Congratulations, you have reached levels 14 and 15 in Fire Magic. Fire Magic spells now have a 39% increased effect. Burn baby burn!
Congratulations, for reaching level 15 in Fire Magic, you have been granted 1500 bonus character experience.
You have gained a total of 410 experience in Leatherworking.
Congratulations, you have successfully created Basic Leather Lining for Bracer, Basic Leather Boots (Unfinished), and Basic Leather Gloves (Unfinished).
Congratulations, you have completed the Work Order: Stone Wall (2150 FT) for Alem’s Crossing for the following rewards: 1 Meal Token, 4800 Earth Magic Experience, 4800 Fire Magic Experience, and 2000 Character Experience.
After that second day of work, he decided to check his talent tree for Earth Magic again.
You have 6 unused Talent Points.
Talent
Description
Tier 1
Earthen Will (1/5)
Increases effectiveness of Earth Magic spells by 5%
Solid Foundations (5/5)
Strengthens any walls made by Earth Magic and allows them to hold more weight before becoming unstable by 15%
Earthen Focus (0/5)
Decreases the resistance of Earth Magic when using a material not touching the earth by 15%
Tier 2
Hard as Stone (1/1)
This ability will temporarily increase the hardness of your skin for one minute. You gain the following buff from it:
15% decreased damage taken by physical attacks
15% increased strength
Edged weapons are 40% less likely to penetrate your skin.
Cost: 50 Mana
Cooldown: 3 Hours
Earth Commune (0/1)
Enter a meditative state and become one with the Earth increasing your health and mana regen by 100%. You may enter and leave this state at any time but once used there is a 1 hour cooldown before it can be used again.
(Hidden Ability)
Transform Earth: Stone (1/1)
This ability will only become available if you have the following prerequisites:
Earth Magic > Level 5
Fire Magic > Level 2
Have learned at least one combination spell
This will teach you the combination spell Transform Earth: Stone. This spell will turn a desired section of earth measuring one foot deep by one foot wide, by one foot tall to solid stone.
Cost: 40 Mana
Tier 3
Advanced Stonework (10/10)
Increases the size of your Raise Stone Wall spell by 4 foot in length per talent
Earthen Projectiles (0/1)
Teaches you the spell for Earthen Spikes. This spell allows you to learn the secrets of pulling earth from the ground and launching spikes of earth at your targets.
Cost: 35 Mana
Power of Prospecting (0/10)
Modifies your Magical Prospecting spell to scan an area 20 foot wide and 30 yards deep for minerals and ore. Each point after the first increased this size by 5 feet and 10 yards.
Tier 4
Summon Stone Golem (0/1)
Teaches you the spell Earth Magic: Summon Stone Golem. This spell allows you to summon a stone golem to work and fight for you for a duration of five minutes.
Mana Cost: 150MP
Cooldown: 24 Hours
Power of the World (0/10)
This grants you deeper knowledge of Earth Magic. Earth Magic spells cost 3% less mana to cast per skill point and for every two skill points you permanently gain 1 Intellect.
Earthen Assistants (0/10)
This ability allows you to summon earth elementals to assist you in your endeavors for 8 hours. These elementals are adept at many things including foundation work, clearing and preparing fields, and even digging ditches. Each point allocated allows you to summon 1 additional elemental.
Cost: 50 Mana
Tier 4 in his talent tree was looking amazing. He wished he could buy all the talents in this tier but was going to have to allocate wisely. He decided he wanted Summon Stone Golem, so that left him 5 points. He decided to put 4 points into Power of the World to give him an additional 2 Intellect points. Then he used 1 point for Earthen Assistants so he could have himself a worker drone for the earth element.
His third day was just as productive.
You have gained 18,200 experience in Earth Magic and Fire Magic for successfully casting Combination Spell: Raise Stone Wall (x182).
Congratulations, you have reached level 16 in Fire Magic. Fire Magic spells now have a 42% increased effect. It’s getting hot in here.
You have gained a total of 720 Leatherworking experience.
Congratulations, you have successfully created Basic Leather Boots (Unfinished), and Basic Leather Gloves (Unfinished).
Congratulations, you have reached level 5 in Leatherworking. You are granted a 12% bonus to crafting speed. Do we need more cowbell?
Congratulations, you have completed the Work Order: Stone Wall (2450 FT) for Alem’s Crossing for the following rewards: 1 Meal Token, 5000 Earth Magic Experience, 5000 Fire Magic Experience, and 2100 Character Experience.
Congratulations, you have reached level 17 in Earth Magic. Earth Magic spells now have a 48% increased effect.
Congratulations, you have reached level 11! You now have 5 available skill points.
Arthur had now managed to make over a mile of the stone wall around the village. By rough estimates, he could finish the wall in two days. That included making the three other gatehouses. Granted, he would then have to start from the original gatehouse and work his way around, doubling the width of the wall and then make a second trip to raise the height to the full 12 feet. The inside of the second tier would only need to be elevated a few feet instead of the entire 6 feet so defenders could take cover behind the walls and fire arrows. He would keep expanding them as needed.
He invested his 2 new Earth Magic points into Power of the World to gain that additional 1 Intellect. His intellect was up to a respectable 20 points, so he spent his 5 skill points from leveling on other stats. He put 3 points into agility and two points into endurance. He wanted the speed and some more health and stamina. He then decided to check out his new leatherworking skill tree.
You have 2 unused Talent Points.
Talent
Description
Tier 1
Solid Materials (0/5)
You have a 3% increased chance for anything you create with leatherworking to raise a quality level per point
Scavenger (0/5)
Makes you more efficient with your materials. You use 3% less material per skill point.
Nature Provides (0/1)
Teaches you how to process animal hides and carcasses into useful materials.
Arthur wasn’t upset with the options. He naturally chose Nature Provides with his first point and pulled up the menu again to see the tier 2 options.
You have 1 unused Talent Point.
Talent
Description
Tier 1
Solid Materials (0/5)
You have a 3% increased chance for anything you create with leatherworking to raise a quality level per point
Scavenger (0/5)
Makes you more efficient with your materials. You use 3% less material per skill point.
Nature Provides (1/1)
Teaches you how to process animal hides and carcasses into useful materials.
Tier 2
Eye for Rarity (0/10)
Each skill point gives you a 3% chance to increase the rarity of items made with leatherworking.
Scavenging (0/5)
The first level of this skill allows you to break down leather items into usable components. Every skill point after unlocking it grants you 5% more material than you would otherwise receive.
Another good set of options. He decided to go with putting a point in Eye for Rarity. He needed to have the chance to make better gear for himself, and if he couldn’t use a magical
crafting technique like his Arcane Forging, then this would have to do. He then decided to pull up his Fire talent tree since he unlocked tier 4.
You have 4 unused Talent Points.
Talent
Description
Tier 1
Furious Fire (0/5)
Increases effectiveness of Fire Magic spells by 5%
Superheating (3/3)
Decreases the base mana cost of Arcane Forging spell by 5 mana per rank.
Flame Blade (0/1)
Ability that creates a blade of pure fire that is two feet long for 30 seconds. The blade deals damage based on Intellect. (Base damage = 0.75 x Intellect)
Cost: 25 Mana
Cooldown: 2 Hours
Tier 2
Power of Flame (6/6)
You gain a deeper knowledge of the Flame. This ability decreases the required mana for your fire spells by 5%. For every 2 ranks you also gain 1 Intellect.
Fan the Flames (0/5)
This ability increases damage done by your offensive fire spells by 5% per rank.
Tier 3
Molten Fury (10/10)
Increases the power of combination spells between Earth and Fire Elements by 3% per point.
Flame Efficiency (0/10)
All enchantments with the fire element cost 3% less mana per point.
(Hidden Ability)
Summon Crimson Whelp (1/1)
This ability will only become available if you have the following prerequisites:
Hidden
Allows you to summon a small crimson dragonling become your familiar. Your familiar will be summoned as a level 5 creature and can level up and learn skills. Familiars stay until the summoner dismisses them or they are killed. If your familiar is killed it can be resummoned after a 6 hour cooldown.
Cost: 150MP
Tier 4
Power of Light (0/10)
Each point in this skill deepens your knowledge of Fire Magic and how it relates to Light Magic. You are required to have all 10 of these points to unlock light magic.
Flame Shield (0/5)
The first point in this talent unlocks the spell Fire Shield. Every point after the first increases its effectiveness by 5%.
Fire Shield
Summon a disc of fire that protects you from 40 ranged damage.
Cost: 25MP
Cooldown: 2 minutes
Familiar Growth (0/10)
Your familiar is a creature of fire. Each point in this ability will increase his size by 5%, attack by 3% and Armor by 3%.
The options here were harder to choose. In the end, Arthur settled on using all 4 points in Furious Fire. He wanted the increased spell power for his fire spells.
On the 4th day, they changed things up a bit. Instead of him grinding away on the walls and his mana, he got the party together, and the four of them, with the assistance of Balair, of course, headed out for some hunting and resource gathering. Rowan had tasked him with finding more metal. A task he wholeheartedly agreed with.
They decided to go looking in the cave where they had recovered Allendria’s things. He knew they had found ore there before and was sure there was more. With his increased spell bonuses, he was sure more would make itself known. They hunted through the day as they traveled. Arthur was able to kill two deer with his bow as well as three rabbits.
You have gained 260 experience in Archery for killing Deer (Level 10)(x2).
You have gained 200 experience for killing Deer (Level 10)(x2).
You have gained 180 experience in Archery for killing Rabbit (Level 9)(x3).
You have gained 150 experience for killing Rabbit (Level 9)(x3).
While they were walking the forest, Balair managed to kill five Rabbits of his own as well as four squirrels.
You have gained 50 experience for your familiar killing Rabbit (Level 9)(x5).
You have gained 40 experience for your familiar killing Squirrel (Level 9)(x4).
Had Arthur known Balair would be good at hunting and not just an ass most of the time, he might have invested some points in the fire tree to make him stronger. Vana managed to find an open field full of herbs and wild plants. Arthur took the chance to cultivate seeds from many of them.
You have gained a total of 4400 Farming experience for assorted plants.
You have gained 45 Jalapeño Seeds.
You have gained 55 Tomato Seeds.
You have gained 42 Carrot Seeds.
You have gained 65 Onion Seeds.
You have gained 34 Garlic Seeds.
You have gained 26 Rosemary Seeds.
You have gained 20 Peppermint Seeds.
You have gained 35 Yellow Squash Seeds.
Congratulations, you have reached levels 6 and 7 in Farming. You now have a chance for up to 30% increased yield from plants. Gather those seeds and get them in the ground.
Since Arthur got a significant boost from the spell, he let Vana harvest them all to increase her skill. Since she was the one that found and identified them, she also got the herbalism experience for it. The seeds would help them get a kick start when added to what he had already given Daniel. He knew those were already planted and being cared for.
They made it back to the cavern that they had found Allendria’s items in, and Arthur made a sweep of the place. The started on areas he hadn’t checked last time and quickly found a decent quantity of ore.
You have gained 770 experience in Earth Magic for successfully casting Magical Prospecting (x7).
You have gained 3630 experience in Earth Magic for successfully casting Transform Stone: Gravel (x22).
You have gained 4625 experience in Mining and Magical Mining for finding Raw Iron Ore (x65), Silver Ore (x15), and Raw Copper Ore (x30).
Congratulations, you have reached levels 5 and 6 in Mining. You have a 15% increased chance to find rare materials while Mining. I notice a pattern with stone here. Obsessed much?
Congratulations, you have reached levels 5 and 6 in Magical Mining. Increases the chance that items found will be a higher rarity by 15%. I think you got gravel in your boots.
They had little resistance until they exited the cave and started making their way back with their haul.
Arthur, we have company headed our way. Balair sent to him.
Before he could say anything, Vana called a halt.
“We have company coming,” Arthur said.
Vana nodded, and the rest of them got their gear ready. Arthur had put the cart down so he could get his weapons ready. He decided to use his bow for this. To his surprise, a band of twelve Goblins came barreling into the clearing they had stopped in. Arthur did a quick scan of them to see what they were facing.
Name: Goblin
Level: 12
Type: Creature (Sentient)
Rarity: Common
HP: 180/180
Stamina: 150/150
Strength: 5
Agility: 8
Intellect: 1
Wisdom: 1
Endurance: 3
Charisma: 1
Luck: 2
Experience: N/A
Skills
Combat Skills:
Cunning Strike: 4 (???/???)
You have gained 1500 experience in Scan for use on Goblin (1)(Level 12) (x12).
Congratulations, you have reached level 3 in Scan. You can now see the level of their second combat skill. Peeping on things huh?
Before he could even get an arrow up to fire, he spotted two massive creatures emerge from the trees behind the goblins. They looked like much taller and far more muscled versions of goblins. Their faces looked more human and not quite as scary, but they had small tusks jutting from the corners of their mouths. They both wore crude leather armor and wielded rusty metal axes. He scanned these as well.
Name: Orc
Level: 14
Type: Creature (Sentient)
Rarity: Common
HP: 240/240
Stamina: 180/180
Strength: 10
Agility: 6<
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Intellect: 3
Wisdom: 2
Endurance: 6
Charisma: 1
Dravincia Page 41