Effects

Effects define what abilities do. The level of an ability is determined first by its effect, then adjusted by any modifiers. Combat abilities are further adjusted by their triggers.

Name Level Effect Type Description
Preserve 1 Combat, Curative

The amount of time before you are left to your fate increases by one minute, to a maximum of five minutes if you are subdued or one minute if you are slain. This has no effect if you are not subdued or slain.

Charge 1 Combat, Enhancement

You become immune to attacks from the front while jogging or running toward an opponent. The effect ends when you reach your opponent or stop.

Infusion 1 1 Downtime, Crafting

You yield 0.04 gold worth of production each day while making infusions in downtime.

Charm 1 1 Downtime, Crafting

You yield 0.04 gold worth of production each day while making charms in downtime.

Use Unarmed 1 Passive, Proficiency, Basic Attack

You are able to use unarmed attacks and enhance them with wraps. Unarmed attacks are represented by boffer props that can be no longer than the distance between your elbow joint and your outstretched fingertip. Unarmed attacks cannot be Disarmed, but treat Ruin as Maim and cannot be used to block Maim. Such attacks affect the arm used to block, though countering and immunity apply normally.

Reagent 1 1 Downtime, Gathering

You yield 0.04 gold worth of production each day while making reagents in downtime.

Use Spell 1 Passive, Proficiency, Basic Attack

You are able to use abilities with the Spell trigger and can perform basic attacks with packets using the Spell trigger.

Jewel 1 1 Downtime, Crafting

You yield 0.04 gold worth of production each day while making jewels in downtime.

Cannot Counter Taunt 1 Passive, Flaw, Effect Vulnerability

You cannot counter or become immune to Taunt.

Cannot Counter Stun 1 Passive, Flaw, Effect Vulnerability

You cannot counter or become immune to Stun.

Cannot Counter Soothe 1 Passive, Flaw, Effect Vulnerability

You cannot counter or become immune to Soothe.

Use Ranged 1 Passive, Proficiency, Basic Attack

You are able to use abilities with the Ranged trigger and can perform basic attacks with packets using the Ranged trigger, representing small thrown weapons such as axes, daggers, or stones.

Conjure 1 Narrative

You conjure a small item with no monetary value or special properties, such as rope, food, clothes, water, or basic equipment. An appropriate prop must be provided for any item intended to be used in combat. Items without props automatically disappear at the end of the adventure. Creating anything too large to hold in one hand or multiple items in succession typically causes the conjuration to fail.

Herb 1 1 Downtime, Gathering

You yield 0.04 gold worth of production each day while making herbs in downtime.

Gold 1 1 Downtime, Gathering

You yield 0.04 gold worth of production each day while making gold in downtime.

Medicine Workshop 1 1 Downtime, Workshop

Residents of the sanctum with the ability yield an additional 0.01 gold worth of production each day while making medicine in downtime.

Recover 1 Combat, Curative

You regain all of your hits after you finish resting. You must already be resting or begin resting immediately afterward to receive the effect, and it ends if your rest is interrupted.

Bullion Workshop 1 1 Downtime, Workshop

Residents of the sanctum with the ability yield an additional 0.01 gold worth of production each day while making bullion in downtime.

Essence 1 1 Downtime, Gathering

You yield 0.04 gold worth of production each day while making essences in downtime.

Share 1 Combat, Curative

You regain the number of hits stated by the user (e.g., "Share 3"), who loses the same number. The user cannot state a number greater than his or her total hits, nor can the damage be mitigated in any way.