Threadbare
The Bear Necessities 2

It was good, thought Threadbare, to take full stock of his abilities. The challenges ahead would be fearsome, and he'd have to make sure he was ready for them. He'd gained several levels and new skills while he was helping the town prepare.

Name: Threadbare

Age: 5

Jobs:

Greater Toy Golem Level 15

Cave Bear Level 12

Ruler Level 11

Scout Level 7

Tailor Level 11

Model Level 8

Necromancer Level 11

Duelist Level 6

Animator Level 12

Enchanter Level 10

Golemist Level 12

Smith Level 10

Attributes:

Strength: 124 Constitution: 138 Hit Points: 330(410) Armor: 52(59)

Intelligence: 216 Wisdom: 201(208) Sanity: 417(550) Mental Fortitude: 42

Dexterity: 135(142) Agility: 112(126) Stamina: 257(358) Endurance: 62

Charisma: 110(145) Willpower: 199 Moxie: 309(424) Cool: 20(47)

Perception: 107 Luck: 89(96) Fortune: 196(283) Fate: 15(22)

Generic Skills

Brawling - Level 35 (+8)

Climb - Level 13

Clubs and Maces - Level 9

Dagger - Level 9

Dodge - Level 8

Fishing - Level 1

Magic Item 1 - Resist Fire 12

Ride - Level 8

Stealth - Level 13

Swim - Level 5

Greater Toy Golem Skills

Adorable - Level 30

Bodyguard - Level 7

Gift of Sapience - Level NA

Golem Body - Level 26

Innocent Embrace - Level 14

Magic Resistance -Level 7

Cave Bear Skills

Animalistic Interface - NA

Claw Swipes - 24

Darkspawn - NA

Forage - 13

Growl - 2

Hibernate - 37

Scents and Sensibility - 20

Stubborn - 8

Toughness - 19

Ruler Skills

Appoint Official - Level NA

Emboldening Speech - Level 16

Identify Subject - Level 10

It's Good to be King - NA

King's Quest - Level 6

Noblesse Oblige - Level 26

Organize Minions - Level NA

Royal Audience - Level 17

Simple Decree - Level 8

Swear Fealty - Level NA

Scout Skills

Alertness - Level 2

Best Route - Level 2

Camouflage - Level 2

Firestarter - Level 4

Keen Eye - Level 5

Sturdy Back - Level 6

Wind's Whisper - Level 5

Tailor Skills

Adjust Outfit - Level 4

Clean and Press - Level 13

Recycle Cloth - Level 1

Tailoring - Level 51(65)

Model Skills

Call Outfit - Level 1

Dietary Restriction - Level 40 (+80 to all pools)

Fascination - Level 4

Flex - Level 16

Makeup - Level 1

Self-Esteem - Level 16

Strong Pose - Level 5

Work it Baby - Level 40 (+40% to raw item bonuses)

Necromancer Skills

Assess Corpse - Level 12

Command the Dead - Level 28

Deathsight - Level 8

Drain Life - Level 1

Invite Undead - Level 12

Mana Focus - Level NA (+11% to sanity)

Skeletons - Level 19

Soulstone - Level 45

Speak With Dead - Level 20

Zombies - Level 3

Duelist Skills

Challenge - Level 4

Dazzling Entrance - Level 8

Fancy Flourish - Level 7 (14)

Guard Stance - Level 8

Parry - Level 6

Swashbuckler's Spirit - NA (+13 to cool)

Swinger - Level 2

Weapon Specialist - Level 17 (Brawling +8)

Animator Skills

Animus - Level 35

Animus Blade - Level 10

Animus Shield - Level 4

Arm Creation - Level 7

Command Animus - Level 19 Sᴇaʀch* Thᴇ n0vᴇl(ꜰ)ire.ɴet website on Gøøglᴇ to access chapters of nøvels early and in the highest quality.

Creator's Guardians - Level 26

Dollseye - Level 18

Eye for Detail - Level 20

Magic Mouth - Level 18

Mend - Level 40

Enchanter Skills

Appraise - Level 30

Boost+5 - Level 9

Boost +10 - Level 2

Disenchant - Level 1

Elemental Protection - Level 8

Glowgleam - Level 26

Harden - Level 28

Soften - Level 30

Spellstore I - Level 9

Spellstore V - Level 4

Spellstore X - Level 1

Wards - Level 2

Golemist Skills

Clay Golem - Level 1

Command Golem - Level 10

Golem Animus - Level 46

Golem Guardians - NA

Invite Golem - Level 11

Mend Golem - Level 15

Program Golem - Level 40

Toy Golem - Level 56

Wood Golem - Level 9

Smith Skills

Adjust Arms and Armor - Level 7

Refine Ore - Level 10

Smelt Down - Level 1

Smithing - Level 46

Equipment

Journeyman Tailor's Apron of fire resistance (+6 Armor, +10 Tailoring, Resist Fire 9)(+2 Armor, +4 Tailoring, +3 Resist Fire from WIB)

Baggy Pants of Hammerspace (+5 AGL, +5 CHA, Allows hammerspace for one blunt weapon)(+2 AGI, CHA, from WIB)

Okay Quality Bling

Ringtail Master's Coat (+5 CHA, +5 LUCK, +5 Armor, +5 Fate)(+2 CHA, LUCK, Armor, Fate from WIB)

Rod of Baronly Might (+5 CHA, +5 WIS, +10 Cool)(+2 CHA, WIS, +4 Cool from WIB)

Yellow Belt of Bravado (+5 AGL, +5 DEX, +5 to the Fancy Flourish skill)(+2 AGL, DEX, Fancy Flourish from WIB)

Toy Top Hat (CHA +10)(+4 CHA from WIB)

Inventory

A Finely-Made Dagger (Dagger Level 5)

Tailor's Tools

A small jewelry box with a few reagents and crystals, most minor.

1 bead of Mend Golem (Level 15)

Minorphone (Enhances voice and social skills focused through it twice per day)

Quests

Unlocked Jobs

Berserker, Cleric, Cook, Cultist, Grifter, Spirit Medium, Tamer, Wizard

CAVE BEAR

Cave Bears are large beasts, tough and strong and stubborn. They eat pretty much anything organic and spend most of their lives underground, emerging to forage as needed. Bears gain experience by eating bear-associated foods, roaming their territory, and defeating foes with their natural weapons.

GREATER TOY GOLEM

Toy golems are the protectors of children everywhere! And also good, reasonably cheap guardians for any fledgling golemist. They aren't the toughest of golems, but they possess a few costly powers good for helping their charges survive. Like all golems, they're sturdy, resistant to magic, and immune to a lot of things that would kill living beings. Greater golems possess sapience, and attribute ranks that lesser golems simply do not have. They can even learn jobs! Limited in that aspect only by the intelligence of their crafter, greater golems have theoretically astronomical potential. Greater Toy Golems gain experience by doing adorable things, surviving conflict by toughing it out, and defeating foes using their natural weapons.

ANIMATOR

Animators give life to inanimate objects, awakening them to serve and defend the animator. Animators gain experience by casting animator spells and defeating foes with their animi.

DUELIST

Duelists fight with their chosen weapon and swashbuckle around, using mobility and attitude to win their fights. Duelists gain experience through fighting with their specialized weapon, defeating foes with panache and style, and doing risky, flashy things in dangerous situations. Note: Specialized weapons can be changed. Practice hard, your specialized weapon will shift to your highest weapon skill.

ENCHANTER

Enchanters are one of the oddest adventuring professions. They do most of their work beforehand, and use their items to devastating effect. Enchanters gain experience by creating magical items, casting enchanter spells, and using their created items to defeat foes.

GOLEMIST

Congratulations! Through blending Animator and Enchanter, you are now a golemist! Golemists craft unique magical constructs, and use them to fight their battles. Golemists gain experience by casting golemist spells, creating golems, and using their golems to defeat their foes.

MODEL

Models improve their bodies and attitudes, displaying their glory for all to see and controlling how others look upon them. Models gain experience by using model skills, succesfully controlling first impressions, and defeating their foes through social manuvering.

NECROMANCER

Necromancers raise the dead to do their bidding, and can negotiate with powerful spirits and undead entities. Necromancers gain experience by interacting positively with the dead, casting necromancer spells, and using the undead to defeat their foes.

RULER

Rulers entice people to work for them, and organize them through decrees and rewards to do their bidding. Rulers gain experience by having their subjects do their bidding, organizing others to a common goal, and looking out for the interests of those in their charge.

SCOUT

Scouts roam the wilderness, spying upon foes and using stealth and survival to accomplish their goals. Remember, be prepared! Scouts gain experience by using scout skills, exploring new wilderness areas, and remaining undetected by foes.

SMITH

Smiths work with metal, crafting objects with the help of a forge, anvil, and hammer.

TAILOR

Tailors work with cloth and occasionally other flexible materials, crafting objects with the help of scissors, needle, and thread.

GREATER TOY GOLEM

ADORABLE

Level 1, Cost N/A, Duration: Passive Constant

Adorable has a chance of activating when you do something cute in front of an audience, or onlookers blame you for something that isn't your fault. It improves the attitude of anyone who fails to resist your charms.

BODYGUARD

Level: 10, Cost: 25 Sta Duration: 1 minute per toy golem level

Name a target party member when activating this skill. For the duration, you have a chance of intercepting each attack aimed at them, so long as you remain within two yards of them. Multiple attackers or overwhelming amounts of strikes may reduce the effectiveness of this defence.

GIFT OF SAPIENCE

Level 1, Cost N/A, Duration: Passive Constant

Congratulations, you now have all the attributes and can think and learn. Good luck with that. You also have 0/8 adventuring job slots, and 2/4 crafting job slots.

GOLEM BODY

Level 1, Cost N/A, Duration: Passive Constant

Your body has no organs, and is made from inorganic or once-organic material infused with a magical force. By being exposed to effects that would kill or cripple living beings and surviving them, this skill will level up. As it levels up, you will gain immunity and resistance to a wider range of lethal effects.

INNOCENT EMBRACE

Level 5, Cost: Sanity equal to half the amount healed, Duration: Instant

Heals an embraced target 10 X the level of this skill. Will affect on other golems, is standard healing otherwise. Currently activated through Animalistic Interface, and will affect any legal target embraced. Does not affect uninjured targets.

MAGIC RESISTANCE

Level 1, Cost: N/A, Duration: Passive Constant

Has a chance of negating any non-beneficial magic cast upon you. The chance of success is dependant upon the spellcaster's level.

CAVE BEAR

ANIMALISTIC INTERFACE

Level 1, Cost N/A, Duration: Passive Constant

Allows the beast to use their racial skills without requiring vocalization. All skills that are not constant passives may be turned on and off as the situation and instinct require.

CLAW SWIPES

Level 1, Cost 5 Sta, Duration: 5 attacks

Enhances the damage caused by your hands and feet, and adds the sharp quality for the next five strikes. Currently activated through Animalistic Interface, and will activate whenever you brawl with intent to injure.

DARKSPAWN

Level: 10, Cost: N/A Duration: Passive Constant

You gain a bonus to all attributes equal to twice your Cave Bear level while in darkness, and can see normally in darkness. Sufficient light will disrupt this effect, and the bonus does not increase the maximum size of the associated pools.

FORAGE

Level 1, Cost 10 Sta, Duration: 10 minutes

Greatly enhances your perception for the purposes of finding food, water, or other natural resources in the wilderness. At higher levels, may be used to locate specific naturally occuring resources. Currently activated through Animalistic Interface, will activate whenever you hunt for natural resources.

GROWL

Level 5, Cost 10 Mox, Duration: Instant

Growl at a target to damage their sanity.

HIBERNATE

Level 5, Cost N/A, Duration: 1-3 months

Go into a torpid sleep. Requires a cool, dark place and you cannot be affected by the Starving condition. Restores all pools to full, as per a normal rest.

SCENTS AND SENSIBILITY

Level 1, Cost 5 San, Duration: 5 minutes

Activates heightened smell, greatly increasing perception for that sense and allowing you to catalogue and remember specific odors. Currently activated through Animalistic Interface, and will activate whenever you encounter an interesting scent.

STUBBORN

Level 5, Cost N/A, Duration: Passive Constant

Increases your resistance to sanity damaging effects.

TOUGHNESS

Level 1, Cost N/A, Duration: Passive Constant

Has a chance of increasing whenever you take serious damage. Raises your maximum HP by two whenever it increases.

SMITH

ADJUST ARMS AND ARMOR

Level 5, Cost 10 Sta, Duration: instant

Resizes any armor or weapons to fit the chosen wearer or wielder, and also allows minor alterations.

REFINE ORE

Level 1, Cost 10 Sta, Duration: Instant

Separates any usable crafting materials in a container or dirt, ore, or stone into neat piles of material.

SMELT DOWN

Level 10, Cost 25 Sta, Duration: 30+ Seconds

Breaks a metal item down into ingots of metal, and separates out any gems or other materials into a small heap nearby.

SMITHING

Level 1, Cost NA, Duration: 30+ seconds

Crafts the desired metal or mixed-metal-and-forgeable item desired, requiring different materials for each project and the presence of appropriate tools. Has a chance of failure.

TAILOR

ADJUST OUTFIT

Level 5, Cost 20 Sta, Duration: Instant

Resizes any cloth outfit to fit the chosen wearer, and also allows minor alterations.

CLEAN AND PRESS

Level 1, Cost 10 Sta, Duration: Instant

Instantly cleans the selected item, and removes any wrinkles, stains, or other blemishes. Only works on items that are primarily textiles.

RECYCLE CLOTH

Level 10, Cost 25 Sta, Duration: 30+ Seconds

Breaks a cloth item down into bolts and patches, and separates out any leather or other materials into a small heap nearby.

TAILORING

Level 1, Cost NA, Duration: 30+ seconds

Crafts the desired cloth or mixed-textile-and-sewable-materials item desired, requiring different materials for each project and the presence of appropriate tools. Has a chance of failure.

ANIMATOR

ANIMUS

Level 1, Cost 10+ San, Duration: 10 min/level

Turns an object into an animi, capable of movement, combat, and simple tasks as ordered by its creator. Must be in its creator's party to do anything beyond defend itself. The greater the size and mass of the object, the more it costs to animate, and the more hit points, strength, and constitution it begins with. The type of material also factors in, and determines the starting armor rating of the animi.

ANIMUS BLADE

Level: 5, Cost: 15+ Sanity Duration: 10 minutes per animator level

Animates a slashing weapon and grants it minor flight, causing it to move and attack on its own. It cannot venture more than a small distance from you, and will orbit you without taking action unless invited into your party. Its weapon skill is dependent upon your weapon skill, and its equivalent strength is dependent upon your will.

ANIMUS SHIELD

Level: 10, Cost: 20+ San Duration: 10 minutes per level

Animates a shield, that moves as if wielded by an invisible warrior. Must be in a creator's party to do anything beyond defend itself.

ARM CREATION

Level: 5, Cost: 10 San Duration: N/A

Teaches an animi a weapon skill that you know, allowing it to wield and use weapons that are manageable given its size and manipulative appendages. Lasts until the animi deanimates.

COMMAND ANIMUS

Level 1, Cost 5 San, Duration: Instant

Allows the caster to issue one command to an animi that isn't currently in its creator's party. If successfully cast, the animi will follow the command to the best of its ability until it is impossible to do so.

CREATOR'S GUARDIANS

Level 1, Cost N/A, Duration: Passive Constant

Enhances animi in the creator's party, boosting all attributes. The amount buffed is influenced by the animator's will and this skill's level. Has a chance of increasing every time a new animi first joins the animator's party.

DOLLSEYE

Level: 5, Cost: 5 San Duration: 10 minutes per animator level

Allows the animator to see through one of their animi. Lasts until the animi deactivates, or can be shut off at will. Occupies the sight capabilities of one of the Animator's eyes, so perception penalties and confusion may occur if both eyes are open at once. You cannot have more than one dollseye effect active for each functional eye your body possesses.

EYE FOR DETAIL

Level 1, Cost 5 San, Duration: 1 minute

Allows the animator to examine the status of any animi, golem, or other construct he looks upon. Also analyzes any object for animation potential and sanity cost. Can be resisted.

MAGIC MOUTH

Level: 10, Cost: 20 San Duration: 10 minutes per level

Allow the animator to speak through one of the animi currently in their party, regardless of distance. If the animi does not have a mouth, the voice issues forth from the closest approximate place a mouth would be on a living being of similar structure.

MEND

Level 1, Cost 5 San, Duration: Instant

Instantly repairs the target construct or object, restoring a small amount of HP, influenced by the level of this skill and the animator's will.

DUELIST

CHALLENGE

Level 1, Cost 5 Mox, Duration: Instant

Calls out a target to fight you. They suffer combat penalties based on your charisma unless they are actively trying to attack you. Resistible, because some foes are just too cool for you.

DAZZLING ENTRANCE

Level 1, Cost 10 Mox, Duration: Instant

Used before revealing yourself to foes, the more dramatic your appearance the better. Boosts your charisma and cool for a short time.

FANCY FLOURISH

Level 1, Cost 5 Sta, Duration: Instant

Unleash a fancy set of moves that won't hurt your foe but look really cool. Attacks their moxie.

GUARD STANCE

Level 1, Cost 10 Sta, Duration: Until dropped, or the end of the fight

Assume a guard stance, and gain a bonus to your dodge skill and armor, at the cost of lowering your strength and dexterity.

PARRY

Level: 5, Cost: N/A Duration: Passive Constant

While you have your specialized weapon drawn, you have a chance of parrying any melee attack you are aware of.

SWASHBUCKLER'S SPIRIT

Level: 5, Cost: N/A Duration: Passive Constant

Your Charisma buffs your Cool.

SWINGER

Level: 5, Cost: N/A Duration: One minute per skill level

Activate this skill to buff your agility and climb skill while swinging from ropes, chains, chandeliers, etc...

WEAPON SPECIALIST

Level 1, Cost N/A, Duration: Passive Constant

Enhances your weapon skill. Automatically assigned to your highest weapon skill. If you have two or more equal highest weapon skills, you may freely choose which to specialize in at any time.

ENCHANTER

APPRAISE

Level 1, Cost 5 San, Duration: 5 minutes

Allows you to see all relevant information about a mundane or magical item.

BOOST +5

Level 5, Cost 25 San, Duration: Permanent

Enchants a magic item to boost an attribute or defense or magical effect by +5. Not cumulative. Consumes three doses of RED Reagents and a level 1 crystal.

BOOST +10

Level 10, Cost 50 San, Duration: Permanent

Enchants a magic item to boost an attribute or defense or magical effect by +10. Not cumulative. Consumes three doses of YELLOW Reagents and a level 2 crystal.

DISENCHANT

Level 10, Cost 30 San, Duration: Instant

Attempts to disenchant a nearby magical item that you have created or that you control or own. Breaks it down into reagents and crystals. Chance of failure based on skill and the complexity of the item, mitigated by intelligence.

ELEMENTAL PROTECTION

Level 5, Cost 50 San, Duration: Permanent

Combine with a dedicated boost to imbue a wielded or worn item with a field that disperses or absorbs elemental energy of the chosen type, sparing you some harm. Consumes one dose of ORANGE Reagents.

GLOWGLEAM

Level 1, Cost 5 San, Duration: 1 hour per level

Infuses any object with a simple light spell. The luminescence is based upon the caster's intelligence.

HARDEN

Level 1, Cost 10 San, Duration: 10 minutes

Increases the toughness of any object or construct temporarily, adding to its armor and/or damage potential.

SOFTEN

Level 1, Cost 10 San, Duration: 10 minutes

Decreases the toughness of any object or construct temporarily, reducing its armor and/or damage potential.

SPELLSTORE I

Level 1, Cost 10 San, Duration: Permanent

Prepares an object that stores a level 1 spell or skill inside of it. Anyone can then read, break, drink, or otherwise use the object in an appropriate manner to activate the spell. Requires and consumes one dose of RED Reagents. The enchanter does not have to be the person storing the spell inside the Spellstore.

SPELLSTORE V

Level 5, Cost 20 San, Duration: Permanent

Prepares an object that stores a level 5 spell or skill inside of it. Anyone can then read, break, drink, or otherwise use the object in an appropriate manner to activate the spell. Requires and consumes one dose of ORANGE Reagents. The enchanter does not have to be the person storing the spell inside the Spellstore.

SPELLSTORE X

Level 10, Cost 40 San, Duration: Permanent

Prepares an object that stores a level 10 spell or skill inside of it. Anyone can then read, break, drink, or otherwise use the object in an appropriate manner to activate the spell. Requires and consumes one dose of YELLOW Reagents. The enchanter does not have to be the person storing the spell inside the Spellstore.

WARDS

Level 5, Cost 50 San, Duration: Permanent until damaged or dispelled

Creates wards within an area against a particular creature type. Creatures of that type within the area are debuffed and affected with a damage-over-time effect based on the skill level. Magical effects created that are tied to that creature type may be suppressed or countered while within the area. Requires and consumes one dose of GREEN Reagents.

GOLEMIST

CLAY GOLEM

Level 10, Cost 200 San, Duration: Permanent

Allows the golemist to construct a clay golem shell, which may then be baked or left unfired, as desired. Requires clay, 1 dose of GREEN reagents, and a level 2 Crystal.

COMMAND GOLEM

Level 1, Cost 20 San, Duration: 1 minute per level

Allows the caster to issue one command to a golem that isn't currently in a party. If unresisted, the golem will follow the command to the best of its ability until it is impossible to do so, or until the command wears off.

GOLEM ANIMUS

Level 1, Cost 50 San, Duration: Permanent

Turns a prepared golem shell into a functional lesser golem, that will obey its creator's commands to the best of its ability.

GOLEM GUARDIANS

Level 10, Cost NA, Duration: Passive Constant

Enhances golems in the creator's party, boosting all attributes. The amount buffed is influenced by the golemist's will.

INVITE GOLEM

Level 1, Cost 10 San, Duration: Instant

Used to invite golems into your party. Automatically affects golems created by the golemist, can be resisted by other golems. Will not affect golems in their creator's party.

MEND GOLEM

Level: 5, Cost: 20 San Duration: Instant

Heals a golem for a moderate amount, dependent upon your intelligence and skill level.

PROGRAM GOLEM

Level: 5, Cost: 50 San Duration: Permanent until changed

Allows the golemist to give conditional instructions to golems under his control. The golems will follow these instructions until it becomes impossible to do so. The higher the skill, the more instructions can be given, and the more complex they can become. Some experimentation is necessary for best results.

TOY GOLEM

Level 1, Cost 100 San, Duration: Permanent

Allows the golemist to construct a toy golem shell. Requires a toy, one dose of YELLOW reagents, and a level 1 Crystal.

WOOD GOLEM

Level: 5, Cost: 150 San Duration: Permanent

Allows the golemist to construct a wood golem shell. Requires wood, three doses of YELLOW reagents, and a level 2 Crystal.

MODEL

CALL OUTFIT

Level: 5, Cost: 20 Mox Duration: Instant

Instantly summons one of your regular equipment sets from wherever it may be. The set must be kept together, and cannot include material heavier than leather.

DIETARY RESTRICTIONS

Level 1, Cost N/A, Duration: Until broken

So long as you have spent the last week without eating anything with the UNHEALTHY identifier you gain a small buff to all pools. This bonus is cumulative, up to twice your rank of this skill. Eating UNHEALTHY designated food immediately removes all versions of the buff.

FASCINATION

Level 1, Cost N/A, Duration: Dependant upon skill

Heal, aid, or otherwise be nice to an enemy in combat. If unresisted by mental fortitude, the foe will become temporarily fascinated with you, for a duration proportionate to this skill's level.

FLEX

Level 1, Cost 10 Sta, Duration: 1 minute per level

Buff your endurance and armor by the level of this skill.

MAKEUP

Level: 5, Cost: 10 Mox Duration: Until smeared or removed

Allows you to apply makeup that buffs any one of your skills. Form follows function, so the makeup must be appropriate to the job that contains the skill being buffed.

SELF-ESTEEM

Level 1, Cost 10 Mox, Duration: 1 minute per level

Buff your mental fortitude and cool by the level of this skill.

STRONG POSE

Level: 5, Cost: 10 Sta Duration: 1 minute per model level

Buffs your strength. Only one pose may be active at a time.

WORK IT BABY

Level 1, Cost NA, Duration: Passive Constant

Whenever one of your worn or wielded items creates a favorable impression in at least one onlooker, then this skill has a chance of increasing. All worn and wielded items that confer bonuses have their bonuses increased by a small percentage for each level of this skill. Note that the difference is harder to see with lower level gear and lower levels of the skill.

NECROMANCER

ASSESS CORPSE

Level 1, Cost 5 San, Duration: 1 minute

Allows the animator to examine the status of any undead creature he looks upon. Also analyzes any corpse for animation potential and sanity cost. Can be resisted.

COMMAND THE DEAD

Level 1, Cost 5 San, Duration: 1 minute per level

Allows the caster to issue a command to a single undead creature. If unresisted, the creature most follow its orders to the best of its ability. Can also be used to invite unintelligent undead into a party, at which point they can be verbally commanded indefinitely by the caster.

DEATHSIGHT

Level: 5, Cost: 10 San Duration: 5 minutes per necromancer level

Automatically tells you the number of hit points any creature you can see has left. May not work on level ???? creatures.

DRAIN LIFE

Level 10, Cost: 20 San Duration: Instant

Drains a small amount of life from a nearby foe and adds it to your hit points. Will heal regardless of physical form. Does not affect certain monster types.

INVITE UNDEAD

Level: 5 Cost: 10 San Duration: 1 Hour per necromancer level

Invites the targeted undead to your party. Non-sapient undead who are not already in a party will automatically join if this spell is not resisted. Intelligent undead always have the option of refusal.

MANA FOCUS

Level 10 Cost: N/A Duration: Passive Constant

Buffs your sanity pool by a percentage equal to your necromancer level.

SKELETONS

Level: 5 Cost: 15 San Duration: Permanent

Animates one skeleton or skeletal fragment into a skeleton. Requires a spirit.

SOULSTONE

Level 1, Cost: 20 San, Duration: Permanent

Creates a soulstone crystal, which can house a newly-deceased spirit or an existing incorporeal undead. A spirit in a soulstone may be conversed with, used to create a new undead, or simply unleashed upon the world at a time of the caster's choosing.

SPEAK WITH DEAD

Level 1, Cost: 5 San, Duration: 1 minute per level

Allows the necromancer to converse with corpses, spirits, or normally incoherent undead. In places with particularly strong spirits, the caster may be notified of the presence of conversable spirits.

ZOMBIES

Level 1, Cost: 10 San, Duration: Permanent

Turns a corpse into a zombie. Requires a spirit present in the area.

RULER

APPOINT OFFICIAL

Level: 5, Cost: 25 Mox Duration: Permanent until changed

You may appoint one official per ruler level. This official, who must be one of your subjects, may accept oaths of fealty, and add them to your subject pool.

EMBOLDENING SPEECH

Level 1, Cost: 10 Mox, Duration: Instant

Buffs all allies moxie and sanity by an amount related to the ruler's charisma. Only affects allies within earshot.

IDENTIFY SUBJECT

Level 1, Cost: 5 Mox, Duration: 5 minutes

Allows the ruler to examine a sworn subject's status screen. May also be used on people within your party, giving more information than the party status screen.

IT'S GOOD TO BE KING

Level: 10, Cost: N/A Duration: Passive Constant

You gain a tiny fraction of experience whenever one of your subjects does. Experience gained from higher level individuals goes directly to leveling your ruler class. Experience gained from lower level individuals may only be utilized for King's Quest rewards.

KING'S QUEST

Level: 10, Cost: 20 Mox Duration: Permanent until changed

Decree a public quest. All your subjects within earshot may accept. Any who fulfill the quest reap the benefits of the quest immediately.

NOBLESSE OBLIGE

Level 1, Cost: N/A, Duration: Passive Constant

Buffs all sworn subjects and party members a small amount. The stat buffed is dependent upon your highest attribute.

ORGANIZE MINIONS

Level: 5, Cost: 15 Mox Duration: Permanent until changed

You may choose one quest shared among your party members or subjects. While on that quest and working toward that goal, they gain a bonus to all attributes equivalent to your ruler level.

ROYAL AUDIENCE

Level 1, Cost 10 Mox, Duration: 1 Minute per level

Buffs your charisma, but only when dealing with sworn subjects

SIMPLE DECREE

Level 1, Cost 10 Mox, Duration: Permanent until changed

Declare a simple command in twelve words or less. All sworn subjects are notified of the decree. Any who do not comply with this decree take moxie damage influenced by your charisma and wisdom, resisted by cool. Only one simple decree may be in place at a time. Simple commands may not be used to inflict suicidal or self-harmful activities.

SWEAR FEALTY

Level: 5 Cost: Special Duration: Permanent until changed

Any individual may swear fealty to you, spending five moxie while in your presence or the presence of any of your appointed officials. They become one of your subjects and are subject to many of your other ruler skills and effects.

SCOUT

ALERTNESS

Level 5 Cost: N/A Duration: Passive Constant

Alertness has a chance to auto-activate all your sensory-enhancing skills for free in the event that you are ambushed or about to encounter unseen danger.

BEST ROUTE

Level 5 Cost: 15 San Duration: One hour per scout level

Activate while examining a visible terrain feature. Examines the best route from your current location to your destination, and marks it visibly. Everyone in your party can see the best route trail. The higher the skill, the better the route found. At high levels it will detect and detour around dangerous monsters and towards treasure and resources.

CAMOUFLAGE

Level 1, Cost 5 San/Min, Duration: Until dismissed or exhausted

Blends the Scout in with his surroundings, buffing their stealth skill. More effective in the wilderness, scales according to skill level.

FIRESTARTER

Level 1, Cost 5 San, Duration: Instant

Creates a fire, burning any flammable material it's used upon. Intensity of the starting flames depends on the skill level.

KEEN EYE

Level 1, Cost 5 Sta, Duration: A minute per scout level

Buffs a scout's perception, effects dependent upon skill level

STURDY BACK

Level 1, Cost NA, Duration: Passive Constant

Lightens the burdens of any heavy load carried, making items literally weigh less. Does not apply to weapons and armor equipped. Higher skill level means more weight reduction

WIND'S WHISPER

Level 1, Cost 5 San, Duration: 1 message

May be activated silently. Sends a message on the wind to any named target within range. Range and amount of words speakable per message increase with skill level.

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