Specialized Paths
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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'.
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.
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.
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.
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.
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.