Status 2.0
Added 2024-06-09 12:58:43 +0000 UTCStatus 2.0:
Name: Osseus
Title: Archmagus(ish)
Lord of Far-Reach Fort
Spell Slinger
Savant
Archmagus(ish): Unique
With the knowledge and experience one hundred times that of a common mage
with the power to mach one is granted the Title of Archmagus, lacking
experience in this worlds magic and with power still to be tested one (and only
one) is granted the title Archmagus(ish). This Title grants:
I 20 10 Intelligence I 20 10 Willpower I20 10 Wisdom I
Lord of Far-Reach Fort: Knight
This is a lord title and grants the owner acsess to the settlement system.
If own this title is automatically selected but takes no title slots.
This title grants:
I acsess to the settlement system at Knight rank I
Spell Slinger: Common
Able to use the most basic of proficiency, a Spell Slinger may be a novice mage
or spell sword. This Title grants:
I 2 Intelligence I 1 Willpower I
Savant: Uncommon
Naturally gifted in your chosen class’s Skills/Spells you got off to a promising
start. This Title grants:
I+10% experience gain in Lich Class I
You currently have 3 Title slot available
Race: Skeleton:
Human
Humans are one of the most prolific breeders in all the land. They come in a
wide variety of colours and creeds and are able to take nearly any class and
profession but have no innate talents for any. They are a short lived species of
average height, not able to live more than a century without magical aid.
Humans gain:
I +10% Xp I
Zombie
Zombies are the most common form of undead and can be made from most of
the living races. They are known for they’re lacking intelligence and undying
strength and tenacity. Zombies gain.
I +10 Strength I -10 Intelligence I Ravenous I
Skeleton
Skeletons are an advanced form of undead, usually evolved from zombies. They
typically have slightly more intelligence and agility and are harder to kill.
Skeletons gain.
I + 3 agility I -1 strength I Life Sense I Bone Claws I Bone Articulation I
Changing Race is incredibly uncommon and only usually happens as the result of a drastic physical change or magical mishap.
Class: Lich
Lich: Rare Lv. 21
The Lich class has three requirements:
1. A Lich must have had a magic based class in life.
2. A Lich must be Undead.
3. A Lich’s soul must have been detached from they’re body and attached to an
item (this item can be the aforementioned body but it can also be changed).
if the Lich class is available it is taken automatically. If all class slots are full it
will replace your lowest Lv. class. Lich’s use magic as their main form of attack,
focusing on the death, poison, or elemental schools. Class Skill/Spells are
awarded every 10 Lvs.
You currently have one Class Slot.
Age: 1208
Profession(s): None
No professions are currently available. Demonstrate aptitude in a given field to
unlock a profession or apprentice under a Master. Three Profession slots are open.
Skills: SP - 0
Active Skills:
Racial Skills:
Life Sense: Lv.3
The undead have a natural hatred for all life, without being able to sense the
living, how might their hunger be sated? At higher level Undead can leverage
their increasing intelligence to perceive life even in the smallest of organisms
creating a facsimile of sight. Leveling up this skill increases the range and
resolution of life sense.
Bone Claws: Lv.4
Skeletons lack the muscles of a zombie making their attacks weaker but their
bodies are far faster making slashing and piercing weapons an ideal choice.
A skeleton's digits grow sharper and longer at will and do bonus damage to
living flesh. Leveling up this skill grants the ability to grow longer, sharper,
and stronger claws.
Bone Articulation: Lv.5
A skeleton’s bones are held together with magic but worry not as
this natural skill allows a skeleton's bones to reform if they are ever scattered,
so long as the head is not shattered. Leveling up this skill increases the
strength of the bond between bones and decreases the time taken to
rearticulate.
Identify: Lv.1
User can Identify the level, up to ten levels above themselves.
At higher levels one can learn the targets highest leveled class,
profession, title, even approximate health and stamina.
Passive skills:
Magically reinforced bones:
Through a variety of ritual magic spells, magical imbuement, enchantment,
and baptised in the abyss your bones have been strengthened to the point that
only the highest level of physical or magical attack stands a chance of
damaging them. Be warned this does not increases the strength of your bones
connections.
Learn new skills through practice or by spending SP. Practice or SP can also be
used to increase skill levels.
Spells:
Class Spells:
Necrotising bolt: Basic Lv.10 (max)
Folding your mana over itself, spinning it into a vortex and focusing it into a
point one can create a projectile of necrotizing energy that rapidly decays
whatever it hits. The strength and range of this spell is increased with
level and with use.
Learned spells:
Wind Breath: Basic Lv.1
Melding ones mana with the air round them allows one to create small
gusts of wind. Sutable for moving small objects. The strength and accuracy
of the spell is increased with each level.
Shocking Aura: Advanced Lv.1
Pulsing ones mana in and out of their skin rapidly creates an electrical aura.
The power and radius of the aura are increased with level.
Attributes: 0 Attributes Points available
Strength: 8 (-1)
Strength determines how hard one hits, and how much force one can exert and
how much one can carry. 10 is the average of a strong adult.
Agility: 10 (+3)
Agility determines speed and flexibility. The higher one's agility the harder they
are to detect while sneaking. 10 agility is the average of an agile adult.
Charisma: -10 (Undead)
Charisma determines your possessiveness and charm. Those with higher
Charisma will often get better price and be able to talk themselves out of
trouble. 10 is the average for a well spoken noble or merchant. (Charisma and
its effects are inverted among the undead.)
Perception: 10
Perception affects reaction speeds and timing. Someone with high perception
will be able to see events further away and sooner than others. 10 is the
average for a keen eyed individual.
Willpower: 50 (+1)
Willpower affects mental resistance. Those with high willpower are able to go
longer without food or sleep and have a higher resistance to spell effects,
especially mind altering effects. 10 is the average for a stubborn person.
Intelligence: 99 +++
Intelligence determines one's magical ability. Someone with high Intelligence
will be able to produce and control more mana. 10 is the average for a
bookworm.
Wisdom: 30
Wisdom determines how well one can leverage their knowledge and
experience. One with a high wisdom will regenerate they’re mana faster. 10 is
the average of an experienced individual.