Specialized Paths

 

PROFESSIONAL HALLS (Located in various dungeon courtyards)

A stone building stands before me. It is built to last, sturdy and strong. A sign hangs above the door with a single word upon it, "paths". This is a place where a certain type of adventurer who has reach and advanced stage of experience can choose to take a different path to their chosen career. This is a serious decision and one made only by those with the necessary experience and riches to afford the intense training required. For more information on what this particular offers and to whom, issue the order 'L 10' while standing on the Hall square.

L 10 0

Professional Halls offer advanced directions for specific classes of adventurer who wish to progress into a new related area of their trade. These are called "Paths". Once an adventurer has taken a path it cannot be reversed, and only one path can ever be taken. Paths reflect an extremely advanced and experienced adventurer who has the knowledge and ability to reach beyond their boundaries. This extreme level of experience is reflected in the gold and experience cost to learn the path. Unlike skills, paths do not have pre-levels or a learning curve, once you have them, you have them.

 

Alchemist Paths

Tinker: 8000XP, 4000GP, Order to take path: 'L 50 0'. A Tinker is an alchemist inventor who has moved away from alchemicals and into clockwork and steam. They can research and build simple bizarre items with many uses, given time and materials.

Witch: 4000XP, 2000GP, Order to take path: 'L 51 0'. Some alchemists find themselves drawn away from the scientific methods they are used to into more natural ways. They gain new mixes and experiments from this new knowledge.

Volatemist: 4000XP, 2000gp, Order to take path: 'L 52 0'. A volatemist specializes in explosive compounds and dangerous alchemicals.

 

Assassin Paths

Poisoner: 8000 XP, 4000 GP, Order To Take Path:- 'L 50 0' A Poisoner is a master of making poisons of several kinds. They are greatly feared! This path is hidden from view.

Shadowe: 4000 XP, 2000 GP, Order To Take Path:- 'L 51 0' A Shadowe is an Assassin who has learnt the ancient and very secret art of the Liaoi, or if you prefer, invisibility.

Creeper: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0' A Creeper has the remarkable ability to sneak up on people who they can see in much quicker time than might be expected.

 

Barbarian Paths

Thunderer: 8000 XP, 4000 GP, Order To Take Path:- 'L 50 0' A Thunderer is the ultimate barbarian. Supposedly blessed with the power of Volsun himself these fellows wield mighty hammers and throw lightning bolts!

Commander: 4000 XP, 2000 GP, Order To Take Path:- 'L 51 0' A Commander is a military man running a unit of the Barbarian Army. They control a 100 man unit and gain military rank and additional combat strength themselves.

Wolfweird: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0' Touched by the spirit of the Wolves, these Barbarians are feral and wolfish. Gaining vision from their heightened senses and fast healing properties they are savage and strange.

 

Bards Paths

Folk Hero: 8000 XP, 4000 GP, Order To Take Path:- 'L 50 0'. A champion of the common folk, these bards gain significant combat abilities as well as the chance to cheat death once in an amazing escape.

Diplomat: 4000 XP, 2000 GP, Order To Take Path:- 'L 51 0'. A Diplomat is a charming rogue, able to dazzle his opponents with wit, charm with with flair, or browbeat them with serious debate.

Maestro: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0'. A Maestro is a bard who is a master of their instrument. They gain more powerful versions of the Bards usual abilities, plus two new powers of influence with music.

 

Canine Paths

Canine Hero: 2000 XP, 1000 GP, Order To Take Path:- 'L 50 0' A really, really, big dog.

Canine Hero: 1000 XP, 500 GP, Order To Take Path:- 'L 51 0' A really, big dog.

Big Dog: 500 XP, 250 GP, Order To Take Path:- 'L 52 0' A big dog.

 

Centaur Paths

Centaur Hero: 8000 XP, 4000 GP, Order To Take Path:- 'L 50 0'. Centaur Heros are deadly fighters who gain significant combat abilities as well as the chance to cheat death once in an amazing escape.

Centaur Mage: 4000 XP, 2000 GP, Order To Take Path:- 'L 51 0'. Centaur Mages have learned the ways of magic and can cast most Enchanter spells.

Centaur Champion: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0'. Centaur Champions gain significant combat abilities.

L 52 0

Wealth and experience are gained and lost, but the status of a hero is a thing of worth and pride. I am a Centaur Champion, champion of my people, defender of the weak, avenger of the wronged. Evil, wherever you may be, beware my hoofed step.

 

Crusader Paths

Dragon Slayer: 4000 XP, 2000 GP, Order To Take Path:- 'L 50 0' A Crusader who specializes in the removal of evil Dragons from the land, a Dragon Slayer is a deadly enemy of the beasts.

Grim Slayer: 2000 XP, 1000 GP, Order To Take Path:- 'L 51 0' A Crusader who specializes in the removal of Undead from the land, a Grim Slayer hunts those who are neither alive, nor dead.

Giant Slayer: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0' A Crusader who specializes in the removal of evil giants from the land, a Giant Slayer is a mighty foe of the evil gargantuans.

L 51 0

I spent a long time studying the path of the Grimslayer. This ancient knowledge is learnt by few, its secrets hidden by those who master it. I studied the weaknesses and combat abilities of my chosen foe at incredible depth, learning the best ways to fight and defeat them.

 

Druid Paths

Traveller: 8000 XP, 4000 GP, Order To Take Path:- 'L 50 0'. A traveller has learned the secret paths of nature so well that travel about the world of Bereny is easy for them.

Witch: 4000 XP, 2000 GP, Order To Take Path:- 'L 51 0'. Some druids find themselves drawn to discover practical uses for natural boons. They gain alchemist style mixes and experiments from this new knowledge.

Hybrid: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0'. A hybrid is a Druid who has spent too long deep in the natural world, away from people. Their animal senses and feral ways make the tough, and canny.

 

Dwarf Paths

Hero: 8000 XP, 4000 GP, Order To Take Path:- 'L 50 0' Dwarven Heros are deadly fighters who gain significant combat abilities and are able to shrug off huge wounds as if they are nothing.

Commander: 4000 XP, 2000 GP, Order To Take Path:- 'L 51 0' A Commander is a military man running a unit of the Royal Army. They control a 100 dwarf unit and gain military rank and additional combat strength themselves.

Champion: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0' Dwarven Champions gain significant combat abilities.

 

Elven Warrior Maiden Paths

Spirit Maiden: 8000 XP, 4000 GP, Order To Take Path:- 'L 50 0'. An Elven Spirit Maiden is a devastating fighter, gaining combat orientated abilities and the ability to take spirit form and walk through locked doors and some walls.

Avenging Maiden: 4000 XP, 2000 GP, Order To Take Path:- 'L 51 0'. An Elven Avenging Maiden gains powerful combat orientated abilities and the ability to return from the dead in an undead form to finish a job left undone.

Barbed Maiden: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0'. An Elven Barbed Maiden is a dangerous enemy, who covers herself in thorns and brambles as sharp as barbed wire and is able to use her very body as a deadly weapon.

 

Enchanter Paths

Sorceror: 8000 XP, 4000 GP, Order To Take Path:- 'L 50 0'. A Sorceror is an enchanter who can craft magical weapon, armor and devices with sufficient study and material expense. A very popular fellow to have around!

Battlemage: 4000 XP, 2000 GP, Order To Take Path:- 'L 51 0'. A Battlemage is an enchanter who has learned the skills of a fighter. They are powerful in combat as well as in magic.

Seer: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0'. A Seer is an enchanter who has gained a limited magical telepathic ability. They gain the ability to send out non-corporeal 'eyes' to look at places far distant and events normally unseen.

L 51 0

I spent a long time studying the path of the Battlemage. It is rare indeed for an enchanter to pursue the studies of martial prowess, but it is exactly that which I have chosen to do. Rigorous training and hard work coupled with my own extensive experience have finally paid off. I am now a Battlemage!

L 52 0

I spent a long time studying the path of the Seer. This ancient technique allows me to cast my vision into far places, by locking them onto another life force. The exact methods needed are extremely complicated yet I was able to understand them once my training was done. I am now a Seer!

 

Fighter Paths

Warlock: 8000 XP, 4000 GP, Order To Take Path:- 'L 50 0' A Warlock is a fighter who has learned the skills of an enchanter. They are able to cast all spells as per an enchanter.

Commander: 4000 XP, 2000 GP, Order To Take Path:- 'L 51 0' A Commander is a military man running a unit of the Royal Army. They control a 100 man unit and gain military rank and additional combat strength themselves.

Cavalier: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0' A Cavalier is a swashbuckling happy-go-lucky fighter. They gain additional combat strength and some special abilities.

 

Monk Paths

Serpent Master: 8000 XP, 4000 GP, Order To Take Path:- 'L 50 0' The Serpent Master has studied the discipline of the Serpent above and beyond any other, gaining special moves and increased bare hands combat ability.

Monkey Master: 4000 XP, 2000 GP, Order To Take Path:- 'L 51 0' The Monkey Master has studied the discipline of the Monkey above and beyond any other, gaining special moves and increased bare hands combat ability.

Nature Master: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0' The Nature Master has studied the discipline of Nature above and beyond any other, gaining special moves and increased bare hands combat ability.

 

Necromancer Paths

Lich: 8000 XP, 4000 GP, Order To Take Path:- 'L 50 0'. In order to become a Lich Necromancers must allow all their lifeforce to be drained into the Grey Veil, turning themselves into the walking dead. They gain great powers during the transformation.

Commander: 4000 XP, 2000 GP, Order To Take Path:- 'L 51 0'. A Commander is a necromancer who has recruited a small army of undead to serve them. They control a 100 zombie unit and gain additional combat strength themselves.

Dreadlock: 4000 XP, 2000 GP, Order To Take Path:- 'L 52 0'. A Dreadlock is a neccromancer who has learned the skills of a fighter. They are powerful in combat as well as in magic.

 

Priest Paths

Dedicated: 4000 XP, 2000 GP, Order To Take Path:- 'varies' A dedicated priest is a pastor who has chosen to study the book of just one of the Gods. These priests are discouraged by the Church, but not actually forbidden. Dedicated priests gain special powers dependent upon which of the Gods they follow. The orders to learn the Paths are; - Selador 'L 50 0', Cambron 'L 51 0', Merl 'L 52 0', Bethseline 'L 53 0', Marial 'L 54 0', Shanna 'L 55 0'.

 

Ranger Paths

Tunnel Ranger: 4000 XP, 2000 GP, Order To Take Path:- 'L 50 0'. A tunnel ranger can move through all underground dungeon terrain as if they were 1 MP terrain, and is tougher and more dangerous in combat there.

River Ranger: 2000 XP, 1000 GP, Order To Take Path:- 'L 51 0'. A river ranger uses a small boat to move through water as if it were 1 MP terrain, and is tougher and more dangerous in combat there.

Forest Ranger: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0'. A forest ranger can move through forests and woods as if they were 1 MP terrain, and is tougher and more dangerous in combat there.

L 52 0

My time and experience as a range has taught me well. After studying carefully and applying the knowledge I have gained during my previous adventures, I have mastered new knowledge and have chosen a path for the rest of my life.

 

Rogue Paths

Master Thief: 8000 XP, 4000 GP, Order To Take Path:- 'L 50 0' The Master Thief can steal gold in cities, in dungeon courtyards, and gold and items from other adventurers. This class type is hidden from general view.

Contortionist: 4000 XP, 2000 GP, Order To Take Path:- 'L 51 0' The Contortionist has learned the skill of amazing dexterity. They gain excellent defensive

abilities, and can sometimes squeeze through tiny spaces in walls!

Madcap: 2000 XP, 1000 GP, Order To Take Path:- 'L 52 0' The Madcap is a scout with a screw loose. These crazy fools gain vision and defense, and lead a

sometime-charmed life where even death is not necessarily permanent.

 

Squire Paths

Crusader: 2000 XP, 1000 GP, Order To Take Path:- 'L 50 0' The squire has gained the right to proceed to full crusader status.

Aide: 1000 XP, 500 GP, Order To Take Path:- 'L 51 0' The squire is able to assist their crusader in combat, granting additional defences at the expense of their own defences by getting in the way of the enemy.

Handiman: 500 XP, 250 GP, Order To Take Path:- 'L 52 0' The squire is able to sharpen blunt weapons, replace horseshoes and mend broken wagon wheels.

 

Player’s Note: Upon applying for a path at one of the professional halls, and presumably elsewhere, a new category appears on the character sheet after special conditions called Specialized Paths. Below that the name of the path along with a brief description appears.

 

Battlemage

A Battlemage is an enchanter who has learned the skills of a fighter. They are powerful in combat as well as in magic. Player’s Notes: The character taking this path  received: +17 Attack, +27 Health, +9 Normal Defense, +4Fire Defense, +4 Cold Defense, +3 Alchemical Defense, +2 Damage and +1 Damage Range.

 

Centaur Champion

Centaur Heros are skilled and recognized fighters of their race, whose names are known by many centaurs for their prowess. Player’s Notes: The character taking this path received: +10 Attack, +13 Health, and +2 Damage Range. It appears that the Centaur Champion can cheat death, but at the cost of the path which can later be relearned. Unfortunately, the text refers to a Centaur Hero. It appears that the text for Centaur Hero was copied and used for the Centaur Champion without editing. It is unknown at this time whether a Centaur Champion really has the cheat death ability. Player’s Note 061013: A bug report was submitted on the wording of the Centaur Champion path and since then, the description has changed. The above description now reflects that.

 

Grimslayer

The Grimslayer has learn all the weaknesses of undead, studying them long and hard that he might be a true nemesis to their kind. Grimslayers, when using any type of sword against undead, gain +25 attack, + 6-10 Damage per successful attack. Player’s Notes: The character taking this path also received +25 health.

 

Forest Ranger

A forest ranger can move through most (but not quite all) woods and forest terrain as if they were 1 MP terrain, and is tougher and more dangerous in combat there. Player’s Notes: The character gaining this path received: +32 health, +5 Fire defense, +6 Cold defense, and +3 Magical defense. By walking through forested terrain, it is determined that the 1MP cost is in effect as the ranger walked further than would be indicated by the normal MP cost and the ranger’s movement ability. From standing in the forest, no further toughness or combat ability is detected. If there are other attack, defense, or health improvements while in forested terrain, they are hidden benefits. Forested Terrain tested: Great Forest. Redwood Forest.

 

Seer

A Seer is an enchanter who has gained a limited magical telepathic ability. They gain the ability to send out non-corporeal 'eyes' to look at places far distant and events normally unseen. The creation of eyes is achieved by the order 'X 4389 0'. It costs 50 XP and 50 GP to create the Spectral Eyes. There is a 10% chance that the spectral eyes will fade away at the end of each turn. Player’s Notes: There are no other obvious statistical or defensive benefits to having the Seer’s path.