Level 4 - Absorb light around you to summon solid light armor, akin to Holy Armor but twice as powerful.
Level 5 - Constant suit of Solid Light armor while in sunlight.
Level 6 - Absorb light around you to summon a lance of solid light to your hands.
Level 7 - Can summon a melee weapon of any desgn to your hands while in sunlight.
Level 8 - Can absorb light around you and release it in a concentrated beam from your hands. Impacts with five times the force of a punch.
Level 9 - Can form a large sphere of light around you while in sunlight. Can be used offensively or defensively, is resistant to Dark spells.
Level 10 - Can double the intensity of any light source, except the sun.
Anthermagery
You are connected to the natural world, and can unleash bursts of spores and pollen from your hands.
Level 0 - You may release spores and pollens from your hands that can affect those within five feet of you for three posts.
Level 1 - Golden Poppy pollen - fixates the attention of those who smell it on you, and vitalizes plant-based life forms.
Level 2 - Papyrin Fruit spore - dulls the senses of those who breath it.
Level 3 - Tritisic Honeypot pollem - fixates the attention of those who smell it.
Level 4 - Gragarin Feathertrap spore - dazes and confuses those who inhale it.
Level 5 - Your spores and pollens can affect people up to fifteen feet for five posts.
Level 6 - Sekoran Adderrose pollen - causes violent, uncontrollable sneezing in any who inhale it.
Level 7 - Miltweed spore - causes those who inhale it to rapidly fall alseep.
Level 8 - Vipersnare pollen - poisons those who breath it, and causes them to hallucinate.
Level 9 - Eternity Lotus pollen - causes those who inhale it to be utterly content, unconcerned about anything.
Level 10 - Your spores and pollens can reach up to forty feet, and last for eight posts.
Heart of Ice
In your veins runs the power of water, granting you the strength of the rivers and the seas.
Level 0 - Possess an enhanced sense of smell, can "taste" the air like a snake.
Level 1 - Your skin turns pale and cold to the touch. You are no longer affected by the climate.
Level 2 - Your eyes turn pale blue, and your lips turn blue. You can turn your skin to living ice, strong as boiled leather.
Level 3 - Can breath and talk in any fluid environment (water, smoke, toxic fumes, etc).
Level 4 - Wounds automatically close over with ice, which automatically beings healing rapidly.
Level 5 - Your flexibility and agility is doubled. Natural Chill effect.
Level 6 - Your flesh is constantly as tough as living ice. You have increased resistance to flames and heat.
Level 7 - Able to release a powerful ice-cold gale, thick with blinding snow.
Level 8 - Can conjure a span of ice up to ten feet across, which can support your weight.
Level 9 - Natural Freeze effect. Any spell you have which can shape fluid water may also shape ice.
Level 10 - Your agility increases further. Able to cool the air in an area four feet across by 50 degress per post by spending a spell per post.
Dynamo
The fury of a storm is within you, and by harnessing it, you grow more powerful.
Level 0 - Increased sense of smell and hearing.
Level 1 - Release an electric shock into anything that breaks your skin..
Level 2 - Able to shape and manipulate the flow of electricty. Your eyes glow.
Level 3 - Gain an magneticly based Geckani (see Fighter's guild)
Level 4 - Able to absorb electric energy to heal or re-energize yourself. Your hair stands straight up now.
Level 5 - Doubled speed and agility. Your hands are constantly electrified.
Level 6 - Can create an armor of electric energy around you, iron strength. Anything that contacts it recieves an electric shock.
Level 7 - Your body is constantly electrified. Can shoot lightning from your hands, once per post. Does not count against your spells per post.
Level 8 - You gain a magnetically based Hover (see Force spells).
Level 9 - Can project electrical energy into an item, making it faster and lighter to wield. Lasts for three posts. Can only effect three items at a time. Electricity constantly arcs between your digits.
Level 10 - Speed and agility increased again. Can extend your inner electricity to manipulate an item no greater than three feet in diameter. Lightning arcs between you and the items. Counts as a spell, requires a spell per post to use.
Monolith
You are connected with the earth upon which you stand, and you feet off of its power.
Level 0 - You can sense movement around you through vibrating in stone.
Level 1 - You skin becomes sand color and feels like sandpaper.
Level 2 - Your hands double in strength. Your eyes become crystalline, your hair like steel wool.
Level 3 - Your stamina increases; you do not grow weary as easily, travel times reduced by 1/4. Head trauma cannot render you unconscious.
Level 4 - Wounds and fractures instantly develop a stone-covering, rapidly healing them.
Level 5 - Increase in strength (+1 to natural empower) and balance. Can influence stone in a two foot area, turning it to soft clay. Your joints are sharper and more pronounced.
Level 6 - Able to spew forth from your mouth a tornado spell-like searing sandstorms. Nails and teeth become like crystal.
Level 7 - Your skin becomes living granite, now as tough as iron. Your height increases by a foot.
Level 8 - You no longer have a natural empower limit, and can sustain over two magical empowers without injury. Magical empowers past two decrease in potency (x1.5 increase in strength instead of x2). Attempts to stop your forward momentum will fail.
Level 9 - Natural Enjoin effect. Proximity-based spells that affect stone have their range increased by three feet.
Level 10 - Increase in strength (+1 to natural empoower). Half of your body turns to steel (what parts vary from person to person).
The pursuit of Fire spells stokes in your inner fire, transforming you.
Level 0 - Can sense the heat of objects.
Level 1 - Your skin is burning hot to the touch.
Level 2 - Your breath is constantly boiling hot.
Level 3 - You do not feel pain. Posion cannot affect you.
Level 4 - Any wound you suffer automatically cauterizes. Your inner fire prevents muscular fatigue.
Level 5 - Your speed and agility increases by 100% You can heat up items by contact, 50 degrees per post.
Level 6 - Your skin hardens, is now tough as boiled-leather. Your body fluids are searing hot.
Level 7 - You exhale fire with every breath, and can breath Fireballs twice per post.
Level 8 - Your speed and agility increases by an additional 50%. Your nails are red-hot.
Level 9 - Can ignite flammable objects by touch. Your hair catches alight, but doesn't burn away.
Level 10 - Your speed and agility increases by an additional 25%. You are immune to spells that affect the body and mind. You can create an aura of heat around you, increasing the air temperature within four feet by sixty degrees a post.
Awaken
You are in tune with the inner power of the world. Allows you to influence this power.
Note - Charging an item takes one post, and requires physical contanct. Some items may show resistance to charging, or detonation.
Level 0 - Your can negate friction, thereby increases your speed and jump by 1/4th.
Level 1 - Any Force spell you know that can effect you may be projected onto an ally.
Level 2 - Can charge an inorganic item, one foot across or less. On impact, releases a burst of force energy strong as a punch.
Level 3 - Remove all friction from a target.
Level 4 - Can charge an inorganic item five feet across or less. On impact, releases a burst of force energy strong as two punches.
Level 5 - Can double the force of any impact.
Level 6 - Charge an item, one foot across or less. After a few seconds, it explodes with thrice the force of a punch.
Level 7 - Double or halve the weight of a target.
Level 8 - Charge an item, five feet across or less. After a few seconds, it explodes with four times the force of a punch.
Level 9 - Project a bloodstone imbue onto a target for 3 posts. Only can effect 3 items at once.
Level 10 - Charge an item. After a few seconds, it explodes with five times the force of a punch. Charging thus takes two posts.
Neuropathy
Your mind becomes attuned to the minds of others.
Level 0 - Can sense the emotions of others if they are not trying to hide their emotions.
Level 1 - Can sense the precise emotions of others.
Level 2 - Can broadcast your emotional state to others.
Level 3 - Can send precise feelings to others.
Level 4 - Can send thoughts to others.
Level 5 - Can pick up on thoughts of others if they do not have a Mind spell equal or greater to your level. These thoughts are those they had in their previous post.
Level 6 - You can pick up on the thoughts of others up to two posts previous.
Level 7 - Can pick out an image or sound from another's mind if they do not have a Mind spell above level 5.
Level 8 - Can supress a singme memory in another's mind if they do not have a Mind spell above level 5.
Level 9 - Can plant a false memory in another's mind if they do not have a Mind spell above level 5.
Level 10 - Can manipulate the minds of up to two people if they are within three-hundred feet of you and do not have a Mind spell above level 7.
Unlight is the antithesis of light. It is in every shadow, it pervades night. It grants clarity without illumination. Unlight is where ever light is not, and is produced also by Dark spells. To master this cold power is to strengthen yourself.
Level 0 - Absorb the unlight from shadows and darkness for a magical Empower.
Level 1 - Constant magical Empower while out of direct light.
Level 2 - Absorb unlight around you for an Infuse-esque effect.
Level 3 - Constant Infuse-esque effect while out of direct light.
Level 4 - Absorb unlight around you to summon solid unlight armor, akin to Unholy Armor but twice as powerful.
Level 5 - Constant suit of Solid unlight armor while out of direct light.
Level 6 - Absorb unlight around you to summon two tridents of unlight to your hands. May be used in a weaker form while in light.
Level 7 - Can summon a melee weapon of any design to your hands while in shadows and darkness.
Level 8 - Can absorb unlight around you and release it in a concentrated beam from your hands. Impacts with five times the force of a punch. Can only be absorbed in shadows or darkness, but may travel in light.
Level 9 - Can form a large sphere of unlight around you while in shadows and darkness. Can be used offensively or defensively, is resistant to Light spells.
Level 10 - By continuously absorbing and cycling unlight into you, you may use your unlight spells and abilities in direct sunlight, but in a weakened form. You also entwine unlight with your dark spells, making them more powerful.
Rasa Chimera
A metamorphic pet discovered in the wild. Feeds off of your Summoning spells. Can be trained.
Level 0 - The Chimera is a vaguely amorphous infant blob. With each level it gains definition and power based on your Summoning spells.
Level 1 - The Chimera takes on the shape of one of this summons.
Level 2 - The Chimera grows to the size of one of this summons, and gains an attribute of that summon.
Level 3 - The Chimera gains the sense or instincts of one of this summons.
Level 4 - The Chimera grows larger to the size of a this summon.
Level 5 - The Chimera gains another attribute of this summon.
Level 6 - The Chimera gains the most functional or aggressive body part of this summon.
Level 7 - The Chimera gains another attribute of this summon.
Level 8 - The Chimera develops the habits and disposition of this summon.
Level 9 - The Chimera gains another attribute of this summon.
Level 10 - The Chimera either grows to the size of this summon, or gains an attribute of this summon.
As you engage further in combat, you grow in physical power. Count only your battle posts.
Level 1 - Greater than normal strength (+.5 natural empower).
Required battle posts - 0
Level 2 - Greater than normal agility; increased skill in acrobatics.
Required battle posts - 25
Level 3 - Greater than normal speed.
Required battle posts - 55
Level 4 - Your strength increases (+1 natural empower).
Required battle posts - 90
Level 5 - Your stamina and tolerance of pain are greater, allowing you to endure injuries that would finish most.
Required battle posts - 130
Level 6 - Your strength increases again (+1.5 natural empower). Your scars, musculature, and callouses toughen your skin to the strength of leather.
Required battle posts - 180
Level 7 - Your agility increases; you are a master of acrobatics (see Theives guild)
Required battle posts - 230
Level 8 - Your strength increases yet again (+2 natural empower).
Required battle posts - 280
Level 9 - Your skill in battle is such that you can block weapons with your limbs, sustaining only minor injuries.
Required battle posts - 330
Level 10 - Your focus and strength of will grants you immunity to spells that directly affect the body and mind. Your reputation instills moral strength in those who fight with you.
Required battle posts - 380
Heightened Training
As you engage in combat, you focus your power inward, drawing strength from your spirit. Count only your posts.
Level 1 - Greater than normal reflexes; halved reaction times.
Battle posts required - 0
Level 2 - Greater than normal agility; increased skill in acrobatics.
Battle posts required - 25
Level 3 - Greater than normal speed
Battle posts required - 55
Level 4 - Your reflexes increase; reaction times halved again.
Battle posts required - 90
Level 5 - Your focus and precision increases; all blows are half-again as powerful.
Battle Posts required - 130
Level 6 - Can focus your spirit inward, gaining a non-magical Infuse effect to use on yourself or others.
Battle posts required - 180
Level 7 - Can bind your spirit to a location. When anywhever else, can meditate for several minutes and teleport to that location.
Battle posts required - 230
Level 8 - Your spirit enlightens your body, doubling your jump and allowing you to perform acrobatic feats.
Battle Posts required - 290
Level 9 - By focusing your spirit inward, you may gain complete immunity to a single spell for the duration of the encounter. This focusing requires a post of meditation, leaving you vulnerable to attack. Can only be used twice per encounter.
Battle posts required - 350
Level 10 - Your spirit may slip between spaces within two hundred feet, and your body will follow. Can only be used thrice per day (real time)
Battle posts required - 425
Duelist's Legacy
You train hard as a master at arms with a single, chosen weapon.
Level 1 - You gain Battle Intimidation: when wielding your weapon in battle, you instill fear in your foes. Greater than normal strength (+.5 natural empower). Will Bond to your chosen weapon (see Fighter's guild).
Battle posts required - 0
Level 2 - You are more focused with your attacks, improving your blocking ability. Gain the ability Parry; the attack following a deflecting block is twice as powerful.
Battle posts required - 25
Level 3 - Double Battle Intimidation. Your skill with your weapon allows you to wield it as though it weighed half as much, and you can strike hard enough to powerfully jarr a blocking weapon, potentially striking it from the hands of the wielder.
Battle posts required - 55
Level 4 - Can, thrice per encounter, deal a blow as strong as if you were double empowered. Can throw your weapon more accurately.
Battle posts required - 90
Level 5 - Your strength increases (+1 natural empower). Those who attempt to block your weapon are dazed by the complexity of your skill.
Battle posts required - 130
Level 6 - Can deal a powerful blow with the blunt edge of your weapon, rendering the victim unconcious without killing them. Increased change of disarming a foe who is blocking your weapon.
Battle posts required - 180
Level 7 - Your agility increases; skill in acrobatics even while wielding the weapon. Your legacy carries a reputation, resulting in a gift of up to two modifications on your weapon by any craftsman.
Battle posts required - 230
Level 8 - Your legacy brings an aspiring warrior who will train under you. This character is a Squire; it counts as a character, but only starts with 100 gold. Starts with one of your abilities, must always be with you. Does not recieve loot in quests.
Battle posts required - 285
Level 9 - Your Squire gains a second of your skills. You can deflect projectiles, both mundane and magical, with your weapon.
Battle posts required - 340
Level 10 - Triple Battle Intimidation, your legacy results in an addition two modifications. You gain a custom technique with your weapon, must be moderator approved.
Battle posts required - 400
As one adventures in the Eastern World, seeking fame and fortunte, they gain a reputation. Those who have done great deeds in the world oft gain benefits from it.
1 Legend point for participating in a Quest
1 Legend point for every 300 posts the Quest runs, rounded down.
1 Legend point if you posted more than 33% more than the average number of posts by other quests. If you posted less than 33% less than the average number, you lose a point instead.
Required Legend Points - 0
Level 1 - You may join any quest before it starts, whether or not the quest leader has all the persons they desire.
Required Legend Points - 1
Level 2 - You experience in quests and knowledge of lore helps you pick up on details and solve riddles better. This is the up to the quest moderator's discresion.
Required Legend Points - 3
Level 3 - Shopkeeps are willing to loan you a weapon, item, or spell valued up to 300 gold before a quest. It must be returned or repaid after the quest.
Required Legend Points - 5
Level 4 - Your allies may join any quest you are part of, and may likewise gain loaned equipment.
Required Legend Points - 7
Level 5 - Quest leaders may favor you with a gift for assisting them.
Required Legend Points - 9
Level 6 - You recieve additional loot after a quest (varies by quest, approximately 25% more)
Required Legend Points - 11
Level 7 - Your legend brings great reputation, and for the honor, the craftsmen of Epicus will fashion a custom item for you (must be moderator approved).
Required Legend Points - 13
Level 8 - Your legendary reputation brings a follower. This character is a Squire; it counts as a character, but only starts with 100 gold. Starts with one of your abilities, must always be with you. Does not recieve loot in quests.
Required Legend Points - 15
Level 9 - Your squire gains a special ability; either one of your skills, an LS based on their chosen art, or a Fighter Technique.
Required Legend Points - 17
Level 10 - You receive additional loot after a quest (varies by quest, approximately 50% more), your charimsa is greater, and you receive increased rewards from quest leaders for signing on.
Required Legend Points - 19
Hunter's Repute
You gain a reputation based on successfully bringing criminals to justice. Bounty posts count all the posts in the bounty; you will recieve a certain amount for Investigation bounties. Only successful bounties count.
Level 0 - 5% increase in bounty payments (in addition to any other increases).
Required bounty posts - 0
Level 1 - Intimidation; a Charisma-based effect. Stronger against Theives and criminals.
Required bounty posts - 40
Level 2 - May purchase Ranger-only items. If you are a Ranger, you recieve a free item.
Required bounty posts - 80
Level 3 - 10% increase in bounty payments (in addition to any other increases).
Required bounty posts - 120
Level 4 - Double Intimidation. Your trustworthiness leads shopkeepers to give you 5% discounts.
Required bounty posts - 170
Level 5 - Can take on level four bounties alone, if you so choose.
Required bounty posts - 220
Level 6 - Access to Constable Hawke's records, the legal equivalent of the Thieves Network.
Required bounty posts - 270
Level 7 - 25% increase in bounty payoffs (in addition to any other increases).
Required bounty posts - 330
Level 8 - Your renown as a bounty hunter has reached the ears of the (other) Rangers, and they deliver you a gift: a Bonding Stone, which grants you a bondmate-esque link with one of your pets.
Required bounty posts - 390
Level 9 - 15% discount at all shops, triple Intimidation. Can take on level five bounties solo, if you so choose.
Required bounty posts - 450
Level 10 - Your reputation as a lawman has prompted the Rangers to send a novice Ranger to be trained by you. This character is a Squire; it counts as a character, and starts with a bondmate, but only starts with 100 gold. Must always be with you. Does not receive loot in quests.
Required bounty posts - 520
King of Thieves
Great deeds bring great reputation, and criminals are not exempt. Your infamy through theft brings great, terrible things.
Level 0 - You are a grifter, granting you a boost in charisma.
Requirement - 0 gold
Level 1 - Your activities give you experience in Lockpicking.
Requirement - 100 gold
Level 2 - Shopkeepers give you a 5% discount (in addition to other discounts).
Requirement - 300 gold
Level 3 - Your activities give you Increased dexterity; better pickpocketing abilities.
Requirement - 600 gold
Level 4 - Your activites give you the skill of Evasion (allows you to more easily evade capture, not be followed).
Requirement - 1000 gold
Level 5 - 25% reduction in bounty payments (in addition to other discounts). Double charisma. Your activities allow you to better spot traps and disable them.
Requirement - 1500 gold
Level 6 - Shopkeepers give you an additional 10% discount (in addition to other discounts). You gain access to all non-spell Theives' items and trainings.
Requirement - 2100 gold
Level 7 - May create a Master of Disguise persona for yourself, in addition to any other disguises.
Requirement - 2800 gold
Level 8 - Your activites give you exceptional pickpocketing abilities, increasing the changes of you lifting larger objects from a person.
Requirement - 3600 gold
Level 9 - Your activites make you a perfect liar; spells cannot force you to tell the truth, and Truthstones cannot tell when you are lying. You can tell when you are being lied to.
Requirement - 4500 gold
Level 10 - May not take bounties. Quadruple charisma. Shopkeeps give you an additional 15% discount at shops (in addition to other discounts). You can take on an apprentice theif, who starts with 100 gold, and one of your King of Theives skills. Does not recieve loot in quest.
Requirement - 5500 gold