Untapped ~ Joe’s Current Character Sheet
Added 2025-06-04 12:00:12 +0000 UTCName: Joe ‘Tatum’s Chosen Legend' Class: Reductionist
Profession I: Arcanologist (Max)
Profession II: Ritualistic Alchemist (7/20)
Profession III: Grandmaster’s Apprentice (15/25)
Profession IV: Ritualistic Metalworker (3/20)
Profession V: Ritualistic Numerologist Novitiate (1/5)
Profession VI: Arcane Enchanting Theorist (0/5)
Character Level: 30 Exp: 465,000 Exp to next level: 31,000 (Locked.)
Rituarchitect Level: 13 Exp: 87,450 Exp to next level: 3,550
Reductionist Level: 11 Exp: 68,075 Exp to next level: 9,925
Hit Points: 3,812/4,171
Mana: 8,888/11,933
Mana regen: 120.09/sec
Stamina: 1,331/2,233
Stamina regen: 6.85/sec
Characteristic: Raw score
Strength (Bound): 278
Dexterity: 277
Stoic Constitution (Broken!): 139
Light Intelligence (Bound): 283
Wisdom: 270
Dark Charisma: 229
Karmic Perception: 280
Luck: 223
Karmic Luck: 99 → 100
Traits:
Unsuppressed Growth. 10% of Mental Characteristics feed into the base value of their Physical Characteristic counterpart. You may now train each Characteristic twice per day.
Karmic King: The secrets of Karmic Luck will be far more receptive to being understood by your fragile mind.
Boon and Bane: You gave a dark spell an upgrade and now cannot wear hats.
Stoic Enhancement (New!). 20% knockback and fall damage resistance. 10% magic resistance. 25% intimidation resistance. (Gained from the titles Anti-mage, Superhero Lander, and Immovable Object being absorbed by Stoic Constitution.)
Synergist’s Intuition (New!). Though the original reward for completing the challenge given by the title ‘Never Satisfied’ was meant to be a skill, it was destroyed upon creation, instead adding itself directly into your self-perception. You can now possibly detect and interpret synergy between skills you personally possess. The stronger the underlying connection between two or more of your skills, the more clearly you can sense the potential effect of combining them.
Equipped Titles:
Tatum’s Chosen Legend. You are the Legendary Chosen of a deity and have earned his respect. Effect:
+20% speed of learning any water or darkness related abilities.
-10% learning speed of any fire or light based abilities.
+20% favor gained.
+30% damage against opponents who have a higher level than you.
-15% Damage against opponents who have a lower level than you.
Reputation gained at 2.5x normal rate, and lost at .25 the normal rate.
Capturing places of power now proceeds 25% faster.
You will be worth 50% more experience and favor gain to champions of other gods who manage to kill you.
Architect of Artifacts. Effect: Any action you take that will result in the construction of a new structure will boost the building's overall statistics and potential boosts by 10%!
Monarch of Mana (Upgradable).You are the Monarch of Mana, the first person to reach a mana pool so vast (10,000) that releasing it in one burst could permanently change a kingdom-sized portion of a planet.
Effect: Once per 3 months (90 standard days or 2,160 hours) you are able to instantly refill the entirety of your mana pool.
Held Titles:
Councilman Of Novusheim (pending removal).
Privileges:
While in the area controlled by the Town of Novusheim, you have the authority to declare a state of emergency, requisition resources for purposes of bettering the Town, ordering members of the Legion to action, and pass judgment on crimes.
Responsibilities:
Abusing your privileges can lead to being removed from the council. You must work for the betterment of the citizens of Novusheim.
You must be present for 8 of every 10 Council meetings if you are in the area. (Failed!)
Bonus: You are the first human on the council. All human citizens will be inclined to offer you discounts, work for or with you, and are much more likely to accept your orders without complaint.
Combat Skills:
Corify (Student VII → Journeyman VI), improved by combining the infused deity-empowered remnant stardust from Cone of Cold, this spell now applies the 'Brittle' debuff when on hit. Effect:
Add 1n% chance that any creature killed within five seconds of Corify being cast will solidify a Core upon death.
Applies 1 stack of Brittle to the target on impact, increasing the damage they take from blunt damage by 2%.
Cost: 100 mana. Cooldown: 5 seconds.
Dark Lightning Strike (Expert III) → Dark Chain Lightning (Expert III). No longer are you reaching up to strike your foes from on high. Instead, a consecrated bolt of dark lightning unleashes from your hand to your target. Effect:
The lightning bolt deals 10n dark damage to all affected beings, where n = skill level.
Each reputation rank with Occultatum allows the Dark Chain Lightning to branch one additional time after striking the initial target (Current rank: Extended family = 5 branches).
Each tier in this spell increases the number of times the branched lightning can jump to a distinct target (Current tier: Expert = 6 jumps). Total possible targets struck: 31.
Cost: 365 (100+5n) mana. Cooldown: 95 (360-5n) seconds. Each hand may cast this spell with its own cooldown.
Exquisite Shell (Open Lattice) (Expert 0). This evolution allows the Exquisite Shell to be maintained and repaired with conscious effort. Effect:
For every point of mana in this spell, negate .75 damage from primary sources of damage. Increase conversion by .02n where ‘n’ equals skill level. Mana can be added to the structure after damage is taken to bring it back to its full capacity.
In lieu of elemental damage reduction, this spell instead provides immunity to non-magical sources of extreme heat or cold.
Mana Reserved: 10% of total mana used to cast.
Haunting Shadows (Master I). Empowered by a massive amount of divine mana.
What was once reactive has become relentless. Your connection to the shadow realm is no longer just a defense mechanism: it is a dark mirror of your intent, reflecting lavender light. Effect:
Upon any attack on the caster, a shadowy doppelganger appears next to the offender, dealing a retaliatory slap worth 1+n% of the damage of their attack, where n = skill level. Current (62% damage return, no maximum.)
The shadow becomes a curse, intermittently materializing near the offender for 12 hours, dealing up to 1% of their total HP as dark damage per strike. Shadow echoes ignore 50% of all armor, magic resistance, and immunities, phasing through worldly defenses like mist through fingers.
There is now no limit to the number of shadows that can be created on a single target. Upon the caster's death, all shadows are dispelled.
When you attack or cast a spell, there is a 25% chance to generate a shadow echo—a spectral version of your action that strikes the same target for 50% of the original potency. This now includes group spells, rituals, and channeled abilities.
This spell is now a fully toggleable passive, and will only not activate on your behalf should you preemptively choose to turn it off. This will only turn off the active retaliatory effect, not the percentage-based chances of generating a shadow echo. You may also choose to cancel the haunting manually. Vengeance need not be cruel.
Lay on Hands (Expert III). Elevated by blending the divine residue left behind by Mental Manipulation Resistance, this spell now anchors clarity into the healing touch. Effect:
Heals for 10n, where n = character level.
Dark Affinity creatures receive double the healing effect.
For 10 seconds after casting, the target gains a 10% chance per second to break free from mental effects (including but not limited to charms, fears, confusion, or hallucinations). This mental clarity effect is immune to suppression while active.
Each hand can cast this spell independently, with each having its own cooldown.
Mana Cost: 5n. Cooldown: 3 seconds.
Mass Resurrection Aura (Student VII). This is a spell granted only to the champion of a deity, and only one follower may have this spell at a time. Effect:
Once per standard week (168 hours), you can channel the divine energies of Occultatum, bringing back to life any slain entities within n+5 meters that are within n+class level levels of you, within n+class level minutes of being killed.
This spell will last ‘n’ seconds upon casting, reverting the deaths of any non-hostile entities in that range.
Upon activation, you will lose access to all mana for 60-n minutes, where n = skill level.
Neutrality Aura (Expert 0). Improved to its maximum possible potency by combining the infused deity-empowered remnant stardust from Acid Spray, this aura now dissolves corruption, filth, and residue. A cleansing field of stability surrounds the caster, promoting equilibrium between self and environment. Effect:
Rapidly dissolves unclaimed trash-tier items or accumulated filth within its range.
Removes all negative debuffs from friendly or neutral targets at double the rate of natural decomposition and strips positive effects from hostile entities within range at the same rate. Doubly effective against internal poisons, accelerating purging processes.
Heals 1n HP/sec to non-hostile creatures within 5 feet (where n = skill level).
Reduces incoming magical damage by 0.5n passively.
Gathers moisture from the air, passively hydrating friendly targets over time.
Acts as a gas exchange system, replacing blood gases with ambient air components, allowing for extended underwater or toxic-environment survival without breathing.
Range: 0.25n → .3n feet by absorbing the Journeyman bonus. Mana Reserved: 10% of total mana used to cast.
Planar Shift (Journeyman IV). Awakened by the sacred stardust dust from Mend to weave regenerative threads into the bond between summoner and summoned. Reach through the veil and call forth entities from beyond the known planes, bound by pact, intent, and ritual. Each summoned being is tethered to a living page within a divine summoning tome, detailing their nature, bindings, and dismissal rites. Effect:
Allows the summoning of a planar being of your choosing from the tome.
Comparatively easy control over any creature of Journeyman rank or below.
Summoned creatures now receive a passive minor Regeneration effect. This healing is permanent while they remain summoned, repairing injuries over time and enhancing longevity during sustained combat.
Standardized skill progression: To increase the level of this skill, maintain summon control for one hour per current skill level.
Body and Mind Skills:
Artisan Body (Refined) (Student VI). Your body is a canvas of progress, your mind a whetstone for potential. Every action, conscious or not, subtly shapes you. The path of refinement welcomes the steady hand and persistent heart. Effect:
All Characteristics gain a 1n% increase in daily skill training efficiency, where n = skill level.
Once per day, the first intentional use of a skill tied to a core Characteristic (Strength, Dexterity, Intelligence, etc.) gains a +10% bonus to training gain, as your body ‘locks in’ the movement or mindset more deeply.
You are able to passively train a physical Characteristic at the cost of a portion of your Stamina Regeneration. Currently selected: Stoic Constitution.
This passive bonus is automatically applied to the qualifying action and requires no activation.
Battle Meditation (Expert 0). A passive breathing pattern enhanced with the flavor of Mental Manipulation Resistance, which stabilizes thought and precision under duress. Those who wield exotic weapons find clarity in the rhythm of conflict itself. Effect:
Increases skill growth with exotic weapons by 2n%, where n = skill level.
While in combat, this breathing pattern also grants +.1% resistance per skill level to disruptive effects like stagger, fear, or mild confusion—keeping your form intact under pressure. This benefit fades gradually over 10 seconds once the user is fully disengaged from combat.
Coalescence (Journeyman VII). Through deep internal refinement, your mana becomes denser, more efficient, and easier to access.
Effect:
+1% spell efficiency per skill level (up to a maximum of 50%)
+1% mana regeneration per skill level
Casting time reduced by 10%
Combat Ritual Orbs (Journeyman VIII). Improved by combining the infused deity-empowered remnant stardust from Polearm Mastery, making the orbs more aggressive and responsive. Effect:
Each skill rank allows for the mastery of one Ritual Orb in combat.
Each skill level increases damage dealt by 2.5n%.
Durability of orbs tied to your Characteristics is increased by 25%.
All active orbs gain a Psi Barrier that blocks damage equal to 25% of their max durability before degradation begins. This barrier regenerates fully after four hours of sleep.
Essence Cycle (Journeyman IX → Expert IV). By powering your eyes with mana, you will be able to see the energy in all things. Practice will be needed in order to be able to ignore the ambient power in the environment. Higher levels of this skill will allow for more detailed studying of the energies. Masters of this skill are rumored to be able to perfectly learn spells simply by seeing them a single time. Effect:
1n% increased mana-visual sensation, where n = skill level.
You are now able to activate Essence Cycle without dropping into a meditative state. This allows you to follow mana emanations to their source, as well as moving between active and inactive states without an outside influence.
While not being actively used, Essence Cycle gives a 5% boost to all attempts at Mana Manipulation, and increases your perception of mana by (Perception/4)%. (Current boost: 64.25%)
Cost: 40 mana per second.
Magical Synesthesia (Student II). Infused with the collapsed brilliance of deity-gifted skill matter once held by Message and Hidden Sense, you have unlocked the voice of magic itself. Effect:
All items containing magic emit auditory signatures, now interpreted as descriptive words or emotive phrases, rather than abstract sounds.
+1n% increase in mana-auditory sensitivity, where n = skill level.
Hidden entities, traps, illusions, or items hidden and forgotten now whisper softly to your senses. These whispers grow louder the more you focus on them, offering subtle clues without requiring visual contact.
You now hear different types of mana in distinct tones or melodic textures.
Mana Manipulation (Journeyman VII). You wield your internal mana with precision and intent, mastering its flow as both fuel and form. The bonuses you’ve earned have been made more cohesive.
Effect:
+0% total mana to skill level 30 (Apprentice 0), then an additional +1% increase per skill level.
+25% spell efficiency.
+10% stability to spells that cost more than 30% of your total mana pool
Steady Flow: Increases spell stability by 10%, reduces casting time of all mana-using skills/spells by 10%.
Can influence ambient mana in a radius of n/10 feet, where n = skill level.
Mental Manipulation Resistance (Journeyman III → Novice I). The skill you cast away returned on its own, slipping back into your mind like a shadow through a cracked window. It refuses to be forgotten. It grows in silence, returning stronger than ever.
Some thoughts are hard to kill. Effect:
Gains 300% skill experience until the Expert rank.
Grants 10 + 1n% direct resistance to mental manipulation, where n = skill level.
Protects against mental-impacting effects such as fear, mind control, magical seduction, and other intrusive mental influences.
Grants 2.1n% reduced experience loss upon death.
Omnivault (Master IX). The ground has never been your friend. You have only ever seen it as something you must use as a launch pad to reach greater heights. Now, you are getting ever closer to a higher form of movement. Effect:
You can now jump upward a distance of Strength/5 feet from a standstill.
You can leap forward up to (Strength/5) × 3 feet while moving.
Your sense of balance in the air is unsurpassed, allowing for high-speed midair control.
You may now reset your stance and use water in any state to Omnivault from.
Each leap costs 1x% Stamina and 2x% mana, where x is the number of consecutive leaps.
At double the x cost, you may leap or jump an additional time while still airborne.
‘Consecutive’ means any jump within 3 seconds of the previous one.
Teaching (Journeyman II). The ability to transfer knowledge is powerful, and you’ve slowly come to recognize its potential. Effect:
You can impart (n - iT - s/2)% of your skill level to those you are actively teaching. n = your skill level in Teaching. iT = inverse Tier of the skill being taught. s = number of students.
In a public setting, bystanders may also learn the skill being taught at a reduced rate of: n/2 - iT
Cost: 1n × T mana or Stamina per second, where T is the Tier of the skill being transferred. No cooldown.
Crafting Skills:
Alchemical Rituals (Apprentice V). Condensed by the sacred particulate which was all that remained of Ritualistic Alchemy, your alchemy has become purpose-bound to ritual casting. For you, alchemy exists to serve your rituals and nothing else. Effect:
Governs the ability to use alchemically enhanced components in rituals to alter, specialize, or broaden the effects of the ritual upon activation.
+1n% to properly use alchemically enhanced components in rituals, where n = skill level. This applies to decisions like component selection, placement, and refinement. Bonus is also applied to skill checks when creating components meant for ritual use.
You now possess the knowledge to create alchemical items and reagents specifically for use within ritual circles. This means that all attempts to create alchemical items for non-ritual purposes will automatically fail. In return, when using your self-created alchemical components in your own ritual circles, there is a 10% chance that the item will neutralize all negative or unwanted side effects upon activation.
All alchemical side effects caused during ritual use are 70% easier to understand, allowing for accurate recreation, manipulation, or mitigation in future attempts.
Ascendant Matrix (Max). Your control over the reduction of mass to aspects has reached a precision so refined that even metaphysical loss is negated.
You are now able to create an Ascendant Matrix which retains all the previous properties of a Field Array.
When an Aspect Jar is attached to the matrix, no aspects are lost during the reduction of an item.
When the Ascendant Matrix is deployed over the entire project, all aspects are recaptured if lost when creating items.
Beam to Bifrost. (Max). Divine mana has infused this spell with a touch of shadow. Using this spell sends you directly into the Bifrost, the cosmic crossroads, from which you may choose your next destination. Effect:
Instantly transports you into the Bifrost of the world you’re currently on. From there, you may choose to travel to any previously accessible world.
You may pre-bind the skill to activate as long as you’re not in combat at the time of setting or activation using a delayed activation trigger. Triggers may include: Time-based (example: in 30 seconds.) Conditional (example: if I am silenced or imprisoned.) Sensory cues (example: when I say the word ‘home’.)
Bound triggers persist until fulfilled, dispelled, or overwritten.
Spell has no mana cost and no cooldown. Channel time: 10 seconds. (may be pre-channeled).
Enchanted Ritual Circles (Student II) → Empowered by stardust saturated with divine intent, reclaimed from your Enchanting (General), the base intent of this skill has been reimagined. Effect:
Governs the use of enchantments in the creation and execution of ritual circles.
Grants +1n% success and precision when using enchantments within ritual casting, where n = skill level.
All enchantments created specifically for Enchanted Ritual Circles are now 100% more likely to succeed in both stability and compatibility. Example: If the use of the enchanted ritual circle bound the ritual to a target, it will be 100% more difficult for the link to be broken.
The skill has become singular in focus. All attempts to create enchanted items not for the express purpose of ritual use will automatically fail.
Magical Matrices (Journeyman V). Shaped by threads of deity-infused stardust, once core to Query, intuition has been threaded into logic, nudging your calculations toward brilliance. Math, the eternal adversary of adventurers, has become your silent ally. This skill enhances your capacity to integrate higher mathematics into magical diagrams and ritual-based systems, allowing you to design structures and spellwork with unparalleled precision. Effect:
+1n% effectiveness of the high-order mathematics Lore skills when applying it to the creation of magical diagrams which require any form of higher math, where n = skill level.
Three times per day, while working through complex magical calculations or ritual construction, you may experience a ‘Query Echo’—a brief moment of insight that subtly nudges you toward a slightly more effective equation or structure. This nudge may manifest as an intuitive twitch of the hand, a visual overlay, or a momentary realization.
Natural Magical Material Creation (Journeyman 0). Infused with a hint of flavor from the saturated stardust of ‘Pierce the Darkest Night’, this is the perfect skill for those with a huge amount of raw mana and no real outlet for it, and it tends to lead to dangerous experiments! Sounds perfect for you. Effect:
Increases the density of the Mana matrix by 1n percent, where n = skill level.
Denser matrices may allow for the spontaneous creation of magical materials at a higher than expected tier. (.1*n% chance.)
Ritual Circles (Master II). The creation of ritual circles is a meticulous and tedious process that few have the patience or prowess to pursue. Having pulled the majority of the power from the ‘Pierce the Darkest Night’ title, you are now able to pierce the ownership layer and contest for control of active ritual circles. This is a subskill of the Ritual Magic category. Effect:
+1n% to use, create, destroy, or alter ritual circles, where n = skill level.
By injecting 10% of mana of the original activation cost of a ritual, you will be able to directly put your power against the activator of said ritual. Should you succeed in the contest, you will be added to the whitelist of control for the ritual, and they will be removed. If no whitelist is included in the targeted ritual, you will automatically gain control of it.
Ritual Duplication (Apprentice 0). This spell allows you to effortlessly clone an existing ritual with just a touch, transferring all of the magical symbology, geometry, intention, component requirements, and mana requirements to a new ritual circle. Skill Mechanics: Touch an inactive ritual. Use this spell. Done.
Limitations: Only rituals of the same rank or lower can be duplicated. No edge-case nonsense, Joe.
Effect:
Base mana and resource cost multiplier: (100 - 0.5n)%, where n = spell level (Max discount: 25%).
Each additional duplication of a ritual or its duplicate doubles the cost. This doubling applies only to the specific ritual lineage—recreating it by hand resets the counter.
Immutably Unique: Only one entity in existence can hold this spell.
Ritual Magic (Master VII). Reshaped by the flow of divine energy through the Reductionist class, this core class skill has been altered to better reflect your specializations. This is the cornerstone skill of the Ritualist class and is the thread that ties together theory, practice, and power. Effect:
-0.5% mana and component cost per skill level for all rituals.
Governs the development of all Ritualist class subskills—each gains +10% growth until they reach the Master rank.
Each core class subskill (Alchemical Rituals, Enchanted Ritual Circles, Magical Matrices, Ritual Circles, and Ritualistic Forging) gains an additive +1.5% passive bonus when working exclusively with aspects or aspect created items. (Example: Ritual Circles has +1n% plus a flat 1.5% bonus to use, create, destroy, or alter ritual circles, where n = skill level.)
Exclusive bonus: -50% base mana and component cost for rituals.
Ritualistic Forging (Expert II) → Infused with shimmering ashes of the sacrificed skill Infernal Conflagration, your forge no longer needs fire. Your hammer is the flame. Effect:
No external heat source required. Activating the forging process engulfs your hammer in infernal fire, fed by consuming impurities while preserving the usable material.
1% chance to apply an Infernal Modifier to any item created—this may manifest as affinity, aesthetics, effects, or cursed qualities.
3% chance to consume the supplied materials consumed entirely, taking as much as it can grab before being cut off.
The associated hammering pattern ‘Harmonics of Metal (Expert)’ has evolved into ‘Mantra of Metal (Master)’.
While chanting any mantra continuously during the forging process, a ritual circle of the associated crafting tier will appear over the correct striking point on the item, glowing in sync with your mantra’s rhythm. Hammering accurately and in time with the mantra will provide a 10-100% increased chance of successfully creating items. Perfect success may increase the tier of the item. (Example: if you have a 1% chance of creating an item, the harmonics ringing through it will boost that chance to 1.1-2%)
Somatic Ritual Casting (Journeyman VII). Bathed in the divine afterglow of stardust expelled by the collapse of both Words of Power (Written) and Spellbinding, this skill has been refined by Glyph and Bind. Effect:
You no longer need to draw ritual circles on the ground—you etch mana, component, and intent with practiced precision in the air itself.
Stability of mid-air Ritual Creation is now set to Standard for any ritual at or below the tier of this skill. For each tier above, instability increases by +20% per tier (additive). Example: 1 tier above = +20% instability; 2 tiers = +40%, etc.
You are able to create ritual circles up to the Apprentice rank in an instant if you have a deep enough understanding of them.
Passive precision. Each completed gesture within a ritual leaves behind a brief visual echo, allowing you to visually verify positioning or trajectory mid-cast. These echoes linger for 0.5 seconds, allowing for error correction with no loss of mana or material.
Lore Skills:
Alchemical Lore (Journeyman VI). Many are satisfied with the end result of their potions and simply follow the recipes to the letter time and again. You have started to dive deeply into the why of alchemy. Effect:
+1n% to the creation success and quality of alchemical items, where n = skill level.
2% chance while creating any alchemical recipe to double the duration of the effect (+100% duration).
Architectural Lore (Journeyman VII). Allows you to fine-tune architectural blueprints that you find or create. This will allow you to increase the quality of structures and decrease the cost of building them. Effect:
+1n% to the creation, enhancement, or reinforcement of architectural elements, structures, and magical buildings, where n = skill level.
2% chance when constructing or altering any structure to add an inherent stability trait—doubling its resistance to damage, decay, or magical erosion.
Calculus and Number Theory (Journeyman IV). The study of calculus and number theory is extremely useful in nearly all fields of magical crafting, ritual work, blueprints, and template design. There are very few areas within crafting untouched by this type of lore. Effect:
improve the rate of skill increase in nearly all fields of magical crafting by 1n +-T%, where n = lore skill level and T = Tier difference.
Celestial-Arcane Interaction Lore (Journeyman III). You have taken a huge leap forward and understanding how the celestial bodies of the universe interact with the Arcane energies that you are tapping into. Increasing your understanding will allow you to increase your understanding faster. Effect:
+.5n% faster skill gain for Celestial Arcane Interaction Lore, where n = skill level.
Enchanting Lore (Journeyman VIII). Your understanding of enchantments goes beyond function—you study the intricacies, the weave, and the purpose behind every layer. Effect:
Allows you to fine-tune enchantments that you find or create.
Can be used to increase the potency of enchantments and/or reduce the cost of creating them.
All enchantments now require 5% fewer components to craft.
Knowledge (Journeyman VI). You tap into the Weave, searching for the secrets of this world. Patterns, insight, and structure unfold before your mind. Effect:
When cast, choose two Lore skills to gain one level each, up to the maximum allowed by the tier of this skill.
If either skill is below Journeyman, you may instead select the same skill twice to increase it by two levels. (Note: doing so replaces selecting two separate skills during that usage.)
Mana Cost: 2000. Cooldown: 18 hours
Ritual Lore (Journeyman IX). You don’t just perform rituals—you dissect them, refine them, and reshape their very structure. Your understanding lets you manipulate the foundations of ritual magic with precision. Effect:
Allows you to fine-tune rituals that you find or create.
Can be used to increase the potency of rituals and/or decrease their cost.
Smithing Lore (Expert 0): There are depths to every craft which are difficult to dive into, but as the skill progresses, you will not be hitting metal with a hammer; you will be forging. Effect:
+1n% to the creation success and quality of forged items, where n = skill level.
2% chance while creating any smithing template to increase the final quality or reduce the material cost of the item.
Comments
I think he has an overabundance of trash tier aspects. Both from just normal acquisition and from his natural aspect jar generating them.
Mike Rylander
2025-06-04 19:38:27 +0000 UTCI hope he finds a way to link neutrality aura with a trash aspect jar
Daniel Bellick
2025-06-04 17:01:09 +0000 UTCI'm gonna guess it's the mental manipulation coming back. That 300% growth gain puts him on a timer to find a way to not go crazy.
redstonegenious
2025-06-04 15:13:51 +0000 UTCSo wonder what the unsavory issue is guessing mental manipulation or infernal eating materials
Michael Corey
2025-06-04 14:57:56 +0000 UTC