Banes & Boons interface
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The Banes & Boons (or B&Bs for short) system is, together with the stat system, one of several character customization opportunities during the character creation process in Camelot Unchained. The B&Bs offer a differentiation opportunity between not just Realms, but races, genders and classes as well. The B&B list was first introduced to the general public after the Afternoon Update Monday, October 20th, 2014[1], where it was announced that there were over 400 then-current options available.
The actual method of choosing the Banes & Boons and the rules associated with the selecting them have not yet been officially released in detail. In a Tech Alpha footage video[2], some insight can be gleaned into the selection process. The user hovers over the tool tip for Banes & Boons which indicates “Choose some banes and boons. You must spend between 5 and 20 points each on Banes and boons, and the points spent must be equal. The blue and red bar indicates the balance of points you’ve spent on each side.”
Current Categories of Banes & Boons:[ | ]
- General – available to any archetype and race
- Realm - available to members of that realm
- Racial – available only to that race
- Archetype – available only to that archetype
Banes & Boons List[ | ]
As with all features currently in Camelot Unchained the current list of B&Bs are considered placeholders for the purposes of testing and balancing, in the words of the creator Mark Jacobs “only the beginning, not the end of the design effort.” [1]
General List[ | ]
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Name | Description | Cost | Times |
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A Bit Frail | Reduces Vitality by 1 | 1 | 3 |
Eyes of an Eagle (an Old, Blind One) | Reduces Vision by 1 | 5 | 5 |
Hampered Healing | Healing effects on you have their values reduced by 1 | 2 | 5 |
I Don't Do Potions | You may not consume potions | 10 | 1 |
Slowfoot | Your in-combat movement speed is reduced by .5 | 3 | 2 |
Slowpoke | Your out-of-combat movement speed is reduced by .5 | 3 | 2 |
Agoraphobia | Your abilities are less effective when you are in the great outdoors. | 5 | 1 |
Bleeder | Bleed effects on you have their severity increased by 5 | 1 | 1 |
Can't Catch My Breath | Exhaustion effects on you last for an additional 10 seconds | 1 | 3 |
Clumsy | Enemy wound threshold against your attacks is increased by 1 | 1 | 5 |
Easily Enchanted | Your resistance to all types of magic is reduced by 5 | 1 | 5 |
Easily Impeded | Movement-impairing effects have their duration increased by 3 | 3 | 1 |
Failures Bring Failure | Critical failure results reduce critical result rolls by 3 for 30 seconds | 5 | 5 |
Fearful | Panic-causing events on you are increased by 1 | 1 | 3 |
Infirmity | Heal-over-time abilities used on you take 5 additional seconds to begin taking effect | 5 | 1 |
Lagging Learner | Reduces the rate at which ability proficiency is gained by 1% | 1 | 5 |
Poor Attention Span | You require 5 additional points of proficiency to train new ability components | 1 | 3 |
Problematic Practicing | Your stat progression rate is reduced by 10% | 1 | 3 |
Sick as a Dog | Resurrection sickness time is increased by 240 | 5 | 5 |
Totally Oblivious | Detection is reduced by 1 | 3 | 5 |
Vulnerable | Your wound threshold is reduced by 2 | 1 | 5 |
Careless | All items equipped by you lose an extra durability point per hour equipped | 1 | 5 |
Claustrophobia | Your abilities are less effective when you are within a structure of some type | 1 | 5 |
Fall's a Flop! | Ability activation costs are increased by 1 during fall | 1 | 5 |
Far Too Few | Abilities which can affect multiple targets lose 5 power when they affect only a single target | 5 | 1 |
Far Too Many | Abilities which affect multiple targets are reduced by 1 power per target they affect | 5 | 1 |
Nightblind | Critical result rolls are reduced by 3 during the night | 5 | 5 |
Sickly | Each day (in game) you have a 1% chance of being afflicted with an incurable disease for the day | 1 | 5 |
Solar Aversion | Critical result rolls are reduced by 3 during the day | 5 | 5 |
Spring's a Strain! | Ability activation costs are increased by 1 during spring | 1 | 5 |
Summer Sucks! | Ability activation costs are increased by 1 during summer | 1 | 5 |
The Veil Hates Me | Veilstorms reduce critical result rolls by 3 | 3 | 3 |
Veiltouched | Veilstorms deal 1 damage to you per second in addition to their other effects | 1 | 5 |
Winter's the Worst! | Ability activation costs are increased by 1 during winter | 1 | 5 |
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Name | Description | Cost | Times |
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Find the Cracks | Lowers the minimum state requirements of Piercing weapons by 1 | ||
Nullify the Light | Casting a Dark magic spell grants the caster and the target 1 Light resistance for 30 seconds | ||
Perfect Impurity | The duration of Corruption effects is increased by 1 | ||
Precision Puncturing | Piercing attacks gain +3 to wound | ||
There is No Boon | Telekinesis spell cost is reduced by 1 | ||
Consummate Corruptor | The power of Corruption effects is increased by 5 | ||
Elemental Enhancement | Critical result rolls for Elemental spells increase by 1 | ||
Bloody-Minded | Increases chance to wound by 5 | ||
Clever Fingers | Increases Dexterity by 1 | ||
Eyes of an Eagle | Increases Vision by 1 | ||
Graceful Elegance | Increases Agility by 1 | ||
Greater Faith | Increases Faith by 1 | ||
Mystical Attunement | Increases Attunement by 1 | ||
Perfect Pitch | Increases Resonance by 1 | ||
Resolute Willpower | Increases Will by 1 | ||
Strong Bloodlines | Your Presence is increased by 5 | ||
Stronger Than Expected | Increases Strength by 1 | ||
Tougher Than Nails | Increases Vitality by 1 | ||
Veilsense | Detection is increased by 1 | ||
Withstand Anything | Increases wound threshold by 5 | ||
Arcane Acumen | Increases the rate of proficiency gained with Arcane spells by 1% | ||
Attracted to the Edge | Increases the rate of proficiency gained with Slashing attacks by 5% | ||
Boon Companions | Abilities which affect multiple targets gain 5 power when they affect only a single target | ||
Crushing Blows | Increases the rate of proficiency gained with Crushing attacks by 5% | ||
Daywalker | Critical result rolls are increased by 3 during the day | ||
Drawn to the Light | Increases the rate of proficiency gained with Light spells by 5% | ||
Elemental Understanding | Increases the rate of proficiency gained with Elemental spells by 5% | ||
Esoteric Efficiency | Lowers the blood cost of Arcane spells by 1 | ||
Get Where I'm Going | Your out-of-combat movement speed is increased by .5 | ||
Healthy as a Horse | Resurrection sickness time is reduced by 60 | ||
I Can Be Taught | Critical failure results increase critical results by 3 for 30 seconds | ||
Master of Arcane Mysteries | Arcane resistance is increased by 5 | ||
Move it With My Mind | Increases the rate of proficiency gained with Telekinesis spells by 5% | ||
Nightstalker | Critical result rolls are increased by 3 during the night | ||
Piercing Prowess | Increases the rate of proficiency gained with Piercing attacks by 5% | ||
Pulled to Darkness | Increases the rate of proficiency gained with Dark spells by 5% | ||
Rapid Reactions | Activation time of defensive reactionary abilities is reduced by .5 seconds | ||
Robust Renewal | Healing effects on you have their values increased by 1 | ||
Skilled at Slicing | Lowers the minimum stat requirements of Slashing weapons by 1 | ||
Solar Supremacy | Increases effect power of Light magic by 2 during the day | ||
Taint of Corruption | Increases the rate of proficiency gained with Corruption spells by 5% | ||
The More, The Merrier | Abilities which affect multiple targets gain 1 power per target they affect | ||
Unstoppable | Movement-impairing effects on you have their duration reduced by 1 | ||
Born Leader | All resistances are increased by 2 while the leader of a group | ||
Born With a Green Thumb | Plant-based spell infusions increase the power of magic effects by 5 | ||
Defend the Hall | All resistances are increased by 1 while indoors | ||
Fall is Fantastic! | Ability activation costs are reduced by 1 during fall | ||
Family Heirloom | Start with a random special item for your character. Each stack gives you an additional 5% chance to get an exceptional item | ||
Give Me the Wide Open Spaces | All resistances are increased by 1 while outdoors | ||
Hard to Kill | Ignore a fatal wound once per day | ||
Mixologist Supreme | The power of the effects of potions you make is increased by 5 | ||
Mystery | No one knows what this does | ||
Quick Study | Your rate of increasing ability proficencies is increased by 10% for your first 50 hours (in game time) | ||
Spring is Stunning! | Ability activation costs are reduced by 1 during spring | ||
Summer is Spectacular! | Ability activation costs are reduced by 1 during summer | ||
A Bit Cerebral | Lowers the minimum stat requirements of Telekinesis runes by 1 | ||
Veilforce | Veilstorms increase critical result rolls by 3 | ||
Against the Darkness | Casting a Light magic spell grants the caster and the target 1 Dark resistance for 30 seconds | ||
Winter is Wonderful! | Ability activation costs are reduced by 1 during winter | ||
Blade Master | Bleeding caused by Slashing attacks lasts for an additional 5 seconds | ||
Break Them Down | Increases damage with Crushing attacks by 1 | ||
Catastrophic Crushing | Crushing attacks gain 5 armor penetration | ||
Dusk Domination | Increases effect power of Dark magic by 2 during the night | ||
Elemental Extension | Increases the range of Elemental projectile spells by 1 |
Realm Lists[ | ]
Name | Description | Cost | Times |
Live by the Sword | You may not equip weapons or focus items other than swords | 2 | 5 |
Self-Righteous | You may not train in any runes of Dark magic, and your resistance to Dark Magic is reduced by 1 | 10 | 1 |
Suspicious | Your Resonance, Faith, and Will are reduced by 5 | 5 | 3 |
Creeping Despair | You suffer 1 additional panic rating for the death of each ally nearby | 1 | 5 |
Cursed Legacy | Your maximum panic rating is reduced by 3 while near the ruins of Camelot | 1 | 5 |
Dread of Disorder | Your resistance to chaos magic is reduced by 25 and chaos effects inflict an additional 5 panic rating | 5 | 1 |
Held Back by Honor | Your attacks gain no bonus for striking enemies from behind | 10 | 1 |
Obsessed With Revenge | When wounded by an enemy, you lose 5 penetration defense until they are killed or you are killed | 5 | 1 |
Overconfidence | Your resistances are lowered by 1 for each ally greater than the number of enemies present nearby, up to 25 | 2 | 5 |
Pacifist | You may not equip weapons or use abilities which cause damage to enemies | 10 | 1 |
Shield Dependence | You lose 5 resistance to crushing, slashing, and piercing resistance when not using a shield | 5 | 1 |
Within These Walls | Your wound threshold is reduced by 5 when not defending allied buildings | 5 | 1 |
Name | Description | Cost | Times |
Built to Last | Your armor penetration defense is increased by 1 | 2 | 5 |
Know Thy Enemy | (Requires Built to Last) Your chance to be wounded is reduced by 5 against attacks from the front | 5 | 1 |
Steadfast Defense | (Requires Know Thy Enemy) [Ability] You gain 25 resistance to crushing, piercing, and slashing until after the next time you take damage | 10 | 1 |
Disciple of the Mind | Increases the rate of proficiency gained with Mind spells by 5% | 1 | 5 |
Astonishing Acuity | (Disciple of the Mind) Increases the power of Mind effects by 1 | 3 | 3 |
Sublime Sage | (Requires Astonishing Acuity) Critical result rolls for Mind spells increase by 1 | 5 | 1 |
Faith in Fire | Increases the rate of proficiency gained with Fire spells by 5% | 1 | 5 |
Afterburn | (Requires Faith in Fire)'Increases the duration of Fire damage over time by 3 | 3 | 3 |
Inner Inferno | (Requires Afterburn) Fire effects ignore 1 fire resistance on their target | 5 | 1 |
Squire's Schooling | Your proficiency with all weapons and armor is increased by 1 | 2 | 5 |
Knight's Knowledge | (Requires Squire's Schooling) Ignore the effects of a panic rating below 25% | 10 | 1 |
Paragon's Planning | (Knight's Knowledge) You and nearby allies gain +1 to armor penetration (does not stack with other players' Paragon's Planning) | 10 | 1 |
Sword Student | Increases the rate of proficiency gained with Sword attacks by 5% | 1 | 5 |
Blade Bonded | (Requires Sword Student) Lowers the minimum stat requirements of Sword weapons by 1 | 3 | 3 |
Sword Master | (Requires Blade Bonded) Increases penetration with sword attacks by 3 | 5 | 1 |
Endless Fortitude | Stamina costs are reduced by 50% while Exhausted | 10 | 1 |
Unified Front | Increases all damage resistance by 1 per nearby player of an allied race | 1 | 1 |
Splitting Striker | Your first attack after exiting travel mode reduces the target's resistance to the type of damage dealt by 5 | 5 | 2 |
Intensive Study | Your Attunement is increased by 5 | 5 | 3 |
Master at Arms | Your time to switch weapons is reduced by 50% | 10 | 1 |
Name | Description | Cost | Times |
Chronic Weakness | Your strength is reduced by 10 | ||
Cursed Destiny | The rate at which you recover stamina is reduced by 5% | ||
Susceptible to Sorrow | Your Vitality is reduced by 5 | ||
Vain Warrior | You may not carry a secondary weapon | ||
Aloof Manner | The presence of allies nearby reduces your resistances by 1 | ||
Doomed Destiny | Your total stamina is reduced by 10 | ||
Getting the Shivers | Panic-causing events which affect you are increased by 1 | ||
Keep Away! | Enemy strikes against you with melee weapons gain 1 to wound results | ||
Malignant Weakness | Each wound you have sustained increases your encumbrance by 1 | ||
Self-Absorbed | Your abilities may not target allied players | ||
Slow on The Uptake | Your reactive defense abilities take 1 second longer to activate | ||
Dreadful Nightmares | Your maximum panic rating is decreased by 10 at night |
Name | Description | Cost | Times |
Spears Speak to Me | Lowers the minimum stat requirements of Spear weapons by 1 | ||
Essence of Existence | Reduces recovery time of Life effects by .5 seconds | ||
Faultline Finder | Increases damage with Earth effects by 1 | ||
Master of the Spear | Wound result rolls with spears are increased by 2 | ||
Seismic Master | Increases power of Earth effects by 5 | ||
Avatar of Anarchy | Your Chaos magic abilities gain 10 to critical results rolls, cause 5 additional panic rating, and have their blood cost reduced by 5. You may not train in any form of magic other than Chaos. | ||
Endless Energy | Your endurance is increased by 2 | ||
Master Hunter | Your chance to wound is increased by 2 with ranged attacks | ||
Breath of Life | Increases the rate of proficiency gained with Life spells by 5% | ||
Champion of Calm | Allies near you have their panic rating reduced by 1 each time you assist in killing an enemy | ||
Fearsome Focus | [Ability] Attacks against the target of this ability within 30 seconds gain 2 armor penetration (does not stack) | ||
Feel the Earth | Increases the rate of proficiency gained with Earth spells by 5% | ||
Fleetfoot | Your movement speed in combat is increased by .5 | ||
Loyal Fury | You gain 1 to wound result rolls against enemies for 30 seconds after they attack one of your allies | ||
Nothing Hurts | Wound result rolls to your vital body parts are reduced by 5 | ||
Skewering Skills | Increases the rate of proficiency gained with Spear attacks by 5% | ||
Surefooted | You recover from being knocked down 50% faster | ||
Twisted Knowledge | Your proficiency with Dark magic runes is increased by 2 and your proficiency with Light magic runes is decreased by 1 | ||
Vigorous Vitality | Reduces the blood cost of Life effects by 1 | ||
Sickening Secrets | Increases the rate of proficiency gained with Chaos magic by 2% and decreases the rate of proficiency gained with Void magic by 10% |
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Name | Description | Cost | Times |
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Frailty in Fire | Your Fire resistance is reduced by 10 | ||
Invasive Visions | Your Mind magic resistance is reduced by 5 | ||
Nightchild | Your vision range is reduced by 2 during the day and increased by 1 at night | ||
Sign of the Hammer | You may not enter combat with any weapon other than a hammer | ||
Unrestrained | Your blood and stamina costs for abilities are increased by 1 | ||
Abandoned by Allies | Your resistance to crushing, piercing, and slashing damage is reduced by 1 when no allies are nearby | ||
Fear of the Dark | Panic-causing events which affect you at night are increased by 5 | ||
Memorable Cruelty | Damaging an enemy grants them 1 additional armor penetration against you on their next attack | ||
Paranoid | Panic-causing events which affect you increase subsequent panic-causing events by 1 for 5 minutes | ||
Perverse Prophecy | Negative Mind magic effects against you have their duration increased by 50% | ||
Wasted Years | Your proficiency requirements for ability training are increased by 5 | ||
Victory or Death | You are unable to enter travel mode with enemies nearby |
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Name | Description | Cost | Times |
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Axe Master | Axe attacks gain 2 armor penetration | ||
Bolt Bound | Lowers the minimum stat requirements of Lightning runes by 1 | ||
Eager Spirit | Recovery times on Spirit effects are reduced by .5 | ||
From the High Peaks | You gain .1 ability activation speed per enemy nearby greater than the number of allies, up to 10 | ||
Supernal Spirit | The duration of your Spirit effects is increased by 1 | ||
Thunderstriker | Critical result rolls for Lightning spells are increased by 1 | ||
Battle-Hardened | Your proficiency for all weapons is increased by 2 | ||
Constant Courage | Your maximum panic rating is increased by 1 | ||
Axe Affinity | Increases the rate of proficiency gained with Axe attacks by 5% | ||
Blood Bond | Increases all damage resistance by 1 per nearby ally, up to a maximum of 10 | ||
Channeled Chopping | Lowers the minimum stat requirements of Axe weapons by 1 | ||
Doughty Defender | Increases all damage resistance by 5 while guarding an ally | ||
Fearless | Panic-causing events which affect you are reduced by 1 | ||
Hit Back Harder | Your reactive attacks gain 1 additional armor penetration | ||
Ride the Lightning | Increases the rate of proficiency gained with Lightning spells by 5% | ||
Rising Force | Your attacks increase by 1 to wound an enemy for each existing wound they have sustained | ||
Spiritual Sync | Increases the rate of proficiency gained with Spirit spells by 5% | ||
Unbreakable | [Ability] For 30 seconds, you suppress a current Terror effect or the next one on you | ||
Warlord | Your weapon proficiency and the weapon proficiency for all nearby allies is increased by 2 (does not stack) | ||
Mountain Spirit | You gain .1 movement speed per enemy nearby greater than the number of allies, up to 20 |
Racial Lists[ | ]
Name | Description | Cost | Times |
Cut to the Quick | Reduces your resistance to Slashing by 1 | ||
Fear of Fire! | Increases panic by 1 when affected by a damaging fire effect | ||
Flammable | Reduces Fire Resistance by 1 | ||
Home is the Heart-Tree | Reduces your travel mode movement speed by 2 while not in a forest | ||
Night's Curse | Increases the duration of bleed effects on your character by 1 at night | ||
I Need a Great Protector | Veilstorms drain 1 stamina per second in addition to their other effects |
Name | Description | Cost | Times |
Flexible Feelers | Increases your Detection by 1 | ||
Verdant Power | Increases the power of your Life magic abilities by 1 | ||
Day's Gift | Increases your critical rating by 1 during the day | ||
Lash Out | Reduces the activation times of your reactive abilities by 1 for 10 seconds when you sustain a wound | ||
Never Defenseless | [Ability] Close range tail strike which inflicts poison damage over time | ||
Deep Green | Increases the duration of your poison effects by 1 |
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Name | Description | Cost | Times |
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Curses Stick to Me | Increases the duration of detrimental magic effects by 1 | ||
I Care Not For Myself | Self-healing effects are reduced by 1 | ||
Mark of Gadai | Reduces Presence by 1 | ||
Born To Be a Little Thief | Increases Encumbrance by 1 when wearing heavy armor | ||
When the Luck Runs Out | Negative critical result rolls reduce critical result rolls by 1 for 30 seconds | ||
Worringly Erratic | Increases Volatility by 2 and reduces critical results by 5 |
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Name | Description | Cost | Times |
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Time for a change | [Ability] Temporarily increases the size of your character by an amount determined by age, increasing mass and strength | ||
Devious Distraction | [Ability] Distract an enemy during combat, increasing the activation time of their next melee attack within 30 seconds by 2 | ||
Smell Ore | [Ability] Detects nearby mining resources. Range increases with practice and age | ||
Cobbler Supreme | Increases quality of crafted foot armor by 10 | ||
Home, home, home | [Ability] Teleport back to the leprechaun?s true home, within a limited range | ||
Pop Goes the Leprechaun | [Ability] Teleport to a random nearby location. Distance increases with practice and age |
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Name | Description | Cost | Times |
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Caretaker's Burden | Reduces Stamina by 1 for each 1 blood that is restored by abilities | ||
Slow to Anger | Increases activation times of weapon attacks by .5 | ||
Wounds Bewilder Me | Detection is reduced by 1 per wound sustained | ||
Bare Hands Are Better | Reduces the rate of proficiency gained with weapons by 5% | ||
Ponderous | Increases recovery times of reactionary abilities by 1 | ||
They Can Overwhelm Us | Increases panic-causing effect values by 1 for each enemy greater than the number of allies present |
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Name | Description | Cost | Times |
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Big as We Need to Be | Increases Mass by 1 | ||
Careful Caretaker | Increases incoming healing values by 1 | ||
Our Roots Go Deep | Increases the rate of proficiency gained with Earth magic by 1% | ||
Legacy of the Blue Moon | Increases Power of magic abilities by 1 during nights where a moon can be seen | ||
People of the Bog | Increases movement speed by 1 through swamp terrain | ||
Omen Watcher | [Ability] Predict oncoming Veilstorms within the next day at your present location |
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Name | Description | Cost | Times |
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Fear is Despair | Reduces maximum panic rating by 1 | ||
Memories Are Painful | Increases damage from Humans and Tuatha abilities by 5 | ||
We Are Unique | You may only be healed by yourself and by other Valkyries | ||
Capture Kills Me | Reduce wound threshold by 1 when suffering a movement-impairing effect | ||
Not as Strong as We Look | Attacks which deal damage to your torso also strike your wings, increasing panic by 5, causing damage to them, and potentially inflicting wounds | ||
Overwhelming Grief | Reduces armor penetration by 1 for 30 seconds each time a nearby ally is killed |
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Name | Description | Cost | Times |
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Our Hatred Makes Us Strong | Increases the damage of your abilities on Humans and Tuatha by 5 | ||
When the Tears Start Flowing | Increases the power of damaging abilities by 1 for 30 seconds each time a nearby ally is killed | ||
Brynhildr's Shield | [Ability] Your wings wrap around yourself increasing resistance to all form of damage by 50 and preventing you from using abilities for 10 seconds | ||
Save Us! | Reduces falling speed by 75% | ||
Your Time is Up | [Ability] Burns the corpse of a nearby enemy, causing damage over time in an area and destroying the corpse | ||
Blood Eagle | Your maximum blood is increased by 10 and your wings become red |
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Name | Description | Cost | Times |
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Melting Point | Reduces resistance to Fire magic by 5 | ||
No Hurry | Increases your Encumbrance by 2 | ||
Frostwalker | Reduces in-combat movement speed when not on snowy terrain by 1 | ||
Isolationist | Reduces your rate of proficiency gained by 1% while in a group | ||
Not So Subtle | Increases your range to be detected by enemies by 1 | ||
Vengeance Must Be Mine | Taking damage from an enemy reduces your critical result rolls with abilities by 1 for 240 seconds or until that enemy is killed |
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Name | Description | Cost | Times |
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Might of Mountains | Increases the rate of stat gain by 1% | ||
Hoary Hoarder | [Ability] Detects the presence and relative direction of nearby valuable resources or treasures | ||
Kings of Combat | Reduces the minimum stat requirements to equip armor and weapons by 5 | ||
Rime Titan | Increases Strength and Vitality by 1 each month (in game) up to 20 | ||
Stone Cold | Increases resistance to Frost magic by 5 | ||
Utgard Builder | Reduces the time to build structures by 5% |
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Name | Description | Cost | Times |
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Awfully Anxious | Increases the duration of Terror effects by 10 | ||
Pushed Too Far | Increases the duration of Exhaustion effects by 10 | ||
The Price of Grace | Reduces your mass by 1 | ||
A Bit Delicate | Reduces your wound threshold by 2 | ||
Slow to Subside | Increases the recovery time of your non-damaging abilities by 1 | ||
Overweening Pride | Reduces your rate of proficiency gained by 10% |
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Name | Description | Cost | Times |
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Blazing From Birth | Increases your Fire magic resistance by 1 | ||
Dance of Flame | The power of your Fire abilities is increased by 1 | ||
Sturdy Scales | Increases your Crushing resistance by 1 | ||
Lizard's Luck | Increases the critical result rolls of your damaging abilities by 1 | ||
Our Blood is Better | Reduces the duration of bleed effects on you by 1 | ||
Wings on the Wind | Reduces your falling speed by 50% |
Name | Description | Cost | Times |
Feline Fears | Water magic effects increase panic by 1 | 1 | 5 |
It Pulls My Fur | Increases encumbrance from armor by 1 | 1 | 5 |
Sensitive Senses | Resonance-based attacks which deal damage to you have their damage increased by 1 | 1 | 5 |
Trouble With Trust | Healing effects on you have their value reduced by 1 | 1 | 5 |
I Need to Move | Movement-impairing effects reduce your wound threshold by 1 | 1 | 5 |
No Furless Food | You may only consume meat-based foods | 5 | 1 |
Name | Description | Cost | Times |
Always on My Feet | Reduces the time to stand from being knocked down by 1 | 3 | 1 |
Gwen's Guts | Reduces maximum Panic Rating by 5 | 5 | 1 |
Night is Bright | Increases vision at night by 1 | 1 | 5 |
Clan Kellas Training | Enables the use of the Cait Sith Clawsword | 10 | 1 |
The Moment is Right | [Ability] Pounce attack grapples an enemy and knocks them to the ground while also being knocked down yourself | 10 | 1 |
Whisker Whispers | Reduces detection distance of nearby enemies by 1 | 3 | 3 |
Name | Description | Cost | Times |
Can't Fight Forever | Reduces your maximum Stamina by 5 | ||
Crack in the Heat | Reduces your Fire resistance by 5 | ||
Hardened Clay | Reduces the amount of healing you receive from ally's abilities by 1 | ||
Voiceless | Reduces the power of your Resonance-based abilities by 1 | ||
Born in Darkness | Reduces your vision during daytime by 1 | ||
False Memories | Taking damage while in The Depths causes one additional panic |
Name | Description | Cost | Times |
Never Slaves Again | Increases your resistance to Mind magic by 1 | ||
Sorcerous Savant | Increases the rate of proficiency gained with spells by 1% | ||
Inspired Artistry | Increases your critical chance with crafting by 5 | ||
Maharal's Mastery | Increases the number of runes you may equip by 1 | ||
People of the Tablet | Increases your research speed by 5% | ||
We Are the Mortar | [Ability] Quickly repair structures in exchange for your health |
Archetype Lists[ | ]
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Name | Description | Cost | Times |
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Rune Ruiner | Spells using the rune you use most often have their power reduced by 1 | ||
Woebegone Wizard | Veil effects on your character last for 240 seconds after leaving a Veilstorm | ||
Breakable Body | Your wound threshold is reduced by 1 for 30 seconds whenever you take slashing, piercing, or crushing damage | ||
Chuck the Chafing | Heavy and medium armor causes 50% greater encumbrance | ||
Limited Luck | Critical successes reduce your critical result rolls by 1 for 30 seconds | ||
Power is Fleeting | Reduce spell effect duration on your target by 1 | ||
Veil Vulnerability | When you successfully cast a spell your next spell within 30 seconds has its power reduced | ||
Dangerous Disdain | Negative resistance values for your character are doubled | ||
Hermetic Hemophilia | Increases the blood cost of your spells by 1 while you are bleeding | ||
Ignoring Immaterials | The total resistance values granted to you by items are reduced by 3 | ||
Misapplied Magics | The power of the most recent rune you have trained is reduced by 1 | ||
Muddled Mage | Your rate of proficiency gained with runes each day is reduced by 1% for each magic rune you practice with that day | ||
Remiss With Runes | Your rate of proficiency gained with runes is reduced by 1% | ||
Self-Distracted | Your movement speed in combat is reduced by .5 for 30 seconds after you cast a spell with a critical result | ||
Sweating the Small Stuff | The power of the first rune you train is reduced by 1 | ||
Upset by the Unexpected | Taking damage while in travel mode increases your panic rating by 5 | ||
Weak With Weapons | Your weapon-based abilities have their activation time increased by 1 and their recovery time increased by 2 | ||
Weapon Aversion | Your weapon-based abilities have their stamina cost increased by 5 | ||
Weapons are Worthless | Your weapon proficiency requirements are increased by 20 |
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Name | Description | Cost | Times |
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Sorcerous Sensing | Your projectile effects which track your target have their tracking power increased by 1 | ||
Stolid Spellcasting | After remaining stationary for 30 seconds your activation times are reduced by 1 until you move | ||
Sturdy Spells | Your spells gain disruption health equal to 10% of your total missing health | ||
Subtle Scholar | Spell research has a 1% greater chance of critical success | ||
Surge of Power | [Ability] Your next spell critical result roll within 30 seconds becomes positive | ||
Wandering Wizard's Eye | While in travel mode your Vision is increased by 3 | ||
Magesight | Allows you to see ley lines in the worldby 1 | ||
Occult Antiquarian | Your infusion materials are treated as if they had an overal quality value increase of 5 | ||
Weather-Beaten Wizard | You can withstand the negative effects of Veilstorms for 240 seconds upon entering them | ||
More Power, Please | When you successfully cast a spell, your next spell within 30 seconds gains 1 additional power | ||
Protracted Power | Increases spell effect duration on your target by 1 | ||
Quick Conjuring | Increases the travel speed of your projectile spells by .5 | ||
The Great Art | Increases the damage of your spells by 1 | ||
Recondite Researcher | Spell research times are reduced by 1% | ||
Concussive Conjurer | Your area of effect abilities have their radius increased by 1 and their activation time increased by 1 | ||
Don't Sweat the Small Stuff | The power of the first rune you train is increased by 1 | ||
Excellent Erudition | Spell research has a 1% greater chance of success | ||
Fabricate Flaws | Each spell you cast allows your spells to ignore 1 resistance of the type of damage they deal for 30 seconds | ||
Gusto for Gore | Your active cooldowns are reduced by 1 after killing an enemy | ||
Hex Harvester | Your critical result rolls are increased by 1 for each active effect you have placed on your target | ||
Learned My Lesson | After one of your spells is disrupted, your next disruption result roll within 30 seconds is increased by 5 | ||
Legerdemancer | Spells with a total power below 25 allow movement at 25% speed while casting | ||
Mastered that Magic | The power of the most recent rune you have trained is increased by 1 | ||
Mighty Mystic | Effects that reduce your target's resistances increase your resistances of the same type by the same amount | ||
Sleight of Hand | Spells with a total power below 25 have their disruption health increased by 5 |
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Name | Description | Cost | Times |
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Breakable Body | Your wound threshold is reduced by 1 for 30 seconds whenever you take slashing, piercing, or crushing damage | ||
Chuck the Chafing | Heavy and medium armor causes 50% greater encumbrance | ||
Limited Luck | Critical successes reduce your critical result rolls by 1 for 30 seconds | ||
Power is Fleeting | Reduce spell effect duration on your target by 1 | ||
Veil Vulnerability | When you successfully cast a spell your next spell within 30 seconds has its power reduced by 1 | ||
Dangerous Disdain | Negative resistance values for your character are doubled | ||
Hermetic Hemophilia | Increases the blood cost of your spells by 1 while you are bleeding | ||
Ignoring Immaterials | The total resistance values granted to you by items are reduced by 3 | ||
Misapplied Magics | The power of the most recent rune you have trained is reduced by 1 | ||
Remiss With Runes | Your rate of proficiency gained with runes is reduced by 1% | ||
Self-Distracted | Your movement speed in combat is reduced by .5 for 30 seconds after you cast a spell with a critical result | ||
Sweating the Small Stuff | The power of the first rune you train is reduced by 1 | ||
Muddled Mage | Your rate of proficiency gained with runes each day is reduced by 1% for each magic rune you practice with that day | ||
Upset by the Unexpected | Taking damage while in travel mode increases your panic rating by 5 | ||
Weak With Weapons | Your weapon-based abilities have their activation time increased by 1 and their recovery time increased by 2 | ||
Weapon Aversion | Your weapon-based abilities have their stamina cost increased by 5 | ||
Weapons are Worthless | Your weapon proficiency requirements are increased by 20 | ||
Rune Ruiner | Spells using the rune you use most often have their power reduced by 1 | ||
Woebegone Wizard | Veil effects on your character last for 240 seconds after leaving a Veilstorm |
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Name | Description | Cost | Times |
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More Power, Please | When you successfully cast a spell, your next spell within 30 seconds gains 1 additional power | ||
Protracted Power | Increases spell effect duration on your target by 1 | ||
Quick Conjuring | Increases the travel speed of your projectile spells by .5 | ||
The Great Art | Increases the damage of your spells by 1 | ||
Recondite Researcher | Spell research times are reduced by 1% | ||
Concussive Conjurer | Your area of effect abilities have their radius increased by 1 and their activation time increased by 1 | ||
Don't Sweat the Small Stuff | The power of the first rune you train is increased by 1 | ||
Excellent Erudition | Spell research has a 1% greater chance of success | ||
Fabricate Flaws | Each spell you cast allows your spells to ignore 1 resistance of the type of damage they deal for 30 seconds | ||
Gusto for Gore | Your active cooldowns are reduced by 1 after killing an enemy | ||
Hex Harvester | Your critical result rolls are increased by 1 for each active effect you have placed on your target | ||
Learned My Lesson | After one of your spells is disrupted, your next disruption result roll within 30 seconds is increased by 5 | ||
Mastered that Magic | The power of the most recent rune you have trained is increased by 1 | ||
Legerdemancer | Spells with a total power below 25 allow movement at 25% speed while casting | ||
Mighty Mystic | Effects that reduce your target's resistances increase your resistances of the same type by the same amount | ||
Sleight of Hand | Spells with a total power below 25 have their disruption health increased by 5 | ||
Sorcerous Sensing | Your projectile effects which track your target have their tracking power increased by 1 | ||
Stolid Spellcasting | After remaining stationary for 30 seconds your activation times are reduced by 1 until you move | ||
Sturdy Spells | Your spells gain disruption health equal to 10% of your total missing health | ||
Subtle Scholar | Spell research has a 1% greater chance of critical success | ||
Surge of Power | [Ability] Your next spell critical result roll within 30 seconds becomes positive | ||
Wandering Wizard's Eye | While in travel mode your Vision is increased by 3 | ||
Magesight | Allows you to see ley lines in the world | ||
Occult Antiquarian | Your infusion materials are treated as if they had an overal quality value increase of 5 | ||
Weather-Beaten Wizard | You can withstand the negative effects of Veilstorms for 240 seconds upon entering them |
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Name | Description | Cost | Times |
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Breakable Body | Your wound threshold is reduced by 1 for 30 seconds whenever you take slashing, piercing, or crushing damage | ||
Chuck the Chafing | Heavy and medium armor causes 50% greater encumbrance | ||
Limited Luck | Critical successes reduce your critical result rolls by 1 for 30 seconds | ||
Power is Fleeting | Reduce spell effect duration on your target by 1 | ||
Veil Vulnerability | When you successfully cast a spell your next spell within 30 seconds has its power reduced by 1 | ||
Dangerous Disdain | Negative resistance values for your character are doubled | ||
Hermetic Hemophilia | Increases the blood cost of your spells by 1 while you are bleeding | ||
Ignoring Immaterials | The total resistance values granted to you by items are reduced by 3 | ||
Misapplied Magics | The power of the most recent rune you have trained is reduced by 1 | ||
Remiss With Runes | Your rate of proficiency gained with runes is reduced by 1% | ||
Self-Distracted | Your movement speed in combat is reduced by .5 for 30 seconds after you cast a spell with a critical result | ||
Sweating the Small Stuff | The power of the first rune you train is reduced by 1 | ||
Muddled Mage | Your rate of proficiency gained with runes each day is reduced by 1% for each magic rune you practice with that day | ||
Upset by the Unexpected | Taking damage while in travel mode increases your panic rating by 5 | ||
Weak With Weapons | Your weapon-based abilities have their activation time increased by 1 and their recovery time increased by 2 | ||
Weapon Aversion | Your weapon-based abilities have their stamina cost increased by 5 | ||
Weapons are Worthless | Your weapon proficiency requirements are increased by 20 | ||
Rune Ruiner | Spells using the rune you use most often have their power reduced by 1 | ||
Woebegone Wizard | Veil effects on your character last for 240 seconds after leaving a Veilstorm |
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Name | Description | Cost | Times |
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More Power, Please | When you successfully cast a spell, your next spell within 30 seconds gains 1 additional power | ||
Protracted Power | Increases spell effect duration on your target by 1 | ||
Quick Conjuring | Increases the travel speed of your projectile spells by .5 | ||
The Great Art | Increases the damage of your spells by 1 | ||
Recondite Researcher | Spell research times are reduced by 1% | ||
Concussive Conjurer | Your area of effect abilities have their radius increased by 1 and their activation time increased by 1 | ||
Don't Sweat the Small Stuff | The power of the first rune you train is increased by 1 | ||
Excellent Erudition | Spell research has a 1% greater chance of success | ||
Fabricate Flaws | Each spell you cast allows your spells to ignore 1 resistance of the type of damage they deal for 30 seconds | ||
Gusto for Gore | Your active cooldowns are reduced by 1 after killing an enemy | ||
Hex Harvester | Your critical result rolls are increased by 1 for each active effect you have placed on your target | ||
Learned My Lesson | After one of your spells is disrupted, your next disruption result roll within 30 seconds is increased by 5 | ||
Mastered that Magic | The power of the most recent rune you have trained is increased by 1 | ||
Legerdemancer | Spells with a total power below 25 allow movement at 25% speed while casting | ||
Mighty Mystic | Effects that reduce your target's resistances increase your resistances of the same type by the same amount | ||
Sleight of Hand | Spells with a total power below 25 have their disruption health increased by 5 | ||
Sorcerous Sensing | Your projectile effects which track your target have their tracking power increased by 1 | ||
Stolid Spellcasting | After remaining stationary for 30 seconds your activation times are reduced by 1 until you move | ||
Sturdy Spells | Your spells gain disruption health equal to 10% of your total missing health | ||
Subtle Scholar | Spell research has a 1% greater chance of critical success | ||
Surge of Power | [Ability] Your next spell critical result roll within 30 seconds becomes positive | ||
Wandering Wizard's Eye | While in travel mode your Vision is increased by 3 | ||
Magesight | Allows you to see ley lines in the world | ||
Occult Antiquarian | Your infusion materials are treated as if they had an overal quality value increase of 5 | ||
Weather-Beaten Wizard | You can withstand the negative effects of Veilstorms for 240 seconds upon entering them |
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Name | Description | Cost | Times |
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All Out of Breath | Your next attack within 30 seconds after using a movement speed enhancing ability has its armor penetration reduced by 2 | ||
Defense, What's That? | The power of your defensive abilities is reduced by 1 | ||
Not-So-Rapid Reactions | The recovery time of your reactive abilities is increased by 1 | ||
Scorn for Sorcerers | Deterimental magic effects placed on you have their duration increased by 1 | ||
Take My Time | The benefits of movement-enhancing effects on you are reduced by 1 | ||
Using Everything I Have | Your abilities which cost Stamina also cost 5 blood | ||
When it's Bad, it's Bad | Hostile abilities targeting you have their critical result rolls increased by 1 | ||
All I Care About is Killing | You gain proficiency 10% slower with all skills and abilities not related to weapons | ||
Reluctant Warrior | Transitioning from travel mode to combat mode takes an additional 1 second | ||
I'll Just Dodge | Your overall health is reduced by 5 | ||
I'm No Spotter | Your vision is reduced by 3 | ||
Thought I Was Tougher | Sustaining a wound increases your panic rating by 5 | ||
A Bit Insecure | Your existing recovery times are increased by 1 when you take damage |
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Name | Description | Cost | Times |
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Battering Ram | Your weapon attacks against an enemy increase your armor penetration by 1 against that target for 30 seconds | ||
Like My Own Skin | Your encumbrance is reduced by 1 | ||
Relentless Ruin | Your weapon attacks reduce your activation and recovery times by .5 for 10 seconds (does not stack) | ||
Wound Finder | In addition to their other effects, targeting components reduce the wound threshold against your abilities by 5 | ||
I Fight Both Ways | Your armor penetration value is increased by 1 when wielding two weapons | ||
Always Attacking | Your critical results with weapon attacks are increased by 1 | ||
Built Like a Wall | The wound threshold for your vital body parts is increased by 2 | ||
Devious Damage | Your weapon attacks from behind your target have their damage increased by 5 | ||
Wriggle it in the Wound | Your bleeding effects have their duration increased by 5 | ||
Armor Adept | Your encumbrance from wearing medium armor is reduced by 1 | ||
Battledancer | Your defense penalty for moving in combat is reduced by 25% | ||
Bloodthirsty Delight | Abilities which kill an enemy restore 5 blood | ||
Charge! | Your movement speed increasing abilities have their duration increased by 1 | ||
Dogged Determination | Your movement speed penalty due to terrain is reduced by 1 | ||
Energetic Authority | Your resonance-based abilities have their range increased by 1 | ||
Greatweapon Wielder | You deal 5 additional damage with two-handed weapons and earn proficiency 20% slower with all other weapons | ||
Murderous Maneuvers | Changing stances increases your critical result rolls by 5 for 30 seconds | ||
Piledriver | Your weapon attacks additionally inflict 1 disruption damage | ||
Protection Proficient | Your encumbrance from wearing heavy armor is reduced by 1 | ||
Ready For Anything | Reactionary abilities have their activation time reduced by .5 | ||
Shake it Off | [Ability] The detrimental effects of all existing wounds you have sustained is reduced by 50% |
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Name | Description | Cost | Times |
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Deeply Doubtful | Your Faith is reduced by 5 | ||
Healing Hurts Me | Your beneficial spells have their blood cost increased by 1 | ||
I Need a Moment | Your recovery times are increased by 1 | ||
Attracted to Attacking | Your healing and blood restoration spells have their values reduced by 1 for each successive cast for 300 seconds or until you use a damaging spell | ||
I Feel Your Pain | Transferring blood to a target causes an equal amount of overall health damage to yourself | ||
I'd Rather be Bashing | Non-crushing weapons gain proficiency at a 50% reduced rate | ||
Limited Luck | Your critical successes reduce your critical result rolls by 1 for 30 seconds | ||
Perplexed by Pain | Each wound you sustain reduces your healing effects by 1 | ||
Selfless Sacrifice | Your healing spells do not restore health to yourself | ||
Self-Preservation | You may not cast spells when your blood level is below 50% | ||
The Best Defense | TYour healing effects are reduced by 5, your damaging effects are increased by 2 | ||
These are for Me | You may only cast persistent beneficial spells on yourself |
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Name | Description | Cost | Times |
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Renewable Restoration | Recovery time on direct healing spells is reduced by .5 | ||
Born to Heal | Your abilities which restore health restore an additional 1 health to allies | ||
Encouraging Aspect | Your spells that affect a target that you have increased resistances on has its resistances increased by an additional 1 | ||
Generous Nature | Healing a body part with full health creates a health shield on it for 10 seconds for 25% of the value healed | ||
Gentle Scholar | Grants access to Arcane runes | ||
Here for the Long Haul | Persistent positive effects on allies have their durations increased by 1 | ||
Keeping My Hands Clean | Casting beneficial spells reduces the blood cost of spells of the same type by 1 for 30 seconds, or until you cast a harmful spell | ||
Martyr's Mitigation | Transferring negative effects to yourself heals you for 5 | ||
Redoubled Renewal | Your spells which restore wounds also heal the target for 10 for each wound restored | ||
Skilled Scouring | The power rating of your cleanse and purge effects is increased by 2 | ||
The Worst is Over | Your spells which restore wounds have their blood cost decreased by 5 per wound the target has sustained | ||
Heavy Field Training | Your encumbrance is reduced by 5 while wearing heavy armor | ||
Magnanimous Magic | Healing a body part with full health increases its maximum health by 5 for 30 seconds | ||
Make Them a Martyr | Transferring positive effects from enemies to allies extends their duration by 5 | ||
Phenomenal Physic | [Ability] Your next spell costs no blood | ||
Belligerent Bounty | Spells which deal damage to enemies increase your overall health by 1 | ||
Bloodflow Virtuoso | Blood-manipulating spells have their blood cost reduced by 1 | ||
Faithful Friend | Healing a target increases the value of your following heals by 1 for 30 seconds | ||
It Has to Reach | The range of your beneficial spells is increased by 1 |
Class Lists[ | ]
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Name | Description | Cost | Times |
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Vow of Humility | Disallows the use of heavy armor | ||
Vow of Passivity | Disallows the use of slashing and piercing weapons. |
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Name | Description | Cost | Times |
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Vow of Conviction | Gains increased damage and healing based on the number of nearby group members, which is temporarily lost in the event of a group member’s death. | ||
Vow of Sacrament | Consuming alcohol increases movement speed and reduces ability preparation and recovery times for a brief duration, which is extended when dealing damage to enemies. |
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Name | Description | Cost | Times |
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Cursed Existence | Weapon-based ability power is greatly reduced. | ||
Self-Sacrifice | To enter Arisen form, the user must sacrifice themselves. If the user dies without performing the sacrificial ritual, they do not enter Arisen form. Arisen form takes increased damage from fire, radiant, and crushing attacks. |
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Name | Description | Cost | Times |
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Cadaverous Horror | Arisen form causes the panic rating of nearby enemies to increase over time. | ||
Fetid Defiler | Arisen form does not have or use blood, and takes greatly reduced disruption damage from all sources. |
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Name | Description | Cost | Times |
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Grievous Wounds | Each wound sustained to a body part beyond the first has its power substantially increased. | ||
Disenchanted | Armor worn with engravings loses a significant percentage of its mitigation value. |
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Name | Description | Cost | Times |
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Resilient Defense | Damage mitigated by armor increases the mitigation value of the damaged armor pieces for a brief duration. | ||
Bulwark | Armor mitigation is greatly increased for physical damage taken from the front. |
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Name | Description | Cost | Times |
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Deathless Torment | While transformed, radiant and fire debuffs have their power increased on the user, and the user also takes increased damage from radiant and fire attacks. | ||
Ethereal Exhaustion | Stamina regeneration is progressively reduced based on time spent in transformed states. |
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Name | Description | Cost | Times |
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Incorporeal Descent | Dealing damage builds Incorporeal Descent, allowing greater progressive degrees of Defilement transformation as thresholds are reached. | ||
Ornamental Assimilation | The properties of armor and weapons equipped by the user have their stats incorporated into their transformations. These grant offensive and defensive bonuses relative to equipment quality and power. |
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Name | Description | Cost | Times |
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Careful Elegance | Bow abilities have their preparation and recovery times greatly increased, based on the encumbrance of the user’s armor. | ||
Unconcealed Aggression | Draw actions cause the user’s concealment to be greatly reduced. |
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Name | Description | Cost | Times |
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Optimal Preparation | Bow abilities gain bonus damage based on their preparation time. | ||
Soldier's Vigilance | After not using a bow ability for a long period of time, the user’s first bow ability used grants a physical buff to them that reduces the Stamina cost of subsequent bow abilities for a brief duration. |
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Name | Description | Cost | Times |
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Archaic Methods | Ability preparation and recovery times are increased based on the user’s total armor class. | ||
Cauldron Overvlow | Each cauldron builds Cauldron Overflow for the amount of power used in magic abilities it is used for. Cauldron Overflow decays naturally over time, but causes the cauldron to be destroyed if an additional ability is used while it is at its maximum. |
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Name | Description | Cost | Times |
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Cauldron Convergence | When placed within range of one another, cauldrons mutually extend their effects over a larger combined area. | ||
Mythic Conveyance | The user may select one of their cauldrons as an ally target and use it as a point of origin for their offensive abilities. |
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Name | Description | Cost | Times |
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Cumbersome Reality | Physical damage mitigation from armor is reduced, and the user suffers increased encumbrance from equipment. | ||
Painful Gifts | The user takes an amount of chaos damage when applying Gift abilities based on the duration of the previous gift, up to a maximum damage cap after a long duration. |
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Name | Description | Cost | Times |
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Trickster's Virtue | Cures one wound from the user’s most damaged body part each time a Gift is changed. | ||
Ornamental Assimilation | The properties of armor and weapons equipped by the user have their stats incorporated into their transformations. These grant offensive and defensive bonuses relative to equipment quality and power. |
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Name | Description | Cost | Times |
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Rueful Disappointment | The death of nearby enemies inflicts a mind debuff on the user that drains blood and stamina over time. | ||
Self Sufficiency | The power of healing and cure effects on the user from outside sources are greatly reduced. |
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Name | Description | Cost | Times |
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Precarious Balance | When the user inflicts a wound on an enemy, they cure one of their own wounds to the same body part | ||
Indulgent Bereavement | When one of the user’s group members dies, the user gains a mind buff that greatly increases the power of their next song. |
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Name | Description | Cost | Times |
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Mortal Frailty | When the user’s body takes damage, the user’s pet suffers disruption. When the user’s body takes disruption, the user’s pet suffers damage. | ||
Haunted Mind | The power of offensive abilities that are not cast by pets is greatly reduced. |
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Name | Description | Cost | Times |
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Deathly Assistance | When the user’s pets deal damage, the user is healed. When the user’s pets deal disruption, it restores the user’s blood. | ||
Last Grasp | After the user’s death, the user’s pets continue to live, but begin taking increasing damage over time. The rate of damage over time is reduced as proficiency with each type of pet increases, and can be further modified by additional boons. |
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Name | Description | Cost | Times |
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Malefic Visions | Abilities have their disruption health reduced by an amount based on their power. | ||
Obscene Blasphemy | Use of void magic by the user causes Obscene Blasphemy to build, which slowly decays over time by a rate based on its amount. The user takes void damage based on Obscene Blasphemy each time they suffer damage from a magic source. Damage taken from Obscene Blasphemy also increases the Obscene Blasphemy charge. |
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Name | Description | Cost | Times |
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From Beyond | Obscene Blasphemy damage is reduced based on the fullness of the moon if present. While two moons are present, Obscene Blasphemy damage becomes healing. | ||
Hideous Secret | Obscene Blasphemy charge reduces the blood cost of void magic abilities. |
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Name | Description | Cost | Times |
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Fading Health | Healing power is reduced based on missing health. | ||
Degenerate Wounds | Wounds suffered by the user which are not cured after a moderate duration begin dealing damage over time to the affected body part. |
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Name | Description | Cost | Times |
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Voracious Constitution | Blood and health lost to cast healing spells is greatly reduced. | ||
Empathetic Recovery | Healing a target that has no wounds present restores an amount of health to the user, based on the amount healed. |
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Name | Description | Cost | Times |
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Otherworldly Nature | Receives reduced healing and power from life buffs. | ||
Honorable Opponent | When the user strikes another player who is more wounded than the user, the user’s damage is reduced. |
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Name | Description | Cost | Times |
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Chosen Form | The longer the user remains in a single transformation, the greater the power of abilities used in that form, up to a capped amount. If the user is taking and dealing damage, the user’s power increases faster. | ||
Ornamental Assimilation | The properties of armor and weapons equipped by the user have their stats incorporated into their transformations. These grant offensive and defensive bonuses relative to equipment quality and power. |
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Name | Description | Cost | Times |
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Extra Flammable | Fire damage mitigation from armor is greatly reduced. | ||
Charred Flesh | Fire effects suffered by user add a physical debuff, preventing health regeneration for a brief duration. |
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Name | Description | Cost | Times |
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Peerless Regeneration | Health of damaged body parts regenerates at a rate based on armor class for each body part. | ||
Impending Retaliation | Counterattacks have their preparation and recovery times greatly reduced. |
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Name | Description | Cost | Times |
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Metal Aversion | When the user wears equipment made from metal, they take greatly increased damage feedback when using fire-based abilities. | ||
Burnout | Fire abilities additionally cost a percentage of the user’s remaining blood. |
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Name | Description | Cost | Times |
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Pyroclastic Overcharge | Fire abilities build Pyroclastic Overcharge based on blood cost and the amount of blood the user is missing. | ||
Fireproof | Fire resistance is greatly increased. |
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Name | Description | Cost | Times |
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Metal Aversion | Dequipping items crafted with metal materials reduces the user’s concealment, as well as damage with bow abilities, for each item equipped. | ||
Symbiotic Flora | Death effects deal extra damage to the user, and also inflict a death debuff which causes blood loss when using plant-based life abilities. |
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Name | Description | Cost | Times |
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Subtle Implantation | Dealing damage to a living target applies a scalable life debuff to the target based on the amount of damage. This debuff increases the power of the next plant-based life ability affecting the target. Additional applications of damage increase the power of the debuff, up to a maximum amount. | ||
Renewable Resource | Periodically replenishes a number of “basic” arrows in the user’s quiver from a nearby tree, while within a forest controlled by the Tuatha Dé Danann. |
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Name | Description | Cost | Times |
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Masked Horror | When not wearing a Hel Mask, the user suffers greatly reduced life and death magic ability power. | ||
Opposing Forces | Use of Life abilities reduces Death Force, reducing the power of abilities using death runes. Use of death abilities reduces Life Force, reducing the power of abilities using life runes. | ||
Blood Obsession | Increases the duration of bleed effects by 5 | ||
Tepid Training | Reduces your resistance to Elemental magic by 1 | ||
Too Many Knocks to the Head | Increases the activation times of magic abilities by 1 | ||
Can't Learn by Losing | Reduces your rate of proficiency gained based on the number of wounds you have sustained | ||
I Make Enemies | When you deal damage to an enemy, they gain 1 armor penetration against you for 30 seconds (does not stack with itself) | ||
The Tide is Turning! | Increases the panic caused by the death of nearby allies by 1 |
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Name | Description | Cost | Times |
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Aberrant Escalation | Use of abilities increases Life Force when using life runes, and Death Force when using death runes. | ||
Fearless Visage | Greatly reduces the power of panic-causing effects on the user. | ||
Stubborn to the End | Increases maximum Stamina by 10 | ||
Ceaseless Bloodthirst | Reduces activation time by 1 for your next weapon ability after killing an enemy | ||
Fear is Not Forever | Reduces the duration of Terror effects by 5 | ||
Find the Chink | Increases the armor penetration of your attacks by 1 | ||
Shield Wall | Increases the rate of proficiency ganed with shields by 1% | ||
Steel Charge | Reduces your encumbrance value from armor by 5 |
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Name | Description | Cost | Times |
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Fading Melody | The power of song abilities is reduced over time with use, and takes time to recover full effectiveness. | ||
Master of None | Weapon abilities used while maintaining a song deal greatly reduced damage. |
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Name | Description | Cost | Times |
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Harmonic Intensity | Song abilities gain bonus power when combined from multiple users of the same song within a group. | ||
Empowering Audience | Song abilities which affect enemy targets have their power increased based on the number of targets affected. |
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Name | Description | Cost | Times |
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Overcharge | Wearing heavy armor causes damage feedback from the use of lightning attacks, based on heavy armor damage mitigation value. | ||
Rising Force | Incoming damage is greatly increased during channeling. |
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Name | Description | Cost | Times |
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Storm Warrior | During storms, lightning damage and stamina regeneration are greatly increased. | ||
Ride the Lightning | Use of lightning attacks grants a physical buff that increases movement speed and damage mitigation based on the power of the attack used, for a brief duration. |
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Name | Description | Cost | Times |
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Bodily Purity | Each wound sustained increases preparation and recovery time of spirit abilities. | ||
Luminous Revulsion | Blood and stamina regeneration are greatly reduced during the day, and resistance to radiant damage is greatly reduced. |
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Name | Description | Cost | Times |
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Prophecy of Doom | Targets that are killed by the user, or that die within a brief period of time after taking damage from the user’s abilities or pets, greatly reduce the user’s blood and stamina ability costs for a brief duration. | ||
Mistress of Shadow | Blood and stamina regeneration are greatly increased at night, and resistance to shadow damage is greatly increased. |
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Name | Description | Cost | Times |
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Harmless | Damage inflicted with melee weapons is greatly reduced. | ||
Overburdened | Encumbrance penalties from equipment are increased. |
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Name | Description | Cost | Times |
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Quality Assurance | Allows the user to drink a small portion of each potion just before they use it. The potion then works on the user with a lower-powered effect, as well as on the target with no loss of power. Works in conjunction with Alchemical Accumulation. | ||
Alchemical Accumulation | User gains additional Alchemical Accumulation power with each potion effect received. |
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Name | Description | Cost | Times |
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Withering Thirst | Loses blood over time down to a minimum threshold while outside of the Veil. Exiting the Veil creates a local disturbance that drains blood from players entering or exiting the Veil nearby, for a moderate duration. | ||
Bloodless Foes | The user is unable to gain blood from the use of abilities on enemies who do not possess blood. |
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Name | Description | Cost | Times |
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Arcane Blood | Quickly regenerates blood while within the Veil. | ||
Blood Rage | The user gains bonus damage based on the amount of blood they have remaining. |
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Name | Description | Cost | Times |
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Denizen of the Pit | Takes increased damage from radiant and fire abilities. | ||
Incorporeal Fade | Physical attacks deal reduced damage, and metal equipment causes self-damage when activating abilities. |
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Name | Description | Cost | Times |
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Moonlight Shadows | Preparation time for entering the Veil is greatly reduced based on concealment. | ||
Night Prowler | Gains increased movement speed and reduced preparation time, recovery time, and stamina cost for abilities used at night. |
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Name | Description | Cost | Times |
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Instrumental Ineptitude | Instruments do not grant bonuses to song abilities. | ||
Loss of Clarity | Wounds to the head greatly reduce the power of Shout and Song abilities when not using an instrument. |
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Name | Description | Cost | Times |
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Memorial Echo | The effects of song abilities remain in effect for a portion of the duration they were played after they have been stopped. | ||
Unbreakable Tale | Disruption health for song and shout abilities is greatly increased. |
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Name | Description | Cost | Times |
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Instinctive Motivation | Spirit wolves will only obey commands within a limited distance of the user or other spirit wolves that are following the same command. Beyond this distance spirit wolves act independently, following their own desires. | ||
Ravenous Hunger | Spirit wolves begin to fade the moment they are summoned, losing health over time. When a spirit wolf begins running low on health, it will stop to feed on nearby corpses to restore health. Corpses may be fed upon only once. |
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Name | Description | Cost | Times |
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Feral Aspect | Bringing a spirit wolf into contact with a natural wolf increases Feral Aspect, greatly enhancing the power of the associated spirit wolf type for a long period of time. This power decays with each use of a spirit wolf ability, and also decays over time. | ||
Lupine Proclivity | Use of spirit wolf abilities grants the user a copy of the buff effect each wolf carries with it for a brief period of time. |
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Name | Description | Cost | Times |
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Erudite Absorption | Encumbrance from equipment is greatly increased. | ||
Cross Fade | The user’s body loses blood over time while their spectral body is active. The rate of blood loss accelerates over time, with the acceleration rate determined by the distance between the user’s body and their spectral body. |
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Name | Description | Cost | Times |
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Incorporeal Resilience | The user’s spectral body takes greatly reduced damage from physical attacks and quickly regenerates health. | ||
Ghostly Speed | Increases movement speed progressively over time while not taking damage, up to a moderate limit. |
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Name | Description | Cost | Times |
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Stone Cold | Disruption health of spells is greatly reduced. | ||
Dust to Dust | When one of their stones is destroyed, the user takes an amount of damage based on its health. |
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Name | Description | Cost | Times |
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Rock of Ages | The longer an Odin Stone lasts, the more it increases the power of effects directed through it. | ||
Carved in Stone | Stone carving takes reduced time, and causes reduced durability loss on tools. |
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Name | Description | Cost | Times |
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Pain of Reality | When entering the Veil, the user takes damage based on Arcane Charge and creates a local disturbance for a moderate duration that damages other players entering or exiting the Veil nearby. | ||
Arcane Decay | Arcane Charge drains progressively faster the longer the user remains outside the Veil. |
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Name | Description | Cost | Times |
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Veil Affinity | Arcane Charge regenerates over time while inside the Veil and quickly regenerates during Veilstorms. | ||
Veil Disrupter | Attacks gain bonus disruption damage based on Arcane Charge. |
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Name | Description | Cost | Times |
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Dehydration | Damage the Wave Weaver takes from fire effects inflicts a fire debuff that increases the preparation time of the user’s next water ability used within a brief duration. | ||
Initial Dilution | Effects on targets with no charges of Torrential Saturation have their power significantly reduced. |
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Name | Description | Cost | Times |
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Environmental Surge | Standing in water greatly reduces the blood cost of water-based abilities. | ||
Torrential Saturation | Water abilities that affect a target apply an amount of Torrential Saturation based on the ability’s power for the duration of buffs and debuffs it applies. While ally and enemy targets are selected, their amounts of Torrential Saturation are added to targets subsequently affected by the user’s water abilities. |
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Name | Description | Cost | Times |
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Lust for Glory | Bow abilities have their power reduced based on the distance they travel to their target. | ||
Reckless Frenzy | Armor class provided by wearing heavy armor is significantly reduced, and encumbrance from heavy armor is increased. |
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Name | Description | Cost | Times |
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Master Skirmisher | Movement penalties from using bow abilities are greatly reduced, and stance changes between weapons require reduced activation time. | ||
Forest Bourne | Grants a high concealment bonus while in snow-covered terrain, and reduces the power of negative environmental effects from weather. |
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Name | Description | Cost | Times |
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Life in a Lantern | The user’s Wisp takes damage over time whenever it is outside of its lantern. The damage over time taken is greater while moving, as is the Wisp’s luminosity, which greatly reduces its concealment. | ||
Arcane Sensitivity | The user’s Wisp takes greatly increased damage from all forms of magic. |
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Name | Description | Cost | Times |
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Armored Lantern | The user’s Wisp takes greatly reduced damage from all sources and regenerates health quickly while inside a lantern. More than one Wisp may enter the same lantern at once, regardless of owner, although each Wisp may own only one such lantern. | ||
Faithful Servant | The user’s Wisp can survive beyond the death of the user’s body. However, the user’s Wisp requires its lantern in order to respawn. If the user’s Wisp dies while their lantern is destroyed and the user’s body is dead, the user’s body must return to life before the user’s Wisp can be recreated. |