Ascendant Beta 0.4.1

108
Heavy Metal Fantasy Beta v0.4.1 by Bodlar Danger Leben Ascendant

description

What is Heavy Metal Fantasy?It’s that nagging irritation you’ve had with every other Pen and Paper RPG you’ve ever played. It’s the answer to 20 years of playing games but being frustrated with all of their unspoken limitations. An answer which has taken the last eight years to come to fruition. Why can’t your character become totally epic, yet still maintain a level of interesting play? Why can’t all of the classes in these games all scale in an interesting and meaningful way? Why does a warrior have to be such a bland and boring character to play? Why can’t we have more interesting character classes? Well, Ascendant answers all these questions with a resounding, why the hell not?Inside the world of Ascendant you will find an engaging post fantasy-apocalypse world that was rescued from the very brink of destruction by the God of Death. All of the other gods were destroyed in this incredible cataclysm. The world left over is a desolate, chaotic, challenging place. Only small pockets of humanity survive perpetually encroached upon by all manner of undead or daemonic beings. The reverberations of the magical apocalypse have created a wide spread imbalance of magical energy. While dealing with her massive backlog of souls in purgatory Death has noticed the magical energy starting to collect itself in different vessels, some terrible and some incredible. Some of the first generation of humans after the cataclysm have also become these vessels. Since Death cannot rebuild this world entirely by herself she has recruited these human vessels to become “Reapers.” You take the role of one of these Reapers, permanently marked by death with a massive black scythe on your back. Will you use your incredible power to corrupt and conquer, or to nurture and build?• Skill Based Character Progression• 6 Character Archetypes• Gated Specialization Skill Tree System• 20 Character Specialty Classes• Massively Scalable Game Play• Fixed damage combat system to streamline encounters.• Did I mention Bards that can kill monsters by just playing their arcane guitars? YEAH! That along with the other 19 amazing specialty classes will blow your mind with pure awesomeness. Check them out!

Transcript of Ascendant Beta 0.4.1

Page 1: Ascendant Beta 0.4.1

Heavy Metal Fantasy

Beta v0.4.1

by Bodlar Danger Leben

Ascendant

Page 2: Ascendant Beta 0.4.1

2

Character Creation • 3 Character Checklist: • 3

Stats: • 3 Strength: • 4 Physique: • 5 Stamina: • 6 Agility: • 7 Intelligence: • 8 Wisdom: • 9 Concentration: • 10

Combat • 11 Spell Casting • 11 Rest • 11

Skills • 12 Generic Skills: • 12

Classes • 13

Martial • 13Martial Rank1 Powers • 13Martial Rank 2 Powers • 14Martial Rank 3 Powers • 14 Defender Rank 3 • 14 Weapon Master Rank 3 • 15 Monk Rank 3 • 16Martial Rank 4 Powers • 16 Defender Rank 4 • 16 Weapon Master Rank 4 • 17 Monk Rank 4 • 18Martial Rank 5 Powers • 18 Defender Rank 5 • 18 Weapon Master Rank 5 • 19 Monk Rank 5 • 20

Subterfuge • 21Subterfuge Rank 1 Powers • 21Subterfuge Rank 2 Powers • 22Subterfuge Rank 3 Powers • 23 Assassin Rank 3 • 23 Treasure Hunter Rank 3 • 24 Blackguard Rank 3 • 25Subterfuge Rank 4 Powers • 26 Assassin Rank 4 • 26 Treasure Hunter Rank 4 • 27 Blackguard Rank 4 • 28Subterfuge Rank 5 Powers • 29 Assassin Rank 5 • 29 Treasure Hunter Rank 5 • 31 Blackguard Rank 5 • 32

Thaumaturgy • 33Thaumaturgy Rank 1 Powers • 33Thaumaturgy Rank 2 Powers • 34Thaumaturgy Rank 3 Powers • 35 Illusionist Rank 3 • 35 Animator Rank 3 • 36 Summoner Rank 3 • 37 Destroyer Rank 3 • 38Thaumaturgy Rank 4 Powers • 39 Illusionist Rank 4 • 39 Animator Rank 4 • 40 Summoner Rank 4 • 41 Destroyer Rank 4 • 42Thaumaturgy Rank 5 Powers • 43 Illusionist Rank 5 • 43 Animator Rank 5 • 44 Summoner Rank 5 • 45 Destroyer Rank 5 • 46

Divine • 48Divine Rank 1 Powers • 48Divine Rank 2 Powers • 49Divine Rank 3 Powers • 50 Combat Medic Rank 3 • 50 Holy Champion Rank 3 • 51 Holy Zealot Rank 3 • 51 Priest Rank 3 • 52Divine Rank 4 Powers • 53 Combat Medic Rank 4 • 53 Holy Champion Rank 4 • 54 Holy Zealot Rank 4 • 55 Priest Rank 4 • 56Divine Rank 5 Powers • 57 Combat Medic Rank 5 • 57 Holy Champion Rank 5 • 58 Holy Zealot Rank 5 • 59 Priest Rank 5 • 60

Nature • 61Nature Rank 1 Powers • 61Nature Rank 2 Powers • 62Nature Rank 3 Powers • 63 Druid Rank 3 • 63 Beast Master Rank 3 • 64 Ranger Rank 3 • 65Nature Rank 4 Powers • 66 Druid Rank 4 • 66 Beast Master Rank 4 • 67 Ranger Rank 4 • 68Nature Rank 5 Powers • 69 Druid Rank 5 • 69 Beast Master Rank 5 • 70 Ranger Rank 5 • 71

Lore • 72Lore Rank 1 Powers • 72Lore Rank 2 Powers • 73Lore Rank 3 Powers • 74 Skald Rank 3 • 74 Bard Rank 3 • 75 Sage Rank 3 • 76Lore Rank 4 Powers • 77 Skald Rank 4 • 77 Bard Rank 4 • 78 Sage Rank 4 • 79Lore Rank 5 Powers • 80 Skald Rank 5 • 80 Bard Rank 5 • 81 Sage Rank 5 • 82

Equipment • 83 Cloth Armor • 83 Leather Armor • 83 Metal Armor • 84 One Handed Swords • 85 Axes • 85 Maces • 85 Warhammers • 86 Spears • 86 Daggers • 86 Bows • 87 Throwing Axes • 87 Needles • 87 Mage Staves • 88 Arcane Guitars • 88 Miscelaneous Equipment • 88 Enchanting • 89 Jewelry • 90 Money • 91

Town Upgrade System: • 92

Game Master Section: • 95

Table of Contents

Page 3: Ascendant Beta 0.4.1

3

Welcome to AscendantThe world of Ascendant was torn asunder by a great magical cataclysm. A more extensive backstory is available on the website www.ascendantrpg.com. All that stands is a few scattered pockets of humanity that, by the intervention of the god Death, were spared. The world is in total magical chaos now. In the years following the cataclysm, Death saw the chaotic magic energy starting to concentrate in select gifted people. Upon noticing these beings she decided to enlist their help in rebuilding the world to a more stable state. Shortly after the characters start they will be contacted, via a dream, by Death herself. She will enlist them to become her “Reapers” which is also accompanied by a large black scythe being marked on their back. Since Death is still reeling from the aftermath of the cataclysm her contact with the players will be minimal and infrequent. However, this does give the players the ability to return from death with her good graces at a cost. You start in this world as a being gifted with the power to manipulate the energy in and around you. You will become one of Death’s Reapers and progress to levels of greatness. Welcome to Ascendant, Reaper!

Character CreationWhen creating your character imagine the world that your character has been confronted with their entire life. Your character only knows the desolation and struggle of life after the cataclysm. What has your character struggled with so far? Was their family destroyed by the fallout of the cataclysm? Create a list of motivations and character traits outside of just your stats that will enable you to have a well rounded character. That being said, here’s all the relevant stat creation that must go into your character.

Character Checklist:Pick your character’s primary skill tree: Martial, Subterfuge, Thaumaturgy, Divine, Nature, or Lore.Create your stats. Stats start at 6. Then distribute 60 points between them. No stat can go over 20 with your initial allocation.Spend your experience on skills. New characters start with 2500 points of experience. Don’t forget your Health and Power skills.New characters start with 25 equipment points. Buy your equipment with equipment points.Finalize your stats with bonuses from skills or equipment. Then fill in the appropriate stat attributes.Find your martial and magic bonuses to hit from your combat skills. Then tally any bonuses to hit from skills or stats on top of that.Tally your Health and Power points. Fill out your character name and description.

Stats:Your character has 7 stats. Strength(Str), Physique(Phy), Stamina(Sta), Agility(Agi), Intelligence(Int), Wisdom(Wis), Concentration (Con). All stats are measured at a scale of 1 to 100 and beyond that in extreme cases. The scale repeats itself and can be figured beyond 100. For most game play few things will be over 100. There is a potential for players to get over 100 but that will much later in the game(in the form of an expansion to higher Ranks of play). To start the game all stats start at 6. Then the players put 60 points into their stats any way they choose up to a maximum of 20. The stats may be raised beyond 20 later through skill points or enchantments, though.

Page 4: Ascendant Beta 0.4.1

4

Str Damage Carry1 -5 52 -5 103 -4 154 -4 205 -3 256 -3 307 -2 358 -2 409 -1 50

10 0 6011 1 7012 1 8013 2 9014 2 10015 3 12516 3 15017 4 17518 4 20019 5 22520 5 25021 6 27522 6 30023 7 32524 7 35025 8 37526 8 40027 9 42528 9 45029 10 47530 10 50031 11 52532 12 55033 13 57534 14 60035 15 625

Str Damage Carry36 16 65037 17 67538 18 70039 19 72540 20 75041 21 77542 22 80043 23 82544 24 85045 25 87546 26 90047 27 92548 28 95049 29 97550 30 100051 31 110052 32 120053 33 130054 34 140055 35 150056 36 160057 37 170058 38 180059 39 190060 40 200061 41 210062 42 220063 43 230064 44 240065 45 250066 46 260067 47 270068 48 280069 49 290070 50 3000

Str Damage Carry71 51 310072 52 320073 53 330074 54 340075 55 350076 56 360077 57 370078 58 380079 59 390080 60 400081 61 450082 62 500083 63 550084 64 600085 65 650086 66 700087 67 750088 68 800089 69 850090 70 900091 71 950092 72 1000093 73 1050094 74 1100095 75 1150096 76 1200097 77 1250098 78 1300099 79 13500

100 80 14000101+ add 2 add 1000

………. ………. ……….200 280 114000

………. ………. ……….300 480 214000

Strength:Raw power to lift and carry, also causes more damage with melee or ranged weapons.

Damage modifier applies to martial attacks including Bows. Characters with a low strength will have a negative damage modifier. Those characters simply lack the strength to wield a Bow. When wielding a 2 handed weapon apply 1.5 times the damage modifier(rounded up). When dual wielding both weapons gain the damage modifier. You can hurl up to 1/20th of your carrying capacity. The range for hurling is 40 ft. It does damage equal to the weight of the object Thrown plus any modifiers. Keep in mind the awkwardness of a given item. If it is much larger than the person throwing it the GM can modify or disallow the ability to throw it or carry an item.

Page 5: Ascendant Beta 0.4.1

5

Physique Health To Hit1 -3 -32 -3 -33 -3 -34 -2 -25 -2 -26 -2 -27 -1 -18 -1 -19 -1 -1

10 0 011 0 112 1 113 1 114 2 115 2 216 3 217 3 218 4 219 4 320 5 321 5 322 6 323 6 424 7 425 7 426 8 427 8 528 9 529 9 530 10 531 10 532 11 633 11 634 12 635 12 6

Physique Health To Hit36 13 637 13 738 14 739 14 740 15 741 15 742 16 843 16 844 17 845 17 846 18 847 18 948 19 949 19 950 20 951 20 952 21 1053 21 1054 22 1055 22 1056 23 1157 23 1158 24 1159 24 1160 25 1261 25 1262 26 1263 26 1264 27 1365 27 1366 28 1367 28 1368 29 1469 29 1470 30 14

Physique Health To Hit71 30 1472 31 1573 31 1574 32 1575 32 1576 33 1677 33 1678 34 1679 34 1680 35 1781 35 1782 36 1783 36 1784 37 1885 37 1886 38 1887 38 1888 39 1989 39 1990 40 1991 40 1992 41 2093 41 2094 42 2095 42 2096 43 2197 43 2198 44 2199 44 21

100 45 22101+ Add 1 add 1 per4

………. ………. ……….200 145 47

………. ………. ……….300 245 72

Physique:Increases your Health the more you have. The Health modifier applies to every skill point in Health you have. Physique also gives a bonus to hit that is applied to any martial attack.

Page 6: Ascendant Beta 0.4.1

6

Stamina Duration Hit Point1 -4 02 -4 03 -3 04 -3 05 -2 06 -2 07 -1 08 -1 09 -1 0

10 0 1011 0 2012 1 3013 1 4014 2 5015 2 6016 3 7017 3 8018 4 9019 4 10020 5 11021 5 12022 6 13023 6 14024 7 15025 7 16026 8 17027 8 18028 9 19029 9 20030 10 21031 10 22032 11 23033 11 24034 12 26535 12 290

Stamina Duration Hit Point36 13 31537 13 34038 14 36539 14 39040 15 41541 15 44042 16 46543 16 49044 17 51545 17 54046 18 56547 18 59048 19 61549 19 64050 20 66551 20 69052 21 71553 22 74054 23 76555 24 79056 25 81557 26 84058 27 86559 28 89060 29 91561 30 94062 31 96563 32 99064 33 101565 34 104066 35 106567 36 109068 37 111569 38 114070 39 1165

Stamina Duration Hit Point71 40 119072 41 121573 42 124074 43 126575 44 129076 45 134077 46 139078 47 144079 48 149080 50 154081 52 159082 54 164083 56 169084 58 174085 60 179086 62 184087 64 189088 66 194089 68 199090 70 204091 72 209092 74 214093 76 219094 78 224095 80 229096 82 234097 84 239098 86 244099 88 2490

100 90 2540101+ add 3 per add 100

………. ………. ……….200 390 12500

………. ………. ……….300 690 22500

Stamina:Duration extension increases the amount of time you can maintain strenuous labor. For example: The average person can dig ditches for 4 hours straight. Your duration extension will add hours to that task. For a task that takes more energy like sprinting it will add its modifier in minutes. For more mundane tasks like walking or jogging you would add double the modifier in hours to the task. Ultimately your GM will decide the scale at which he will allow you to use the modifier it is there as a guide for your GM, not a hard rule. The hit point buffer is how far the player can go negative in Health before they die. They can continue to function on that buffer for 40 rounds plus the duration extension granted by their stamina. After that duration if they have not been brought back to a positive amount of Health they die.

Page 7: Ascendant Beta 0.4.1

7

Agility Defense Running1 -10 222 -9 243 -8 264 -7 285 -6 306 -4 357 -3 408 -2 459 -1 50

10 0 5511 1 6512 1 7513 1 8514 2 9515 2 10516 2 11517 3 12518 3 13519 3 14520 4 15521 4 16522 4 17523 5 18524 5 19525 5 20526 6 21527 6 22528 6 23529 7 24530 7 25531 7 26032 8 26533 8 27034 8 27535 9 280

Agility Defense Running36 9 28537 9 29038 10 29539 10 30040 10 30541 11 31042 11 31543 12 32044 12 32545 13 33046 13 33547 14 34048 14 34549 15 35050 15 35551 16 36052 16 36553 17 37054 17 37555 18 38056 18 38557 19 39058 19 39559 20 40060 20 40561 21 41062 21 41563 22 42064 22 42565 23 43066 23 43567 24 44068 24 44569 25 45070 25 455

Agility Defense Running71 26 46072 26 46573 27 47074 27 47575 28 48076 28 48577 29 49078 30 49579 31 50080 32 50581 33 51082 34 51583 35 52084 36 52585 37 53086 38 53587 39 54088 40 54589 41 55090 42 55591 43 56092 44 56593 45 57094 46 57595 47 58096 48 58597 49 59098 50 59599 51 600

100 52 605101+ add 1 per add 5 per

………. ………. ……….200 152 1105

………. ………. ……….300 252 1605

Agility:Deftness of movement. Measures your ability to balance and move quickly. Gives a defense modifier. The defense modifier will raise your defense against physical attacks. Your run speed is the number of feet you can move at top speed in one round. A character can sprint for 3 minutes before collapsing. The duration modifier from stamina will change the number of minutes a sprint can be maintained. Agility may be used for determining initiative(see the Combat section).

Page 8: Ascendant Beta 0.4.1

8

Int Power To Hit1 -90 -32 -80 -33 -70 -34 -60 -25 -50 -26 -40 -27 -30 -18 -20 -19 -10 -1

10 0 011 10 112 20 113 30 114 40 115 50 216 60 217 70 218 80 219 90 320 100 321 110 322 120 323 130 424 140 425 150 426 170 427 190 528 210 529 230 530 260 531 290 532 320 633 350 634 380 635 410 6

Int Power To Hit36 440 637 470 738 500 739 530 740 560 741 590 742 620 843 650 844 680 845 710 846 740 847 770 948 800 949 830 950 880 951 930 952 980 1053 1030 1054 1080 1055 1130 1056 1180 1157 1230 1158 1280 1159 1330 1160 1390 1261 1450 1262 1510 1263 1570 1264 1630 1365 1690 1366 1750 1367 1810 1368 1870 1469 1930 1470 2000 14

Int Power To Hit71 2070 1472 2140 1573 2210 1574 2280 1575 2350 1576 2420 1677 2490 1678 2560 1679 2630 1680 2710 1781 2790 1782 2870 1783 2950 1784 3030 1885 3110 1886 3190 1887 3270 1888 3350 1989 3430 1990 3520 1991 3610 1992 3700 2093 3790 2094 3880 2095 3970 2096 4060 2197 4150 2198 4240 2199 4330 21

100 4430 22101+ add 200 add 1 per4

………. ………. ……….200 24430 47

201+ add 400 ……….300 64430 72

Intelligence: Logic power and book knowledge. Provides a bonus that increases Power by the flat amount listed. Intelligence also provides a bonus to hit with magical attacks.

Page 9: Ascendant Beta 0.4.1

9

Wisdom Power Mdef1 -3 -102 -3 -93 -3 -84 -2 -75 -2 -66 -2 -47 -1 -28 -1 09 -1 0

10 0 011 0 112 1 113 1 114 2 215 2 216 3 217 3 318 4 319 4 320 5 421 5 422 6 423 6 524 7 525 7 526 8 627 8 628 9 629 9 730 10 731 10 732 11 833 11 834 12 835 12 9

Wisdom Power Mdef36 13 937 13 938 14 1039 14 1040 15 1041 15 1142 16 1143 16 1244 17 1245 17 1346 18 1347 18 1448 19 1449 19 1550 20 1551 20 1652 21 1653 21 1754 22 1755 22 1856 23 1857 23 1958 24 1959 24 2060 25 2061 25 2162 26 2163 26 2264 27 2265 27 2366 28 2367 28 2468 29 2469 29 2570 30 25

Wisdom Power Mdef71 30 2672 31 2673 31 2774 32 2775 32 2876 33 2877 33 2978 34 3079 34 3180 35 3281 35 3382 36 3483 36 3584 37 3685 37 3786 38 3887 38 3988 39 4089 39 4190 40 4291 40 4392 41 4493 41 4594 42 4695 42 4796 43 4897 43 4998 44 5099 44 51

100 45 52101+ Add 1 add 1 per

………. ………. ……….200 145 152

………. ………. ……….300 245 252

Wisdom:Street smarts and common sense. Wisdom provides a boost that raises your Power by the amount given per level of “Power Skill” your character has purchased. Wisdom also provides a magic defense boost that adds that number to your magical defense.

Page 10: Ascendant Beta 0.4.1

10

Conc. Medi. Spell1 10 -52 10 -53 10 -44 15 -45 15 -36 15 -37 20 -28 20 -29 20 -1

10 25 011 25 112 30 113 30 214 35 215 35 316 40 317 40 418 45 419 45 520 50 521 55 622 60 623 65 724 70 725 75 826 80 827 85 928 90 929 95 1030 100 1031 105 1132 110 1233 115 1334 120 1435 125 15

Conc. Medi. Spell36 130 1637 135 1738 140 1839 145 1940 150 2041 155 2142 160 2243 165 2344 170 2445 175 2546 180 2647 185 2748 190 2849 195 2950 200 3051 210 3152 220 3253 230 3354 240 3455 250 3556 260 3657 270 3758 280 3859 290 3960 300 4061 310 4162 320 4263 330 4364 340 4465 350 4566 360 4667 370 4768 380 4869 390 4970 400 50

Conc. Medi. Spell71 410 5172 420 5273 430 5374 440 5475 450 5576 460 5677 470 5778 480 5879 490 5980 500 6081 510 6182 520 6283 530 6384 540 6485 550 6586 560 6687 570 6788 580 6889 590 6990 600 7091 625 7192 650 7293 675 7394 700 7495 725 7596 750 7697 775 7798 800 7899 825 79

100 850 80101+ add 25 per add 2

………. ………. ……….200 3350 280

………. ………. ……….300 5850 480

Concentration:Measures your ability to deal with mental stress. A character with high concentration can stay cool under heavy mental pressure. Concentration determines the amount of Power you regain from meditating. The amount you get per 10 minutes of meditation is listed on the chart. Concentration also provides bonus spell damage or healing. The bonus is multiplied by the number of focus a spell costs. For damage over time, or heal over time, spells apply the bonus damage every time it does damage or healing. Instant cast spells and abilities also gain the damage/healing modifier. (See combat section for more details). Concentration may be used for determining initiative(see the Combat section).

Page 11: Ascendant Beta 0.4.1

11

CombatCombat in Ascendant is very fast paced and streamlined. One of the exciting features of Ascendant is that you can have an interesting combat without slowing the game to a crawl. Damage is fixed on all attacks. i.e. A sword does 10 damage per hit or a spell does 40 damage on a hit etc. Each attack has a more dynamic range of damage than the example given, but it is fixed for each session.

Everyone starts with 8 melee defense and 5 magic defense. When you make an attack, roll a 20 sided die and add your total bonus to hit to the roll. If your total is higher than your opponent’s defense, you hit. A roll of a 20 will always be a hit unless their defense is more than 20 higher than your attack total. A roll of a 1 is always a miss unless their defense is more than 20 lower than your attack total. If you attack and hit by more than 10 it is a critical hit. When you crit with a weapon or spell you double the damage or effect. If you attack and miss by more than 10 it is a fumble. When you fumble with a weapon the target will get a free counter attack. A fumble with a ranged weapon will result in accidentally hitting an ally if there are any nearby. If you fumble with a spell it bounces off your target and hits you instead.

The combat organization uses 6 second rounds and then the standard measure of time, minutes(10 rounds), and hours(600 rounds) etc. A round is enough time to make up to two actions. A character may only do each of the available actions once per round, but may select up to two different actions to execute in a round if desired. The exception to this rule is movement. A character may move their entire movement speed in a round, but may not perform any other actions. Normal actions available to the characters are: make an attack, move half your speed(see Agility), gather focus(when gathering focus your movement speed option is reduced to one third your movement instead of half), cast a spell, get up from being knocked down, sheath a weapon, or draw a weapon. For rapid weapon switching a character may instantly drop a weapon, but must suffer the risks that come along with doing so. Which means they could drop a weapon, draw another one, and still get an attack with the new weapon.

At the begining of each combat the GM and the players all roll for initiative. Roll a 20 sided die and add your characters Agility or Concentration, whichever is higher. Whoever has the highest total roll is the first player to act with the other players following clockwise from that player regardless of the other rolls. If the GM beats the highest player’s rolls then the GM acts first.

Each character has Health points. Death occurs at 0 Health(or sometimes less than zero Health if your character has a hit point buffer from their Stamina). Death in Ascendant is painful but not necessarily permanent. There are shrines dedicated to death scattered throughout the land where you can implore Death to offer a Reaper’s soul another chance to continue. Each town starts with a Death Shrine at the center of it as this was the conduit she used to save their town from destruction. Death will return you to life for a price. She will expect the next bit of your experience as tribute in return for reviving you. It will cost you 300x your highest Rank in experience. If your highest Rank is 4 and you die, you miss out on the next 1200 experience points awarded to you. Someone must physically take your corpse to the shrine. If every one in the party dies Death will eventually get around to taking them to the death shrine and reviving them, however the penalty for this is double the normal penalty. The Divine specialty class, Priest, has the ability to return people from the dead without visiting the shrine, and at higher levels even lowering the penalty.

Spell CastingTo cast a spell you start by declaring that you are gathering spell focus. You get 1 spell focus for every round you concentrate. You may move up to 1/3 of your movement speed while gathering focus. You may also make a a single attack on a turn that you gather focus as long as you don’t move. You may gather focus on the same round you use an instant cast spell or ability, but that would be your two actions. After you have gathered enough focus points to cast a spell, the actual spell casting is instantaneous. Therefore, if you have a spell that requires 4 focus and 40 Power you are able to cast that spell on the 4th round of gathering focus. Once the spell is cast you expend the 40 Power and the spell goes off. If your Power was drained below 40 and you can no longer cast that spell you either need to redirect that focus to a lesser spell or fall victim to focus burn. You may hold spell focus points for 10 rounds. The moment one focus expires your entire focus pool explodes. Unused spell focus points will cause focus burn which drains you of 20 Power and 20 Health per character Rank per focus point. Be careful not to overcharge yourself with focus. The exception is ritual spells that take a minute or longer, they do not follow the spell focus rules. When casting one of those spells you must declare that at the beginning of the ritual. If you take damage you will be interrupted and the Power required for the spell lost. You may direct any focus you have built up to any spell in your repertoire at any given time. For example: you were saving to cast a spell that required 8 focus. After building up 5 focus points you realize that your friend needs to be healed you can immediately spend 1 of those focus to cast a healing spell to save your friend. You then have the 4 remaining spell focus to use or suffer burn. Instant cast spells happen instantly but you may only use one spell or ability per round. Instant spells do still count as one of your characters actions for the round as well.

RestYou can choose to rest 2 times a day. Rest requires eating, drinking, and sitting down. It takes half an hour and you must have at least 3 hours between rest periods. Once you have rested that full half hour you will regain half of your lost Health and Power minus any permanent reductions in place. Your rest can be interrupted. Within reason, you must get back to resting right away or have to start your rest completely over. This will be left to the GM’s discretion. After a full nights sleep, you will awaken with full Health and Power minus any permanent reductions in place.

Page 12: Ascendant Beta 0.4.1

12

Skills cost 100 experience points(exp) times the Rank of the skill per skill level. Rank 1 skills cost 100 exp per level. Rank 2 costs 200 exp per level and so on. Skills may not be purchased mid-session. Skills have 10 skill levels per Rank unless otherwise noted. Due to the fact that certain skills do not scale well they are purchased as “flat skills” with a one time higher cost listed with the skill.

Ascendant currently only goes up to Rank 5. However, further Ranks will come in an expansion to the game taking the characters up to Rank 10. A Rank 10 character would have a nearly god like level of abilities. Every skill has an implied prerequisite of level 10 of the previous Rank. Some skills may be new to a character of a given Rank and in order to purchase those there is an implied prerequisite of another skill of that Rank from that class.

The skills are all organized in a tree format. You can invest points into any skill you like as long as you have the appropriate pre-requisites. You can branch into other trees on a sliding scale. This means if you have one skill tree up to Rank 3 then you can have access to another tree that goes up to Rank 2 and a 3rd tree that has Rank one skills. These trees do not have to be taken in a specific order. If you are Rank 4 in one tree, that means you may have up to 3 other trees, with one being a maximum of Rank 3, a max Rank 2 and a Rank 1 tree. You may have 3 other Rank 1 trees as they do not fit that cap. To buy into a different major skill tree it costs 1000 exp times the number of current trees you have. EX. If a martial character wants subterfuge skills he must pay 1000 exp to have access to them. Then if he wants to also pickup some divine skills he will have to pay 2000 exp to buy into that tree. Each major skill tree has multiple specializations within it. Whatever tree you pick to start is your primary tree and cannot be changed.

The six primary skill trees are: Martial, Subterfuge, Thaumaturgy, Divine, Nature, and Lore. All of their skills are listed in the Classes Section.

For skills that raise an attack, magic or martial, you will base your attack on your skill in the type of weapon or spell being used. EX. Your Two Handed weapon skill does you no good if you pick up a One Handed weapon. Or, if you’re a Thaumaturge that crosses into another magic tree, your Arcane Power skill only applies to casting Thaumaturge spells.

Generic skills follow their own selection and building rules. They do not fall under the tree limits of regular advancement. Health, Power, Stat, and Magic Resistance skills are available to all classes. Each Rank has a prerequisite of 10 points in the previous Rank and any skill of the same Rank. That means you cannot buy into Rank 2 Health until you have at least one other Rank 2 skill and 10 levels in Rank 1 Health. EX. If you want to buy Rank 3 Health then you would have to have already purchased 10 points in Rank1 Health, 10 points in Rank 2 Health, and have a Rank 3 skill. The exception is the Magic Resistance Skill which is a flat skill paid once for the entire Rank.

Generic Skills: Health Rank 1:Increase your Health points by 10.Health Rank 2:Increase your Health points by 12.Health Rank 3:Increase your Health points by 15.Health Rank 4:Increase your Health points by 20.Health Rank 5:Increase your Health points by 25.

Power Rank 1:Increase your Power points by 10.Power Rank 2:Increase your Power points by 12.Power Rank 3:Increase your Power points by 15.Power Rank 4:Increase your Power points by 20.Power Rank 5:Increase your Power points by 25.

Stat Skills:You can increase your stats by spending experience points in the following skills: Weight Lifting –StrengthBody Building – PhysiqueAerobics – StaminaAcrobatics - AgilityStudy – IntelligenceFaith – WisdomBrain Bending – Concentration

Stat skills increase the stat listed by the following amount depending on the Rank of the skill:Rank 1 and 2 – Increases the stat by 1 for every 2 skill pointsRank 3 and 4 – Increases the stat by 1 for every skill pointRank 5 – Increases the stat by 2 for every skill point

Magic Resistance Skill:Your character has infused himself with magical energy to make him more resilient to magic attacks. Available to all classes like the Power or Health skill. Each Rank has a prerequisite of the previous Rank and any skill of the same Rank. Resistance Rank 1: Flat Skill cost: 800. Increases your magical Defense by 3.Resistance Rank 2: Flat Skill cost: 1600. Increases your magical Defense by 4.Resistance Rank 3: Flat Skill cost: 2400. Increases your magical Defense by 5.Resistance Rank 4: Flat Skill cost: 3200. Increases your magical Defense by 6.Resistance Rank 5: Flat Skill cost: 4000. Increases your magical Defense by 7.

Skills

Page 13: Ascendant Beta 0.4.1

13

ClassesTo become 3rd Rank your character must pick a specialty. Whichever tree you select continues as your primary tree. EX. You may get to Rank 4 as a Defender then pick up Rank 3 Weapon Master as a 3rd Rank tree. The new tree still counts as a secondary tree.

MartialThe martial character is very direct. They get to enjoy being on the front lines. They get a sick sense of pleasure from hurting things physically. Their personalities tend to reflect this tendency. Martial characters are typically emotionally grounded and strong.

The following skills are available to the Martial skill tree.

Martial Rank1 PowersOne Handed Weapon: This is your ability to wield a One Handed close combat weapon. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for One Handed Rank 0 and Rank 1 weapons:Rank 0 - Iron Mace - Level 1Rank 0 - Iron Dagger - Level 1Rank 0 - Iron Long Sword - Level 2Rank 1 - Steel Dagger - Level 2Rank 1 - Steel Mace - Level 5Rank 1 - Steel Long Sword - Level 6

Two Handed Weapon:This is your ability to wield a Two Handed close combat weapon. You must have the skill required to weild a specific weapon. Remember Two Handed weapons receive 1.5 times your strength damage bonus. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for Two Handed Rank 0 and Rank 1 weapons: Rank 0 - Iron Tipped Spear - Level 1Rank 0 - Iron Sledge Hammer - Level 2Rank 0 - Iron Axe - Level 2Rank 1 - Steel Spear - Level 3Rank 1 - Steel Sledge Hammer - Level 8Rank 1 - Steel Axe - Level 10

Thrown Weapon:This is your ability to wield a Thrown combat weapon. You must have the skill required to weild a specific weapon. Remember, Thrown weapons still receive your full strength bonus. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for Thrown Rank 0 and Rank 1 weapons:Rank 0 - Iron Dagger - Level 1Rank 0 - Iron Throwing Axe - Level 2Rank 1 - Steel Dagger - Level 2Rank 1 - Steel Throwing Axe - Level 6

Unarmed Combat:This is your ability to hit exceptionally well with your fitsts. You must have the skill required to weild a specific pair of heavy combat gloves. Remember, you get an attack with each fist, both getting your full strength bonus. See the table below for your Unarmed damage and hit bonus with this skill. Here are the pertinent skill requirements for Unarmed Rank 0 and Rank 1 combat gloves:Rank 0 - Rawhide Padded Gloves - Level 4Rank 1 - Leather Padded Gloves - Level 8

Slam:Special attack that allows you to knock a human sized or smaller opponent over. Bonus to hit based on skill. Does the same damage your normal attack would. See the table below for your bonus to hit with this skill.Costs: 20 Power - 1 Focus - Range: Touch

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 0 and Rank 1 items:Rank 0 - Copper Round Shield - Level 1Rank 0 - Copper Breastplate - Level 2Rank 1 - Bronze Round Shield - Level 2Rank 1 - Bronze Bucket Helm - Level 5Rank 1 - Bronze Breastplate - Level 8

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 7 7 8 8 9 9 10 10 11 11

Unarmed Damage 1 1 1 2 2 2 3 3 3 3Slam 1 1 1 1 2 2 2 2 3 3

Page 14: Ascendant Beta 0.4.1

14

One Handed Weapon:Works the same as Rank 1 One Handed Weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for One Handed Rank 2 weapons:Rank 2 - Kris Dagger - Level 2Rank 2 - Morning Star - Level 5Rank 2 - Bastard Sword - Level 6

Two Handed Weapon:Works the same as Rank 1 Two Handed Weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for Two Handed Rank 2 weapons:Rank 2 - Halberd - Level 3Rank 2 - Warhammer - Level 8Rank 2 - Battle Axe - Level 10

Thrown Weapon:Works the same as Rank 1 Thrown Weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for Thrown Rank 2 weapons:Rank 2 - Kris Dagger - Level 2Rank 2 - Serrated Throwing Axe - Level 6

Unarmed Combat:Works the same as Rank 1 Unarmed Combat. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for Unarmed Rank 2 combat gloves:Rank 2 - Wolf Hide Studded Gloves - Level 8

Slam:Special attack that allows you to knock a human sized or smaller opponent over. Bonus to hit based on skill. Does the same damage your normal attack would. See the table below for your bonus to hit with this skill.Costs: 35 Power - 1 Focus - Range: Touch

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 2 items:Rank 2 - Steel Round Shield - Level 2Rank 2 - Steel Bucket Helm - Level 6Rank 2 - Steel Breastplate - Level 10

Martial Rank 2 Powers

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 13 13 14 14 15 15 16 16 17 17

Unarmed Damage 4 4 4 5 5 5 6 6 6 6Slam 3 3 3 3 4 4 4 4 5 5

Martial Rank 3 PowersDefender Rank 3

This martial character is concerned with defense and is there to distract enemies, control the fight, and take attacks for his allies. The Defender is the epitome of a tank class. Tree cost: 2000 experience. Prerequisites: 10 skill points in Rank 2 1 handed Weapon, 10 points in Rank 2 Metal Armor training, and 10 points in Rank 2 Body Building.One Handed Weapon:Works the same as Rank 1 One Handed Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for One Handed Rank 3 weapons:Rank 3 - Brutal Kris Dagger - Level 2Rank 3 - Brutal Morning Star - Level 5Rank 3 - Brutal Bastard Sword - Level 6

Thrown Weapon:Works the same as Rank 1 Thrown Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Thrown Rank 3 weapons:Rank 3 - Brutal Kris Dagger - Level 2Rank 3 - Brutal Throwing Axe - Level 6

Slam:Special attack that allows you to knock a human sized or smaller opponent over. Bonus to hit based on skill. Does the same damage your normal attack would. See the table on the following page for your bonus to hit with this skill.Costs: 50 Power - 1 Focus - Range: Touch

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 3 items:Rank 3 - Kite Shield - Level 2Rank 3 - Knight’s Helm - Level 6Rank 3 - Plate Mail Suit - Level 10

Painful Strike:Your next attack hits a sensitive part of your enemy causing a severe amount of pain; forcing them to focus their attacks on you for the duration. Duration based on skill level, see the table on the following page. If your painful strike misses, the Power is lost.Costs: 40 Power - Instant - Range: Touch

Page 15: Ascendant Beta 0.4.1

15

Defender Rank 3 Continued:

Defend Ally:You put yourself in front of an ally and take all their physical or direct fire magic attacks for the duration. Number of attacks taken for your ally based on skill level. See the table below. Lasts for one minute or until the number of attacks is reached. You can still function as normal but must remain adjacent to the protected ally, otherwise the spell is broken.Costs: 40 Power - Instant - Range: Touch

Charge Shield:Your shield is charged with Power for 4 rounds which increases your defense value based upon your skill level. See table below.Costs: 50 Power - 2 Focus - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 19 19 20 20 21 21 22 22 23 23

Slam 6 6 6 6 7 7 7 7 8 8Painful Strike 1 1 1 2 2 2 3 3 3 4Defend Ally 1 1 1 2 2 2 3 3 3 4

Charge Shield 1 1 1 1 2 2 2 2 3 3

Weapon Master Rank 3This martial character is concerned with offense and is there to cut his enemies down to size in the fray of battle. Tree cost: 2000 experience. Prerequisites: 10 skill points in Rank 2 Two Handed Weapon, 10 skill points in Rank 2 Weight Lifting, 10 points in Rank 2 Slam. Penalty: MUST use a Two Handed weapon.Two Handed Weapon:Works the same as Rank 1 Two Handed Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Two Handed Rank 3 weapons:Rank 3 - Brutal Halberd - Level 3Rank 3 - Brutal Warhammer - Level 8Rank 3 - Brutal Battle Axe - Level 10

Thrown Weapon:Works the same as Rank 1 Thrown Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Thrown Rank 3 weapons:Rank 3 - Brutal Kris Dagger - Level 2Rank 3 - Brutal Throwing Axe - Level 6

Slam:Special attack that allows you to knock a human sized or smaller opponent over. Bonus to hit based on skill. Does the same damage your normal attack would. See the table on the following page for your bonus to hit with this skill.Costs: 50 Power - 1 Focus - Range: Touch

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 3 items:Rank 3 - Kite Shield - Level 2Rank 3 - Knight’s Helm - Level 6Rank 3 - Plate Mail Suit - Level 10

Power Attack:Your next attack will be charged with destructive Power and hits two targets, which must be adjacent to each other. A single attack roll is made against both potential targets. Hits/misses/criticals/fumbles all handled seperately per target. If it hits it will do extra damage. Extra damage based on skill. See the table on the following page.Costs: 40 Power - Instant - Range: Touch

Keen Strikes:For the next 4 rounds you raise your martial hit bonus. Hit bonus based on skill. See the table on the following page.Costs: 50 Power - 1 Focus - Range: Self

Bull Rush:You may instantly charge an opponent and attack with a +2 bonus as long as you could normally charge there yourself. Distance based on skill level. See the table on the following page.Costs: 50 Power - Instant - Range: XCosts: 50 Power - Instant - Range: X

Two Handed Weapon Expert:Flat Skill Cost: 1000 exp.While weilding a Two Handed weapon you score a critical hit when hit by more than 9 instead of 10 now.

Page 16: Ascendant Beta 0.4.1

16

Weapon Master Rank 3 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 19 19 20 20 21 21 22 22 23 23

Slam 6 6 6 6 7 7 7 7 8 8Power Attack 20 20 25 25 30 30 35 35 40 40Keen Strikes 4 4 4 5 5 5 6 6 6 7

Bull Rush 15 15 20 20 25 25 30 30 35 35Monk Rank 3

This character is the master of Unarmed combat. He has tuned his body with Power so that he can often go toe-to-toe with even the most heavily armed and armored foe. Tree cost 2000 pts. Prerequisites: 10 pts in Rank 2 Unarmed Combat, 10 pts in Rank 2 Weight Lifting, 10 pts in Rank 2 Acrobatics. Penalty: May NOT wear any armor.Unarmed Combat:Works the same as Rank 1 Unarmed Combat. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for Unarmed Rank 3 combat gloves:Rank 3 - Bear Hide Studded Gloves - Level 8

6th Sense:The monk is so in tune with his surroundings and his own senses that he is able to catch things much faster than other people. Raises martial defense based on skill. See chart below.

Attack Flurry:The monk gets 1 extra attack each round for 2 rounds with his main hand. Also causes bonus damage with every attack based on skill for the duration. All attacks during the flurry duration are at +6 to hit. See chart below.Costs: 100 Power - Instant - Range: Self

Chi Blast of the Iron Fist(CBOTIF):The monk summons a mighty blast of Power to his fists. His next successful attack does extra damage and knocks a human sized or smaller opponent back 30 feet. Charge expires if unused for 4 rounds. May only attack once per round when this is active. Damage bonus with the attack increases with skill level. See chart below.Costs: 70 Power - 2 Focus - Range: Self

Ki-Up:The monk focuses Power on himself mending his wounds. Amount healed based on skill level. See chart below.Costs: 50 Power - 1 Focus - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 19 19 20 20 21 21 22 22 23 23

Unarmed Damage 7 7 7 8 8 8 9 9 9 96th Sense 6 6 6 7 7 7 8 8 8 9

Attack Flurry 5 5 5 6 6 6 7 7 7 8CBOTIF 10 10 15 15 20 20 25 25 30 30

Ki-Up 20 20 25 25 30 30 35 35 40 40

Martial Rank 4 PowersDefender Rank 4

One Handed Weapon:Works the same as Rank 1 One Handed Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for One Handed Rank 4 weapons:Rank 4 - Heartseeker - Level 2Rank 4 - Willbreaker - Level 5Rank 4 - Storm Slicer - Level 6

Thrown Weapon:Works the same as Rank 1 Thrown Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Thrown Rank 4 weapons:Rank 4 - Heartseeker - Level 2Rank 4 - Giant’s Bane - Level 6

Slam:Special attack that allows you to knock a human sized or smaller opponent over. Bonus to hit based on skill. Does the same damage your normal attack would. See the table on the following page for your bonus to hit with this skill.Costs: 80 Power - 1 Focus - Range: Touch

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 4 items:Rank 4 - Tower Shield - Level 2Rank 4 - Winged Helm - Level 6Rank 4 - Plate Armor - Level 10

Page 17: Ascendant Beta 0.4.1

17

Defend Ally:You teleport yourself in front of an ally and take all their physical or direct fire magic attacks for the duration. Number of attacks taken for your ally based on skill level. See the table below. Lasts for one minute or until the number of attacks is reached. You can still function as normal but must remain adjacent to the protected ally, otherwise the spell is broken.Costs: 60 Power - Instant - Range: 30

Charge Shield:Your shield is charged with Power for 5 rounds which increases your defense value based upon your skill level. See table below.Costs: 80 Power - 2 Focus - Range: Self

Painful Strike:Your next attack hits a sensitive part of your enemy causing a severe amount of pain; forcing them to focus their attacks on you for the duration. Duration based on skill level, see the table on the following page. If your painful strike misses, the Power is lost.Costs: 60 Power - Instant - Range: Touch

Obstructing Shield:Your shield shoots a glowing amplification of itself at your target. It constantly pushes them away from the Defender up to the maximum range of the spell. It pushes as though it has a very high strength that increases with skill level. If the target is pressed against a solid object it takes 20 damage per round. Every time the target takes damage from another source it has a 50% chance to break the spell. 5 round duration. See table below.Costs: 100 Power - 2 Focus - Range: 80

Defender Rank 4 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 25 25 26 26 27 27 28 28 29 29

Slam 9 9 9 9 10 10 10 10 11 11Painful Strike 5 5 5 6 6 6 7 7 7 8Defend Ally 5 5 5 6 6 6 7 7 7 8

Charge Shield 4 4 4 4 5 5 5 5 6 6Shield of Obst. 45 46 47 48 49 50 51 52 53 54

Weapon Master Rank 4Two Handed Weapon:Works the same as Rank 1 Two Handed Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Two Handed Rank 4 weapons:Rank 4 - Sinister Impaler - Level 3Rank 4 - Faithkeeper - Level 8Rank 4 - Night’s Edge - Level 10

Thrown Weapon:Works the same as Rank 1 Thrown Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Thrown Rank 3 weapons:Rank 4 - Heartseeker - Level 2Rank 4 - Giant’s Bane - Level 6

Slam:Special attack that allows you to knock a human sized or smaller opponent over. Bonus to hit based on skill. Does the same damage your normal attack would. See the table on the following page for your bonus to hit with this skill.Costs: 80 Power - 1 Focus - Range: Touch

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 3 items:Rank 4 - Tower Shield - Level 2Rank 4 - Winged Helm - Level 6Rank 4 - Plate Armor - Level 10

Power Attack:Your next attack will be charged with destructive Power. A small shockwave blasts from your weapon that hits up to five targets, which must be in an arc in front of you up to 10 feet away. A single attack roll is made against all targets at +4 to hit. Hits/misses/criticals/fumbles all handled seperately per target. If it hits it will do extra damage. Extra damage based on skill. See the table on the following page.Costs: 75 Power - Instant - Range: 10

Keen Strikes:For the next 5 rounds you raise your martial hit bonus. Hit bonus bonus based on skill. See the table on the following page.Costs: 80 Power - 1 Focus - Range: Self

Bull Rush:You may instantly charge an opponent and attack with a +3 bonus as long as you could normally charge there yourself. Distance based on skill level. See the table on the following page.Costs: 90 Power - Instant - Range: X

Two Handed Weapon Expert:Flat Skill Cost: 1400 exp.While weilding a Two Handed weapon you score a critical hit when hit by more than 8 instead of 9 now. Prerequisite: Rank 3 Two Handed Weapon Expert.

Page 18: Ascendant Beta 0.4.1

18

Weapon Master Rank 4 Continued:

Enrage:Makes the Weapon Master grow in size by 25%. For the duration your attacks do bonus damage and you are granted 150 extra temporary Health. Damage boost based on skill. See chart below. Lasts 6 rounds.Costs: 100 Power - 2 Focus - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 25 25 26 26 27 27 28 28 29 29

Slam 9 9 9 9 10 10 10 10 11 11Power Attack 30 30 35 35 40 40 45 45 50 50Keen Strikes 8 8 8 9 9 9 10 10 10 11

Bull Rush 40 40 45 45 50 50 55 55 60 60Enrage 6 6 6 7 7 7 8 8 8 9

Monk Rank 4Unarmed Combat:Works the same as Rank 1 Unarmed Combat. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for Unarmed Rank 4 combat gloves:Rank 4 - Wyvern Hide Spiked Gloves - Level 8

6th Sense:The monk is so in tune with his surroundings and his own senses that he is able to catch things much faster than other people. Raises martial defense based on skill. See chart below.

Attack Flurry:The monk gets 1 extra attack each round for 2 rounds with his main hand. Also causes bonus damage with every attack based on skill for the duration. All attacks during the flurry duration are at +8 to hit. See chart below.Costs: 150 Power - Instant - Range: Self

Chi Blast of the Iron Fist(CBOTIF):The monk summons a mighty blast of Power to his fists. His next successful attack does extra damage and knocks a human sized or smaller opponent back 60 feet. Charge expires if unused for 6 rounds. May only attack once per round when this is active. Damage bonus with the attack increases with skill level. See chart below.Costs: 110 Power - 2 Focus - Range: Self

Ki-Up:The monk focuses Power on himself mending his wounds. Amount healed based on skill level. See chart below.Costs: 80 Power - 1 Focus - Range: Self

Flying Roundhouse:The monk does a flying roundhouse kick. Damage based on skill level. See chart below.Costs: 80 Power - Instant - Range: 35

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 25 25 26 26 27 27 28 28 29 29

Unarmed Damage 10 10 10 11 11 11 12 12 12 126th Sense 10 10 10 11 11 11 12 12 12 13

Attack Flurry 9 9 9 10 10 10 11 11 11 12CBOTIF 35 35 40 40 45 45 50 50 55 55

Ki-Up 45 45 50 50 55 55 60 60 65 65Flying Roundh. 30 30 35 35 40 40 45 45 50 50

Martial Rank 5 PowersDefender Rank 5

One Handed Weapon:Works the same as Rank 1 One Handed Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for One Handed Rank 5 weapons:Rank 5 - Dragonclaw - Level 2Rank 5 - Oathbreaker - Level 5Rank 5 - Massacre - Level 6

Thrown Weapon:Works the same as Rank 1 Thrown Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Thrown Rank 5 weapons:Rank 5 - Dragonclaw - Level 2Rank 5 - Dragon’s Bane - Level 6

Page 19: Ascendant Beta 0.4.1

19

Slam:Special attack that allows you to knock a human sized or smaller opponent over. Bonus to hit based on skill. Does the same damage your normal attack would. See the table on the following page for your bonus to hit with this skill.Costs: 120 Power - 1 Focus - Range: Touch

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 5 items:Rank 5 - Spiked Tower Shield - Level 2Rank 5 - Commander’s Great Helm - Level 6Rank 5 - Impervious Full Plate - Level 10

Defend Ally:You teleport yourself in front of an ally and take all their physical or direct fire magic attacks for the duration. Number of attacks taken for your ally based on skill level. See the table below. Lasts for one minute or until the number of attacks is reached. You can still function as normal but must remain adjacent to the protected ally, otherwise the spell is broken.Costs: 90 Power - Instant - Range: 60

Charge Shield:Your shield is charged with Power for 6 rounds which increases your defense value based upon your skill level. See table below.Costs: 120 Power - 2 Focus - Range: Self

Painful Strike:Your next attack hits a sensitive part of your enemy causing a severe amount of pain; forcing them to focus their attacks on you for the duration. Duration based on skill level, see the table on the following page. If your painful strike misses, the Power is lost.Costs: 90 Power - Instant - Range: Touch

Obstructing Shield:Your shield shoots a glowing amplification of itself at your target. It constantly pushes them away from the Defender up to the maximum range of the spell. It pushes as though it has a very high strength that increases with skill level. If the target is pressed against a solid object it takes 30 damage per round. Every time the target takes damage from another source it has a 50% chance to break the spell. 6 round duration. See table below.Costs: 100 Power - 2 Focus - Range: 80

Defender’s Call:***Ultimate Skill!***Prerequisites: 10 pts in Rank 5 Metal Armor, 10 pts in Rank 5 Painful Strike, 10 pts in Rank 5 PhysiqueFlat Skill Cost: 5000 exp.Defender compels all enemies within 50ft to attack him for 3 rounds. Defender must make a single martial attack and all enemies he would have hit are affected by the Defender’s Call.Costs: 250 Power - Instant - Range: 50

Defender Rank 5 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 31 31 32 32 33 33 34 34 35 35

Slam 12 12 12 12 13 13 13 13 14 14Painful Strike 9 9 9 10 10 10 11 11 11 12Defend Ally 9 9 9 10 10 10 11 11 11 12

Charge Shield 7 7 7 7 8 8 8 8 9 9Shield of Obst. 55 56 57 58 59 60 61 62 63 64

Weapon Master Rank 5Two Handed Weapon:Works the same as Rank 1 Two Handed Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Two Handed Rank 5 weapons:Rank 5 - Ominous Lance - Level 3Rank 5 - Peacekeeper - Level 8Rank 5 - Reaver of Destruction - Level 10

Thrown Weapon:Works the same as Rank 1 Thrown Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Thrown Rank 5 weapons:Rank 5 - Dragonclaw - Level 2Rank 5 - Dragon’s Bane - Level 6

Slam:Special attack that allows you to knock a human sized or smaller opponent over. Bonus to hit based on skill. Does the same damage your normal attack would. See the table on the following page for your bonus to hit with this skill.Costs: 120 Power - 1 Focus - Range: Touch

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 5 items:Rank 5 - Spiked Tower Shield - Level 2Rank 5 - Commander’s Great Helm - Level 6Rank 5 - Impervious Full Plate - Level 10

Page 20: Ascendant Beta 0.4.1

20

Power Attack:Your next attack will be charged with destructive Power. A small shockwave blasts from your weapon that hits up to ten targets, which must be in an arc in front of you up to 20 feet away. A single attack roll is made against all targets at +5 to hit. Hits/misses/criticals/fumbles all handled seperately per target. If it hits it will do extra damage. Extra damage based on skill. See the table below.Costs: 130 Power - Instant - Range: 20

Keen Strikes:For the next 6 rounds you raise your martial hit bonus. Hit bonus bonus based on skill. See the table below.Costs: 120 Power - Instant - Range: Self

Bull Rush:You may instantly charge an opponent and attack with a +6 bonus as long as you could normally charge there yourself. Distance based on skill level. See the table below.Costs: 140 Power - Instant - Range: X

Two Handed Weapon Expert:Flat Skill Cost: 2000 exp.While weilding a Two Handed weapon you score a critical hit when hit by more than 7 instead of 8 now. Prerequisite: Rank 4 Two Handed Weapon Expert.

Enrage:Makes the Weapon Master grow in size by 50%. For the duration your attacks do bonus damage and you are granted 250 extra temporary Health. Damage boost based on skill. See table below. Lasts 7 rounds.Costs: 180 Power - 2 Focus - Range: Self

Chaos Slash:***Ultimate Skill!***Prerequisites: 10 pts Rank 5 Two Handed Weapon, 10 pts Rank 5 Body Building, 10 pts Rank 5 Power AttackFlat Skill Cost: 5000 exp.The Weapon Master imbues his blade with the Power of chaos and attacks one target. Adds 200+1d6x50 damage to the attack.Costs: 250 Power - Instant - Range: 15

Weapon Master Rank 5 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 31 31 32 32 33 33 34 34 35 35

Slam 12 12 12 12 13 13 13 13 14 14Power Attack 50 50 55 55 60 60 65 65 70 70Keen Strikes 12 12 12 13 13 13 14 14 14 15

Bull Rush 65 65 70 70 75 75 80 80 85 85Enrage 10 10 10 11 11 11 12 12 12 13

Monk Rank 5Unarmed Combat:Works the same as Rank 1 Unarmed Combat. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Unarmed Rank 5 combat gloves:Rank 5 - Flaming Dragon Hide Spiked Gloves - Level 8

6th Sense:The monk is so in tune with his surroundings and his own senses that he is able to catch things much faster than other people. Raises martial defense based on skill. See chart below.

Attack Flurry:The monk gets 1 extra attack each round for 2 rounds with his main hand. Also causes bonus damage with every attack based on skill for the duration. All attacks during the flurry duration are at +10 to hit. See table on the following page.Costs: 200 Power - Instant - Range: Self

Chi Blast of the Iron Fist(CBOTIF):The monk summons a mighty blast of Power to his fists. His next successful attack does extra damage and knocks a human sized or smaller opponent back 100 feet. Charge expires if unused for 10 rounds. May only attack once per round when this is active. Damage bonus with the attack increases with skill level. See table on the following page.Costs: 150 Power - 2 Focus - Range: Self

Ki-Up:The monk focuses Power on himself mending his wounds. Amount healed based on skill level. See table on the following page.Costs: 120 Power - 1 Focus - Range: Self

Flying Roundhouse:The monk does a flying roundhouse kick. Damage based on skill level. See table on the following page.Costs: 120 Power - Instant - Range: 75

Martial Awakening:***Ultimate Skill!***Prerequisites: 10 pts Rank 5 Unarmed Combat, 10 pts Rank 5 Weight Lifting, 10 pts in Rank 5 Flying Roundhouse.Flat Skill Cost: 5000 exp.The monk has a martial awakening and instantly blinks around the battle making 3 instant attacks with both fists with +50 damage. These can be on different targets or the same target. Before each attack he moves so fast you cannot see him and blinks up to 50 ft.Costs: 250 Power - Instant - Range: Self

Page 21: Ascendant Beta 0.4.1

21

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 31 31 32 32 33 33 34 34 35 35

Unarmed Damage 14 14 14 15 15 15 16 16 16 166th Sense 14 14 14 15 15 15 16 16 16 17

Attack Flurry 13 13 13 14 14 14 15 15 15 16CBOTIF 60 60 65 65 70 70 75 75 80 80

Ki-Up 70 70 75 75 80 80 85 85 90 90Flying Roundh. 55 55 60 60 65 65 70 70 75 75

Monk Rank 5 Continued:

SubterfugeThe Subterfuge character lurks in the shadows. She is the dark shade that stalks the night. A Subterfuge character will do anything to make a buck. A Subterfuge will always look out for themselves first and foremost. Any advantage that can be taken will be by a Subterfuge character.

Daggers and Needles: This is your ability to wield a Dagger as a ranged or combat weapon and your ability to throw Needles for poison application. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Rank 0 and Rank 1 Daggers and Needles:Rank 0 - Iron Dagger - Level 1Rank 0 - Iron Needle - Level 1Rank 1 - Steel Dagger - Level 2Rank 1 - Steel Needle - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 0 and Rank 1 items:Rank 0 - Rawhide Boots - Level 1Rank 0 - Rawhide Tunic - Level 2Rank 1 - Leather Boots - Level 6Rank 1 - Leather Tunic - Level 10

Thieving:The Subterfuge character’s percentage chance to pick pockets, pick locks, and disguise yourself. All chances based on skill. A failure of picking pockets means you’re noticed and you do not get what you were trying to take. Failure to pick a lock will set off any traps that may be on the locked item. Failure to disguise yourself will reveal your true identity. See the table on the following page for skill levels.

Stealth:Percentage chance to move silently, hide in shadows, conceal tracks, or conceal Daggers and Needles on yourself. When wearing Metal Armor you may use stealth but you get -20 to your move silently ability. Also hiding in shadows will not work with Metal Armor unless you have a cloak to cover yourself with. See the table on the following page for skill levels.

Backstab:This is the subterfuge character’s ability to strike his opponent from behind for extra damage. You must be behind your target to use backstab. The subterfuge character is able to pick out critical points to attack. Backstab has a +2 to hit and the bonus damage is based upon skill level. See the table on the following page. If the attack, misses the Power is wasted.Costs: 20 Power - 1 Focus - Range: Touch

Ambidextrous Fighter:Flat Skill Cost: 800 exp.The subterfuge character gains greater focus while dual weilding. This skill changes the dual wielding penalty to -3 off hand and -1 main hand.

Poisoning:The subterfuge character is highly skilled with poisoning his enemies. Poisons available are based on skill. You must determine what kind of poison you are using before the day starts. You can apply poison to up to 10 Needles or arrows, and 2 melee weapons. The poison is applied in the morning and expires after that day. The Subterfuge character may also keep one poison cocktail on them at a time. Poisons available based on skill.Here are the poisons available and pertinent skill requirements for Rank 1 Poisoning:Drowsy Poison: Makes the victim drowsy. Lowers all hit bonuses by 2 for 3 rounds. Required level 1.Pain Poison: Adds 5 damage to the weapon it is applied to. Required level 2Blurred Vision Poison: Blurs the vision of the person affected for 3 rounds. Cannot make out any fine detail when blurred. Will cause them to have a -3 to hit with physical attacks. Required level 8.Sleep Cocktail: This poison must be imbibed. The more diluted the less likely it will be noticed. Takes 4 rounds after full dose to fall asleep. They will sleep like a rock for 10 minutes, after that sleep will continue as normal. Required level 10.

Subterfuge Rank 1 Powers

Page 22: Ascendant Beta 0.4.1

22

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 5 5 6 6 7 7 8 8 9 9

Stealth 46 47 48 49 50 51 52 53 54 55Thieving 46 47 48 49 50 51 52 53 54 55Backstab 22 24 26 28 30 32 34 36 38 40

Subterfuge Rank 1 Skills Continued:

Daggers and Needles: This is your ability to wield a Dagger as a ranged or combat weapon and your ability to throw Needles for poison application. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 2 Daggers and Needles:Rank 2 - Kris Dagger - Level 2Rank 2 - Finely Balanced Needle - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 2 items:Rank 2 - Wolf Hide Boots - Level 6Rank 2 - Wolf Hide Tunic - Level 10

Thieving:The Subterfuge character’s percentage chance to pick pockets, pick locks, and disguise yourself. All chances based on skill. A failure of picking pockets means you’re noticed and you do not get what you were trying to take. Failure to pick a lock will set off any traps that may be on the locked item. Failure to disguise yourself will reveal your true identity. See the table below for skill levels.

Stealth:Percentage chance to move silently, hide in shadows, conceal tracks, or conceal Daggers and Needles on yourself. When wearing Metal Armor you may use stealth but you get -20 to your move silently ability. Also hiding in shadows will not work with Metal Armor unless you have a cloak to cover yourself with. See the table below for skill levels.

Backstab:This is the subterfuge character’s ability to strike his opponent from behind for extra damage. You must be behind your target to use backstab. The subterfuge character is able to pick out critical points to attack. Backstab has a +4 to hit and the bonus damage is based upon skill level. See the table below. If the attack, misses the Power is wasted.Costs: 35 Power - 1 Focus - Range: Touch

Ambidextrous Fighter:Flat Skill Cost: 1600 exp.Prerequisite: Ambidextrous Fighter Rank 1.The subterfuge character gains greater focus while dual weilding. This skill changes the dual wielding penalty to -2 off hand and no modifier main hand.

Poisoning:The subterfuge character is highly skilled with poisoning his enemies. Poisons available are based on skill. You must determine what kind of poison you are using before the day starts. You can apply poison to up to 10 Needles or arrows, and 2 melee weapons. The poison is applied in the morning and expires after that day. The Subterfuge character may also keep one poison cocktail on them at a time. Poisons available based on skill.Here are the poisons available and pertinent skill requirements for Rank 1 Poisoning:Drowsy Poison: Makes the victim drowsy. Lowers all hit bonuses by 3 for 3 rounds. Required level 1.Pain Poison: Adds 8 damage to the weapon it is applied to. Required level 2Blurred Vision Poison: Blurs the vision of the person affected for 5 rounds. Cannot make out any fine detail when blurred. Will cause them to have a -4 to hit with physical attacks. Required level 8.Truth Cocktail: This poison must be imbibed. The more diluted the less likely it will be noticed. 4 rounds after the full dose is imbibed the victim can only speak the truth, they lose all ability to lie. Required level 10.

Subterfuge Rank 2 Powers

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 10 10 11 11 12 12 13 13 14 14

Stealth 56 57 58 59 60 61 62 63 64 65Thieving 56 57 58 59 60 61 62 63 64 65Backstab 42 44 46 48 50 52 54 56 58 60

Page 23: Ascendant Beta 0.4.1

23

Subterfuge Rank 3 PowersAssassin Rank 3

This character is specialized in hunting specific targets and eliminating them. Skill tree cost: 2000 skill points. Prerequisites: 10 points in Rank 2 Dagger Skill, 10 points in Rank 2 Stealth, and 10 points in Rank 2 Acrobatics.Daggers and Needles: This is your ability to wield a Dagger as a ranged or combat weapon and your ability to throw Needles for poison application. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 3 Daggers and Needles:Rank 3 - Brutal Kris Dagger - Level 2Rank 3 - Arcane Etched Needle - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 3 items:Rank 3 - Bear Hide Boots - Level 6Rank 3 - Bear Hide Tunic - Level 10

Thieving:The Subterfuge character’s percentage chance to pick pockets, pick locks, and disguise yourself. All chances based on skill. A failure of picking pockets means you’re noticed and you do not get what you were trying to take. Failure to pick a lock will set off any traps that may be on the locked item. Failure to disguise yourself will reveal your true identity. See the table on the following page for skill levels.

Stealth:Percentage chance to move silently, hide in shadows, conceal tracks, or conceal Daggers and Needles on yourself. When wearing Metal Armor you may use stealth but you get -20 to your move silently ability. Also hiding in shadows will not work with Metal Armor unless you have a cloak to cover yourself with. See the table on the following page for skill levels.

Backstab:This is the subterfuge character’s ability to strike his opponent from behind for extra damage. You must be behind your target to use backstab. The subterfuge character is able to pick out critical points to attack. Backstab has a +6 to hit and the bonus damage is based upon skill level. See the table on the following page. If the attack, misses the Power is wasted.Costs: 50 Power - 1 Focus - Range: Touch

Ambidextrous Fighter:Flat Skill Cost: 2400 exp.Prerequisite: Ambidextrous Fighter Rank 2.The subterfuge character gains greater focus while dual weilding. This skill removes the dual wielding penalty entirely.

Poisoning:The subterfuge character is highly skilled with poisoning his enemies. Poisons available are based on skill. You must determine what kind of poison you are using before the day starts. You can apply poison to up to 10 Needles or arrows, and 2 melee weapons. The poison is applied in the morning and expires after that day. The Subterfuge character may also keep one poison cocktail on them at a time. Poisons available based on skill.Here are the poisons available and pertinent skill requirements for Rank 3 Poisoning:Whiteout: Blinds the victim. All vision goes completely white and causes a severe migraine for 5 rounds. -6 to hit bonus. Required level 1.Pain Poison: Adds 12 damage to the weapon it is applied to. Required level 2Blackout: 50% chance the victim is knocked out for 6 rounds. Taking damage, or jolting movements will awaken the victim.Required level 8.Coma Cocktail: This poison must be imbibed. The more diluted the less likely it will be noticed. Will put the victim of this cocktail in a coma for 2 weeks. 1 minute after the full dose is imbibed the victim falls into a coma. Required level 10.

Fade:The Assassin turns himself invisible. The effect is cancelled if he makes an attack or takes damage. Duration based on skill. See chart on the following page.Costs: 50 Power - 2 Focus - Range: Self

Blinding Needles:The Assassin is able to throw Needles into the eyes of his foes as a blinding attack. The Assassin makes an attack roll ignoring any armor they have unless they have something blocking their eyes. If it hits the target is blinded and takes 20 damage. This counts as a permanent injury. Blinded characters get a -8 to hit with all martial attacks. If the attack, misses the Power is wasted. Attack modifier based on skill. See chart on the following page.Costs: 40 Power - 1 Focus - Range: Same range as your Needle.

Assassinate!:The Assassin makes a deadly attack. Bonus to damage based upon skill. Bonus to hit is +6. Can only be used if faded, invisible, or target is blinded. If the attack, misses the Power is wasted. See chart on the following page.Costs: 125 Power - 2 Focus - Range: Touch

Page 24: Ascendant Beta 0.4.1

24

Assassin Rank 3 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 15 15 16 16 17 17 18 18 19 19

Stealth 66 67 68 69 70 71 72 73 74 75Thieving 66 67 68 69 70 71 72 73 74 75Backstab 64 68 72 76 80 84 88 92 96 100

Fade 12 12 13 13 14 14 15 15 16 16Blinding Needle -4 -4 -4 -4 -3 -3 -3 -2 -2 -2

Assassinate 180 180 185 185 190 190 195 195 200 200

Treasure Hunter Rank 3This subterfuge character specializes in researching, locating, and recovering treasure. Be it a dragon’s hoard or the crown jewels, this character is the master planner in pulling off major heists. Skill Tree Cost: 2000 skill pts. Prerequisites: 10 points in Rank 2 Thieving, 10 points in Rank 2 Acrobatics, 10 points in Rank 2 Stealth.Daggers and Needles: This is your ability to wield a Dagger as a ranged or combat weapon and your ability to throw Needles for poison application. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 3 Daggers and Needles:Rank 3 - Brutal Kris Dagger - Level 2Rank 3 - Arcane Etched Needle - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 3 items:Rank 3 - Bear Hide Boots - Level 6Rank 3 - Bear Hide Tunic - Level 10

Thieving:The Subterfuge character’s percentage chance to pick pockets, pick locks, and disguise yourself. All chances based on skill. A failure of picking pockets means you’re noticed and you do not get what you were trying to take. Failure to pick a lock will set off any traps that may be on the locked item. Failure to disguise yourself will reveal your true identity. See the table on the following page for skill levels.

Stealth:Percentage chance to move silently, hide in shadows, conceal tracks, or conceal Daggers and Needles on yourself. When wearing Metal Armor you may use stealth but you get -20 to your move silently ability. Also hiding in shadows will not work with Metal Armor unless you have a cloak to cover yourself with. See the table on the following page for skill levels.

Backstab:This is the subterfuge character’s ability to strike his opponent from behind for extra damage. You must be behind your target to use backstab. The subterfuge character is able to pick out critical points to attack. Backstab has a +6 to hit and the bonus damage is based upon skill level. See the table on the following page. If the attack, misses the Power is wasted.Costs: 50 Power - 1 Focus - Range: Touch

Ambidextrous Fighter:Flat Skill Cost: 2400 exp.Prerequisite: Ambidextrous Fighter Rank 2.The subterfuge character gains greater focus while dual weilding. This skill removes the dual wielding penalty entirely.

Plunderer:Flat Skill Cost: 1500 exp.The treasure hunter is able to make extra money plundering during his off time. Since he is able to get so much extra he is able to accumulate additional equipment. Gains a +20% bonus to his equipment points and grants his party members a 5% equipment point bonus.

Treasure Research:The treasure hunter is able to tap into libraries and word of mouth to discover information on valuable treasure sources in the area. The percent chance is for a full day of research. See the table on the following page for skill levels.

Trap Artist:Gives the treasure hunter the ability to detect and disarm mechanical or magical traps for 5 minutes. While this spell is in effect the Treasure Hunter will automatically detect any traps within 10 ft. Chance of disarming them based upon skill. See the table on the following page.Costs: 40 Power - 4 Focus - Range: Self

Page 25: Ascendant Beta 0.4.1

25

Treasure Hunter Rank 3 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 15 15 16 16 17 17 18 18 19 19

Stealth 66 67 68 69 70 71 72 73 74 75Thieving 66 67 68 69 70 71 72 73 74 75Backstab 64 68 72 76 80 84 88 92 96 100

Reasearch 34 36 38 40 42 44 46 48 50 52Disarm Trap 66 67 68 69 70 71 72 73 74 75

Blackguard Rank 3This subterfuge character is the lowlife of the subterfuge classes. He will lie steal and cheat his way into and out of every situation. He specializes in poisons and incapacitating attacks. Skill tree cost: 2000 skill pts. Prerequisites: 10 points in Rank 2 Dagger, 10 skill points in Rank 2 Leather Armor Training, 10 points in Rank 2 Poison.Daggers and Needles: This is your ability to wield a Dagger as a ranged or combat weapon and your ability to throw Needles for poison application. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 3 Daggers and Needles:Rank 3 - Brutal Kris Dagger - Level 2Rank 3 - Arcane Etched Needle - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 3 items:Rank 3 - Bear Hide Boots - Level 6Rank 3 - Bear Hide Tunic - Level 10

Thieving:The Subterfuge character’s percentage chance to pick pockets, pick locks, and disguise yourself. All chances based on skill. A failure of picking pockets means you’re noticed and you do not get what you were trying to take. Failure to pick a lock will set off any traps that may be on the locked item. Failure to disguise yourself will reveal your true identity. See the table on the following page for skill levels.

Stealth:Percentage chance to move silently, hide in shadows, conceal tracks, or conceal Daggers and Needles on yourself. When wearing Metal Armor you may use stealth but you get -20 to your move silently ability. Also hiding in shadows will not work with Metal Armor unless you have a cloak to cover yourself with. See the table on the following page for skill levels.

Backstab:This is the subterfuge character’s ability to strike his opponent from behind for extra damage. You must be behind your target to use backstab. The subterfuge character is able to pick out critical points to attack. Backstab has a +6 to hit and the bonus damage is based upon skill level. See the table on the following page. If the attack, misses the Power is wasted.Costs: 50 Power - 1 Focus - Range: Touch

Ambidextrous Fighter:Flat Skill Cost: 2400 exp.Prerequisite: Ambidextrous Fighter Rank 2.The subterfuge character gains greater focus while dual weilding. This skill removes the dual wielding penalty entirely.

Hamstring:The Blackguard slices his opponents hamstrings. This reduces their movement to crawling. This counts as a permanent injury. To hit modifier is based upon skill. See the table on the following page.Costs: 50 Power - 1 Focus - Range: Touch

Quick Gag:The Blackguard is able to attack his opponent with a piece of cloth or rope to gag him. To hit modifier based on skill level. See the table on the following page.Costs: 40 Power - 1 Focus - Range: Touch

Corruptor:Flat Skill Cost: 2400 exp.Prerequisite: Rank 3, Level 8 Poison.Greatly enahnces the Blackguard’s poisons. These benefits also modify the Blackguard’s Rank 3 and 5 poisons:Whiteout: Duration is increased by 3 rounds and includes and additional -2 to hit bonus.Pain Poison: Doubles the damage granted from pain poison.Blackout: Duration increased by 2 rounds. Adds 15% to the knockout chance, and the victim can no longer be jostled awake. They must take damage to wake up from the corrupted blackout.

Page 26: Ascendant Beta 0.4.1

26

Blackguard Rank 3 Continued:

Poisoning:The subterfuge character is highly skilled with poisoning his enemies. Poisons available are based on skill. You must determine what kind of poison you are using before the day starts. You can apply poison to up to 10 Needles or arrows, and 2 melee weapons. The poison is applied in the morning and expires after that day. The Subterfuge character may also keep one poison cocktail on them at a time. Poisons available based on skill.Here are the poisons available and pertinent skill requirements for Rank 3 Poisoning:Whiteout: Blinds the victim. All vision goes completely white and causes a severe migraine for 5 rounds. -6 to hit bonus. Required level 1.

Pain Poison: Adds 12 damage to the weapon it is applied to. Required level 2Blackout: 50% chance the victim is knocked out for 6 rounds. Taking damage, or jolting movements will awaken the victim.Required level 8.Coma Cocktail: This poison must be imbibed. The more diluted the less likely it will be noticed. Will put the victim of this cocktail in a coma for 2 weeks. 1 minute after the full dose is imbibed the victim falls into a coma. Required level 10.

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 15 15 16 16 17 17 18 18 19 19

Stealth 66 67 68 69 70 71 72 73 74 75Thieving 66 67 68 69 70 71 72 73 74 75Backstab 64 68 72 76 80 84 88 92 96 100

Hamstring -4 -4 -4 -4 -3 -3 -3 -3 -2 -2Quick Gag -2 -2 -2 -2 -1 -1 -1 -1 0 0

Subterfuge Rank 4 Powers

Daggers and Needles: This is your ability to wield a Dagger as a ranged or combat weapon and your ability to throw Needles for poison application. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 4 Daggers and Needles:Rank 4 - Heartseeker - Level 2Rank 4 - Needle of Shadow - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 4 items:Rank 4 - Wyvern Hide Boots - Level 6Rank 4 - Wyvern Hide Tunic - Level 10

Thieving:The Subterfuge character’s percentage chance to pick pockets, pick locks, and disguise yourself. All chances based on skill. A failure of picking pockets means you’re noticed and you do not get what you were trying to take. Failure to pick a lock will set off any traps that may be on the locked item. Failure to disguise yourself will reveal your true identity. See the table on the following page for skill levels.

Stealth:Percentage chance to move silently, hide in shadows, conceal tracks, or conceal Daggers and Needles on yourself. When wearing Metal Armor you may use stealth but you get -20 to your move silently ability. Also hiding in shadows will not work with Metal Armor unless you have a cloak to cover yourself with. See the table on the following page for skill levels.

Backstab:This is the subterfuge character’s ability to strike his opponent from behind for extra damage. You must be behind your target to use backstab. The subterfuge character is able to pick out critical points to attack. Backstab has a +8 to hit and the bonus damage is based upon skill level. See the table on the following page. If the attack, misses the Power is wasted.Costs: 70 Power - 1 Focus - Range: Touch

Fade:The Assassin turns himself invisible. The effect is cancelled if he makes an attack or takes damage. Duration based on skill. See chart on the following page.Costs: 70 Power - 2 Focus - Range: Self

Assassinate!:The Assassin makes a deadly attack. Bonus to damage based upon skill. Bonus to hit is +8. Can only be used if faded, invisible, or target is blinded. If the attack, misses the Power is wasted. See the table on the following page.Costs: 150 Power - 2 Focus - Range: Touch

Assassin Rank 4

Page 27: Ascendant Beta 0.4.1

27

Poisoning:The subterfuge character is highly skilled with poisoning his enemies. Poisons available are based on skill. You must determine what kind of poison you are using before the day starts. You can apply poison to up to 10 Needles or arrows, and 2 melee weapons. The poison is applied in the morning and expires after that day. The Subterfuge character may also keep one poison cocktail on them at a time. Poisons available based on skill.Here are the poisons available and pertinent skill requirements for Rank 4 Poisoning:Whiteout: Blinds the victim. All vision goes completely white and causes a severe migraine for 6 rounds. -8 to hit bonus. Required level 1.Pain Poison: Adds 15 damage to the weapon it is applied to. Required level 2Blackout: 75% chance the victim is knocked out for 6 rounds. Taking damage, or jolting movements will awaken the victim.Required level 8.Cocktail of Coercion: Numbs the imbiber’s decision making ability. The more diluted the less likely it will be noticed. It takes effect one minute after

the full dose is imbibed. You can convince them to perform acts they would normally have aversion to. They will sign papers, perform dangerous acts, do anything that does not directly kill themselves. Required level 10

Blinding Needles:The Assassin is able to throw Needles into the eyes of his foes as a blinding attack. The Assassin makes an attack roll ignoring any armor they have unless they have something blocking their eyes. If it hits the target is blinded and takes 40 damage. This counts as a permanent injury. Blinded characters get a -8 to hit with all martial attacks. If the attack, misses the Power is wasted. Attack modifier based on skill. See the table below.Costs: 60 Power - 1 Focus - Range: Same range as your Needle.

Shadow Step:The Assassin teleports to shadow nearby. Range based on skill. See the table below.Costs: 90 Power - 2 Focus - Range: X

Assassin Rank 4 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 20 20 21 21 22 22 23 23 24 24

Stealth 76 77 78 79 80 81 82 83 84 85Thieving 76 77 78 79 80 81 82 83 84 85Backstab 104 108 112 116 120 124 128 132 136 140

Fade 17 17 18 18 19 19 20 20 21 21Blinding Needle -1 -1 -1 -1 0 0 0 1 1 1

Assassinate 210 215 220 225 230 235 240 245 250 255Shadow Step 105 110 115 120 125 130 135 140 145 150

Daggers and Needles: This is your ability to wield a Dagger as a ranged or combat weapon and your ability to throw Needles for poison application. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 4 Daggers and Needles:Rank 4 - Heartseeker - Level 2Rank 4 - Needle of Shadow - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 4 items:Rank 4 - Wyvern Hide Boots - Level 6Rank 4 - Wyvern Hide Tunic - Level 10

Thieving:The Subterfuge character’s percentage chance to pick pockets, pick locks, and disguise yourself. All chances based on skill. A failure of picking pockets means you’re noticed and you do not get what you were trying to take. Failure to pick a lock will set off any traps that may be on the locked item. Failure to disguise yourself will reveal your true identity. See the table on the following page for skill levels.

Stealth:Percentage chance to move silently, hide in shadows, conceal tracks, or conceal Daggers and Needles on yourself. When wearing Metal Armor you may use stealth but you get -20 to your move silently ability. Also hiding in shadows will not work with Metal Armor unless you have a cloak to cover yourself with. See the table on the following page for skill levels.

Treasure Hunter Rank 4

Page 28: Ascendant Beta 0.4.1

28

Backstab:This is the subterfuge character’s ability to strike his opponent from behind for extra damage. You must be behind your target to use backstab. The subterfuge character is able to pick out critical points to attack. Backstab has a +8 to hit and the bonus damage is based upon skill level. See the table below. If the attack, misses the Power is wasted.Costs: 70 Power - 1 Focus - Range: Touch

Plunderer:Flat Skill Cost: 2500 exp.Prerequisite: Plunderer Rank 3.The treasure hunter is able to make extra money plundering during his off time. Since he is able to get so much extra he is able to accumulate additional equipment. Increases his bonus to his equipment points to 40% and grants his party members a 10% equipment point bonus.

Treasure Research:The treasure hunter is able to tap into libraries and word of mouth to discover information on valuable treasure sources in the area. The percent chance is for a full day of research. See the table below for skill levels.

Trap Artist:Gives the treasure hunter the ability to detect and disarm mechanical or magical traps for 10 minutes. While this spell is in effect the Treasure Hunter will automatically detect any traps within 20 ft. Chance of disarming them based upon skill. See the table below.Costs: 70 Power - 4 Focus - Range: Self

Daring Escape:Flat Skill Cost: 2500 exp.The treasure hunter is able to leap out of the way or escape a trap. Also works on any kind of binding or restraints. The treasure hunter can even interrupt being caught in a trap as long as he has enough Power to use this ability.Costs: 100 Power - Instant Interrupt - Range: Self

Treasure Hunter Rank 4 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 20 20 21 21 22 22 23 23 24 24

Stealth 76 77 78 79 80 81 82 83 84 85Thieving 76 77 78 79 80 81 82 83 84 85Backstab 104 108 112 116 120 124 128 132 136 140

Reasearch 54 56 58 60 62 64 66 68 70 72Disarm Trap 76 77 78 79 80 81 82 83 84 85

Daggers and Needles: This is your ability to wield a Dagger as a ranged or combat weapon and your ability to throw Needles for poison application. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 4 Daggers and Needles:Rank 4 - Heartseeker - Level 2Rank 4 - Needle of Shadow - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 4 items:Rank 4 - Wyvern Hide Boots - Level 6Rank 4 - Wyvern Hide Tunic - Level 10

Thieving:The Subterfuge character’s percentage chance to pick pockets, pick locks, and disguise yourself. All chances based on skill. A

failure of picking pockets means you’re noticed and you do not get what you were trying to take. Failure to pick a lock will set off any traps that may be on the locked item. Failure to disguise yourself will reveal your true identity. See the table on the following page for skill levels.

Stealth:Percentage chance to move silently, hide in shadows, conceal tracks, or conceal Daggers and Needles on yourself. When wearing Metal Armor you may use stealth but you get -20 to your move silently ability. Also hiding in shadows will not work with Metal Armor unless you have a cloak to cover yourself with. See the table on the following page for skill levels.

Backstab:This is the subterfuge character’s ability to strike his opponent from behind for extra damage. You must be behind your target to use backstab. The subterfuge character is able to pick out critical points to attack. Backstab has a +8 to hit and the bonus damage is based upon skill level. See the table below. If the attack, misses the Power is wasted.Costs: 70 Power - 1 Focus - Range: Touch

Blackguard Rank 4

Page 29: Ascendant Beta 0.4.1

29

Bkackguard Rank 4 Continued:

Poisoning:The subterfuge character is highly skilled with poisoning his enemies. Poisons available are based on skill. You must determine what kind of poison you are using before the day starts. You can apply poison to up to 10 Needles or arrows, and 2 melee weapons. The poison is applied in the morning and expires after that day. The Subterfuge character may also keep one poison cocktail on them at a time. Poisons available based on skill.Here are the poisons available and pertinent skill requirements for Rank 4 Poisoning:Whiteout: Blinds the victim. All vision goes completely white and causes a severe migraine for 6 rounds. -8 to hit bonus. Required level 1.Pain Poison: Adds 15 damage to the weapon it is applied to. Required level 2Blackout: 75% chance the victim is knocked out for 6 rounds. Taking damage, or jolting movements will awaken the victim.Required level 8.Cocktail of Coercion: Numbs the imbiber’s decision making ability. The more diluted the less likely it will be noticed. It takes effect one minute after the full dose is imbibed. You can convince them to perform acts they would normally have aversion to. They will sign papers, perform dangerous acts, do anything that does not directly kill themselves. Required level 10

Hamstring:The Blackguard slices his opponents hamstrings. This reduces their movement to crawling. This counts as a permanent injury. To hit modifier is based upon skill. See the table below.Costs: 70 Power - 1 Focus - Range: Touch

Quick Gag:The Blackguard is able to attack his opponent with a piece of cloth or rope to gag him. To hit modifier based on skill level. See the table below.Costs: 70 Power - 1 Focus - Range: Touch

Deadly Dagger:This is a tack-on skill the Blackguard can use with backstab. For 30 additional Power the Blackguard can backstab at a range by throwing his Dagger. Also does extra damage based on skill level. See the table below.Costs: +30 Power - Instant - Range: Same as his Dagger.

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 20 20 21 21 22 22 23 23 24 24

Stealth 76 77 78 79 80 81 82 83 84 85Thieving 76 77 78 79 80 81 82 83 84 85Backstab 104 108 112 116 120 124 128 132 136 140

Hamstring -1 -1 -1 -1 0 0 0 0 1 1Quick Gag 1 1 1 1 2 2 2 2 3 3

Deadly Dagger 4 6 8 10 12 14 16 18 20 22

Subterfuge Rank 5 Powers

Daggers and Needles: This is your ability to wield a Dagger as a ranged or combat weapon and your ability to throw Needles for poison application. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 5 Daggers and Needles:Rank 5 - Dragonclaw - Level 2Rank 5 - Foe Blinder - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 5 items:Rank 5 - Dragon Hide Boots - Level 6Rank 5 - Dragon Hide Tunic - Level 10

Thieving:The Subterfuge character’s percentage chance to pick pockets, pick locks, and disguise yourself. All chances based on skill. A failure of picking pockets means you’re noticed and you do not get what you were trying to take. Failure to pick a lock will set off any traps that may be on the locked item. Failure to disguise yourself will reveal your true identity. See the table on the following page for skill levels.

Assassin Rank 5

Page 30: Ascendant Beta 0.4.1

30

Stealth:Percentage chance to move silently, hide in shadows, conceal tracks, or conceal Daggers and Needles on yourself. When wearing Metal Armor you may use stealth but you get -20 to your move silently ability. Also hiding in shadows will not work with Metal Armor unless you have a cloak to cover yourself with. See the table below for skill levels.

Backstab:This is the subterfuge character’s ability to strike his opponent from behind for extra damage. You must be behind your target to use backstab. The subterfuge character is able to pick out critical points to attack. Backstab has a +10 to hit and the bonus damage is based upon skill level. See the table below. If the attack, misses the Power is wasted.Costs: 100 Power - 1 Focus - Range: Touch

Fade:The Assassin turns himself invisible. The effect is cancelled if he makes an attack or takes damage. Duration based on skill. See the table below.Costs: 100 Power - 2 Focus - Range: Self

Assassinate!:The Assassin makes a deadly attack. Bonus to damage based upon skill. Bonus to hit is +10. Can only be used if faded, invisible, or target is blinded. If the attack, misses the Power is wasted. See the table on the following page.Costs: 180 Power - 2 Focus - Range: Touch

Poisoning:The subterfuge character is highly skilled with poisoning his enemies. Poisons available are based on skill. You must determine what kind of poison you are using before the day starts. You can apply poison to up to 10 Needles or arrows, and 2 melee weapons. The poison is applied in the morning and expires after that day. The Subterfuge character may also keep one poison cocktail on them at a time. Poisons available based on skill.Here are the poisons available and pertinent skill requirements for Rank 5 Poisoning:

Whiteout: Blinds the victim. All vision goes completely white and causes a severe migraine for 8 rounds. -10 to hit bonus. Required level 1.Pain Poison: Adds 20 damage to the weapon it is applied to. Required level 2Blackout: 85% chance the victim is knocked out for 8 rounds. Taking damage, or jolting movements will awaken the victim.Required level 8.Cocktail of Domination: Will put the victim of this cocktail under the control of the subterfuge character for 1 week. The victim will obey every command to the best of their ability; Even suicide. Required level 10

Blinding Needles:The Assassin is able to throw Needles into the eyes of his foes as a blinding attack. The Assassin makes an attack roll ignoring any armor they have unless they have something blocking their eyes. If it hits the target is blinded and takes 60 damage. This counts as a permanent injury. Blinded characters get a -8 to hit with all martial attacks. If the attack, misses the Power is wasted. Attack modifier based on skill. See the table below.Costs: 80 Power - 1 Focus - Range: Same range as your Needle.

Shadow Step:The Assassin teleports to shadow nearby. Range based on skill. See the table below.Costs: 140 Power - 2 Focus - Range: X

Double Down, Half Off:***Ultimate Skill!***Prerequisites: 10 pts Rank 5 Daggers and Needles, 10 pts Rank 5 Assassinate, 10 pts in Rank 5 Fade.Flat Skill Cost: 5000 exp.A special version of assassinate. It causes half of the target’s current Health in damage. The damage from this ability cannot be doubled from a crit. Has the same requirements as Assassinate and also strikes with a +10 bonus to hit.Costs: 250 Power - 1 Focus - Range: Touch

Assassin Rank 5 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 25 25 26 26 27 27 28 28 29 29

Stealth 86 87 88 89 90 91 92 93 94 95Theiving 86 87 88 89 90 91 92 93 94 95Backstab 146 152 158 164 170 176 182 188 194 200

Fade 22 22 23 23 24 24 25 25 26 26Blinding Needle 2 2 2 2 3 3 3 4 4 4

Assassinate 270 275 280 285 290 295 300 305 310 315Shadow Step 155 160 165 170 175 180 185 190 195 200

Page 31: Ascendant Beta 0.4.1

31

Daggers and Needles: This is your ability to wield a Dagger as a ranged or combat weapon and your ability to throw Needles for poison application. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 5 Daggers and Needles:Rank 5 - Dragonclaw - Level 2Rank 5 - Foe Blinder - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 5 items:Rank 5 - Dragon Hide Boots - Level 6Rank 5 - Dragon Hide Tunic - Level 10

Thieving:The Subterfuge character’s percentage chance to pick pockets, pick locks, and disguise yourself. All chances based on skill. A failure of picking pockets means you’re noticed and you do not get what you were trying to take. Failure to pick a lock will set off any traps that may be on the locked item. Failure to disguise yourself will reveal your true identity. See the table on the following page for skill levels.

Stealth:Percentage chance to move silently, hide in shadows, conceal tracks, or conceal Daggers and Needles on yourself. When wearing Metal Armor you may use stealth but you get -20 to your move silently ability. Also hiding in shadows will not work with Metal Armor unless you have a cloak to cover yourself with. See the table on the following page for skill levels.

Backstab:This is the subterfuge character’s ability to strike his opponent from behind for extra damage. You must be behind your target to use backstab. The subterfuge character is able to pick out critical points to attack. Backstab has a +10 to hit and the bonus damage is based upon skill level. See the table below. If the attack, misses the Power is wasted.Costs: 100 Power - 1 Focus - Range: Touch

Plunderer:Flat Skill Cost: 4000 exp.Prerequisite: Plunderer Rank 4.The treasure hunter is able to make extra money plundering during his off time. Since he is able to get so much extra he is able to accumulate additional equipment. Increases his bonus to his equipment points to 60% and grants his party members a 20% equipment point bonus.

Treasure Research:The treasure hunter is able to tap into libraries and word of mouth to discover information on valuable treasure sources in the area. The percent chance is for a full day of research. See the table below for skill levels.

Trap Artist:Gives the treasure hunter the ability to detect and disarm mechanical or magical traps for 15 minutes. While this spell is in effect the Treasure Hunter will automatically detect any traps within 30 ft. Chance of disarming them based upon skill. See the table below.Costs: 100 Power - 4 Focus - Range: Self

Surprise! Gun:***Ultimate Skill!***Prerequisites: Daring Escape, 10 pts Rank 5 Acrobatics, 10 pts in Rank 5 Stealth.Flat Skill Cost: 5000 exp.The treasure hunter surprises his foe with an unexpected gun shot from a Smith and Wesson Hand Ejector II Revolver. The revolver appears in a holster at his side which he immediately draws and fires from the hip. The gun then disappears after one shot. The Treasure Hunter makes an attack based off his Dagger skill. The gun shot does 800 damage, and can critically hit.Costs: 250 Power - 1 Focus - Range: 100

Treasure Hunter Rank 5

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 25 25 26 26 27 27 28 28 29 29

Stealth 86 87 88 89 90 91 92 93 94 95Theiving 86 87 88 89 90 91 92 93 94 95Backstab 146 152 158 164 170 176 182 188 194 200

Reasearch 73 75 77 79 81 83 85 87 89 91Disarm Trap 86 87 88 89 90 91 92 93 94 95

Page 32: Ascendant Beta 0.4.1

32

Daggers and Needles: This is your ability to wield a Dagger as a ranged or combat weapon and your ability to throw Needles for poison application. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 5 Daggers and Needles:Rank 5 - Dragonclaw - Level 2Rank 5 - Foe Blinder - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 5 items:Rank 5 - Dragon Hide Boots - Level 6Rank 5 - Dragon Hide Tunic - Level 10

Thieving:The Subterfuge character’s percentage chance to pick pockets, pick locks, and disguise yourself. All chances based on skill. A failure of picking pockets means your noticed and you do not get what you were trying to take. Failure to pick a lock will set off any traps that may be on the locked item. Failure to disguise yourself will reveal your true identity. See the table on the following page for skill levels.

Stealth:Percentage chance to move silently, hide in shadows, conceal tracks, or conceal Daggers and Needles on yourself. When wearing Metal Armor you may use stealth but you get -20 to your move silently ability. Also hiding in shadows will not work with Metal Armor unless you have a cloak to cover yourself with. See the table on the following page for skill levels.

Backstab:This is the subterfuge character’s ability to strike his opponent from behind for extra damage. You must be behind your target to use backstab. The subterfuge character is able to pick out critical points to attack. Backstab has a +10 to hit and the bonus damage is based upon skill level. See the table on the following page for skill levels. If the attack, misses the Power is wasted.Costs: 100 Power - 1 Focus - Range: Touch

Poisoning:The subterfuge character is highly skilled with poisoning his enemies. Poisons available are based on skill. You must determine what kind of poison you are using before the day starts. You can apply poison to up to 10 Needles or arrows, and 2 melee weapons. The poison is applied in the morning and expires after that day. The Subterfuge character may also keep one poison cocktail on them at a time. Poisons available based on skill.Here are the poisons available and pertinent skill requirements for Rank 5 Poisoning:

Whiteout: Blinds the victim. All vision goes completely white and causes a severe migraine for 8 rounds. -10 to hit bonus. Required level 1.Pain Poison: Adds 20 damage to the weapon it is applied to. Required level 2Blackout: 85% chance the victim is knocked out for 8 rounds. Taking damage, or jolting movements will awaken the victim.Required level 8.Cocktail of Domination: Will put the victim of this cocktail under the control of the subterfuge character for 1 week. The victim will obey every command to the best of their ability; Even suicide. Required level 10

Hamstring:The Blackguard slices his opponents hamstrings. This reduces their movement to crawling. This counts as a permanent injury. To hit modifier is based upon skill. See the table on the following page.Costs: 110 Power - 1 Focus - Range: Touch

Quick Gag:The Blackguard is able to attack his opponent with a piece of cloth or rope to gag him. To hit modifier based on skill level. See the table on the following page for skill levels.Costs: 110 Power - 1 Focus - Range: Touch

Deadly Dagger:This is a tack on skill the Blackguard can use with backstab. For 50 additional Power the Blackguard can backstab at a range by throwing his Dagger. Also does extra damage based on skill level. See the table on the following page for skill levels.Costs: +50 Power - Instant - Range: Same as his Dagger.

Instant Bondage:***Ultimate Skill!***Prerequisites: 10 pts Rank 5 Poison, 10 pts Rank 5 Quick Gag, 10 pts in Rank 5 Leather Armor Training.Flat Skill Cost: 5000 exp.The blackguard ties up his target with leather straps and hooks in a flurry of movement. The bondage disappears after 5 rounds. The blackguard must make a successful martial attack with his Dagger skill to hit with instant bondage.Costs: 250 Power - 1 Focus - Range: 15

Blackguard Rank 5

Page 33: Ascendant Beta 0.4.1

33

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 25 25 26 26 27 27 28 28 29 29

Stealth 86 87 88 89 90 91 92 93 94 95Theiving 86 87 88 89 90 91 92 93 94 95Backstab 146 152 158 164 170 176 182 188 194 200

Hamstring 2 2 2 2 3 3 3 3 4 4Quick Gag 4 4 4 4 5 5 5 5 6 6

Deadly Dagger 24 26 28 30 32 34 36 38 40 42

Blackguard Rank 5 Continued:

ThaumaturgyWizards, spell casters, etc.

Thaumaturgy Rank 1 PowersMage Staff:Prerequisite: Arcane Power Rank 1, Level 1.This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 25. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 0 and Rank 1 Mage Staves:Rank 0 - Pine Mage Staff - Level 1Rank 1 - Oak Mage Staff - Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 5 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow with light equal to the strength of a lantern. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 1 foot cube that lasts for 5 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 1 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 0 and Rank 1 items:Rank 0 - Burlap Shoes - Level 1Rank 0 - Burlap Robe - Level 2Rank 1 - Arcane Wool Shoes - Level 5Rank 1 - Arcane Wool Robe - Level 10

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on the following page for your hit bonus.

Illusion:Prerequisite: Arcane Power Rank 1, Level 1.The Thaumaturge creates an illusion that does not move or make sound with this spell. The Illusion lasts for 20 rounds. The size of the spell is a cube in ft., which increases with skill level. See the table on the following page for skill levels.Costs: 15 Power - 1 Focus - Range: 10

Animation:Prerequisite: Arcane Power Rank 1, Level 1.The Thaumaturge can set mundane objects to work to accomplish basic tasks. The objects can only float around slowly. The number of objects is based upon skill points. Each object may not weigh more than 1 lb. The animated objects cannot move with enough force to physically hit something for damage. The objects do whatever they are directed to do for 20 rounds. This spell can be cancelled at any time the caster chooses. See the table on the following page for skill levels.Costs: 20 Power - 2 Focus - Range: 10

Animate Weapon:Prerequisite: Arcane Power Rank 1, Level 1.The Thaumaturge animates a 2 handed weapon to fight for the caster(this must be an actual weapon the Thaumaturge has purchased with equipment points). It’s total defense is 10. The weapon floats around on its own at a speed of up to 115. The spell gives the weapon 50 Health. Once the weapon’s Health runs out, the spell ends. Animate Weapon lasts for 5 rounds. The weapon’s attack value is based on the spell’s skill level. A Thaumaturge cannot have more than one animated weapon active at a time. See the table on the following page for skill levels.Costs: 40 Power - 4 Focus - Range: Touch

Page 34: Ascendant Beta 0.4.1

34

Thaumaturgy Rank 1 Continued:Summoning:Prerequisite: Arcane Power Rank 1, Level 1.The Thaumaturge summons a minor torment spirit to attack for him. The spirit has 30 Health, but the torment spirit is immune to physical attacks. It has a magic defense of 11 and a movement speed of 100. The torment spirit’s attack value is the same as the thaumaturge’s magic combat attack. Lasts for 6 rounds. You may have more than one Summoning active at a time. The damage the spirit does is based on skill level. See the table below for skill levels.Costs: 20 Power - 2 Focus - Range: 10

Arcane Blast:Prerequisite: Arcane Power Rank 1, Level 1.The Thaumaturge blasts their target with magic energy. Damage based on your skill level. See the table below for skill levels.Costs: 35 Power - 4 Focus - Range: 140

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 6 6 7 7 8 8 9 9 10 10

Illusion 1 2 3 4 5 6 7 8 9 10Animate Weapon 3 3 4 4 5 5 6 6 7 7

Animation 3 4 4 5 5 6 6 7 7 8Summoning 14 14 15 15 16 16 17 17 18 18Arcane Blast 60 65 65 70 70 75 75 80 80 85Mage Staff 4 4 5 5 6 6 7 7 8 8

Thaumaturgy Rank 2 PowersMage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 45. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 2 Mage Staff:Rank 2 - Blackwood Mage Staff - Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 10 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow with light equal to the strength of a campfire. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 2 foot cube that lasts for 8 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 2 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 2 items:Rank 2 - Arcane Silk Shoes - Level 5Rank 2 - Arcane Silk Robe - Level 10

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on the following page for your hit bonus.

Illusion:The Thaumaturge creates an illusion that does not move but can make some sound with this spell. The Illusion lasts for 40 rounds. The size of the spell is a cube in ft., which increases with skill level. See the table on the following page for skill levels.Costs: 25 Power - 1 Focus - Range: 20

Summoning:The Thaumaturge summons a minor torment spirit to attack for him. The spirit has 40 Health, but the torment spirit is immune to physical attacks. It has a magic defense of 21 and a movement speed of 120. The torment spirit’s attack value is the same as the thaumaturge’s magic combat attack. Lasts for 6 rounds. You may have more than one Summoning active at a time. The damage the spirit does is based on skill level. See the table below for skill levels.Costs: 35 Power - 2 Focus - Range: 20

Arcane Blast:The Thaumaturge blasts their target with magic energy. Damage based on your skill level. See the table below for skill levels.Costs: 60 Power - 4 Focus - Range: 190

Page 35: Ascendant Beta 0.4.1

35

Thaumaturgy Rank 2 Continued:Animation:The Thaumaturge can set mundane objects to work to accomplish basic tasks. The objects can only float around slowly. The number of objects is based upon skill points. Each object may not weigh more than 3 lbs. The animated objects cannot move with enough force to physically hit something for damage. The objects do whatever they are directed to do for 40 rounds. This spell can be cancelled at any time the caster chooses. See the table on the following page for skill levels.Costs: 35 Power - 2 Focus - Range: 15

Animate Weapon:The Thaumaturge animates a 2 handed weapon to fight for the caster(this must be an actual weapon the Thaumaturge has purchased with equipment points). It’s total defense is 20. The weapon floats around on its own at a speed of up to 115. The spell gives the weapon 75 Health. Once the weapon’s Health runs out, the spell ends. Animate Weapon lasts for 5 rounds. The weapon’s attack value is based on the spell’s skill level. A Thaumaturge cannot have more than one animated weapon active at a time. See the table on the following page for skill levels.Costs: 70 Power - 4 Focus - Range: Touch

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 11 11 12 12 13 13 14 14 15 15

Illusion 11 12 13 14 15 16 17 18 19 20Animate Weapon 8 8 9 9 10 10 11 11 12 12

Animation 9 10 10 11 11 12 12 13 13 14Summoning 19 19 20 20 21 21 22 22 23 23Arcane Blast 100 105 105 110 110 115 115 120 120 125Mage Staff 10 10 11 11 12 12 13 13 14 14

Thaumaturgy Rank 3 PowersIllusionist Rank 3

This character is the master of Illusions. The Illusionist takes advantage of his foe’s fears. He can also change his or another’s appearance. Skill tree cost: 2000 Skill points. Prerequisite: 10 skill points in Rank 2 Illusion, 10 skill points in Rank 2 Smarts, 10 skill points in Rank 2 Mage Staff.Mage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 65. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 3 Mage Staff:Rank 3 - Magister’s Staff- Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 20 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow to create an aura of daylight with a 30ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 4 foot cube that lasts for 10 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 4 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This

entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 3 items:Rank 3 - Magister’s Arcane Shoes - Level 5Rank 3 - Magister’s Arcane Robe - Level 10

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on the following page for your hit bonus.

Illusion:The Illusionist creates an illusion that can move and make a lot of noise with this spell. The Illusion lasts for 60 rounds. The size of the spell is a cube in ft., which increases with skill level. See the table on the following page for skill levels.Costs: 45 Power - 1 Focus - Range: 40

Mind Flay:The Illusionist reaches into his foe’s mind to overwhelm the target with fear. The target believes that their most feared object is in front of them. They will cower in place in complete terror. Mind Flay does damage every round for 8 rounds. Any time the target takes damage from another source than Mind Flay there is a 50% chance that the Mind Flay stops. Damage per round based upon skill. See the table on the following page for skill levels.Costs: 65 Power - 4 Focus - Range: 30

Page 36: Ascendant Beta 0.4.1

36

Illusionist Rank 3 Continued:

Change Self:This spell changes the way the caster looks to everyone else. The caster can appear to be 25% larger or smaller and must be in a humanoid shape. It must also be something the caster has seen before. If someone just glances at the Illusionist, they believe the illusion. If the caster interacts with any one, they must make a magic attack check against them to test if their Power is strong enough to convince them. The Illusionist may impersonate someone specific, but only if he has studied them closely and has 10 skill points in Rank 1 Disguise. This spell also allows the Illusionist to modify their vocal capacity to whatever they have turned into. Duration based upon skill level. See the table below for skill levels.Costs: 70 Power - 2 Focus - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 16 16 17 17 18 18 19 19 20 20

Illusion 21 22 23 24 25 26 27 28 29 30Mind Flay 10 10 11 11 12 12 13 13 14 14

Change Self 64 64 68 68 72 72 76 76 80 80Mage Staff 16 16 17 17 18 18 19 19 20 20

Animator Rank 3This character is the master at animating objects around him to do his bidding. He also makes golems to help him fight. Skill tree cost: 2000 skill points. Prerequisite: 10 skill points in Rank 2 Animate Weapon, 10 skill points in Rank 2 Smarts, 10 skill points in Rank 2 Mage Staff.Mage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 65. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 3 Mage Staff:Rank 3 - Magister’s Staff- Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 20 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow to create an aura of daylight with a 30ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 4 foot cube that lasts for 10 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 4 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 3 items:Rank 3 - Magister’s Arcane Shoes - Level 5Rank 3 - Magister’s Arcane Robe - Level 10

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on the following page for your hit bonus.

Animation:The Animator can set mundane objects to work to accomplish basic tasks. The Animator has mastered this spell so fully that the objects can move around quickly enough to do damage. The number of objects is based upon skill points. Each object may not weigh more than 8 lbs. Each object does 1 damage per hit. The Animator makes a single magic attack to determine if they all hit his target. This act counts as your attack for the round, however the objects will continue to attack until directed to do something else. Continue to roll The Animator’s magic attack each round they attack, but The Animator is able to perform other actions as long as he isn’t re-directing the animated objects. The objects do whatever they are directed to do for 60 rounds. This spell can be cancelled at any time the caster chooses. The objects must stay within the range of the spell from the caster, otherwise the spell ends. See the table on the following page for skill levels.Costs: 100 Power - 2 Focus - Range: 30

Animate Weapon:The Animator animates a 2 handed weapon to fight for the caster(this must be an actual weapon The Animator has purchased with equipment points). It’s total defense is 40. The weapon floats around on its own at a speed of up to 155. The spell gives the weapon 100 Health. Once the weapon’s Health runs out, the spell ends. Animate Weapon lasts for 6 rounds. The weapon’s attack value is based on the spell’s skill level. A Thaumaturge cannot have more than one animated weapon active at a time. See the table on the following page for skill levels.Costs: 100 Power - 4 Focus - Range: Touch

Page 37: Ascendant Beta 0.4.1

37

Animator Rank 3 Continued:

Wood Golem:Flat Skill Cost: 2000 exp.The Animator creates a golem of wood that has hands and opposable thumbs. The Animator must allocate 15 equipment points per wood golem he creates. It can fetch items, and carry up to 425 lbs. It’s attack bonus is equal to The Animator’s magic attack bonus. It gets 2 attacks per round with it’s fists for 34 damage each. It’s martial and magic defense is 31. The Wood Golem’s movement speed is 225. The golem has 180 Health, but The Animator can re-use the pieces of the golem to create a new one by means of this ritual spell. The Animator can control up to 2 golems at a time. The golem may never be more than 100 feet away from the caster and will do anything it can to stay within this area. If it is forced further than 100 feet away it is dispelled.Costs: 220 Power - Ritual Spell 10 Hours - Range: Touch - Duration: permanent until destroyed or dispelled.

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 16 16 17 17 18 18 19 19 20 20Animation 15 16 16 17 17 18 18 19 19 20

Animate Weapon 15 15 16 16 17 17 18 18 19 19Mage Staff 16 16 17 17 18 18 19 19 20 20

Summoner Rank 3The summoner is the master of calling beings from other dimensions to do his bidding. Skill tree cost: 2000 skill points. Prerequisite: 10 skill points in Rank 2 Summoning, 10 skill points in Rank 2 Smarts, 10 skill points in Rank 2 Mage Staff.

Mage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 65. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 3 Mage Staff:Rank 3 - Magister’s Staff- Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 20 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow to create an aura of daylight with a 30ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 4 foot cube that lasts for 10 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 4 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 3 items:Rank 3 - Magister’s Arcane Shoes - Level 5Rank 3 - Magister’s Arcane Robe - Level 10

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on the following page for your hit bonus.

Summoning:The Thaumaturge summons a minor torment spirit to attack for him. The spirit has 60 Health, but the torment spirit is immune to physical attacks. It has a magic defense of 31 and a movement speed of 150. The torment spirit’s attack value is the same as the thaumaturge’s magic combat attack. Lasts for 6 rounds. You may have more than one Summoning active at a time. The damage the spirit does is based on skill level. See the table on the following page for skill levels.Costs: 65 Power - 2 Focus - Range: 30

Dragon’s Breath:The Summoner conjures the breath of an Ice Dragon. It hits everything in a cone 70 feet long and 30 feet wide at its end. Damage based upon skill level. See the table on the following page for skill levels.Costs: 170 Power - 5 Focus - Range: 200

Page 38: Ascendant Beta 0.4.1

38

Summoner Rank 3 Continued:

Daemon of Arg’ Raa’ Zul’:Flat Skill Cost: 2100 exp. and 33 equipment points for a goat farm to have enough to sacrifice.The Sumnoner calls forth a Daemon of Arg’ Raa’ Zul’. It is a human sized daemon with great red horns. The Daemon of Arg’ Raa’ Zul’ has an attack bonus is a +27. It gets two attacks per round with it’s massive claws for 66 damage with each. The Daemon has a martial and magic defense of 33 and 666 Health. It has hands and can carry up to 333 lbs., but it cannot weild weapons. The daemon has a movement speed of 243. The summoner can only control one Daemon at a time. The Daemon does the summoner’s bidding exactly as he wants. The daemon must stay within 333 feet of the caster. If he is forced further away, then the link with the daemon is lost and he teleports back to his home plane. The daemon requires a 3 goat sacrifice per day. If it does not get them it turns on the caster and will attack until either one is killed. You may not forcefully unsummon the Daemon of Arg’ Raa’ Zul’. It has to be something out of your control to force it out of range. It will do everything in its Power to stay within 333 feet of the caster even if it is against its orders.Costs: 333 Power - Ritual Spell 9 Hours - Range: Touch - Duration: 3 Days.

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 16 16 17 17 18 18 19 19 20 20

Summoning 24 24 25 25 26 26 27 27 28 28Dragon's Breath 110 120 130 140 150 160 170 180 190 200

Mage Staff 16 16 17 17 18 18 19 19 20 20

Destroyer Rank 3The Destroyer is a pure damage mage. He is focused solely on destroying things. Skill tree cost: 2000 skill points. Prerequisite: 10 skill points in Rank 2 Arcane Blast, 10 skill points in Rank 2 Smarts, 10 skill points in Rank 2 Mage Staff.

Mage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 65. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 3 Mage Staff:Rank 3 - Magister’s Staff- Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 20 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow to create an aura of daylight with a 30ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 4 foot cube that lasts for 10 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 4 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 3 items:Rank 3 - Magister’s Arcane Shoes - Level 5Rank 3 - Magister’s Arcane Robe - Level 10

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on the following page for your hit bonus.

Arcane Blast:The Thaumaturge blasts their target with magic energy. Damage based on your skill level. See the table below for skill levels.Costs: 80 Power - 4 Focus - Range: 240

Redirect Gravity:The Destroyer is able to fling enemies into the air or away from himself with Redirect Gravity. If you hit with this spell the Destroyer can change the direction gravity pulls them; Straight up into the air, to the side, or whatever direction you want. Duration based upon skill level. See the table on the following page for skill levels.Costs: 80 Power - 2 Focus - Range: 50

Hellfire Storm:Casting time: 1 hour. Calls Hellfire to rain from the sky on target area. Area of effect is a 80 ft. radius. Damage per round is based upon skill level. The Hellfire Storm lasts for 40 rounds. It will destroy wood structures in the area of effect. The storm will not harm stone structures. If the people in the spell’s area hide underground or under a stone structure they will not get hit by the storm, however the smoke caused from the fires may still kill them. See the table on the following page for skill levels.Costs: 250 Power - Ritual Spell 1 Hour - Range: 300

Page 39: Ascendant Beta 0.4.1

39

Destroyer Rank 3 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 16 16 17 17 18 18 19 19 20 20

Arcane Blast 165 175 185 195 205 215 225 235 245 255Redirect Gravity 2 2 2 2 3 3 3 4 4 4

Hellfire Storm 14 14 16 16 18 18 20 20 22 22Mage Staff 16 16 17 17 18 18 19 19 20 20

Illusionist Rank 4Thaumaturgy Rank 4 Powers

Mage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 85. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 4 Mage Staff:Rank 4 - Sinister Grand Staff - Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 40 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow to create an aura of daylight with a 60ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 6 foot cube that lasts for 16 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 6 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 4 items:Rank 4 - Wizard’s Arcane Shoes - Level 5Rank 4 - Wizard’s Arcane Robe - Level 10

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on the following page for your hit bonus.

Illusion:The Illusionist creates an illusion that can move and make a lot of noise with this spell. The Illusion lasts for 80 rounds. The size of the spell is a cube in ft., which increases with skill level. See the table on the following page for skill levels.Costs: 70 Power - 1 Focus - Range: 60

Mind Flay:The Illusionist reaches into his foe’s mind to overwhelm the target with fear. The target believes that their most feared object is in front of them. They will cower in place in complete terror. Mind Flay does damage every round for 12 rounds. Any time the target takes damage from another source than Mind Flay there is a 50% chance that the Mind Flay stops. Damage per round based upon skill. See the table on the following page for skill levels.Costs: 90 Power - 4 Focus - Range: 40

Change Self:This spell changes the way the caster looks to everyone else. The caster can appear to be 50% larger or smaller and must be in a humanoid shape. It must also be something the caster has seen before. If someone just glances at the Illusionist, they believe the illusion. If the caster interacts with any one, they must make a magic attack check against them to test if their Power is strong enough to convince them. The Illusionist may impersonate someone specific, but only if he has studied them closely and has 10 skill points in Rank 1 Disguise. This spell also allows the Illusionist to modify their vocal capacity to whatever they have turned into. Duration based upon skill level. See the table below for skill levels.Costs: 100 Power - 2 Focus - Range: Self

Invisibility:The Illusionist is able to turn himself or another willing person invisible for the duration of the spell. The invisibility is broken if you take damage or attack. Duration based upon skill level. See the table on the following page for skill levels.Costs: 90 Power - 3 Focus - Range: Touch

Page 40: Ascendant Beta 0.4.1

40

Illusionist Rank 4 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 21 21 22 22 23 23 24 24 25 25

Illusion 31 32 33 34 35 36 37 38 39 40Mind Flay 15 15 16 16 17 17 18 18 19 19

Change Self 84 84 88 88 92 92 96 96 100 100Mage Staff 22 22 23 23 24 24 25 25 26 26Invisibility 24 28 32 36 40 44 48 52 56 60

Mage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 85. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 4 Mage Staff:Rank 4 - Sinister Grand Staff - Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 40 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow to create an aura of daylight with a 60ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 6 foot cube that lasts for 16 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 6 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 4 items:Rank 4 - Wizard’s Arcane Shoes - Level 5Rank 4 - Wizard’s Arcane Robe - Level 10

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on the following page for your hit bonus.

Animation:The Animator can set mundane objects to work to accomplish basic tasks. The Animator has mastered this spell so fully that the objects can move around quickly enough to do damage. The number of objects is based upon skill points. Each object may not

weigh more than 20 lbs. Each object does 2 damage per hit. The Animator makes a single magic attack to determine if they all hit his target. This act counts as your attack for the round, however the objects will continue to attack until directed to do something else. Continue to roll The Animator’s magic attack each round they attack, but The Animator is able to perform other actions as long as he isn’t re-directing the animated objects. The objects do whatever they are directed to do for 80 rounds. This spell can be cancelled at any time the caster chooses. The objects must stay within the range of the spell from the caster, otherwise the spell ends. See the table on the following page for skill levels.Costs: 150 Power - 2 Focus - Range: 40

Animate Weapon:The Animator animates a 2 handed weapon to fight for the caster(this must be an actual weapon The Animator has purchased with equipment points). It’s total defense is 50. The weapon floats around on its own at a speed of up to 155. The spell gives the weapon 150 Health. Once the weapon’s Health runs out, the spell ends. Animate Weapon lasts for 6 rounds. The weapon’s attack value is based on the spell’s skill level. A Thaumaturge cannot have more than one animated weapon active at a time. See the table on the following page for skill levels.Costs: 150 Power - 4 Focus - Range: Touch

Stone Golem:Flat Skill Cost: 4000 exp.The Animator creates a golem of stone that has hands and opposable thumbs. The Animator must allocate 25 equipment points per stone golem he creates. It can fetch items, and carry up to 600 lbs. It’s attack bonus is equal to The Animator’s magic attack bonus. It gets 2 attacks per round with it’s fists for 54 damage each. It’s martial and magic defense is 41. The Stone Golem’s movement speed is 225. The golem has 250 Health, but The Animator can re-use the pieces of the golem to create a new one by means of this ritual spell. The Animator can control up to 2 golems at a time. The stone golem may never be more than 200 feet away from the caster and will do anything it can to stay within this area. If it is forced further than 200 feet away it is dispelled.Costs: 370 Power - Ritual Spell 12 Hours - Range: Touch - Duration: permanent until destroyed or dispelled.

Animator Rank 4

Page 41: Ascendant Beta 0.4.1

41

Animator Rank 4 Skills Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 21 21 22 22 23 23 24 24 25 25Animation 21 22 22 23 23 24 24 25 25 26

Animate Weapon 20 20 21 21 22 22 23 23 24 24Mage Staff 22 22 23 23 24 24 25 25 26 26

Mage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 85. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 4 Mage Staff:Rank 4 - Sinister Grand Staff - Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 40 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow to create an aura of daylight with a 60ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 6 foot cube that lasts for 16 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 6 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 4 items:Rank 4 - Wizard’s Arcane Shoes - Level 5Rank 4 - Wizard’s Arcane Robe - Level 10

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on the following page for your hit bonus.

Summoning:The Thaumaturge summons a minor torment spirit to attack for him. The spirit has 80 Health, but the torment spirit is immune to physical attacks. It has a magic defense of 41 and a movement speed of 180. The torment spirit’s attack value is the same as the thaumaturge’s magic combat attack. Lasts for 6 rounds. You may have more than one Summoning active at a time. The damage the spirit does is based on skill level. See the table on the following page for skill levels.Costs: 90 Power - 2 Focus - Range: 40

Dragon’s Breath:The Summoner conjures the breath of an Ice Dragon. It hits everything in a cone 130 feet long and 50 feet wide at its end. Damage based upon skill level. See the table on the following page for skill levels.Costs: 250 Power - 5 Focus - Range: 250

Daemon of Zag’ Kek’ Jee’ Gub’:Prerequisite: Daemon of Arg’ Ra’ Zul’Flat Skill Cost: 4200 exp. and 44 equipment points for a cow farm.The Sumnoner calls forth a Daemon of Zag’ Kek’ Jee’ Gub’. It is a large sized humanoid covered in bony spikes. The Daemon of Zag’ Kek’ Jee’ Gub’ has an attack bonus is a +40. It gets two attacks per round with it’s massive claws for 88 damage with each. The Daemon has a martial and magic defense of 44 and 888 Health. It has hands and can carry up to 444 lbs., but it cannot weild weapons. The daemon has a movement speed of 264. The summoner can only control one Daemon at a time. The Daemon does the summoner’s bidding exactly as he wants. The daemon must stay within 444 feet of the caster. If he is forced further away, then the link with the daemon is lost and he teleports back to his home plane. The daemon requires a 4 cow sacrifice per day. If it does not get them it turns on the caster and will attack until either one is killed. You may not forcefully unsummon the Daemon of Zag’ Kek’ Jee’ Gub’. It has to be something out of your control to force it out of range. It will do everything in its Power to stay within 444 feet of the caster even if it is against its orders.Costs: 444 Power - Ritual Spell 8 Hours - Range: Touch - Duration: 4 Days.

Summoner Rank 4

Item Master:Flat Skill Cost: 3000The Animator is able to generate additional equipment in his off time using his animations to create new things for him. As a result he gains a 20% equipment point bonus.

Page 42: Ascendant Beta 0.4.1

42

Summoner Rank 4 Continued:Summon Fire Imp:Flat Skill Cost: 3800The summoner is also able to summon a winged Fire Imp to do his bidding. The Fire Imp does not count towards his 1 daemon at a time limit. The Fire Imp can fly and scout for the Summoner. The Imp’s bonus to hit is the same as the Summoner’s. He shoots miniature fireballs, with a range of 50, at the enemy for 50 damage, that cost 2 focus and 40 Power. It has no other attacks, but it is always on fire and lights anything it touches aflame. The Fire Imp has 35 magic and martial defense. It also has 200 Health and 400 Power. Once summoned he will last until the next morning, or until destroyed. The Fire Imp cannot meditate, but he can rest, just like the players. It must also stay within 100 ft. of the caster or it is dispelled. Unlike the Daemons, the Summoner may dispell his Fire Imp at will.Cost: 200 Power - 1Instant - Range 100.

Mage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 85. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 4 Mage Staff:Rank 4 - Sinister Grand Staff - Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 40 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow to create an aura of daylight with a 60ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 6 foot cube that lasts for 16 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 6 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 4 items:Rank 4 - Wizard’s Arcane Shoes - Level 5Rank 4 - Wizard’s Arcane Robe - Level 10

Arcane Blast:The Thaumaturge blasts their target with magic energy. Damage based on your skill level. See the table below for skill levels.Costs: 130 Power - 4 Focus - Range: 290

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on thefollowing page for your hit bonus.

Redirect Gravity:The Destroyer is able to fling enemies into the air or away from himself with Redirect Gravity. If you hit with this spell the Destroyer can change the direction gravity pulls them; Straight up into the air, to the side, or whatever direction you want. Duration based upon skill level. See the table on the following page for skill levels.Costs: 130 Power - 2 Focus - Range: 75

Hellfire Storm:Casting time: 1 hour. Calls Hellfire to rain from the sky on target area. Area of effect is a 120 ft. radius. Damage per round is based upon skill level. The Hellfire Storm lasts for 60 rounds. It will destroy wood structures in the area of effect. The storm will not harm stone structures. If the people in the spell’s area hide underground or under a stone structure they will not get hit by the storm, however the smoke caused from the fires may still kill them. See the table on the following page for skill levels.Costs: 450 Power - Ritual Spell 1 Hour - Range: 450

Comflagrate:The Destroyer’s destructive mastery continues. He is able to launch a massive precisely targeted explosion by means of this spell. The explosion blasts with a 30 ft radius, but is so precisely aimed it will not hurt himself or allies at all. The Destroyer makes a single magic attack against all targets within the area of the spell to determine if he hits. The explosion hits his enemies with such force that it also dazes enemies struck by it for 4 rounds. Dazed enemies fight at -4 to hit and defense. Damage is based on skill. See the table on the following page for skill levels. Costs: 180 Power - 5 Focus - Range: 170

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 21 21 22 22 23 23 24 24 25 25

Summoning 29 29 30 30 31 31 32 32 33 33Dragon's Breath 210 220 230 240 250 260 270 280 290 300

Mage Staff 22 22 23 23 24 24 25 25 26 26

Destroyer Rank 4

Page 43: Ascendant Beta 0.4.1

43

Destroyer Rank 4 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 21 21 22 22 23 23 24 24 25 25

Arcane Blast 305 315 325 335 345 355 365 375 385 395Redirect Gravity 6 6 6 6 7 7 7 8 8 8

Hellfire Storm 24 24 26 26 28 28 30 30 32 32Mage Staff 22 22 23 23 24 24 25 25 26 26

Conflagrate 200 210 220 230 240 250 260 270 280 290

Illusionist Rank 5Thaumaturgy Rank 5 Powers

Mage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 85. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 5 Mage Staff:Rank 5 - Devilwood Greatstaff - Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 80 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow to create an aura of daylight with a 120ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 8 foot cube that lasts for 22 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 8 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 5 items:Rank 5 - Mage Lord’s Arcane Shoes - Level 5Rank 5 - Mage Lord’s Arcane Robe - Level 10

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on the following page for your hit bonus.

Illusion:The Illusionist creates an illusion that can move and make a lot of noise with this spell. The Illusion lasts for 100 rounds. The size of the spell is a cube in ft., which increases with skill level. See the table on the following page for skill levels.Costs: 100 Power - 1 Focus - Range: 80

Mind Flay:The Illusionist reaches into his foe’s mind to overwhelm the target with fear. The target believes that their most feared object is in front of them. They will cower in place in complete terror. Mind Flay does damage every round for 16 rounds. Any time the target takes damage from another source than Mind Flay there is a 50% chance that the Mind Flay stops. Damage per round based upon skill. See the table on the following page for skill levels.Costs: 130 Power - 4 Focus - Range: 50

Change Self:This spell changes the way the caster looks to everyone else. The caster can appear to be 75% larger or smaller and must be in a humanoid or quadriped shape. It must also be something the caster has seen before. If someone just glances at the Illusionist, they believe the illusion. If the caster interacts with any one, they must make a magic attack check against them to test if their Power is strong enough to convince them. The Illusionist may impersonate someone specific, but only if he has studied them closely and has 10 skill points in Rank 1 Disguise. This spell also allows the Illusionist to modify their vocal capacity to whatever they have turned into. Duration based upon skill level. See the table below for skill levels.Costs: 160 Power - 2 Focus - Range: Self

Invisibility:The Illusionist is able to turn himself or another willing person invisible for the duration of the spell. The invisibility is broken if you take damage or attack 2 times. Duration based upon skill level. See the table on the following page for skill levels.Costs: 150 Power - 3 Focus - Range: Touch

Page 44: Ascendant Beta 0.4.1

44

Illusionist Rank 5 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 26 26 27 27 28 28 29 29 30 30

Illusion Size 41 42 43 44 45 46 47 48 49 50Mind Flay 20 20 21 21 22 22 23 23 24 24

Change Self 104 104 108 108 112 112 116 116 120 120Mage Staff 27 27 28 28 29 29 30 30 31 31Invisibility 64 68 72 76 80 84 88 92 96 100

Domination:***Ultimate Skill!***Prerequisite: 10 pts Rank 5 Illusion, 10 pts Rank 5 Mind Flay, 10 pts Rank 5 SmartsThe Illusionist dominates the mind of their target. The subject of this spell is so overwhelmed that it believes it’s allies are enemies and it’s enemies are allies. They will attack like they normally would but against their allies. The effect lasts for 6 rounds.Costs: 250 Power - 2 Focus - Range: 50

Mage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 85. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 5 Mage Staff:Rank 5 - Devilwood Greatstaff - Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 80 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow to create an aura of daylight with a 120ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 8 foot cube that lasts for 22 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 8 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 5 items:Rank 5 - Mage Lord’s Arcane Shoes - Level 5Rank 5 - Mage Lord’s Arcane Robe - Level 10

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on the following page for your hit bonus.

Animation:The Animator can set mundane objects to work to accomplish basic tasks. The Animator has mastered this spell so fully that the objects can move around quickly enough to do damage. The number of objects is based upon skill points. Each object may not weigh more than 30 lbs. Each object does 3 damage per hit. The Animator makes a single magic attack to determine if they all hit his target. This act counts as your attack for the round, however the objects will continue to attack until directed to do something else. Continue to roll The Animator’s magic attack each round they attack, but The Animator is able to perform other actions as long as he isn’t re-directing the animated objects. The objects do whatever they are directed to do for 100 rounds. This spell can be cancelled at any time the caster chooses. The objects must stay within the range of the spell from the caster, otherwise the spell ends. See the table on the following page for skill levels.Costs: 200 Power - 2 Focus - Range: 50

Animate Weapon:The Animator animates a 2 handed weapon to fight for the caster(this must be an actual weapon The Animator has purchased with equipment points). It’s total defense is 60. The weapon floats around on its own at a speed of up to 155. The spell gives the weapon 200 Health. Once the weapon’s Health runs out, the spell ends. Animate Weapon lasts for 6 rounds. The weapon’s attack value is based on the spell’s skill level. A Thaumaturge cannot have more than one animated weapon active at a time. See the table on the following page for skill levels.Costs: 200 Power - 4 Focus - Range: Touch

Item Master:Prerequisite: Item Master Rank 4.Flat Skill Cost: 4000The Animator is able to generate additional equipment in his off time using his animations to create new things for him. As a result his equipment bonus is upgraded to 40%.

Animator Rank 5

Page 45: Ascendant Beta 0.4.1

45

Animator Rank 5 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 26 26 27 27 28 28 29 29 30 30Animation 27 28 28 29 29 30 30 31 31 32

Animate Weapon 25 25 26 26 27 27 28 28 29 29Mage Staff 27 27 28 28 29 29 30 30 31 31

Stone Golem:Flat Skill Cost: 6000 exp.The Animator creates a golem of iron that has hands and opposable thumbs. The Animator must allocate 40 equipment points per iron golem he creates. It can fetch items, and carry up to 1000 lbs. It’s attack bonus is equal to The Animator’s magic attack bonus. It gets 2 attacks per round with it’s fists for 83 damage each. It’s martial and magic defense is 51. The Iron Golem’s movement speed is 225. The golem has 500 Health, but The Animator can re-use the pieces of the golem to create a new one by means of this ritual spell. The Animator can control up to 2 golems at a time. The stone golem may never be more than 200 feet away from the caster and will do anything it can to stay within this area. If it is forced further than 200 feet away it is dispelled.Costs: 540 Power - Ritual Spell 15 Hours - Range: Touch - Duration: permanent until destroyed or dispelled.

Equipment Revolt:***Ultimate Skill!***Prerequisite: 10 pts Rank 5 Animate Weapon, 10 pts Rank 5 Animation, 10 pts Rank 5 SmartsFlat Skill Cost: 5000 exp.The Animator’s control over items is so great that by means of this spell all weapons enemies weild turn on their weilders for the next 2 rounds and attack as though they are created by the animate weapon spell at Rank 5 level 10. Also, any worn armor will unstap itself and jump off those affected by this spell. The Animator makes a single magic attack to determine if he hits his targets with this spell.Costs: 250 Power - 3 Focus - Range: 50

Mage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 85. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 5 Mage Staff:Rank 5 - Devilwood Greatstaff - Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 80 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.Staff Light: You can make your staff glow to create an aura of daylight with a 120ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 8 foot cube that lasts for 22 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 8 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 5 items:Rank 5 - Mage Lord’s Arcane Shoes - Level 5Rank 5 - Mage Lord’s Arcane Robe - Level 10

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on the following page for your hit bonus.

Summoning:The Thaumaturge summons a minor torment spirit to attack for him. The spirit has 100 Health, but the torment spirit is immune to physical attacks. It has a magic defense of 51 and a movement speed of 200. The torment spirit’s attack value is the same as the thaumaturge’s magic combat attack. Lasts for 6 rounds. You may have more than one Summoning active at a time. The damage the spirit does is based on skill level. See the table on the following page for skill levels.Costs: 90 Power - 2 Focus - Range: 50

Summoner Rank 5

Page 46: Ascendant Beta 0.4.1

46

Summoner Rank 5 Continued:Summon Fire Imp:Prerequisite: Summon Fire Imp Rank 4.Flat Skill Cost: 4800The summoner is also able to summon a winged Fire Imp to do his bidding. The Fire Imp does not count towards his 1 daemon at a time limit. The Fire Imp can fly and scout for the Summoner. The Imp’s bonus to hit is the same as the Summoner’s. He shoots miniature fireballs, with a range of 80, at the enemy for 80 damage, that cost 2 focus and 60 Power. It has no other attacks, but it is always on fire and lights anything it touches aflame. The Fire Imp has 45 magic and martial defense. It also has 300 Health and 600 Power. Once summoned he will last until the next morning, or until destroyed. The Fire Imp cannot meditate, but he can rest, just like the players. It must also stay within 200 ft. of the caster or it is dispelled. Unlike the Daemons, the Summoner may dispell his Fire Imp at will.Cost: 300 Power - 1Instant - Range 200.

Dragon’s Breath:The Summoner conjures the breath of an Ice Dragon. It hits everything in a cone 160 feet long and 70 feet wide at its end. Damage based upon skill level. See the table below for skill levels.Costs: 300 Power - 5 Focus - Range: 300

Daemon of Kar’ Dor’ Mar’ Ger’ Bur’:Prerequisite: Daemon of Zag’ Kek’ Jee’ Gub’Flat Skill Cost: 6300 exp. and 55 equipment points for a diamond mine.The Sumnoner calls forth a Daemon of Kar’ Dor’ Mar’ Ger’ Bur’. It is a large sized humanoid white daemon covered in obsidian spikes. The Daemon of Kar’ Dor’ Mar’ Ger’ Bur’ has an attack bonus is a +50. It gets two attacks per round with it’s massive

claws for 110 damage with each. The Daemon has a martial and magic defense of 55 and 1110 Health. It has hands and can carry up to 555 lbs., but it cannot weild weapons. The daemon has a movement speed of 275. The summoner can only control one Daemon at a time. The Daemon does the summoner’s bidding exactly as he wants. The daemon must stay within 555 feet of the caster. If he is forced further away, then the link with the daemon is lost and he teleports back to his home plane. The daemon requires a 5 diamond sacrifice per day. If it does not get them it turns on the caster and will attack until either one is killed. You may not forcefully unsummon the Daemon of Kar’ Dor’ Mar’ Ger’ Bur’. It has to be something out of your control to force it out of range. It will do everything in its Power to stay within 555 feet of the caster even if it is against its orders.Costs: 555 Power - Ritual Spell 10 Hours - Range: Touch - Duration: 5 Days.

GrimLord Form:***Ultimate Skill!***Prerequisite: Daemon of Kar’ Dor’ Mar’ Ger’ Bur’, 10 pts Rank 5 Summoning, 10 pts Rank 5 SmartsThe Summoner takes on the form of a GrimLord, a giant sized imposing black and white daemon with massive spiked fists. During this time the summoner cannot use any of his other abilities and fights exactly like a GrimLord. The summoner takes on all the stats and abilities of a GrimLord except his Health and Power remain the same. The GrimLord has an attack bonus of +55, a martial and magic defense of 55, a movement speed of 350, and attacks with two giant spiked fists for 200 damage each. The GrimLord form lasts for 4 rounds.Costs: 250 Power - 2 Focus - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 26 26 27 27 28 28 29 29 30 30

Summoning 34 34 35 35 36 36 37 37 38 38Dragon's Breath 310 320 330 340 350 360 370 380 390 400

Mage Staff 27 27 28 28 29 29 30 30 31 31Destroyer Rank 5

Mage Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Thaumaturge makes small magical attacks with his staff at a range of 85. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 5 Mage Staff:Rank 5 - Devilwood Greatstaff - Level 5

The Thaumaturge also has the following activated abilities with his Mage Staff:Staff Telekeninesis: The ability to hover an object around up to 80 pounds. Range is the same as your staff’s attack. Must focus on the initial movement and have to use the staff again to change its direction. If it goes out of your range it drops to the ground. Also has the option to set the item to follow the staff so you will not have to constantly update the direction.

Staff Light: You can make your staff glow to create an aura of daylight with a 120ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Illusion: You can create an illusion in a 8 foot cube that lasts for 22 rounds. Range is the same as your staff’s attack. Does not make sound, but can move within the 8 foot cube you are focusing on. You can change whatever you want in that cube. If you want to start an illusion in a different location you must wait one round.

Page 47: Ascendant Beta 0.4.1

47

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 5 items:Rank 5 - Mage Lord’s Arcane Shoes - Level 5Rank 5 - Mage Lord’s Arcane Robe - Level 10

Arcane Blast:The Thaumaturge blasts their target with magic energy. Damage based on your skill level. See the table below for skill levels.Costs: 180 Power - 4 Focus - Range: 340

Arcane Power: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Thaumaturgy spells or your Mage Staff. See the table on thefollowing page for your hit bonus.

Redirect Gravity:The Destroyer is able to fling enemies into the air or away from himself with Redirect Gravity. If you hit with this spell the Destroyer can change the direction gravity pulls them; Straight up into the air, to the side, or whatever direction you want. Duration based upon skill level. See the table on the following page for skill levels.Costs: 190 Power - 2 Focus - Range: 100

Hellfire Storm:Casting time: 1 hour. Calls Hellfire to rain from the sky on target area. Area of effect is a 180 ft. radius. Damage per round is based upon skill level. The Hellfire Storm lasts for 80 rounds. It will destroy wood structures in the area of effect. The storm will

not harm stone structures. If the people in the spell’s area hide underground or under a stone structure they will not get hit by the storm, however the smoke caused from the fires may still kill them. See the table below for skill levels.Costs: 600 Power - Ritual Spell 1 Hour - Range: 600

Comflagrate:The Destroyer’s destructive mastery continues. He is able to launch a massive precisely targeted explosion by means of this spell. The explosion blasts with a 50 ft radius, but is so precisely aimed it will not hurt himself or allies at all. The Destroyer makes a single magic attack against all targets within the area of the spell to determine if he hits. The explosion hits his enemies with such force that it also dazes enemies struck by it for 4 rounds. Dazed enemies fight at -4 to hit and defense. Damage is based on skill. See the table below for skill levels. Costs: 260 Power - 5 Focus - Range: 240

Laser Cannon Deth Sentence:***Ultimate Skill!***Prerequisite: 10 pts Rank 5 Redirect Gravity, 10 pts Rank 5 Arcane Power, 10 pts Rank 5 Arcane Blast.The Destroyer summons a shoulder mounted 6 barrelled gatling laser cannon. Which rapid fires a total of 6 shots at the Destroyer’s target. The Destroyer makes an attack roll for each shot individually. Each laser does 200 damage, and can crit. Oh, also, you must play the song “Laser Cannon Deth Sentence” by Dethklok every time you use this ability.Costs: 250 Power - 4 Focus - Range: Self

Destroyer Rank 5 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Hit Bonus 26 26 27 27 28 28 29 29 30 30

Arcane Blast 455 465 475 485 495 505 515 525 535 545Redirect Gravity 9 9 9 9 10 10 10 11 11 11

Hellfire Storm 33 33 35 35 37 37 39 39 41 41Mage Staff 27 27 28 28 29 29 30 30 31 31

Conflagrate 300 310 320 330 340 350 360 370 380 390

Page 48: Ascendant Beta 0.4.1

48

DivinePriests, healers, zealots etc.

Divine Rank 1 PowersBlunt Weapon: This is your ability to wield Blunt weapons. You must have the skill required to weild a specific weapon. You may dual wield One Handed weapons, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Blunt Rank 0 and Rank 1 weapons:Rank 0 - Iron Mace - Level 1Rank 0 - Iron Sledge Hammer - Level 2Rank 1 - Steel Mace - Level 5Rank 1 - Steel Sledge Hammer - Level 8

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 0 and Rank 1 items:Rank 0 - Copper Round Shield - Level 1Rank 0 - Copper Breastplate - Level 2Rank 1 - Bronze Round Shield - Level 2Rank 1 - Bronze Bucket Helm - Level 5Rank 1 - Bronze Breastplate - Level 8

Divine Staff:Prerequisite: Divine Guidance Rank 1, Level 1.This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Divine character makes small magical attacks with his staff at a range of 25. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 0 and Rank 1 Mage Staves:Rank 0 - Pine Mage Staff - Level 1Rank 1 - Oak Mage Staff - Level 5

The Divine character also has the following activated abilities with his Mage Staff:Staff Heal: This heal can only be used outside of combat up to 3 times per day. It heals the Priest’s target for 80.Staff Light: You can make your staff glow with light equal to the strength of a lantern. You may turn this on and off at will as long as you are holding the staff.Staff Force: The Divine character creates a translucent immobile wall that can take 30 damage before falling apart. Staff Force must be attached to an immobile object. Creates a wall up to 10 sq. ft. in size and can only be shaped in a flat plane. Expires after 1 hour if it is not destroyed. The Divine character may only have one Staff Force active at a time. Staff Force may not be used during combat.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 0 and Rank 1 items:Rank 0 - Burlap Shoes - Level 1Rank 0 - Burlap Robe - Level 2Rank 1 - Arcane Wool Shoes - Level 5Rank 1 - Arcane Wool Robe - Level 10

Divine Guidance: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Divine spells or your Mage Staff. See the table on the following page for your hit bonus.

Healing Light:Prerequisite: Divine Guidance 1, Level 1.The Divine character heals their target at a range with this spell. The amount healed increases with skill level. See the table on the following page for skill levels.Costs: 20 Power - 1 Focus - Range: 50

Holy Force:Prerequisite: Divine Guidance 1, Level 1.The Divine character creates a translucent immobile wall that can take a certain amount of damage before falling apart. Holy Force must be attached to an immobile object. The amount of damage it can take goes up with level. Creates a wall up to 25 sq. ft. in size and can only be shaped in a flat plane. Expires after 1 hour if it is not destroyed.Costs: 30 Power - 1 Focus - Range: 30

Smite:Prerequisite: Divine Guidance 1, Level 1.The Divine character blasts their opponent with holy energy. A successful hit with this spell also lowers the target’s defense by 2 for the next 4 rounds. Increases damage with skill. See the table on the following page.Costs: 30 Power - 2 Focus - Range: 45

Protection:Prerequisite: Divine Guidance 1, Level 1.Flat Skill Cost: 800 pts.The Divine character increases their target’s magic and martial defense by 3 for the next 5 rounds.Costs: 30 Power - 2 Focus - Range: 30

Page 49: Ascendant Beta 0.4.1

49

Skill Level 1 2 3 4 5 6 7 8 9 10Divine Guidance 5 5 6 6 7 7 8 8 9 9

Healing Light 80 80 85 85 90 90 95 95 100 100Holy Force 42 44 46 48 50 52 54 56 58 60

Smite 15 15 20 20 25 25 30 30 35 35Blunt Weapon 5 5 6 6 7 7 8 8 9 9

Divine Staff 4 4 5 5 6 6 7 7 8 8

Divine Rank 1 Continued:

Divine Rank 2 PowersBlunt Weapon: This is your ability to wield Blunt weapons. You must have the skill required to weild a specific weapon. You may dual wield One Handed weapons, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Blunt Rank 2 weapons:Rank 2 - Morning Star - Level 5Rank 2 - Warhammer - Level 8

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 2 items:Rank 2 - Steel Round Shield - Level 2Rank 2 - Steel Bucket Helm - Level 5Rank 2 - Steel Breastplate - Level 10

Divine Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Divine character makes small magical attacks with his staff at a range of 45. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 2 Mage Staff:Rank 2 - Blackwood Mage Staff - Level 5

The Divine character also has the following activated abilities with his Mage Staff:Staff Heal: This heal can only be used outside of combat up to 3 times per day. It heals the Priest’s target for 110.Staff Light: You can make your staff glow with light equal to the strength of a campfire. You may turn this on and off at will as long as you are holding the staff.Staff Force: The Divine character creates a translucent immobile wall that can take 45 damage before falling apart. Staff Force must be attached to an immobile object. Creates a wall up to 30 sq. ft. in size and can only be shaped in a flat plane. Expires after 2 hours if it is not destroyed. The Divine character may only have one Staff Force active at a time. Staff Force may not be used during combat.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 2 items:Rank 2 - Arcane Silk Shoes - Level 5Rank 2 - Arcane Silk Robe - Level 10

Divine Guidance: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Divine spells or your Mage Staff. See the table on the following page for your hit bonus.

Healing Light:The Divine character heals their target at a range with this spell. The amount healed increases with skill level. See the table on the following page for skill levels.Costs: 35 Power - 1 Focus - Range: 75

Holy Force:The Divine character creates a translucent immobile wall that can take a certain amount of damage before falling apart. Holy Force must be attached to an immobile object. The amount of damage it can take goes up with level. Creates a wall up to 60 sq. ft. in size and can only be shaped in a flat plane. Expires after 2 hours if it is not destroyed.Costs: 50 Power - 1 Focus - Range: 50

Smite:The Divine character blasts their opponent with holy energy. A successful hit with this spell also lowers the target’s defense by 3 for the next 5 rounds. Increases damage with skill. See the table on the following page.Costs: 50 Power - 2 Focus - Range: 65

Protection:Prerequisite: Rank 1 Protection.Flat Skill Cost: 1600 pts.The Divine character increases their target’s magic and martial defense by 5 for the next 5 rounds.Costs: 50 Power - 2 Focus - Range: 40

Page 50: Ascendant Beta 0.4.1

50

Divine Rank 2 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Divine Guidance 10 10 11 11 12 12 13 13 14 14

Healing Light 110 110 115 115 120 120 125 125 130 130Holy Force 65 65 70 70 75 75 80 80 85 85

Smite 40 40 45 45 50 50 55 55 60 60Blunt Weapon 10 10 11 11 12 12 13 13 14 14

Divine Staff 10 10 11 11 12 12 13 13 14 14

Divine Rank 3 PowersCombat Medic Rank 3

The Combat Medic focuses on battling in the fray and dishing out quick heals to his allies. He has exceptional defensive and healing abilities. The Combat Medic’s Blunt Weapon skill gets bumped up to be comparable to a Martial characters hit bonus. Skill tree cost: 2000pts Prerequisites: 10 pts. in Rank 2 Blunt Weapon, 10 pts. in Rank 2 Divine Guidance, and 10 pts in Rank 2 Metal Armor.

Blunt Weapon: This is your ability to wield Blunt weapons. You must have the skill required to weild a specific weapon. You may dual wield One Handed weapons, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Blunt Rank 3 weapons:Rank 3 - Brutal Morning Star - Level 5Rank 3 - Brutal Warhammer - Level 8

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 3 items:Rank 3 - Kite Shield - Level 2Rank 3 - Knight’s Helm - Level 5Rank 3 - Plate Mail Suit - Level 10

Divine Guidance: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Divine spells or your Mage Staff. See the table on the following page for your hit bonus.

Healing Light:The Divine character heals their target at a range with this spell. The amount healed increases with skill level. See the table on the following page for skill levels.Costs: 60 Power - 1 Focus - Range: 100

Protection:Prerequisite: Rank 2 Protection.Flat Skill Cost: 2400 pts.The Divine character increases their target’s magic and martial defense by 7 for the next 6 rounds.Costs: 70 Power - 2 Focus - Range: 50

Instant Heal:The Combat Medic quickly heals their target. Amount based on skill. See the table on the following page.Costs: 60 Power - Instant - Range: 10

Holy Shock:The Combat Medic directs his rapid fire holy Power at his foe instead of his ally. Damage increases with skill level. See the table on the following page.Costs: 60 Power - Instant - Range: 10

Skill Level 1 2 3 4 5 6 7 8 9 10Divine Guidance 15 15 16 16 17 17 18 18 19 19

Healing Light 145 145 150 150 155 155 160 160 165 165Blunt Weapon 19 19 20 20 21 21 22 22 23 23Instant Heal 70 70 75 75 80 80 85 85 90 90Holy Shock 32 34 36 38 40 42 44 46 48 50

Page 51: Ascendant Beta 0.4.1

51

Holy Champion Rank 3The Holy Champion is the up-close and personal combat holy class. They use magic to improve their combat abilities. The Holy Champion’s Blunt Weapon skill gets bumped up to be comparable to a Martial character’s hit bonus. Skill tree cost: 2000 pts Prerequisites: 10 pts. In Rank 2 Metal Armor, 10 pts. In Rank 2 Blunt Weapon skill, 10 pts. In Rank 2 Body Building.

Blunt Weapon: This is your ability to wield Blunt weapons. You must have the skill required to weild a specific weapon. You may dual wield One Handed weapons, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Blunt Rank 3 weapons:Rank 3 - Brutal Morning Star - Level 5Rank 3 - Brutal Warhammer - Level 8

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 3 items:Rank 3 - Kite Shield - Level 2Rank 3 - Knight’s Helm - Level 5Rank 3 - Plate Mail Suit - Level 10

Hammer of Wrath:The Holy Champion charges his weapon with holy energy and hurls it at an enemy. If the victim is hit they take extra damage(based on level) and are stunned for 4 rounds. The

weapon automatically returns to the caster after the spell whether it hits or not. See the table below for skill levels.Costs: 50 Power - 2 Focus - Range: 30

Zealous Cry:The Holy Champion lets forth a mighty battle cry when attacking with his weapon. The force causes his target to be knocked back, distance based upon skill level. See the table below.Costs: 60 Power - 1 Focus - Range: 0

Two Handed Weapon Expert:Flat Skill Cost: 1000 exp.While weilding a Two Handed weapon you score a critical hit when hit by more than 9 instead of 10 now.

Protection:Prerequisite: Rank 2 Protection.Flat Skill Cost: 2400 pts.The Divine character increases their target’s magic and martial defense by 7 for the next 6 rounds.Costs: 70 Power - 2 Focus - Range: 50

Skill Level 1 2 3 4 5 6 7 8 9 10Hammer of Wrath 11 12 13 14 15 16 17 18 19 20

Zealous Cry 10 11 12 13 14 15 16 17 18 19Blunt Weapon 19 19 20 20 21 21 22 22 23 23

Holy Zealot Rank 3The Holy Zealot is Focused on smiting opponents to their knees using their holy wrath. “DAEMON, Be gone!” and so forth. This is the offensive holy casting class with great crowd control. Skill tree cost: 2000pts Prerequisites: 10 pts. in Rank 2 Divine Guidance, 10 pts. in Rank 2 Smite, 10 pts in Rank 2 Mage Saff skill.Divine Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Divine character makes small magical attacks with his staff at a range of 65. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 3 Mage Staff:Rank 3 - Magister’s Staff- Level 5

The Divine character also has the following activated abilities with his Mage Staff:Staff Heal: This heal can only be used outside of combat up to 3 times per day. It heals the Priest’s target for 145.Staff Light: You can make your staff glow to create an aura of daylight with a 30ft radius around you. You may turn this on and off at will as long as you are holding the staff.

Staff Force: The Divine character creates a translucent immobile wall that can take 60 damage before falling apart. Staff Force must be attached to an immobile object. Creates a wall up to 50 sq. ft. in size and can only be shaped in a flat plane. Expires after 2 hours if it is not destroyed. The Divine character may only have one Staff Force active at a time. Staff Force may not be used during combat.

Divine Guidance: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Divine spells or your Mage Staff. See the table on the following page for your hit bonus.

Page 52: Ascendant Beta 0.4.1

52

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 3 items:Rank 3 - Magister’s Arcane Shoes - Level 5Rank 3 - Magister’s Arcane Robe - Level 10

Holy Force:The Divine character creates a translucent immobile wall that can take a certain amount of damage before falling apart. Holy Force must be attached to an immobile object. The amount of damage it can take goes up with level. If you want to create a barrier around an enemy you must make a successful magic attack. Creates a wall up to 100 sq. ft. in size and can be made into any shape. Expires after 3 hours if it is not destroyed. See the table below.Costs: 90 Power - 1 Focus - Range: 80

Smite:The Divine character blasts their opponent with holy energy. A successful hit with this spell also lowers the target’s defense by 4 for the next 6 rounds. Increases damage with skill. See the table below.Costs: 70 Power - 2 Focus - Range: 95

Blessing of Ruin:After a successful magic attack this spell assaults the targets mind with holy script causing the target to be paralyzed “By the Power of Gawd!” If the target is humanoid in shape the spell actually takes the form of them falling to their knees to pray. They close their eyes and count as though they are knocked over and blinded. They can still be damaged during this effect without it being interrupted. Duration based on skill. See the table below.Costs: 80 Power - 3 Focus - Range: 40

Holy Zealot Rank 3 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Divine Guidance 15 15 16 16 17 17 18 18 19 19

Holy Force 90 90 95 95 100 100 105 105 110 110Smite 70 75 80 85 90 95 100 105 110 115

Blessing of Ruin 1 1 1 2 2 2 3 3 3 4Divine Staff 16 16 17 17 18 18 19 19 20 20

Priest Rank 3This holy man is the scholarly divine character. Concerned in healing from a distance, learning more, and preaching his gospel. The Priest is the most capable healer in the game, but is very single-mindedly focused on that task. Skill tree cost: 2000pts Prerequisites: 10 pts. in Rank 2 Healing Light, 10 pts. in Rank 2 Divine Guidance, and 10 pts. in Rank 2 Mage Staff.

Divine Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Divine character makes small magical attacks with his staff at a range of 65. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 3 Mage Staff:Rank 3 - Magister’s Staff- Level 5

The Divine character also has the following activated abilities with his Mage Staff:Staff Heal: This heal can only be used outside of combat up to 3 times per day. It heals the Priest’s target for 145.Staff Light: You can make your staff glow to create an aura of daylight with a 30ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Force: The Divine character creates a translucent immobile wall that can take 60 damage before falling apart. Staff Force must be attached to an immobile object. Creates a wall up to 50 sq. ft. in size and can only be shaped in a flat plane. Expires after 2 hours if it is not destroyed. The Divine character may only have one Staff Force active at a time. Staff Force may not be used during combat.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 3 items:Rank 3 - Magister’s Arcane Shoes - Level 5Rank 3 - Magister’s Arcane Robe - Level 10

Holy Force:The Divine character creates a translucent immobile wall that can take a certain amount of damage before falling apart. Holy Force must be attached to an immobile object. The amount of damage it can take goes up with level. If you want to create a barrier around an enemy you must make a successful magic attack. Creates a wall up to 100 sq. ft. in size and can be made into any shape. Expires after 3 hours if it is not destroyed. See the table on the following page.Costs: 90 Power - 1 Focus - Range: 80

Divine Guidance: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Divine spells or your Mage Staff. See the table on the following page for your hit bonus.

Page 53: Ascendant Beta 0.4.1

53

Healing Light:The Divine character heals their target at a range with this spell. The amount healed increases with skill level. See the table on the following page for skill levels.Costs: 60 Power - 1 Focus - Range: 100

Retrieve Soul:Flat Skill Cost: 2500The Priest returns a dead player back to life with 100 Health 50 Power. The character raised still has to pay the normal experience penalty.Costs: 200 Power - Ritual Spell 15 Minutes - Range: 10

Healing Grace:Flat Skill Cost: 2000The Priest increases his impressive healing mastery with this skill. Every heal cast heals an additional 40, and every holy force he casts has an additional 40 Health. Rank 3 Healing Grace has no effect on Prayer of Health.

Priest Rank 3 Continued:

Skill Level 1 2 3 4 5 6 7 8 9 10Divine Guidance 15 15 16 16 17 17 18 18 19 19

Healing Light 145 145 150 150 155 155 160 160 165 165Holy Force 90 90 95 95 100 100 105 105 110 110Divine Staff 16 16 17 17 18 18 19 19 20 20

Divine Rank 4 PowersCombat Medic Rank 4

Blunt Weapon: This is your ability to wield Blunt weapons. You must have the skill required to weild a specific weapon. You may dual wield One Handed weapons, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Blunt Rank 4 weapons:Rank 4 - Willbreaker - Level 5Rank 4 - Faithkeeper - Level 8

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 4 items:Rank 4 - Tower Shield - Level 2Rank 4 - Winged Helm - Level 5Rank 4 - Plate Armor - Level 10

Divine Guidance: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Divine spells or your Mage Staff. See the table on the following page for your hit bonus.

Healing Light:The Divine character heals their target at a range with this spell. The amount healed increases with skill level. See the table on the following page for skill levels.Costs: 90 Power - 1 Focus - Range: 125

Protection:Prerequisite: Rank 3 Protection.Flat Skill Cost: 3200 pts.The Divine character increases their target’s magic and martial defense by 9 for the next 8 rounds.Costs: 90 Power - 2 Focus - Range: 60

Instant Heal:The Combat Medic quickly heals their target. Amount based on skill. See the table on the following page.Costs: 90 Power - Instant - Range: 20

Holy Shock:The Combat Medic directs his rapid fire holy Power at his foe instead of his ally. Damage increases with skill level. See the table on the following page.Costs: 90 Power - Instant - Range: 20

Angelic Sacrifice:The Combat Medic is so in tune with combat and healing that he is able to intervene to prevent a player’s death. Angelic Sacrifice is an instant interrupt ability that can heal a player that is about to die. Angelic Sacrifice may not be used more than once a round. The target still takes all the damage they were supposed to, but only after the heal hits. Heal amount based on skill. See table on the following page.Costs: 120 Power - 90 Health - Instant Interrupt - Range: 30

Page 54: Ascendant Beta 0.4.1

54

Skill Level 1 2 3 4 5 6 7 8 9 10Divine Guidance 20 20 21 21 22 22 23 23 24 24

Healing Light 185 185 190 190 195 195 200 200 205 205Blunt Weapon 25 25 26 26 27 27 28 28 29 29Instant Heal 95 95 100 100 105 105 110 110 115 115Holy Shock 52 55 58 61 64 67 70 73 76 80

Angelic Sacrifice 200 205 210 215 220 225 230 235 240 245

Blunt Weapon: This is your ability to wield Blunt weapons. You must have the skill required to weild a specific weapon. You may dual wield One Handed weapons, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Blunt Rank 4 weapons:Rank 4 - Willbreaker - Level 5Rank 4 - Faithkeeper - Level 8

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 4 items:Rank 4 - Tower Shield - Level 2Rank 4 - Winged Helm - Level 5Rank 4 - Plate Armor - Level 10

Hammer of Wrath:The Holy Champion charges his weapon with holy energy and hurls it at an enemy. If the victim is hit they take extra damage(based on level) and are stunned for 5 rounds. The weapon automatically returns to the caster after the spell whether it hits or not. See the table below for skill levels.Costs: 80 Power - 2 Focus - Range: 40

Zealous Cry:The Holy Champion lets forth a mighty battle cry when attacking with his weapon. The force causes his target to be knocked back, distance based upon skill level. See the table below.Costs: 90 Power - 1 Focus - Range: 0

Two Handed Weapon Expert:Flat Skill Cost: 1400 exp.Prerequisite: Two Handed Weapon Expter Rank 3.While weilding a Two Handed weapon you score a critical hit when hit by more than 8 instead of 9 now.

Protection:Prerequisite: Rank 3 Protection.Flat Skill Cost: 3200 pts.The Divine character increases their target’s magic and martial defense by 9 for the next 8 rounds.Costs: 90 Power - 2 Focus - Range: 60

Angelic Possesion:The Holy Champion is possessed by the spirit of an angel. His eyes glow with light and he sprouts wings made of light. While possessed the Holy Champion can fly at a speed of 200. All attacks are at +5 to hit for the duration of the spell. Duration based on skill. See table below.Costs: 100 Power - 2 Focus - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Hammer of Wrath 21 22 23 24 25 26 27 28 30 32

Zealous Cry 25 26 27 28 29 30 31 32 33 34Blunt Weapon 25 25 26 26 27 27 28 28 29 29

Angelic Possession 11 12 13 14 15 16 17 18 19 20

Holy Champion Rank 4

Combat Medic Rank 4 Continued:

Page 55: Ascendant Beta 0.4.1

55

Divine Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Divine character makes small magical attacks with his staff at a range of 85. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 4 Mage Staff:Rank 4 - Sinister Grand Staff - Level 5

The Divine character also has the following activated abilities with his Mage Staff:Staff Heal: This heal can only be used outside of combat up to 3 times per day. It heals the Priest’s target for 185.Staff Light: You can make your staff glow to create an aura of daylight with a 60ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Force: The Divine character creates a translucent immobile wall that can take 80 damage before falling apart. Staff Force must be attached to an immobile object. Creates a wall up to 75 sq. ft. in size and can only be shaped in a flat plane. Expires after 2 hours if it is not destroyed. The Divine character may only have one Staff Force active at a time. Staff Force may not be used during combat.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 4 items:Rank 4 - Wizard’s Arcane Shoes - Level 5Rank 4 - Wizard’s Arcane Robe - Level 10

Divine Guidance: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Divine spells or your Mage Staff. See the table on the following page for your hit bonus.

Holy Force:The Divine character creates a translucent immobile wall that can take a certain amount of damage before falling apart. Holy Force must be attached to an immobile object. The amount of damage it can take goes up with level. If you want to create a barrier around an enemy you must make a successful magic attack. Creates a wall up to 150 sq. ft. in size and can be made into any shape. Expires after 4 hours if it is not destroyed. See the table below.Costs: 130 Power - 1 Focus - Range: 120

Smite:The Divine character blasts their opponent with holy energy. A successful hit with this spell also lowers the target’s defense by 5 for the next 7 rounds. Increases damage with skill. See the table below.Costs: 100 Power - 2 Focus - Range: 125

Blessing of Ruin:After a successful magic attack this spell assaults the targets mind with holy script causing the target to be paralyzed “By the Power of Gawd!” If the target is humanoid in shape the spell actually takes the form of them falling to their knees to pray. They close their eyes and count as though they are knocked over and blinded. They can still be damaged during this effect without it being interrupted. Duration based on skill. See the table below.Costs: 110 Power - 3 Focus - Range: 50

Zealous Frenzy:Flat Skill Cost: 3500The Zealout is overwhelmed by the need to “Save the Evil Doers!” For 5 rounds he goes on a religious diatribe about saving his targets souls “Through the holy crucible of Divine magic!” During the frenzy, the Zealot gains one bonus focus point per round in addition to his normal actions. The Holy Zealot may not cast Zealous Frenzy while under the effects of Zealous Frenzy. This would create a Zealous Paradox and cause the universe to collapse into itself. Therefore, it’s just not allowed! “Never cross the streams!”Costs: 140 Power - 2 Focus - Range: Self

Holy Zealot Rank 4

Skill Level 1 2 3 4 5 6 7 8 9 10Divine Guidance 20 20 21 21 22 22 23 23 24 24

Holy Force 125 130 135 140 145 150 155 160 165 170Smite 145 150 155 160 165 170 175 180 185 190

Blessing of Ruin 5 5 5 6 6 6 7 7 7 8Mage Staff 22 22 23 23 24 24 25 25 26 26

Page 56: Ascendant Beta 0.4.1

56

Divine Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Divine character makes small magical attacks with his staff at a range of 85. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 4 Mage Staff:Rank 4 - Sinister Grand Staff - Level 5

The Divine character also has the following activated abilities with his Mage Staff:Staff Heal: This heal can only be used outside of combat up to 3 times per day. It heals the Priest’s target for 185.Staff Light: You can make your staff glow to create an aura of daylight with a 60ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Force: The Divine character creates a translucent immobile wall that can take 80 damage before falling apart. Staff Force must be attached to an immobile object. Creates a wall up to 75 sq. ft. in size and can only be shaped in a flat plane. Expires after 2 hours if it is not destroyed. The Divine character may only have one Staff Force active at a time. Staff Force may not be used during combat.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 4 items:Rank 4 - Wizard’s Arcane Shoes - Level 5Rank 4 - Wizard’s Arcane Robe - Level 10

Holy Force:The Divine character creates a translucent immobile wall that can take a certain amount of damage before falling apart. Holy Force must be attached to an immobile object. The amount of damage it can take goes up with level. If you want to create a barrier around an enemy you must make a successful magic attack. Creates a wall up to 150 sq. ft. in size and can be made into any shape. Expires after 4 hours if it is not destroyed. See the table below.Costs: 130 Power - 1 Focus - Range: 120

Divine Guidance: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Divine spells or your Mage Staff. See the table below for your hit bonus.

Healing Light:The Divine character heals their target at a range with this spell. The amount healed increases with skill level. See the table below.Costs: 90 Power - 1 Focus - Range: 125

Retrieve Soul:Flat Skill Cost: 3500Prerequisite: Retrieve Soul Rank 3.The Priest returns a dead player back to life with 200 Health 100 Power. The character raised only pays 75% of the experience penalty rounded up to the nearest 100.Costs: 300 Power - Ritual Spell 15 Minutes - Range: 10

Healing Grace:Flat Skill Cost: 3000Prerequisite: Healing Grace Rank 3.The Priest increases his impressive healing mastery with this skill. The Priest’s healing bonus is increased to 80, and his Holy Force Bonus is increased to 80. For the sake of Prayer of Health, the bonus healing is distributed amongst the targets however the Priest sees fit, not +80 per target.

Prayer of Health:Heals the Priest and up to 10 allies within 50ft. Amount healed based on skill. See the table below.Costs: 200 Power - 2 Focus - Range: Self

Priest Rank 4

Skill Level 1 2 3 4 5 6 7 8 9 10Divine Guidance 20 20 21 21 22 22 23 23 24 24

Healing Light 185 185 190 190 195 195 200 200 205 205Holy Force 125 130 135 140 145 150 155 160 165 170Mage Staff 22 22 23 23 24 24 25 25 26 26

Prayer of Health 70 70 75 75 80 80 85 85 90 90

Page 57: Ascendant Beta 0.4.1

57

Divine Rank 5 PowersCombat Medic Rank 5

Blunt Weapon: This is your ability to wield Blunt weapons. You must have the skill required to weild a specific weapon. You may dual wield One Handed weapons, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Blunt Rank 5 weapons:Rank 5 - Oathbreaker - Level 5Rank 5 - Peacekeeper - Level 8

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 5 items:Rank 5 - Spiked Tower Shield - Level 2Rank 5 - Commander’s Great Helm - Level 5Rank 5 - Impervious Full Plate - Level 10

Divine Guidance: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Divine spells or your Mage Staff. See the table on the following page for your hit bonus.

Healing Light:The Divine character heals their target at a range with this spell. The amount healed increases with skill level. See the table on the following page for skill levels.Costs: 130 Power - 1 Focus - Range: 150

Protection:Prerequisite: Rank 4 Protection.Flat Skill Cost: 4000 pts.The Divine character increases their target’s magic and martial defense by 11 for the next 10 rounds.Costs: 130 Power - 2 Focus - Range: 70

Instant Heal:The Combat Medic quickly heals their target. Amount based on skill. See the table on the following page.Costs: 130 Power - Instant - Range: 30

Holy Shock:The Combat Medic directs his rapid fire holy Power at his foe instead of his ally. Damage increases with skill level. See the table on the following page.Costs: 130 Power - Instant - Range: 30

Angelic Sacrifice:The Combat Medic is so in tune with combat and healing that he is able to intervene to prevent a player’s death. Angelic Sacrifice is an instant interrupt ability that can heal a player that is about to die. Angelic Sacrifice may not be used more than once a round. The target still takes all the damage they were supposed to, but only after the heal hits. Heal amount based on skill. See table on the following page.Costs: 180 Power - 120 Health - Instant Interrupt - Range: 50

Holy Hand Grenade:***Ultimate Skill!***Prerequisite: 10 pts Rank 5 Instant Heal, 10 pts Rank 5 Holy Shock, 10 pts Rank 5 Divine GuidanceFlat Skill Cost: 5000 exp.The Combat Medic hurls a Holy Hand Grenade with a 50 ft range. It blows up and heals all allies and hurts all enemies in the area of effect. The explosion has a 25 ft radius. It heals for 200 and does 200 damage. The Combat Medic makes a single magic attack which is compared to all enemies defense in the effect of the spell. Determine miss/hit/crit individually.Costs: 250 Power - 1 Focus - Range: 50

Skill Level 1 2 3 4 5 6 7 8 9 10Divine Guidance 25 25 26 26 27 27 28 28 29 29

Healing Light 230 230 235 235 240 240 245 245 250 250Blunt Weapon 31 31 32 32 33 33 34 34 35 35Instant Heal 120 120 125 125 130 130 135 135 140 140Holy Shock 84 88 92 96 100 104 108 112 116 120

Angelic Sacrifice 250 255 260 265 270 275 280 285 290 300

Page 58: Ascendant Beta 0.4.1

58

Blunt Weapon: This is your ability to wield Blunt weapons. You must have the skill required to weild a specific weapon. You may dual wield One Handed weapons, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for Blunt Rank 5 weapons:Rank 5 - Oathbreaker - Level 5Rank 5 - Peacekeeper - Level 8

Metal Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Metal Armor and receive the benefits from it. Here are the pertinent skill requirements for Metal Armor Rank 5 items:Rank 5 - Spiked Tower Shield - Level 2Rank 5 - Commander’s Great Helm - Level 5Rank 5 - Impervious Full Plate - Level 10

Hammer of Wrath:The Holy Champion charges his weapon with holy energy and hurls it at an enemy. If the victim is hit they take extra damage(based on level) and are stunned for 6 rounds. The weapon automatically returns to the caster after the spell whether it hits or not. See the table below for skill levels.Costs: 120 Power - 2 Focus - Range: 50

Zealous Cry:The Holy Champion lets forth a mighty battle cry when attacking with his weapon. The force causes his target to be knocked back, distance based upon skill level. See the table below.Costs: 130 Power - 1 Focus - Range: 0

Two Handed Weapon Expert:Flat Skill Cost: 2000 exp.Prerequisite: Two Handed Weapon Expter Rank 4.While weilding a Two Handed weapon you score a critical hit when hit by more than 7 instead of 8 now.

Protection:Prerequisite: Rank 4 Protection.Flat Skill Cost: 4000 pts.The Divine character increases their target’s magic and martial defense by 11 for the next 10 rounds.Costs: 130 Power - 2 Focus - Range: 70

Angelic Possesion:The Holy Champion is possessed by the spirit of an angel. His eyes glow with light and he sprouts wings made of light. While possessed the Holy Champion can fly at a speed of 200. All attacks are at +10 to hit for the duration of the spell. Duration based on skill. See table below.Costs: 150 Power - 2 Focus - Range: Self

Glistening Aura of Brilliance:***Ultimate Skill!***Prerequisite: 10 pts Rank 5 Blunt Weapon, 10 pts Rank 5 Metal Armor, 10 pts Rank 5 Angelic Possesion.Flat Skill Cost: 5000 exp.The Holy Champion shines with a Glistening Aura of Brilliance for 5 rounds. The aura hits everything within 50 feet of the champion. The champion must make a martial attack for the effect to take hold on enemies. All affected enemies do -50 damage with martial attacks. The champion and all allies do +50 damage with martial attacks.Costs: 250 Power - Instant - Range: 50

Skill Level 1 2 3 4 5 6 7 8 9 10Hammer of Wrath 33 34 35 36 37 38 39 40 42 44

Zealous Cry 35 36 37 38 39 40 41 42 43 44Blunt Weapon 31 31 32 32 33 33 34 34 35 35

Angelic Possession 21 22 23 24 25 26 27 28 29 30

Holy Champion Rank 5

Page 59: Ascendant Beta 0.4.1

59

Divine Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Divine character makes small magical attacks with his staff at a range of 85. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 5 Mage Staff:Rank 5 - Devilwood Greatstaff - Level 5

The Divine character also has the following activated abilities with his Mage Staff:Staff Heal: This heal can only be used outside of combat up to 3 times per day. It heals the Priest’s target for 230.Staff Light: You can make your staff glow to create an aura of daylight with a 120ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Force: The Divine character creates a translucent immobile wall that can take 100 damage before falling apart. Staff Force must be attached to an immobile object. Creates a wall up to 100 sq. ft. in size and can only be shaped in a flat plane. Expires after 2 hours if it is not destroyed. The Divine character may only have one Staff Force active at a time. Staff Force may not be used during combat.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 5 items:Rank 5 - Mage Lord’s Arcane Shoes - Level 5Rank 5 - Mage Lord’s Arcane Robe - Level 10

Divine Guidance: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Divine spells or your Mage Staff. See the table on the following page for your hit bonus.

Holy Force:The Divine character creates a translucent immobile wall that can take a certain amount of damage before falling apart. Holy Force must be attached to an immobile object. The amount of damage it can take goes up with level. If you want to create a barrier around an enemy you must make a successful magic attack. Creates a wall up to 250 sq. ft. in size and can be made into any shape. Expires after 4 hours if it is not destroyed. See the table below.Costs: 180 Power - 1 Focus - Range: 150

Smite:The Divine character blasts their opponent with holy energy. A successful hit with this spell also lowers the target’s defense by 6 for the next 8 rounds. Increases damage with skill. See the table below.Costs: 130 Power - 2 Focus - Range: 160

Blessing of Ruin:After a successful magic attack this spell assaults the targets mind with holy script causing the target to be paralyzed “By the Power of Gawd!” If the target is humanoid in shape the spell actually takes the form of them falling to their knees to pray. They close their eyes and count as though they are knocked over and blinded. They can still be damaged during this effect without it being interrupted. Duration based on skill. See the table below.Costs: 150 Power - 3 Focus - Range: 60

Zealous Frenzy:Flat Skill Cost: 5000Prerequisite: Zealous Frenzy Rank 4.The Zealout is overwhelmed by the need to “Save the Evil Doers!” For 5 rounds he goes on a religious diatribe about saving his targets souls “Through the holy crucible of Divine magic!” During the Frenzy the Zealot gains two bonus focus point per round in addition to his normal actions. The Holy Zealot may not cast Zealous Frenzy, while under the effects of Zealous Frenzy. This would create a Zealous Paradox and cause the universe to collapse into itself. Therefore, it’s just not allowed! “Never cross the streams!”Costs: 200 Power - 3 Focus - Range: Self

Oblivious Sermon:***Ultimate Skill!***Prerequisite: 10 pts Rank 5 Smite, 10 pts Rank 5 Blessing of Ruin, 10 pts Rank 5 Divine GuidanceFlat Skill Cost: 5000 exp.The Holy Zealot has finally “Had it up to here with the Evil Doers!” and goes on a 5 round long Oblivious Sermon. The Zealot gets a free smite spell every turn on top of their normal actions. Oblivious Sermon and Zealous Frenzy can be active at the same time. Which does not create a paradox, just a ton of damage. Costs: 250 Power - 2 Focus - Range: Self

Holy Zealot Rank 5

Skill Level 1 2 3 4 5 6 7 8 9 10Divine Guidance 25 25 26 26 27 27 28 28 29 29

Holy Force 175 180 185 190 195 200 205 210 215 220Smite 210 215 220 225 230 235 240 245 250 255

Blessing of Ruin 9 9 9 10 10 10 11 11 11 12Mage Staff 27 27 28 28 29 29 30 30 31 31

Page 60: Ascendant Beta 0.4.1

60

Divine Staff:This is your ability to wield a Mage Staff. The staff is a One Handed weapon. The Divine character makes small magical attacks with his staff at a range of 85. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table below. Here are the pertinent skill requirements for the Rank 5 Mage Staff:Rank 5 - Devilwood Greatstaff - Level 5

The Divine character also has the following activated abilities with his Mage Staff:Staff Heal: This heal can only be used outside of combat up to 3 times per day. It heals the Priest’s target for 230.Staff Light: You can make your staff glow to create an aura of daylight with a 120ft radius around you. You may turn this on and off at will as long as you are holding the staff.Staff Force: The Divine character creates a translucent immobile wall that can take 100 damage before falling apart. Staff Force must be attached to an immobile object. Creates a wall up to 100 sq. ft. in size and can only be shaped in a flat plane. Expires after 2 hours if it is not destroyed. The Divine character may only have one Staff Force active at a time. Staff Force may not be used during combat.

Cloth Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use magical Cloth Armor and receive the benefits from it. Here are the pertinent skill requirements for Cloth Armor Rank 5 items:Rank 5 - Mage Lord’s Arcane Shoes - Level 5Rank 5 - Mage Lord’s Arcane Robe - Level 10

Holy Force:The Divine character creates a translucent immobile wall that can take a certain amount of damage before falling apart. Holy Force must be attached to an immobile object. The amount of damage it can take goes up with level. If you want to create a barrier around an enemy you must make a successful magic attack. Creates a wall up to 250 sq. ft. in size and can be made into any shape. Expires after 4 hours if it is not destroyed. See the table below.Costs: 180 Power - 1 Focus - Range: 150

Divine Guidance: This is your ability to strike with a spell and attack with a Mage Staff. Increases your magic hit bonus when using Divine spells or your Mage Staff. See the table below for your hit bonus.

Healing Light:The Divine character heals their target at a range with this spell. The amount healed increases with skill level. See the table on the following page for skill levels.Costs: 130 Power - 1 Focus - Range: 150

Retrieve Soul:Flat Skill Cost: 4500Prerequisite: Retrieve Soul Rank 4.The Priest returns a dead player back to life with 300 Health 150 Power. The character raised only pays 50% of the experience penalty rounded up to the nearest 100.Costs: 450 Power - Ritual Spell 15 Minutes - Range: 10

Healing Grace:Flat Skill Cost: 4000Prerequisite: Healing Grace Rank 4.The Priest increases his impressive healing mastery with this skill. The Priest’s healing bonus is increased to 120, and his Holy Force Bonus is increased to 120. For the sake of Prayer of Health, the bonus healing is distributed amongst the targets however the Priest sees fit, not +120 per target.

Prayer of Health:Heals the Priest and up to 20 allies within 80ft. Amount healed based on skill. See the table below.Costs: 280 Power - 2 Focus - Range: Self

Full Heal:***Ultimate Skill!***Prerequisite: 10 pts Rank 5 Healing Light, Rank 5 Healing Grace, 10 pts Rank 5 Divine GuidanceFlat Skill Cost: 5000 exp.The Priest conjures the most ultimate of all healing spells. The target of this spell is restored to full Health! Costs: 250 Power - 1 Focus - Range: 100

Priest Rank 5

Skill Level 1 2 3 4 5 6 7 8 9 10Divine Guidance 25 25 26 26 27 27 28 28 29 29

Healing Light 230 230 235 235 240 240 245 245 250 250Holy Force 175 180 185 190 195 200 205 210 215 220Mage Staff 27 27 28 28 29 29 30 30 31 31

Prayer of Health 104 108 112 116 120 124 128 132 136 140

Page 61: Ascendant Beta 0.4.1

61

NatureDruids, tree huggers, hippies, archers, rangers etc.

Nature Rank 1 PowersBow: This is your ability to wield a Bow. You must have the skill required to weild a specific weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for Rank 0 and Rank 1 Bows:Rank 0 - Pine Bow - Level 2Rank 1 - Oak Bow - Level 10

Spear: This is your ability to wield a Spear. Spears are Two Handed close combat weapons and are ineffective as a Thrown weapon. You must have the skill required to weild a specific weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for Rank 0 and Rank 1 Spears:Rank 0 - Iron Tipped Spear - Level 1Rank 1 - Steel Spear - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 0 and Rank 1 items:Rank 0 - Rawhide Boots - Level 1Rank 0 - Rawhide Tunic - Level 2Rank 1 - Leather Boots - Level 6Rank 1 - Leather Tunic - Level 10

Attunement: This is your ability to strike with a spell. Increases your magic hit bonus when using Nature spells. See the table below for your hit bonus.

Nature’s Wrath:Prerequisite: Attunement Rank 1, level 1.The Nature character blasts their target with Nature energy. After a successful hit with this spell, the target glows with natural energy; Showing its weak spots and giving any one that attacks them for 4 rounds a +2 to hit. Damage increases with skill points. See the table below for skill levels.Costs: 35 Power - 2 Focus - Range: 20

Nature’s Grasp:Prerequisite: Attunement Rank 1, level 1.The Nature character immobilizes their target with roots that shoot out of the ground. Must make a magic attack in order to hit with your roots. The target of the spell can still attack and twist slowly to face other directions. Every time they take damage while in the grasp, there is a 50% chance the spell is dispelled. Duration of the grasp increases with skill points. See the table below for skill levels.Costs: 25 Power - 2 Focus - Range: 40

Camouflage:Prerequisite: Attunement Rank 1, level 1.By means of this spell the Nature character renders themself Camouflaged. If studied closely, it is obvious they are there. Also if the caster moves quickly, it becomes obvious that something is there, though their true identity is masked. Predator style camoflage. The spell is cancelled if you take damage, attack, or cast an offensive spell. Duration increases with skill points. See the table below for skill levels.Costs: 30 Power - 2 Focus - Range: Self

Wolf’s Speed:Prerequisite: Attunement Rank 1, level 1.The Nature character increases their running speed for 15 rounds. If you take damage the spell is dispelled. Speed based upon skill level. See the table below for skill levels.Costs: 30 Power - 1 Focus - Range: Self

Healing Stream:Prerequisite: Attunement Rank 1, level 1.Heals your target over time for X Health a round for 4 rounds. Will stack with itself up to 3 times, so you can cast it multiple times on the same target for more healing. Amount healed per round increases with level. See the table below for skill levels.Costs: 20 Power - 1 Focus - Range: 50

Skill Level 1 2 3 4 5 6 7 8 9 10Attunement 5 5 6 6 7 7 8 8 9 9

Bow or Spear 5 5 6 6 7 7 8 8 9 9Nature's Wrath 15 15 20 20 25 25 30 30 35 35Natures Grasp 2 2 2 2 4 4 4 6 6 6

Camouflage 5 6 6 7 7 8 8 9 9 10Wolf Speed 32 34 34 36 36 38 38 40 40 42

Healing Stream 20 20 20 22 22 22 24 24 24 26

Page 62: Ascendant Beta 0.4.1

62

Nature Rank 2 PowersBow: This is your ability to wield a Bow. You must have the skill required to weild a specific weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 2 Bow:Rank 2 - Blackwood Bow - Level 10

Spear: This is your ability to wield a Spear. Spears are Two Handed close combat weapons and are ineffective as a Thrown weapon. You must have the skill required to weild a specific weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 2 Spear:Rank 2 - Halberd - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 2 items:Rank 2 - Wolf Hide Boots - Level 6Rank 2 - Wolf Hide Tunic - Level 10

Attunement: This is your ability to strike with a spell. Increases your magic hit bonus when using Nature spells. See the table below for your hit bonus.

Nature’s Wrath:The Nature character blasts their target with Nature energy. After a successful hit with this spell, the target glows with natural energy; Showing its weak spots and giving any one that attacks them for 5 rounds a +3 to hit. Damage increases with skill points. See the table below for skill levels.Costs: 50 Power - 2 Focus - Range: 30

Nature’s Grasp:The Nature character immobilizes their target with roots that shoot out of the ground. Must make a magic attack in order to hit with your roots. The target of the spell can still attack and twist slowly to face other directions. Every time they take damage

while in the grasp there is a 50% chance the spell is dispelled. Duration of the grasp increases with skill points. See the table below for skill levels.Costs: 40 Power - 2 Focus - Range: 60

Camouflage:By means of this spell the Nature character renders themself Camouflaged. If studied closely, it is obvious they are there. Also if the caster moves quickly, it becomes obvious that something is there, though their true identity is masked. Predator style camoflage. The spell is cancelled if you take damage, attack, or cast an offensive spell. Duration increases with skill points. See the table below for skill levels.Costs: 50 Power - 2 Focus - Range: Self

Wolf’s Speed:The Nature character increases their running speed for 25 rounds. If you take damage twice the spell is dispelled. Speed based upon skill level. See the table below for skill levels.Costs: 50 Power - 1 Focus - Range: Self

Healing Stream:Heals your target over time for X Health a round for 4 rounds. Will stack with itself up to 3 times, so you can cast it multiple times on the same target for more healing. Amount healed per round increases with level. See the table below for skill levels.Costs: 35 Power - 1 Focus - Range: 75

Summon Food:Flat Skill Cost: 1500 exp.Prerequisite: Any Rank 2 Nature skill.Creates enough food for a day for up to 10 people. The left-over food disappears at the end of the day.Costs: 50 Power - 4 Focus - Range: 5

Skill Level 1 2 3 4 5 6 7 8 9 10Attunement 10 10 11 11 12 12 13 13 14 14

Bow or Spear 10 10 11 11 12 12 13 13 14 14Nature's Wrath 40 40 45 45 50 50 55 55 60 60Nature’s Grasp 8 8 8 8 10 10 10 12 12 12

Camouflage 11 12 12 13 13 14 14 15 15 16Wolf Speed 32 34 34 36 36 38 38 40 40 42

Healing Stream 28 28 28 30 30 30 32 32 32 34

Page 63: Ascendant Beta 0.4.1

63

Nature Rank 3 PowersDruid Rank 3

The Druid is a ranged combatant that also has decent crowd control, healing and damage spells. The Druid also has the ability to greatly buff his party’s stats. Skill tree cost: 2000 pts. Prerequisites: 10 pts in Rank 2 attunement, 10 pts. in Rank 2 Healing Touch, 10 pts in Rank 2 Natures grasp.Bow: This is your ability to wield a Bow. You must have the skill required to weild a specific weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 3 Bow:Rank 3 - Ironoak Bow - Level 10

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 3 items:Rank 3 - Bear Hide Boots - Level 6Rank 3 - Bear Hide Tunic - Level 10

Attunement: This is your ability to strike with a spell. Increases your magic hit bonus when using Nature spells. See the table below for your hit bonus.

Nature’s Wrath:The Nature character blasts their target with Nature energy. After a successful hit with this spell, the target glows with natural energy; Showing its weak spots and giving any one that attacks them for 6 rounds a +4 to hit. Damage increases with skill points. See the table below for skill levels.Costs: 75 Power - 2 Focus - Range: 40

Nature’s Grasp:The Nature character immobilizes two targets with roots that shoot out of the ground. Must make a single magic attack in order to hit with your roots. The targets of the spell can still attack and twist slowly to face other directions. Every time they take damage while in the grasp, there is a 40% chance the spell is dispelled. Duration of the grasp increases with skill points. See the table below for skill levels.Costs: 70 Power - 2 Focus - Range: 80

Healing Stream:Heals your target over time for X Health a round for 4 rounds. Will stack with itself up to 3 times, so you can cast it multiple times on the same target for more healing. Amount healed per round increases with level. See the table below for skill levels.Costs: 60 Power - 1 Focus - Range: 100

Wolf’s Speed:The Nature character increases their target’s running speed for 40 rounds. If you take damage three times the spell is dispelled. Speed based upon skill level. See the table below for skill levels.Costs: 70 Power - 1 Focus - Range: 15

Wall of Brambles:Creates a 10 ft. tall 3 ft. thick wall of brambles. The length of the wall is determined by skill level. See the table below for skill levels.Costs: 90 Power - 4 Focus - Range: 70

Nature’s Blessing:Raises the Druid’s and ally’s stats by 10. This spell can effect up to 10 allies. The allies must be within 30 ft. of the Druid to get this buff. Duration in hours, based upon skill level. See table below for skill levels.Costs: 150 Power - Ritual Spell 10 Minutes - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Attunement 15 15 16 16 17 17 18 18 19 19

Bow 15 15 16 16 17 17 18 18 19 19Nature's Wrath 70 75 80 85 90 95 100 105 110 115Nature’s Grasp 14 14 14 14 16 16 16 18 18 18Healing Stream 36 36 36 38 38 38 40 40 40 42

Wolf Speed 46 50 54 58 62 66 70 74 78 82Nature's Blessing 0.5 0.5 0.5 1 1 1 1.5 1.5 1.5 2

Page 64: Ascendant Beta 0.4.1

64

Beast Master Rank 3This close combat Nature character is the master of shape shifting and animal control. Skill tree cost: 2000pts. Prerequisites: 10 pts in Rank 2 Wolf Speed, 10 pts in Rank 2 Spear skill, 10 pts in Rank 2 Camouflage.Spear: This is your ability to wield a Spear. Spears are Two Handed close combat weapons and are ineffective as a Thrown weapon. You must have the skill required to weild a specific weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 3 Spear:Rank 3 - Brutal Halberd - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 3 items:Rank 3 - Bear Hide Boots - Level 6Rank 3 - Bear Hide Tunic - Level 10

Camouflage:By means of this spell the Nature character renders themself Camouflaged. If studied closely, it is obvious they are there. Also if the caster moves quickly, it becomes obvious that something is there, though their true identity is masked. Predator style camoflage. The spell is cancelled if you take damage, attack, or cast an offensive spell twice. Duration increases with skill points. See the table below for skill levels.Costs: 80 Power - 2 Focus - Range: Self

Wolf’s Speed:The Nature character increases their target’s running speed for 40 rounds. If you take damage three times the spell is dispelled. Speed based upon skill level. See the table below for skill levels.Costs: 70 Power - 1 Focus - Range: 15

Healing Stream:Heals your target over time for X Health a round for 4 rounds. Will stack with itself up to 3 times, so you can cast it multiple times on the same target for more healing. Amount healed per round increases with level. See the table below for skill levels.Costs: 60 Power - 1 Focus - Range: 100

Giant Cat Form:This spell transforms the Beast Master along with all of their gear into a giant cat. Lasts for 6 rounds or until cancelled by the caster. Movement speed is increased by 50. Cannot cast spells while transformed. Damage done per attack is based on skill level. The giant cat attacks three times per round, claw/claw/bite.Normal Str bonuses to damage still apply to each attack. Attacks

are based on the Spear hit bonus of the beast master. The Giant Cat’s attacks are also enhanced by any enchantments on the Beast Master’s Spear, and their damage enhancements from Animal Companion. See the table below for skill levels.Costs: 120 Power - Instant - Range: Self

Animal Companion:Flat Skill Cost: 3000The beast master calls for an animal companion from the wild. This can take 3 forms, cat, bear, or falcon. If an animal companion dies the caster is immediately knocked unconscious for 2 rounds. If the animal is forced out of the caster’s maximum range then it is treated as killing the animal and the link is broken. You may only have one animal companion at a time. The caster is able to communicate telepathically with the animal, and see through it’s eyes at will. The stats and benefits of each animal are:Bear: Calls forth a Dire Bear to fight along side the caster. Increases the casters physical damage by 10 and Health by 100. The bear has 350 Health an attack bonus of +26 and movement speed of 125. It’s martial defense is 32 and magic defense is 28. It hits for 15 damage per claw attack and 20 damage for a bite. It can hit twice with claws and once with bite per round. The maximum range the bear can be away from the caster is 1 mile.Cat: Calls forth a Dire Panther to fight along side the caster. Increases the caster’s damage by 5, and movement speed by 100. It hits for 25 damage per claw attack and 30 damage for a bite. It can hit twice with claws and once with bite per round. It has 250 Health, and an attack bonus of +28 and a movement speed of 280. It’s martial defense is 37 and magic defense is 28. The cat also has 10 skill points in Rank 2 Camouflage and 150 Power. The cat can be up to 2 miles away from the caster.Falcon: Calls forth a Dire Falcon to fight along side the caster. Increases the caster’s physical damage by 5, their speed by 50, and Power by 50. The falcon also gives the Beast Master the sight of a falcon, which means night vision and extreme long range sight. When in eagle form, the falcon increases the Beast Master’s flight speed by 150. It hits for 10 damage per claw attack and 15 damage with its beak. It can hit twice with claws and once with beak per round. It has 230 Health, an attack of +25, and a movement speed of 400. The falcon’s martial defense is 37 and magic defense is 30. It can be up to 5 miles away from the caster.Costs: 250 Power - Ritual 4 Hours - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Spear 19 19 20 20 21 21 22 22 23 23

Camouflage 17 18 19 20 21 22 23 24 25 26Wolf Speed 46 50 54 58 62 66 70 74 78 82

Healing Stream 36 36 36 38 38 38 40 40 40 42Giant Cat Form 10 10 11 11 12 12 13 13 14 14

Page 65: Ascendant Beta 0.4.1

65

Ranger Rank 3This Nature character specializes in ranged combat and stealth. Skill tree cost: 2000 pts. Prerequisites: 10 pts in Rank 2 Bow skill, 10 points in Rank 2 Camouflage, 10 pts in Rank 2 Leather Armor.Bow: This is your ability to wield a Bow. You must have the skill required to weild a specific weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 3 Bow:Rank 3 - Ironoak Bow - Level 10

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 3 items:Rank 3 - Bear Hide Boots - Level 6Rank 3 - Bear Hide Tunic - Level 10

Camouflage:By means of this spell the Nature character renders themself Camouflaged. If studied closely, it is obvious they are there. Also if the caster moves quickly, it becomes obvious that something is there, though their true identity is masked. Predator style camoflage. The spell is cancelled if you take damage, attack, or cast an offensive spell twice. Duration increases with skill points. See the table below for skill levels.Costs: 80 Power - 2 Focus - Range: Self

Wolf’s Speed:The Nature character increases their target’s running speed for 40 rounds. If you take damage three times the spell is dispelled. Speed based upon skill level. See the table below for skill levels.Costs: 70 Power - 1 Focus - Range: 15

Attunement: This is your ability to strike with a spell. Increases your magic hit bonus when using Nature spells. See the table below for your hit bonus.

Nature’s Grasp:The Nature character immobilizes two targets with roots that shoot out of the ground. Must make a single magic attack in order to hit with your roots. The targets of the spell can still attack and twist slowly to face other directions. Every time they take damage while in the grasp, there is a 40% chance the spell is dispelled. Duration of the grasp increases with skill points. See the table below for skill levels.Costs: 70 Power - 2 Focus - Range: 80

True Shot:The next 4 attacks the Ranger does with his Bow will be at +6 to hit and each arrow does bonus damage. Bonus damage based on skill. If the extra shots are not used in one minute, the spell fades. See the table below for skill levels.Costs: 80 Power - Instant - Range: Self

Survivalist:Flat Skill Cost: 2000The ranger can track nearly anything and survive indefinitely in the wilderness. He can spend extra time hunting and gathering to sustain up to 10 people in the wilderness.

Skill Level 1 2 3 4 5 6 7 8 9 10Bow 19 19 20 20 21 21 22 22 23 23

Camouflage 17 18 19 20 21 22 23 24 25 26Wolf Speed 46 50 54 58 62 66 70 74 78 82

Nature’s Grasp 14 14 14 14 16 16 16 18 18 18Trueshot 35 35 40 40 45 45 50 50 55 55

Page 66: Ascendant Beta 0.4.1

66

Nature Rank 4 PowersDruid Rank 4

Bow: This is your ability to wield a Bow. You must have the skill required to weild a specific weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 4 Bow:Rank 4 - Hailstorm - Level 10

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 4 items:Rank 4 - Wyvern Hide Boots - Level 6Rank 4 - Wyvern Hide Tunic - Level 10

Attunement: This is your ability to strike with a spell. Increases your magic hit bonus when using Nature spells. See the table below for your hit bonus.

Nature’s Wrath:The Nature character blasts their target with Nature energy. After a successful hit with this spell, the target glows with natural energy; Showing its weak spots and giving any one that attacks them for 7 rounds a +5 to hit. Damage increases with skill points. See the table below for skill levels.Costs: 90 Power - 2 Focus - Range: 50

Nature’s Grasp:The Nature character immobilizes two targets with roots that shoot out of the ground. Must make a single magic attack in order to hit with your roots. The targets of the spell can still attack and twist slowly to face other directions. Every time they take damage while in the grasp, there is a 30% chance the spell is dispelled. Duration of the grasp increases with skill points. See the table below for skill levels.Costs: 100 Power - 2 Focus - Range: 100

Healing Stream:Heals your target over time for X Health a round for 4 rounds. Will stack with itself up to 3 times, so you can cast it multiple times on the same target for more healing. Amount healed per round increases with level. See the table below for skill levels.Costs: 90 Power - 1 Focus - Range: 125

Wolf’s Speed:The Nature character increases their target’s running speed for 70 rounds. If you take damage four times the spell is dispelled. Speed based upon skill level. See the table below for skill levels.Costs: 90 Power - 1 Focus - Range: 25

Wall of Brambles:Creates a 15 ft. tall 5 ft. thick wall of brambles. The length of the wall is determined by skill level. See the table below for skill levels.Costs: 110 Power - 4 Focus - Range: 90

Nature’s Blessing:Raises the Druid’s and ally’s stats by 15. This spell can effect up to 10 allies. The allies must be within 30 ft. of the Druid to get this buff. Duration in hours, based upon skill level. See table below for skill levels.Costs: 200 Power - Ritual Spell 10 Minutes - Range: Self

Tree Form:Transforms the Druid into a living humanoid tree. While in tree form the Druid’s speed is reduced by 50, but their magic attack is increased by 7. Any Healing Streams cast while in Tree Form heal for 25 more per round, and any Nature’s Wraths do 50 more damage. The Druid’s martial and magic defense also goes up by 7 when in Tree Form. Duration based on skill. See table below for skill levels.Costs: 200 Power - 3 Focus - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Attunement 20 20 21 21 22 22 23 23 24 24

Bow 20 20 21 21 22 22 23 23 24 24Nature's Wrath 145 150 155 160 165 170 175 180 185 190Nature's Grasp 22 22 22 22 24 24 24 26 26 26Healing Stream 44 44 44 46 46 46 48 48 48 50

Wolf Speed 100 105 110 115 120 125 130 135 140 145Nature's Blessing 1.5 1.5 1.5 2 2 2 2.5 2.5 2.5 3

Page 67: Ascendant Beta 0.4.1

67

Beast Master Rank 4Spear: This is your ability to wield a Spear. Spears are Two Handed close combat weapons and are ineffective as a Thrown weapon. You must have the skill required to weild a specific weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 4 Spear:Rank 4 - Sinister Impaler - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 4 items:Rank 4 - Wyvern Hide Boots - Level 6Rank 4 - Wyvern Hide Tunic - Level 10

Camouflage:By means of this spell the Nature character renders themself Camouflaged. If studied closely, it is obvious they are there. Also if the caster moves quickly, it becomes obvious that something is there, though their true identity is masked. Predator style camoflage. The spell is cancelled if you take damage, attack, or cast an offensive spell three times. Duration increases with skill points. See the table on the following page for skill levels.Costs: 110 Power - 2 Focus - Range: Self

Wolf’s Speed:The Nature character increases their target’s running speed for 70 rounds. If you take damage four times the spell is dispelled. Speed based upon skill level. See the table below for skill levels.Costs: 90 Power - 1 Focus - Range: 25

Healing Stream:Heals your target over time for X Health a round for 4 rounds. Will stack with itself up to 3 times, so you can cast it multiple times on the same target for more healing. Amount healed per round increases with level. See the table on the following page for skill levels.Costs: 90 Power - 1 Focus - Range: 125

Dire Eagle Form:Flat Skill Cost: 3500Transforms the caster and all their gear into an eagle for 2 hours or until cancelled. This spell also transforms the Beast Master’s non-flying pets into minature forms that are unable to fight, but can ride on Beast Master so they aren’t left behind. Once the spell is cancelled they return to their normal fighting forms. The Dire Eagle can fly at a speed of 220. The caster has the same amount of Health, but cannot do any spell casting. Eagle Form hits for 10 damage per claw attack and 15 damage with its beak. It can hit twice with claws and once with beak per round. The Eagle Form’s attacks are also enhanced by any enchantments on the Beast Master’s Spear, and their damage enhancements from Animal Companion.Costs: 130 Power - 6 Focus - Range: Self

Animal Companion:Flat Skill Cost: 4000 Prerequisite: Animal Companion, Rank 3.The beast master calls for an animal companion from the wild. This can take 3 forms, cat, bear, or falcon. If an animal companion dies the caster is immediately knocked unconscious for 2 rounds. If the animal is forced out of the caster’s maximum range then it is treated as killing the animal and the link is broken. You may only have one animal companion at a time. The caster is able to communicate telepathically with the animal, and see through it’s eyes at will. The stats and benefits of each animal are:Bear: Calls forth a Dire Bear to fight along side the caster. Increases the casters physical damage by 15 and Health by 150. The bear has 600 Health an attack bonus of +36 and movement speed of 125. It’s martial defense is 42 and magic defense is 38. It hits for 20 damage per claw attack and 25 damage for a bite. It can hit twice with claws and once with bite per round. The maximum range the bear can be away from the caster is 1 mile.Cat: Calls forth a Dire Panther to fight along side the caster. Increases the caster’s damage by 8, and movement speed by 150. It hits for 35 damage per claw attack and 40 damage for a bite. It can hit twice with claws and once with bite per round. It has 450 Health, and an attack bonus of +38 and a movement speed of 280. It’s martial defense is 47 and magic defense is 38. The cat also has 10 skill points in Rank 3 Camouflage and 240 Power. The cat can be up to 2 miles away from the caster.Falcon: Calls forth a Dire Falcon to fight along side the caster. Increases the caster’s physical damage by 8, their speed by 75, and Power by 100. The falcon also gives the Beast Master the sight of a falcon, which means night vision and extreme long range sight. When in eagle form, the falcon increases the Beast Master’s flight speed by 350. It hits for 15 damage per claw attack and 20 damage with its beak. It can hit twice with claws and once with beak per round. It has 190 Health, an attack of +35, and a movement speed of 600. The falcon’s martial defense is 47 and magic defense is 40. It can be up to 5 miles away from the caster.Costs: 325 Power - Ritual 4 Hours - Range: Self

Giant Cat Form:This spell transforms the Beast Master along with all of their gear into a giant cat. Lasts for 7 rounds or until cancelled by the caster. Movement speed is increased by 100. Cannot cast spells while transformed. Damage done per attack is based on skill level. The giant cat attacks three times per round, claw/claw/bite. Normal Str bonuses to damage still apply to each attack. Attacks are based on the Spear hit bonus of the beast master. The Giant Cat’s attacks are also enhanced by any enchantments on the Beast Master’s Spear, and their damage enhancements from Animal Companion. See the table on the following page for skill levels.Costs: 160 Power - Instant - Range: Self

Page 68: Ascendant Beta 0.4.1

68

Ranger Rank 4Bow: This is your ability to wield a Bow. You must have the skill required to weild a specific weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 4 Bow:Rank 4 - Hailstorm - Level 10

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 4 items:Rank 4 - Wyvern Hide Boots - Level 6Rank 4 - Wyvern Hide Tunic - Level 10

Camouflage:By means of this spell the Nature character renders themself Camouflaged. If studied closely, it is obvious they are there. Also if the caster moves quickly, it becomes obvious that something is there, though their true identity is masked. Predator style camoflage. The spell is cancelled if you take damage, attack, or cast an offensive spell twice. Duration increases with skill points. See the table below for skill levels.Costs: 110 Power - 2 Focus - Range: Self

Wolf’s Speed:The Nature character increases their target’s running speed for 70 rounds. If you take damage four times the spell is dispelled. Speed based upon skill level. See the table below for skill levels.Costs: 90 Power - 1 Focus - Range: 25

Attunement: This is your ability to strike with a spell. Increases your magic hit bonus when using Nature spells. See the table below for your hit bonus.

Nature’s Grasp:The Nature character immobilizes two targets with roots that shoot out of the ground. Must make a single magic attack in order to hit with your roots. The targets of the spell can still attack and twist slowly to face other directions. Every time they take damage while in the grasp, there is a 30% chance the spell is dispelled. Duration of the grasp increases with skill points. See the table below for skill levels.Costs: 100 Power - 2 Focus - Range: 100

True Shot:The next 4 attacks the Ranger does with his Bow will be at +8 to hit and each arrow does bonus damage. Bonus damage based on skill. If the extra shots are not used in one minute, the spell fades. See the table below for skill levels.Costs: 120 Power - Instant - Range: Self

Poisoning:The Ranger is free to start leveling Poisoning just a like a Subterfuge character. He must start at Rank 1, but may level it up to Rank 4 without paying the cross class costs. See the Subterfuge chapter for skill levels.

Skill Level 1 2 3 4 5 6 7 8 9 10Bow 25 25 26 26 27 27 28 28 29 29

Camouflage 27 28 29 30 31 32 33 34 35 36Wolf Speed 100 105 110 115 120 125 130 135 140 145

Nature's Grasp 22 22 22 22 24 24 24 26 26 26Trueshot Dmg 60 60 65 65 70 70 75 75 80 80

Skill Level 1 2 3 4 5 6 7 8 9 10Spear 25 25 26 26 27 27 28 28 29 29

Camouflage 27 28 29 30 31 32 33 34 35 36Wolf Speed 100 105 110 115 120 125 130 135 140 145

Healing Stream 44 44 44 46 46 46 48 48 48 50Giant Cat Form 16 16 17 17 18 18 19 19 20 20

Beast Master Rank 4 Continued:

Page 69: Ascendant Beta 0.4.1

69

Nature Rank 5 PowersDruid Rank 5

Bow: This is your ability to wield a Bow. You must have the skill required to weild a specific weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 5 Bow:Rank 5 - Infinity GreatBow - Level 10

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 5 items:Rank 5 - Dragon Hide Boots - Level 6Rank 5 - Dragon Hide Tunic - Level 10

Attunement: This is your ability to strike with a spell. Increases your magic hit bonus when using Nature spells. See the table below for your hit bonus.

Nature’s Wrath:The Nature character blasts their target with Nature energy. After a successful hit with this spell, the target glows with natural energy; Showing its weak spots and giving any one that attacks them for 8 rounds a +6 to hit. Damage increases with skill points. See the table below for skill levels.Costs: 120 Power - 2 Focus - Range: 60

Nature’s Grasp:The Nature character immobilizes three targets with roots that shoot out of the ground. Must make a single magic attack in order to hit with your roots. The targets of the spell can still attack and twist slowly to face other directions. Every time they take damage while in the grasp, there is a 20% chance the spell is dispelled. Duration of the grasp increases with skill points. See the table below for skill levels.Costs: 140 Power - 2 Focus - Range: 100

Healing Stream:Heals your target over time for X Health a round for 4 rounds. Will stack with itself up to 3 times, so you can cast it multiple times on the same target for more healing. Amount healed per round increases with level. See the table below for skill levels.Costs: 130 Power - 1 Focus - Range: 150

Wolf’s Speed:The Nature character increases their target’s running speed for 100 rounds. If you take damage five times the spell is dispelled. Speed based upon skill level. See the table below for skill levels.Costs: 140 Power - 1 Focus - Range: 25

Wall of Brambles:Creates a 20 ft. tall 7 ft. thick wall of brambles. The length of the wall is determined by skill level. See the table below for skill levels.Costs: 160 Power - 4 Focus - Range: 120

Nature’s Blessing:Raises the Druid’s and ally’s stats by 20. This spell can effect up to 10 allies. The allies must be within 30 ft. of the Druid to get this buff. Duration in hours, based upon skill level. See table below for skill levels.Costs: 300 Power - Ritual Spell 10 Minutes - Range: Self

Tree Form:Transforms the Druid into a living humanoid tree. While in tree form the Druid’s speed is reduced by 50, but their magic attack is increased by 15. Any Healing Streams cast while in Tree Form heal for 40 more per round, and any Nature’s Wraths do 80 more damage. The Druid’s martial and magic defense also goes up by 15 when in Tree Form. Duration based on skill. See table below for skill levels.Costs: 300 Power - 3 Focus - Range: Self

Call of the Forest:***Ultimate Skill!***Prerequisite: 10 pts Rank 5 Tree Form, 10 pts Rank 5 Nature’s Grasp, 10 pts Rank 5 Wall of BramblesFlat Skill Cost: 5000 exp.The Druid throws 5 seeds that instantly turn into Treants that attack for the Druid for 4 rounds. The Treants cannot be killed and move at a speed of 180. Each one attacks twice per round with it’s fists for 30 damage with a +50 to hit.Costs: 250 Power - 2 Focus - Range: 50

Skill Level 1 2 3 4 5 6 7 8 9 10Attunement 25 25 26 26 27 27 28 28 29 29

Bow 25 25 26 26 27 27 28 28 29 29Nature's Wrath 210 215 220 225 230 235 240 245 250 255Nature's Grasp 27 27 27 27 29 29 29 31 31 31Healing Stream 73 73 73 75 75 75 77 77 77 80

Wolf Speed 150 155 160 165 170 175 180 185 190 195Nature's Blessing 3.5 3.5 3.5 4 4 4 4.5 4.5 4.5 5

Page 70: Ascendant Beta 0.4.1

70

Beast Master Rank 5Spear: This is your ability to wield a Spear. Spears are Two Handed close combat weapons and are ineffective as a Thrown weapon. You must have the skill required to weild a specific weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 5 Spear:Rank 5 - Ominous Lance - Level 3

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 5 items:Rank 5 - Dragon Hide Boots - Level 6Rank 5 - Dragon Hide Tunic - Level 10

Camouflage:By means of this spell the Nature character renders themself Camouflaged. If studied closely, it is obvious they are there. Also if the caster moves quickly, it becomes obvious that something is there, though their true identity is masked. Predator style camoflage. The spell is cancelled if you take damage, attack, or cast an offensive spell four times. Duration increases with skill points. See the table on the following page for skill levels.Costs: 140 Power - 2 Focus - Range: Self

Wolf’s Speed:The Nature character increases their target’s running speed for 100 rounds. If you take damage five times the spell is dispelled. Speed based upon skill level. See the table on the following page for skill levels.Costs: 140 Power - 1 Focus - Range: 25

Healing Stream:Heals your target over time for X Health a round for 4 rounds. Will stack with itself up to 3 times, so you can cast it multiple times on the same target for more healing. Amount healed per round increases with level. See the table on the following page for skill levels.Costs: 130 Power - 1 Focus - Range: 150

Dire Eagle Form:Flat Skill Cost: 4500 Prerequisite: Dire Eagle Form, Rank 4.Transforms the caster and all their gear into an eagle for 4 hours or until cancelled. This spell also transforms the Beast Master’s non-flying pets into minature winged forms that are unable to fight, but can ride on Beast Master so they aren’t left behind. Once the spell is cancelled they return to their normal fighting forms. The Dire Eagle can fly at a speed of 320. The caster has the same amount of Health, but cannot do any spell casting. Eagle Form hits for 15 damage per claw attack and 22 damage with its beak. It can hit twice with claws and once with beak per round. The Eagle Form’s attacks are also enhanced by any enchantments on the Beast Master’s Spear, and their damage enhancements from Animal Companion.Costs: 200 Power - 6 Focus - Range: Self

Animal Companion:Flat Skill Cost: 5000 Prerequisite: Animal Companion, Rank 4.The beast master calls for an animal companion from the wild. This can take 3 forms, cat, bear, or falcon. If an animal companion dies the caster is immediately knocked unconscious for 2 rounds. If the animal is forced out of the caster’s maximum range then it is treated as killing the animal and the link is broken. You may only have one animal companion at a time. The caster is able to communicate telepathically with the animal, and see through it’s eyes at will. The stats and benefits of each animal are:Bear: Calls forth a Bane Bear to fight along side the caster. Increases the casters physical damage by 20 and Health by 250. The bear has 1200 Health an attack bonus of +46 and movement speed of 125. It’s martial defense is 52 and magic defense is 48. It hits for 30 damage per claw attack and 40 damage for a bite. It can hit twice with claws and once with bite per round. The maximum range the bear can be away from the caster is 2 miles.Cat: Calls forth a Bane Panther to fight along side the caster. Increases the caster’s damage by 12, and movement speed by 200. It hits for 50 damage per claw attack and 60 damage for a bite. It can hit twice with claws and once with bite per round. It has 700 Health, and an attack bonus of +48 and a movement speed of 320. It’s martial defense is 57 and magic defense is 48. The cat also has 10 skill points in Rank 4 Camouflage and 330 Power. The cat can be up to 4 miles away from the caster.Falcon: Calls forth a Bane Falcon to fight along side the caster. Increases the caster’s physical damage by 12, their speed by 120, and Power by 200. The falcon also gives the Beast Master the sight of a falcon, which means night vision and extreme long range sight. When in eagle form, the falcon increases the Beast Master’s flight speed by 550. The Falcon hits for 22 damage per claw attack and 30 damage with its beak. It can hit twice with claws and once with beak per round. It has 550 Health, an attack of +45, and a movement speed of 900. The falcon’s martial defense is 57 and magic defense is 50. It can be up to 10 miles away from the caster.Costs: 500 Power - Ritual 4 Hours - Range: Self

Giant Cat Form:This spell transforms the Beast Master along with all of their gear into a giant cat. Lasts for 8 rounds or until cancelled by the caster. Movement speed is increased by 150. Cannot cast spells while transformed. Damage done per attack is based on skill level. The giant cat attacks three times per round, claw/claw/bite. Normal Str bonuses to damage still apply to each attack. Attacks are based on the Spear hit bonus of the beast master. The Giant Cat’s attacks are also enhanced by any enchantments on the Beast Master’s Spear, and their damage enhancements from Animal Companion. See the table on the following page for skill levels.Costs: 210 Power - Instant - Range: Self

Page 71: Ascendant Beta 0.4.1

71

Skill Level 1 2 3 4 5 6 7 8 9 10Spear 31 31 32 32 33 33 34 34 35 35

Camouflage 37 38 39 40 41 42 43 44 45 46Wolf Speed 150 155 160 165 170 175 180 185 190 195

Healing Stream 73 73 73 75 75 75 77 77 77 80Giant Cat Form 21 21 22 22 23 23 24 24 25 25

Beast Master Rank 5 continued:Bane Wolf Form:***Ultimate Skill!***Prerequisite: Rank 5 Animal Companion, 10 pts Rank 5 Giant Cat Form, Rank 5 Dire Eagle FormFlat Skill Cost: 5000 exp.The Beast Master transforms into a gigantic Bane Wolf for 6 rounds, viciously attacking his enemies. Movement speed is increased by 200. The Beast Master cannot cast spells while transformed. The Bane Wolf attacks three times per round, claw/claw/bite. The claws hit for 50 damage and the bite hits for 75 damage. Normal Str bonuses to damage still apply to each attack. Attacks are based on the Spear hit bonus of the beast master. The Bane Wolf’s attacks are also enhanced by any enchantments on the Beast Master’s Spear, and their damage enhancements from Animal Companion.Costs: 250 Power - 2 Focus - Range: Self

Ranger Rank 5Bow: This is your ability to wield a Bow. You must have the skill required to weild a specific weapon. See the tableon the following page for your hit bonus with this skill. Here are the pertinent skill requirements for the Rank 5 Bow:Rank 5 - Infinity GreatBow - Level 10

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 5 items:Rank 5 - Dragon Hide Boots - Level 6Rank 5 - Dragon Hide Tunic - Level 10

Camouflage:By means of this spell the Nature character renders themself Camouflaged. If studied closely, it is obvious they are there. Also if the caster moves quickly, it becomes obvious that something is there, though their true identity is masked. Predator style camoflage. The spell is cancelled if you take damage, attack, or cast an offensive spell four times. Duration increases with skill points. See the table on the following page for skill levels.Costs: 140 Power - 2 Focus - Range: Self

Wolf’s Speed:The Nature character increases their target’s running speed for 100 rounds. If you take damage five times the spell is dispelled. Speed based upon skill level. See the table on the following page for skill levels.Costs: 140 Power - 1 Focus - Range: 25

Attunement: This is your ability to strike with a spell. Increases your magic hit bonus when using Nature spells. See the table on the following page for your hit bonus.

Nature’s Grasp:The Nature character immobilizes three targets with roots that shoot out of the ground. Must make a single magic attack in order to hit with your roots. The targets of the spell can still attack and twist slowly to face other directions. Every time they take damage while in the grasp, there is a 20% chance the spell is dispelled. Duration of the grasp increases with skill points. See the table on the following page for skill levels.Costs: 140 Power - 2 Focus - Range: 100

True Shot:The next 4 attacks the Ranger does with his Bow will be at +10 to hit and each arrow does bonus damage. Bonus damage based on skill. If the extra shots are not used in one minute, the spell fades. See the table on the following page for skill levels.Costs: 180 Power - Instant - Range: Self

Poisoning:The Ranger is free to start leveling Poisoning just a like a Subterfuge character. He must start at Rank 1, but may level it up to Rank 5 without paying the cross class costs. See the Subterfuge chapter for skill levels.

Hail of Arrows:***Ultimate Skill!***Prerequisite: 10 pts Rank 5 Bow, 10 pts Rank 5 Attunement, Rank 5 True ShotFlat Skill Cost: 5000 exp.For the next 8 rounds the Ranger goes into a frenzy of arrow fire. When the Ranger attacks with his Bow he attacks every target within 80 feet. He makes a single attack roll to hit all targets within the range of the spell. This attack is not affected by True Shot.Costs: 250 Power - 2 Focus - Range: Self

Page 72: Ascendant Beta 0.4.1

72

Skill Level 1 2 3 4 5 6 7 8 9 10Bow 25 25 26 26 27 27 28 28 29 29

Camouflage 27 28 29 30 31 32 33 34 35 36Wolf Speed 100 105 110 115 120 125 130 135 140 145

Nature's Grasp 22 22 22 22 24 24 24 26 26 26Trueshot Dmg 60 60 65 65 70 70 75 75 80 80

Ranger Rank 5 continued:

LoreCreative types, scholars, bards, gypsies etc.

Lore Rank 1 PowersOne Handed Weapon: This is your ability to wield a One Handed close combat weapon. You must have the skill required to weild a specific weapon. You may dual wield, but the attacks with your off hand will be at minus 6 hit bonus and your main hand at minus 2 hit bonus. Also, when dual weilding only apply half of your strength bonus to your off-hand weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for One Handed Rank 0 and Rank 1 weapons:Rank 0 - Iron Mace - Level 1Rank 0 - Iron Dagger - Level 1Rank 0 - Iron Long Sword - Level 2Rank 1 - Steel Dagger - Level 2Rank 1 - Steel Mace - Level 5Rank 1 - Steel Long Sword - Level 6

Arcane Guitar:Prerequisite: Musician Rank 1, Level 1.This is your ability to wield an Arcane Guitar. The guitar requires two hands to use. The Lore character makes magical attacks with his guitar at a range of 40. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 0 and Rank 1 Arcane Guitars:Rank 0 - Shequeter Arcane Guitar - Level 2Rank 1 - Gibsonian Arcane Guitar - Level 8

The Lore character also has the following activated abilities, which are played, even when running at full speed, with his Arcane Guitar:Soothing Melody: The Lore character is able to slowly heal his party with this ability. While playing this song he heals himself and up to 10 allies, within the guitar’s attack range, for 2 Health per round. The Lore character may use this song for up to 40 rounds per day. This song may not be used during combat.Alacritous Melody: The Lore character playes a rapid melody on his guitar that increases his running speed and any allies speed, within the guitar’s attack range, by 20. This song may not be used during combat, but has no limit otherwise.Meditative Melody: While meditating the Lore character plays a meditative melody that doubles his and up to 10 allies meditation amount, within the guitar’s attack range.

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 0 and Rank 1 items:Rank 0 - Rawhide Boots - Level 1Rank 0 - Rawhide Tunic - Level 2Rank 1 - Leather Boots - Level 6Rank 1 - Leather Tunic - Level 10

Musician: This is the Lore character’s ability to sing and play an Arcane Guitar. Increases your magic hit bonus when using Lore spells or an Arcane Guitar. See the table on the following page for your hit bonus.

Ambidextrous Fighter:Flat Skill Cost: 800 exp.The Lore character gains greater focus while dual weilding. This skill changes the dual wielding penalty to -3 off hand and -1 main hand.

Battle Song:Prerequisite: Musician Rank 1, Level 1.The Lore character sings a motivational Battle Song that makes all allies within 40ft do more damage. The effect lasts as long as the character can sing and pay the Power for it. Extra damage based on skill. Two Handed weapons receive 1.5x the bonus rounded up. This spell also increases the spell damage modifier from Concentration. The Lore character can attack and sing at the same time. Focus cannot be gathered while singing. See the table on the following page for damage. This spell may be cast while still performing a full round’s actions.Costs: 5 Power - Channeled Spell - Range: 40

Tribute to Pain:Prerequisite: Musician Rank 1, Level 1.The Lore character plays a Tribute to Pain on his Arcane Guitar that causes all enemies within 40ft to take damage for the next 4 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Damage per round based on skill.Costs: 30 Power - 1 Focus - Range: Self

Page 73: Ascendant Beta 0.4.1

73

Discordant Ditty:Prerequisite: Musician Rank 1, Level 1.The Lore character plays a Discordant Ditty on his Arcane Guitar that causes all enemies within 40ft to stumble and suffer a penalty to their attack for the next 4 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Attack reduction based on skill.Costs: 30 Power - 1 Focus - Range: Self

Lore Rank 1 continued:

Skill Level 1 2 3 4 5 6 7 8 9 10One Handed 7 7 8 8 9 9 10 10 11 11

Arcane Guitar 8 8 9 9 10 10 11 11 12 12Musician 5 5 6 6 7 7 8 8 9 9

Battle Song 2 2 2 3 3 3 4 4 4 5Tribute to Pain 12 12 13 13 14 14 15 15 16 16

Discordant Ditty 1 1 1 1 2 2 2 3 3 3

Lore Rank 2 PowersOne Handed Weapon:Works the same as Rank 1 One Handed Weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for One Handed Rank 2 weapons:Rank 2 - Kris Dagger - Level 2Rank 2 - Morning Star - Level 5Rank 2 - Bastard Sword - Level 6

Arcane Guitar:This is your ability to wield an Arcane Guitar. The guitar requires two hands to use. The Lore character makes magical attacks with his guitar at a range of 40. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 2 Arcane Guitar:Rank 2 - Ivanez Arcane Guitar - Level 8

The Lore character also has the following activated abilities, which are played, even when running at full speed, with his Arcane Guitar:Soothing Melody: The Lore character is able to slowly heal his party with this ability. While playing this song he heals himself and up to 10 allies, within the guitar’s attack range, for 3 Health per round. The Lore character may use this song for up to 40 rounds per day. This song may not be used during combat.Alacritous Melody: The Lore character playes a rapid melody on his guitar that increases his running speed and any allies speed, within the guitar’s attack range, by 40. This song may not be used during combat, but has no limit otherwise.Meditative Melody: While meditating the Lore character plays a meditative melody that multiplies his and up to 10 allies meditation amount by 2.5, within the guitar’s attack range.

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 2 items:Rank 2 - Wolf Hide Boots - Level 6Rank 2 - Wolf Hide Tunic - Level 10

Musician: This is the Lore character’s ability to sing and play an Arcane Guitar. Increases your magic hit bonus when using Lore spells or an Arcane Guitar. See the table on the following page for your hit bonus.

Ambidextrous Fighter:Flat Skill Cost: 1600 exp.Prerequisite: Ambidextrous Fighter Rank 1.The Lore character gains greater focus while dual weilding. This skill changes the dual wielding penalty to -2 off hand and no modifier main hand.

Battle Song:The Lore character sings a motivational Battle Song that makes all allies within 40ft do more damage. The effect lasts as long as the character can sing and pay the Power for it. Extra damage based on skill. Two Handed weapons receive 1.5x the bonus rounded up. This spell also increases the spell damage modifier from Concentration. The Lore character can attack and sing at the same time. Focus cannot be gathered while singing. See the table on the following page for damage. This spell may be cast while still performing a full round’s actions.Costs: 8 Power - Channeled Spell - Range: 40

Tribute to Pain:The Lore character plays a Tribute to Pain on his Arcane Guitar that causes all enemies within 40ft to take damage for the next 5 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Damage per round based on skill.Costs: 50 Power - 1 Focus - Range: Self

Discordant Ditty:The Lore character plays a Discordant Ditty on his Arcane Guitar that causes all enemies within 40ft to stumble and suffer a penalty to their attack for the next 5 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Attack reduction based on skill.Costs: 50 Power - 1 Focus - Range: Self

Page 74: Ascendant Beta 0.4.1

74

Skill Level 1 2 3 4 5 6 7 8 9 10One Handed 13 13 14 14 15 15 16 16 17 17

Arcane Guitar 14 14 15 15 16 16 17 17 18 18Musician 10 10 11 11 12 12 13 13 14 14

Battle Song 6 6 6 7 7 7 8 8 8 9Tribute to Pain 17 17 17 18 18 18 19 19 19 20

Discordant Ditty 3 3 3 3 4 4 4 5 5 5

Lore Rank 2 continued:

Lore Rank 3 PowersSkald Rank 3

The Skald is the close combat Battle Song specialist. Tree cost: 2000 pts. Prerequisites: 10 pts Rank 2 Battle Song, 10 pts Rank 2 One Handed Weapon skill, 10 pts Rank 2 Leather Armor Training.

One Handed Weapon:Works the same as Rank 1 One Handed Weapon. See the table below for your hit bonus with this skill. Here are the pertinent skill requirements for One Handed Rank 3 weapons:Rank 3 - Brutal Kris Dagger - Level 2Rank 3 - Brutal Morning Star - Level 5Rank 3 - Brutal Bastard Sword - Level 6

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 3 items:Rank 3 - Bear Hide Boots - Level 6Rank 3 - Bear Hide Tunic - Level 10

Musician: This is the Lore character’s ability to sing and play an Arcane Guitar. Increases your magic hit bonus when using Lore spells or an Arcane Guitar. See the table below for your hit bonus.

Ambidextrous Fighter:Flat Skill Cost: 2400 exp.Prerequisite: Ambidextrous Fighter Rank 2.The Lore character gains greater focus while dual weilding. This skill removes the dual wielding penalty entirely.

Battle Song:The Lore character sings a motivational Battle Song that makes all allies within 50ft do more damage. The Skald has mastered his battle singing so well that this song now lasts 2 rounds. Extra damage based on skill. Two Handed weapons receive 1.5x the bonus rounded up. This spell also increases the spell damage modifier from Concentration. See the table below for damage. This spell may be cast while still performing a full round’s actions.Costs: 20 Power - Singing - Range: 40

Tribute to Turtle:The Skald sings a motivational Battle Song that increases the both magic and martial defense of himself and all allies within 50ft. for the next 2 rounds. The amount of defense gained is based on Skill. This spell may be cast while still performing a full round’s actions.Costs: 20 Power - Singing - Range: Self

Adagio Anthem:Flat Skill Cost: 2500 pts.All enemies within 50 ft. have their movement speed reduced by 30%. All of their attacks also strike with a -2 for the next 2 rounds. Must make a magic attack against each enemy caught by the spell to see if they are affected. This spell may be cast while still performing a full round’s actions.Costs: 20 Power - Singing - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10One Handed 19 19 20 20 21 21 22 22 23 23Battle Song 10 10 10 11 11 11 12 12 12 13

Tribute to Turtle 2 2 2 3 3 3 4 4 4 5Musician 15 15 16 16 17 17 18 18 19 19

Page 75: Ascendant Beta 0.4.1

75

Bard Rank 3The Bard is the master musician. He can manipulate the world around him with his Arcane Guitar prowess. Tree cost: 2000 pts Prerequisites: 10 pts. Rank 2 Musician, 10 pts. Rank 2 Tribute to Pain, 10 pts. Rank 2 Discordant Ditty.

Arcane Guitar:This is your ability to wield an Arcane Guitar. The guitar requires two hands to use. The Lore character makes magical attacks with his guitar at a range of 50. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 3 Arcane Guitar:Rank 3 - Fenderian Arcane Guitar - Level 8

The Lore character also has the following activated abilities, which are played, even when running at full speed, with his Arcane Guitar:Soothing Melody: The Lore character is able to slowly heal his party with this ability. While playing this song he heals himself and up to 10 allies, within the guitar’s attack range, for 4 Health per round. The Lore character may use this song for up to 40 rounds per day. This song may not be used during combat.Alacritous Melody: The Lore character playes a rapid melody on his guitar that increases his running speed and any allies speed, within the guitar’s attack range, by 60. This song may not be used during combat, but has no limit otherwise.Meditative Melody: While meditating the Lore character plays a meditative melody that multiplies his and up to 10 allies meditation amount by 3, within the guitar’s attack range.

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 3 items:Rank 3 - Bear Hide Boots - Level 6Rank 3 - Bear Hide Tunic - Level 10

Musician: This is the Lore character’s ability to sing and play an Arcane Guitar. Increases your magic hit bonus when using Lore spells or an Arcane Guitar. See the table on the following page for your hit bonus.

Tribute to Pain:The Lore character plays a Tribute to Pain on his Arcane Guitar that causes all enemies within 50ft to take damage for the next 6 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Damage per round based on skill.Costs: 70 Power - 1 Focus - Range: Self

Discordant Ditty:The Lore character plays a Discordant Ditty on his Arcane Guitar that causes all enemies within 50ft to stumble and suffer a penalty to their attack for the next 6 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Attack reduction based on skill.Costs: 70 Power - 1 Focus - Range: Self

D.S. al Fine:The Bard plays a repetitious song on his instrument. The bard must make a magic attack and compares the result to each enemy’s defense to see which ones are hit within 50ft. For the next 6 rounds the bard can force any targets hit, or allies, within range to re-roll an attack. The number of re-rolls is based on skill.Costs: 70 Power - 1 Focus - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Arcane Guitar 20 20 21 21 22 22 23 23 24 24

Musician 15 15 16 16 17 17 18 18 19 19Tribute to Pain 21 21 22 22 23 23 24 24 25 25

Discordant Ditty 5 5 5 5 6 6 6 7 7 7D.S. al Fine 2 2 2 2 3 3 3 4 4 4

Page 76: Ascendant Beta 0.4.1

76

Sage Rank 3The Sage is the seeker of knowledge. With his extensive studies he is able to lend his expertise to his party by pointing out weak spots in their enemies. With his knowledge also comes the Power of the Epic Poem which gives the Sage and his allies a long term buff. Tree cost: 2000 pts Prerequisites: 10 pts. Rank 2 Musician, 10 pts. Rank 2 Arcane Guitar, 10 pts. Rank 2 Smarts.

Arcane Guitar:This is your ability to wield an Arcane Guitar. The guitar requires two hands to use. The Lore character makes magical attacks with his guitar at a range of 50. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 3 Arcane Guitar:Rank 3 - Fenderian Arcane Guitar - Level 8

The Lore character also has the following activated abilities, which are played, even when running at full speed, with his Arcane Guitar:Soothing Melody: The Lore character is able to slowly heal his party with this ability. While playing this song he heals himself and up to 10 allies, within the guitar’s attack range, for 4 Health per round. The Lore character may use this song for up to 40 rounds per day. This song may not be used during combat.Alacritous Melody: The Lore character playes a rapid melody on his guitar that increases his running speed and any allies speed, within the guitar’s attack range, by 60. This song may not be used during combat, but has no limit otherwise.Meditative Melody: While meditating the Lore character plays a meditative melody that multiplies his and up to 10 allies meditation amount by 3, within the guitar’s attack range.

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 3 items:Rank 3 - Bear Hide Boots - Level 6Rank 3 - Bear Hide Tunic - Level 10

Musician: This is the Lore character’s ability to sing and play an Arcane Guitar. Increases your magic hit bonus when using Lore spells or an Arcane Guitar. See the table on the following page for your hit bonus.

Invigorating Anthem:The Sage plays an Invigorating Anthem on his Arcane Guitar that heals and restores Power to himself and up to 10 allies, within 50 ft., for the next 6 rounds. Amount per round based on skill.Costs: 250 Power - 1 Focus - Range: Self

Combat Clangor:The Sage plays a rythmic percusive song on his Arcane Guitar that makes enemies within 50 ft. easier to hit for the next 6 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Attack increase based on skill.Costs: 70 Power - 1 Focus - Range: Self

Epic Poem:The Sage recants an epic poem to motivate the Sage and all allies within 100ft. that increases all stats by 5. Duration in hours based on skill.Costs: 100 Power - 10 Minutes Ritual Spell - Range: Self

Knowledge Master:Flat Skill Cost: 2500 pts.The Sage becomes a master linguist and magically enhanced speed reader. He may now spend 100 Power and 6 focus to understand any language he has seen or heard recently. He may also spend the same 100 Power and 6 focus to have a photographic recollection of a book that he casts this spell upon.

Skill Level 1 2 3 4 5 6 7 8 9 10Arcane Guitar 20 20 21 21 22 22 23 23 24 24

Musician 15 15 16 16 17 17 18 18 19 19Invigorating Anthem 21 22 23 24 25 26 27 28 29 30Combat Clangor 2 2 2 2 3 3 3 4 4 4

Epic Poem 2 2 2 2 2.5 2.5 2.5 3 3 3

Page 77: Ascendant Beta 0.4.1

77

Lore Rank 4 PowersSkald Rank 4

One Handed Weapon:Works the same as Rank 1 One Handed Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for One Handed Rank 4 weapons:Rank 4 - Heartseeker - Level 2Rank 4 - Willbreaker - Level 5Rank 4 - Storm Slicer - Level 6

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 4 items:Rank 4 - Wyvern Hide Boots - Level 6Rank 4 - Wyvern Hide Tunic - Level 10

Musician: This is the Lore character’s ability to sing and play an Arcane Guitar. Increases your magic hit bonus when using Lore spells or an Arcane Guitar. See the table below for your hit bonus.

Ambidextrous Expert:Flat Skill Cost: 3500 exp.Prerequisite: Ambidextrous Fighter Rank 3.The Lore character gains greater expertise while dual weilding. While dual weilding the Skald now crits when he hits by more than 9 instead of 10.

Battle Song:The Lore character sings a motivational Battle Song that makes all allies within 50ft do more damage. The Skald has mastered his battle singing so well that this song now lasts 3 rounds. Extra damage based on skill. Two Handed weapons receive 1.5x the bonus rounded up. This spell also increases the spell damage modifier from Concentration. See the table below for damage. This spell may be cast while still performing a full round’s actions.Costs: 40 Power - Singing - Range: 40

Tribute to Turtle:The Skald sings a motivational Battle Song that increases the both magic and martial defense of himself and all allies within 50ft. for the next 3 rounds. The amount of defense gained is based on Skill. This spell may be cast while still performing a full round’s actions.Costs: 40 Power - Singing - Range: Self

Adagio Anthem:Prerequisite: Adagio Anthem Rank 3.Flat Skill Cost: 3500 pts.All enemies within 50 ft. have their movement speed reduced by 50%. All of their attacks also strike with a -3 for the next 3 rounds. Must make a magic attack against each enemy caught by the spell to see if they are affected. This spell may be cast while still performing a full round’s actions.Costs: 40 Power - Singing - Range: Self

Cut Time Chorus:Flat Skill Cost: 3500 pts.The Skald sings a hasty melody. The next round in time for the Skald and all allies within 50 ft is cut in half. They get two rounds in the next round to perform actions. Cut Time Chorus may not be used while under the effects of Cut Time Chorus. We wouldn’t want to create any sonic space time paradoxes. Don’t do it! This spell may be cast while still performing a full round’s actions.Costs: 120 Power - Singing - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10One Handed 25 25 26 26 27 27 28 28 29 29Battle Song 13 13 13 14 14 14 15 15 15 16

Tribute to Turtle 5 5 5 6 6 6 7 7 7 8Musician 20 20 21 21 22 22 23 23 24 24

Page 78: Ascendant Beta 0.4.1

78

Bard Rank 4Arcane Guitar:This is your ability to wield an Arcane Guitar. The guitar requires two hands to use. The Lore character makes magical attacks with his guitar at a range of 50. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 4 Arcane Guitar:Rank 4 - Dragoncaster - Level 8

The Lore character also has the following activated abilities, which are played, even when running at full speed, with his Arcane Guitar:Soothing Melody: The Lore character is able to slowly heal his party with this ability. While playing this song he heals himself and up to 10 allies, within the guitar’s attack range, for 5 Health per round. The Lore character may use this song for up to 40 rounds per day. This song may not be used during combat.Alacritous Melody: The Lore character playes a rapid melody on his guitar that increases his running speed and any allies speed, within the guitar’s attack range, by 100. This song may not be used during combat, but has no limit otherwise.Meditative Melody: While meditating the Lore character plays a meditative melody that multiplies his and up to 10 allies meditation amount by 4, within the guitar’s attack range.

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 4 items:Rank 4 - Wyvern Hide Boots - Level 6Rank 4 - Wyvern Hide Tunic - Level 10

Musician: This is the Lore character’s ability to sing and play an Arcane Guitar. Increases your magic hit bonus when using Lore spells or an Arcane Guitar. See the table on the following page for your hit bonus.

Tribute to Pain:The Lore character plays a Tribute to Pain on his Arcane Guitar that causes all enemies within 50ft to take damage for the next 6 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Damage per round based on skill.Costs: 100 Power - 1 Focus - Range: Self

Discordant Ditty:The Lore character plays a Discordant Ditty on his Arcane Guitar that causes all enemies within 50ft to stumble and suffer a penalty to their attack for the next 6 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Attack reduction based on skill.Costs: 100 Power - 1 Focus - Range: Self

D.S. al Fine:The Bard plays a repetitious song on his instrument. The bard must make a magic attack and compares the result to each enemy’s defense to see which ones are hit within 50ft. For the next 6 rounds the bard can force any targets hit, or allies, within range to re-roll an attack. The number of re-rolls is based on skill.Costs: 100 Power - 1 Focus - Range: Self

Ballad of Lamentation:Flat Skill Cost: 3500 pts.The Bard plays a fearful epic Ballad of Lamentation that causes all enemies within 50ft to flee for one round if hit by this spell.Costs: 130 Power - 3 Focus - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Arcane Guitar 26 26 27 27 28 28 29 29 30 30

Musician 20 20 21 21 22 22 23 23 24 24Tribute to Pain 27 28 29 30 31 32 33 34 35 36

Discordant Ditty 7 7 7 7 8 8 8 9 9 9D.S. al Fine 5 5 5 5 6 6 6 7 7 7

Page 79: Ascendant Beta 0.4.1

79

Sage Rank 4Arcane Guitar:This is your ability to wield an Arcane Guitar. The guitar requires two hands to use. The Lore character makes magical attacks with his guitar at a range of 50. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 4 Arcane Guitar:Rank 4 - Dragoncaster - Level 8

The Lore character also has the following activated abilities, which are played, even when running at full speed, with his Arcane Guitar:Soothing Melody: The Lore character is able to slowly heal his party with this ability. While playing this song he heals himself and up to 10 allies, within the guitar’s attack range, for 5 Health per round. The Lore character may use this song for up to 40 rounds per day. This song may not be used during combat.Alacritous Melody: The Lore character playes a rapid melody on his guitar that increases his running speed and any allies speed, within the guitar’s attack range, by 100. This song may not be used during combat, but has no limit otherwise.Meditative Melody: While meditating the Lore character plays a meditative melody that multiplies his and up to 10 allies meditation amount by 4, within the guitar’s attack range.

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 4 items:Rank 4 - Wyvern Hide Boots - Level 6Rank 4 - Wyvern Hide Tunic - Level 10

Musician: This is the Lore character’s ability to sing and play an Arcane Guitar. Increases your magic hit bonus when using Lore spells or an Arcane Guitar. See the table on the following page for your hit bonus.

Invigorating Anthem:The Sage plays an Invigorating Anthem on his Arcane Guitar that heals and restores Power to himself and up to 10 allies, within 50 ft., for the next 6 rounds. Amount per round based on skill.Costs: 350 Power - 1 Focus - Range: Self

Combat Clangor:The Sage plays a rythmic percusive song on his Arcane Guitar that makes enemies within 50 ft. easier to hit for the next 6 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Attack increase based on skill.Costs: 100 Power - 1 Focus - Range: Self

Epic Poem:The Sage recants an epic poem to motivate the Sage and all allies within 100ft. that increases all stats by 10. Duration in hours based on skill.Costs: 150 Power - 10 Minutes Ritual Spell - Range: Self

Mimic:Flat Skill Cost: 3600 pts.The Sage uses his keen combat knowledge to duplicate an ability he has seen an ally use within the last 4 rounds. He must pay the casting cost plus an additional 50 Power with the appropriate focus cost as well. Mimic may not be used on Ultimate Skills! Yes, this means weird things may happen, like Backstabbing with an Arcane Guitar attack, but the Sage is just that good! Speaking of which, if the Sage mimics a physical attack ability he may use it at a range with his Arcane Guitar. Go nuts.Costs: X + 50 Power - X Focus - Range: X

Skill Level 1 2 3 4 5 6 7 8 9 10Arcane Guitar 26 26 27 27 28 28 29 29 30 30

Musician 20 20 21 21 22 22 23 23 24 24Invigorating Anthem 31 32 33 34 35 36 37 38 39 40Combat Clangor 5 5 5 5 6 6 6 7 7 7

Epic Poem 3 3 3 3 3.5 3.5 3.5 4 4 4

Page 80: Ascendant Beta 0.4.1

80

Lore Rank 5 PowersSkald Rank 5

One Handed Weapon:Works the same as Rank 1 One Handed Weapon. See the table on the following page for your hit bonus with this skill. Here are the pertinent skill requirements for One Handed Rank 5 weapons:Rank 5 - Dragonclaw - Level 2Rank 5 - Oathbreaker - Level 5Rank 5 - Massacre - Level 6

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 5 items:Rank 5 - Dragon Hide Boots - Level 6Rank 5 - Dragon Hide Tunic - Level 10

Musician: This is the Lore character’s ability to sing and play an Arcane Guitar. Increases your magic hit bonus when using Lore spells or an Arcane Guitar. See the table below for your hit bonus.

Ambidextrous Expert:Flat Skill Cost: 4500 exp.Prerequisite: Ambidextrous Expert Rank 4.The Lore character gains greater expertise while dual weilding. While dual weilding the Skald now crits when he hits by more than 8 instead of 9.

Battle Song:The Lore character sings a motivational Battle Song that makes all allies within 50ft do more damage. The Skald has mastered his battle singing so well that this song now lasts 4 rounds. Extra damage based on skill. Two Handed weapons receive 1.5x the bonus rounded up. This spell also increases the spell damage modifier from Concentration. See the table below for damage. This spell may be cast while still performing a full round’s actions.Costs: 60 Power - Singing - Range: 40

Tribute to Turtle:The Skald sings a motivational Battle Song that increases the both magic and martial defense of himself and all allies within 50ft. for the next 4 rounds. The amount of defense gained is based on Skill. This spell may be cast while still performing a full round’s actions.Costs: 60 Power - Singing - Range: Self

Adagio Anthem:Prerequisite: Adagio Anthem Rank 4.Flat Skill Cost: 4500 pts.All enemies within 50 ft. have their movement speed reduced by 70%. All of their attacks also strike with a -5 for the next 4 rounds. Must make a magic attack against each enemy caught by the spell to see if they are affected. This spell may be cast while still performing a full round’s actions.Costs: 60 Power - Singing - Range: Self

Cut Time Chorus:Prerequisite: Cut Time Chorus Rank 4.Flat Skill Cost: 4500 pts.The Skald sings a hasty melody. The next round in time for the Skald and all allies within 50 ft is cut into thirds. They get tgree rounds in the next round to perform actions. Cut Time Chorus may not be used while under the effects of Cut Time Chorus. We wouldn’t want to create any sonic space time paradoxes. Don’t do it! This spell may be cast while still performing a full round’s actions.Costs: 250 Power - Singing - Range: Self

Call of Thor:***Ultimate Skill!***Prerequisite: 10 pts Rank 5 Battle Song, Rank 5 Cut Time Chorus, 10 pts Rank 5 Tribute to TurtleFlat Skill Cost: 5000 exp.The Skald lets forth a mighty battle cry. A cloudy image of Thor apears over the battle field and infuses the Skald and all allies with extra Strength and Concentration. The Skald and any allies within 50 ft gain 40 Str. and 40 Conc. for 5 rounds.Costs: 250 Power - 1 Focus - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10One Handed 31 31 32 32 33 33 34 34 35 35Battle Song 17 17 17 18 18 18 19 19 19 20

Tribute to Turtle 9 9 9 10 10 10 11 11 11 12Musician 25 25 26 26 27 27 28 28 29 29

Page 81: Ascendant Beta 0.4.1

81

Bard Rank 5Arcane Guitar:This is your ability to wield an Arcane Guitar. The guitar requires two hands to use. The Lore character makes magical attacks with his guitar at a range of 50. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 5 Arcane Guitar:Rank 5 - Daemoncaster - Level 8

The Lore character also has the following activated abilities, which are played, even when running at full speed, with his Arcane Guitar:Soothing Melody: The Lore character is able to slowly heal his party with this ability. While playing this song he heals himself and up to 10 allies, within the guitar’s attack range, for 6 Health per round. The Lore character may use this song for up to 40 rounds per day. This song may not be used during combat.Alacritous Melody: The Lore character playes a rapid melody on his guitar that increases his running speed and any allies speed, within the guitar’s attack range, by 150. This song may not be used during combat, but has no limit otherwise.Meditative Melody: While meditating the Lore character plays a meditative melody that multiplies his and up to 10 allies meditation amount by 5, within the guitar’s attack range.

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 5 items:Rank 5 - Dragon Hide Boots - Level 6Rank 5 - Dragon Hide Tunic - Level 10

Musician: This is the Lore character’s ability to sing and play an Arcane Guitar. Increases your magic hit bonus when using Lore spells or an Arcane Guitar. See the table on the following page for your hit bonus.

Tribute to Pain:The Lore character plays a Tribute to Pain on his Arcane Guitar that causes all enemies within 50ft to take damage for the next 7 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Damage per round based on skill.Costs: 130 Power - 1 Focus - Range: Self

Discordant Ditty:The Lore character plays a Discordant Ditty on his Arcane Guitar that causes all enemies within 50ft to stumble and suffer a penalty to their attack for the next 7 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Attack reduction based on skill.Costs: 130 Power - 1 Focus - Range: Self

D.S. al Fine:The Bard plays a repetitious song on his instrument. The bard must make a magic attack and compares the result to each enemy’s defense to see which ones are hit within 50ft. For the next 7 rounds the bard can force any targets hit, or allies, within range to re-roll an attack. The number of re-rolls is based on skill.Costs: 130 Power - 1 Focus - Range: Self

Ballad of Lamentation:Prerequisite: Ballad of Lamentation Rank 4.Flat Skill Cost: 4500 pts.The Bard plays a fearful epic Ballad of Lamentation that causes all enemies within 50ft to flee for two rounds if hit by this spell.Costs: 200 Power - 4 Focus - Range: Self

Symphony of Destruction:***Ultimate Skill!***Prerequisite: 10 pts Rank 5 Musician, Rank 5 Tribute to Pain, Rank 5 Ballad of LamentationFlat Skill Cost: 5000 exp.The bard plays a Symphony of Destruction on hisArcane Guitar. All enemies within 100 ft take 70 damage per round, and their magic and martial defense values are lowered by 7, for 7 rounds.Costs: 250 Power - 2 Focus - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Arcane Guitar 31 31 32 32 33 33 34 34 35 35

Musician 25 25 26 26 27 27 28 28 29 29Tribute to Pain 37 38 39 40 41 42 43 44 45 46

Discordant Ditty 10 10 10 10 11 11 11 12 12 12D.S. al Fine 8 8 8 8 9 9 9 10 10 10

Page 82: Ascendant Beta 0.4.1

82

Sage Rank 5Arcane Guitar:This is your ability to wield an Arcane Guitar. The guitar requires two hands to use. The Lore character makes magical attacks with his guitar at a range of 50. You must have the skill required to weild a specific weapon. The damage increases with skill level. See the table on the following page. Here are the pertinent skill requirements for the Rank 5 Arcane Guitar:Rank 5 - Daemoncaster - Level 8

The Lore character also has the following activated abilities, which are played, even when running at full speed, with his Arcane Guitar:Soothing Melody: The Lore character is able to slowly heal his party with this ability. While playing this song he heals himself and up to 10 allies, within the guitar’s attack range, for 6 Health per round. The Lore character may use this song for up to 40 rounds per day. This song may not be used during combat.Alacritous Melody: The Lore character playes a rapid melody on his guitar that increases his running speed and any allies speed, within the guitar’s attack range, by 150. This song may not be used during combat, but has no limit otherwise.Meditative Melody: While meditating the Lore character plays a meditative melody that multiplies his and up to 10 allies meditation amount by 5, within the guitar’s attack range.

Leather Armor Training:You must have this to a certain level to wear specific armor. This entails your ability to use Leather Armor and receive the benefits from it. Here are the pertinent skill requirements for Leather Armor Rank 5 items:Rank 5 - Dragon Hide Boots - Level 6Rank 5 - Dragon Hide Tunic - Level 10

Musician: This is the Lore character’s ability to sing and play an Arcane Guitar. Increases your magic hit bonus when using Lore spells or an Arcane Guitar. See the table on the following page for your hit bonus.

Invigorating Anthem:The Sage plays an Invigorating Anthem on his Arcane Guitar that heals and restores Power to himself and up to 10 allies, within 50 ft., for the next 7 rounds. Amount per round based on skill.Costs: 500 Power - 1 Focus - Range: Self

Combat Clangor:The Sage plays a rythmic percusive song on his Arcane Guitar that makes enemies within 50 ft. easier to hit for the next 7 rounds. The character must make a magic attack and compares the result to each enemy’s defense to see which ones are hit. Attack increase based on skill.Costs: 130 Power - 1 Focus - Range: Self

Epic Poem:The Sage recants an epic poem to motivate the Sage and all allies within 100ft. that increases all stats by 15. Duration in hours based on skill.Costs: 220 Power - 10 Minutes Ritual Spell - Range: Self

Mimic:Prerequisite: Mimic Rank 4.Flat Skill Cost: 4600 pts.The Sage uses his keen combat knowledge to duplicate an ability he has seen an ally, or enemy, use within the last 6 rounds. He must pay the casting cost plus an additional 30 Power with the appropriate focus cost as well. Mimic may not be used on Ultimate Skills, or enemy Boss Powers! Yes, this means weird things may happen, like Backstabbing with an Arcane Guitar attack, but the Sage is just that good! Speaking of which, if the Sage mimics a physical attack ability he may use it at a range with his Arcane Guitar. Go nuts.Costs: X + 30 Power - X Focus - Range: X

Prophetic Calculation:***Ultimate Skill!***Prerequisite: 10 pts Rank 5 Invigorating Anthem, 10 pts Rank 5 Combat Clangor, Rank 5 MimicFlat Skill Cost: 5000 exp.The Sage uses his keen combat insight and prediction to create a Prophetic Calculation. The Sage and all allies within 50 ft upgrade their attacks. Any critical hit becomes a MEGA CRITICAL (4x damage), any hit becomes a critical hit, any miss becomes a regular hit, and only miss on any attack that would have been a fumble. The effect lasts for 7 rounds.Costs: 250 Power - 2 Focus - Range: Self

Skill Level 1 2 3 4 5 6 7 8 9 10Arcane Guitar 31 31 32 32 33 33 34 34 35 35

Musician 25 25 26 26 27 27 28 28 29 29Invigorating Anthem 41 42 43 44 45 46 47 48 49 50Combat Clangor 8 8 8 8 9 9 9 10 10 10

Epic Poem 4.5 4.5 4.5 4.5 5 5 5 5.5 5.5 5.5

Page 83: Ascendant Beta 0.4.1

83

EquipmentEquipment is the level of gear a character should have at any given level of experience. Due to their isolation, Reapers are mostly responsible for gathering and creating their own equipment. As such equipment in Ascendant progresses with your character rather than the typical RPG where you buy or find it. For every 100 experience your character has you have 1 equipment point. You may change your equipment between sessions as often as you like. When getting rid of a piece of equipment you are refunded those equipment points to spend on something else. You cannot equip an item above your highest Rank. There is a special top tier of equipment meant for characters that have reached the top end of experience. This equipment level is still Rank 5, but denoted as 5+. The 5+ items with a requirement of 10+U means that you must have level 10 in the required skill and have purchased your Ultimate Skill. A 5+ item with a requirement of U means that you must have your Ultimate Skill. Rank 0 items still require Rank 1 skill and are meant as introductory items for new characters.

Cloth ArmorCloth Armor provides a bonus to your martial defense, and also increases your Power. You must possess a certain Cloth Armor Training skill level to wear each item. Cloth Armor may be worn under, or over, metal or Leather Armor. When doing this, however, you only receive half of the martial defense bonus(rounded down) from the Cloth Armor. You still receive the full Power boost from the Cloth Armor, though. The armor below is listed by Rank with the appropriate skill requirements for that Rank. The cost is the number of equipment points each item takes to purchase.

Rank Item Skill Required Bonus Cost0 Burlap Shoes 1 0 Defense, 10 Power 40 Burlap Robe 2 1 Defense, 15 Power 51 Arcane Wool Shoes 5 1 Defense, 15 Power 81 Arcane Wool Robe 10 2 Defense, 25 Power 102 Arcane Silk Shoes 5 2 Defense, 30 Power 252 Arcane Silk Robe 10 4 Defense ,50 Power 303 Magister’s Arcane Shoes 5 3 Defense, 50 Power, +2 Conc 503 Magister’s Arcane Robe 10 6 Defense, 75 Power, +2 Int, +2 Wis 604 Wizard’s Arcane Shoes 5 4 Defense, 75 Power, +4 Conc 1004 Wizard’s Arcane Robe 10 8 Defense, 100 Power, +4 Int, +4 Wis 1205 Mage Lord’s Arcane Shoes 5 5 Defense, 100 Power, +6 Conc 2005 Mage Lord’s Arcane Robe 10 10 Defense, 150 Power, +6 Int, +6 Wis 240

5+ Dimensional Shoes 10+U 7 Defense, 130 Power, +8 Conc, +8 Agi 2605+ Dimensional Robe 10+U 13 Defense, 200 Power, +11 Int, +11 Wis 320

Leather ArmorLeather Armor provides a bonus to your martial defense, and a slight movement speed boost from your boots. You must possess a certain Leather Armor Training skill level to wear each item. The armor below, and on the next page, is listed by Rank with the appropriate skill requirements for that Rank.

Rank Item Skill Required Bonus Cost0 Rawhide Boots 1 1 Defense, 5 Speed 30 Rawhide Tunic 2 2 Defense 51 Leather Boots 6 2 Defense, 10 Speed 61 Leather Tunic 10 3 Defense 102 Wolf Hide Boots 6 3 Defense, 15 Speed 202 Wolf Hide Tunic 10 5 Defense 303 Bear Hide Boots 6 4 Defense, 25 Speed, +2 Agi 403 Bear Hide Tunic 10 7 Defense, +1 All Stats 604 Wyvern Hide Boots 6 6 Defense, 40 Speed, +4 Agi 804 Wyvern Hide Tunic 10 9 Defense, +2 All Stats 120

Page 84: Ascendant Beta 0.4.1

84

Leather Armor Continued:

Rank Item Skill Required Bonus Cost5 Dragon Hide Boots 6 7 Defense, 60 Speed, +6 Agi 1605 Dragon Hide Boots 10 12 Defense, +4 All Stats 240

5+ Daemon Hide Boots 10+U 9 Defense, 100 Speed, +8 Agi, +2 Other stats 2105+ Daemon Hide Tunic 10+U 16 Defense, +6 All Stats 320

Rank Item Skill Required Bonus Cost0 Copper Round Shield 1 1 Defense 40 Copper Breastplate 2 3 Defense 51 Bronze Round Shield 2 2 Defense 81 Bronze Bucket Helm 6 1 Defense 51 Bronze Breastplate 10 4 Defense 102 Steel Round Shield 2 3 Defense 252 Steel Bucket Helm 6 2 Defense 152 Steel Breastplate 10 6 Defense 303 Kite Shield 2 4 Defense, +2 Phy 503 Knight’s Helm 6 3 Defense, +1 Magic Def 303 Plate Mail Suit 10 8 Defense, +3 Sta 604 Tower Shield 2 5 Defense, +4 Phy 1004 Winged Helm 6 4 Defense, +2 Magic Def. 604 Plate Armor 10 10 Defense, +6 Sta 1205 Spiked Tower Shield 2 6 Defense, +6 Phy 2005 Commander’s Great Helm 6 5 Defense, +3 Magic Def. 1205 Impervious Full Plate 10 12 Defense, +9 Sta, +100 Health 240

5+ Immovable Object (shield) 10+U 8 Defense, +8 Phy, +3 Magic Def. 2605+ Adamantine Winged Great Helm 10+U 6 Defense, +5 Magic Def, +5 Int 1605+ Adamantine Full Plate 10+U 15 Defense, +12 Sta, +300 Health 320

Metal ArmorMetal Armor provides a bonus to your martial defense. You must possess a certain Metal Armor Training skill level to wear each item. The armor below is listed by Rank with the appropriate skill requirements for that Rank. Shields require a free hand to use so they may only be used in conjunction with a weapon that requires one hand. Wearing any Metal Armor also reduces your ability to hide and move stealthily if you cross class into Subturfuge while wearing Metal Armor. The hiding and move silently penalty is -10 times the Rank of the armor you’re wearing. The hiding penalty may be reduced with the use of a cloak(see the miscellaneous equipment section). However, the move silently penalty may not be removed.

Page 85: Ascendant Beta 0.4.1

85

Rank Item Skill Required Damage / Bonus Cost0 Iron Long Sword 2 6 / - 4

1 Bastard Sword 6 10 / - 82 Bastard Sword 6 15 / - 253 Brutal Bastard Sword 6 22 / +3 Str 504 Storm Slicer 6 33 / +5 Str, +3 Phy 1005 Massacre 6 50 / +8 Str, +5 Phy, +3 Agi 200

5+ Severance, Ender of Worlds 10+U 66 / +12 Str, +8 Phy, +6 Agi 260

One Handed SwordsOne Handed swords are your typical edged combat weapon. Both the Martial and Lore class trees have the skill available for One Handed swords. You must possess a certain One Handed Weapon skill to use each weapon.

Rank Item Skill Required Damage / Bonus Cost0 Iron Axe 2 9 / - 6

1 Steel Axe 10 15 / - 122 Battle Axe 10 22 / - 353 Brutal Battle Axe 10 33 / +5 Str 704 Night’s Edge 10 50 / +8 Str 1405 Reaver of Destruction 10 75 / +12 Str, 2.5x Dmg Crit Instead of 2x 280

5+ Cataclysm, Reaver of Suffering 10+U 100 / +15 Str, 3x Dmg Crit instead of 2x 370

AxesAxes are Two Handed edged combat weapons. Only the Martial class trees have access to them via the Two Handed Weapon skill. You must possess a certain Two Handed Weapon skill to use each weapon. Axes gain 1.5 times your character’s bonus damage from Strength.

Rank Item Skill Required Damage / Bonus Cost0 Iron Mace 1 4 / - 4

1 Steel Mace 5 8 / - 82 Morning Star 5 12 / - 253 Brutal Morning Star 5 18 / +2 Str, +2 Phy 504 Willbreaker 5 27 / +4 Str, +4 Phy, +75 Power 1005 Oathbreaker 5 40 / +7 Str, +7 Phy, +150 Power 200

5+ Desolation, Dawn of Darkness 10+U 53 / +10 Str, +10 Phy, +250 Power 260

MacesMaces are One Handed Blunt combat weapons. Martial, Divine, and Lore class trees have access to them via the One Handed Weapon and Blunt Weapon skills. You must possess a certain One Handed Weapon or Blunt Weapon skill to use each weapon.

Rank Item Skill Required Damage / Bonus Cost0 Rawhide Padded Gloves 1 3 / - 4

1 Leather Padded Gloves 8 4 / - 82 Wolf Hide Studded Gloves 8 8 / - 253 Bear Hide Studded Gloves 8 12 / +3 Str, +3 Phy 504 Wyvern Hide Spiked Gloves 8 16 / +6 Str, +6 Phy, +2 Sta 1005 Flaming Dragon Hide Spiked Gloves 8 25 / +9 Str, +9 Phy, +5 Sta 200

5+ Daemon Hide Gloves of Desolation 10+U 33 / +12 Str, +12 Phy, +8 Sta, +40 dmg on crit 260

GlovesGloves are Unarmed Combat weapons. Only the Martial class trees have access to them via the Unarmed Combat Weapon skill. You must possess a certain Unarmed Combat skill to use each weapon.

Page 86: Ascendant Beta 0.4.1

86

Rank Item Skill Required Damage / Bonus Cost0 Iron Sledgehammer 2 8 / - 61 Steel Sledgehammer 8 13 / - 122 Warhammer 8 22 / - 353 Faithkeeper 8 28 / +4 Str, Heals 30 on Crit 704 Faithkeeper 8 42, +7 Str, Heals 50 on Crit 1405 Peacekeeper 8 65, +10 Str, Heals 80 on Crit 280

5+ Supremacy, Destroyer of the Damned 10+U 87 / +13 Str, Does +120 Dmg and Heals 120 on Crit

370

WarhammersWarhammers are Two Handed Blunt combat weapons. Martial, Divine, and Lore class trees have access to them via the Two Handed Weapon and Blunt Weapon skills. You must possess a certain Two Handed Weapon or Blunt Weapon skill to use each weapon. Warhammers gain 1.5 times your character’s bonus damage from Strength.

Rank Item Skill Required Damage / Bonus Cost0 Iron Tipped Spear 1 7 / - 51 Steel Spear 3 12 / - 102 Halberd 3 18 / - 303 Brutal Halberd 3 27 / +3 Str, +3 Agi 604 Sinister Impaler 3 40 / +5 Str, +5 Agi, +3 Phy 1205 Ominous Lance 3 60 / +8 Str, +8 Agi, +5 Phy 240

5+ Abomination, Spear of Delusions 10+U 80 / +10 Str, +10 Agi, +7 Phy, +60 Dmg on Crit

320

SpearsSpears are Two Handed piercing combat weapons. Martial and Nature class trees have access to them via the Two Handed Weapon and Spear skills. You must possess a certain Two Handed Weapon or Spear skill to use each weapon. Spears gain 1.5 times your character’s bonus damage from Strength.

Rank Item Skill Required Damage / Bonus Range Cost0 Iron Dagger 1 3 / - 30 31 Steel Dagger 2 5 / - 50 62 Kris Dagger 2 9 / - 75 183 Brutal Kris Dagger 2 14 / +2 Str, +2 Agi 100 354 Heartseeker 2 20 / +4 Str, +4 Agi, +2 Phy 150 705 Dragonclaw 2 30 / +7 Str, +7 Agi, +5 Phy 200 140

5+ Twilight, Carver of Shifting Worlds 10+U 40 / +10 Str, +10 Agi, +8 Phy 300 180

DaggersDaggers are One Handed piercing combat weapons. Martial, Subterfuge, and Lore class trees have access to them via the One Handed Weapon and Dagger skills. You must possess a certain One Handed Weapon or Dagger skill to use each weapon. Daggers may be Thrown at a range, but only by those with either the Dagger skill, or the Thrown Weapon skill.

Page 87: Ascendant Beta 0.4.1

87

BowsBows are Two Handed ranged combat weapons. Only the Nature class tree has access to them via the Bow skill. You must possess a certain Bow skill to use each weapon. Arrows are implied in Ascendant, and therefore never run out. Keeping track of arrows is a pointless waste of effort and therefore we just wont bother.

Rank Item Skill Required Damage / Bonus Range Cost0 Pine Bow 2 6 / - 100 51 Oak Bow 10 10 / - 150 102 Blackwood Bow 10 15 / - 200 303 Ironoak Bow 10 22 / +3 Str, +3 Agi 275 604 Hailstorm 10 33 / +6 Str, +6 Agi, +2 Phy 400 1205 Infinity GreatBow 10 50 / +9 Str, +9 Agi, +5 Phy 500 240

5+ Soulstring, Breaker of the Sun 10+U 66 / +12 Str, +12 Agi, +8 Phy 700 320

Throwing AxesThrowing Axes are One Handed ranged combat weapons. Only the Martial class tree has access to them via the Thrown Weapon skill. You must possess a certain Thrown Weapon skill to use each weapon. You must pick up your Thrown weapons before using them again.

Rank Item Skill Required Damage / Bonus Range Cost0 Iron Throwing Axe 2 4 / - 30 21 Steel Throwing Axe 6 8 / - 50 42 Serrated Throwing Axe 6 12 / - 75 123 Brutal Throwing Axe 6 18 / +2 Str 100 254 Giant’s Bane 6 27 / +3 Str 150 505 Dragon’s Bane 6 40 / +4 Str 200 100

5+ Doom, Hacker of Daemons 10+U 53 / +5 Str, +100 Health 300 130

NeedlesNeedles are One Handed ranged piercing weapons. Needles do no damage on their own and are designed for the delivery of poisons by Subterfuge Characters. Only the Subterfuge class tree has access to them via the Daggers and Needles skill. You must possess a certain Daggers and Needles skill to use each weapon. You must pick up your Needles before using them again. Needles cost 0 due to the fact that they do no damage on their own as a specialized item.

Rank Item Skill Required Damage Range Cost0 Iron Needle 1 - 12 01 Steel Needle 3 - 20 02 Finely Balanced Needle 3 - 30 03 Arcane Etched Needle 3 - 40 04 Needle of Shadow 3 - 50 05 Foe Blinder 3 - 75 0

5+ Broken Promise, Needle of Chaos 10+U - 120 0

Page 88: Ascendant Beta 0.4.1

88

Mage StavesMage Staves are One Handed ranged combat weapons. Only the Thaumaturgy and Divine class trees have access to them via the Mage Staff and Divine Staff skill. You must possess a certain Mage Staff or Divine Staff skill to use each weapon. The range of your Mage Staff attack is based on your skill. Your staff skill also provides additional damage to your Mage Staff attack. If you cross class into another tree you may dual weild other One Handed weapons with a Mage Staff, or use a shield with it instead. You may not weild more than one Mage Staff at a time, though.

Rank Item Skill Required Damage / Bonus Cost0 Pine Mage Staff 1 3 / - 51 Oak Mage Staff 5 5 / - 102 Blackwood Mage Staff 5 8 / - 303 Magister’s Staff 5 12 / +3 Int, +3 Wis 604 Sinister Grand Staff 5 18 / +6 Int, +6 Wis 1205 Devilwood Greatstaff 5 27 / +9 Int, +9 Wis, +5 Conc 240

5+ Nemesis, Pole of Slaughter 10+U 45 / +12 Int, +12 Wis, +8 Conc 320

Arcane GuitarsArcane Guitars are Two Handed ranged combat weapons. Only the Lore class tree has access to them via the Arcane Guitar skill. You must possess a certain Arcane Guitar skill to use each weapon. The range of your Arcane Guitar attack is based on your skill. Your Arcane Guitar skill also provides additional damage to your Arcane Guitar attack.

Rank Item Skill Required Damage / Bonus Cost0 Shequeter Arcane Guitar 2 5 / - 61 Gibsonian Arcane Guitar 8 8 / - 122 Ivanez Arcane Guitar 8 12 / - 353 Fenderian Arcane Guitar 8 18 / +3 Int, +3 Conc 704 Dragoncaster 8 27 / +6 Int, +6 Conc 1405 Daemoncaster 8 40 / +9 Int, +9 Conc, +5 Wis 280

5+ Astralcaster, Guitar of Ages 10+U 65 / +12 Int, +12 Conc, +8 Wis 370

Miscellaneous EquipmentCloaks add to the hiding bonus of a character using them. Backpacks are large bags used to carry things for the players. All of the backpacks are magical in Nature and may carry up to their weight capacity withought consideration for volume. As long as it will fit through the opening of the backpack. You may not use either item if it is higher than your highest Rank skill stree.

Rank Item Bonus Cost0 Burlap Cloak +3 Hiding 20 Burlap Backpack 50 lbs. 21 Gray Wool Cloak +5 Hiding 41 Canvas Backpack 100 lbs. 42 Black Wool Cloak +10 Hiding 122 Arcane Backpack 200 lbs. 123 Black Velvet Cloak +15 Hiding 253 Backpack of Holding 400 lbs. 254 Black Shadow Cloak +20 Hiding 504 Dimensional Backpack of Holding 600 lbs. 505 Master Theif ’s Cloak +30 Hiding 1005 Interdimensional Backpack of Holding 1000 lbs. 100

5+ Cloak of Dimensions +40 Hiding 1305+ Portable Hole 1500 lbs. 130

Page 89: Ascendant Beta 0.4.1

89

EnchantingEnchanting imbues an item with extra magical Power. Enchantments are permanent. Multiple levels of the same enchantment do not stack, only the highest one has any effect. You can have as many enchantments as you want on the same item. The item being enchanted must be equal to or greater than the Rank of enchantment. I.E. A Rank 3 item can only have up to Rank 3 enchants on it. Any Rank 5+ enchants must be on Rank 5+ items, and you must have your Ultimate Skill.

ForceIncreases the damage of a weapon it is put on. Force can be put on any weapon including Mage Staves. On a Two Handed weapon apply 1.5 times the bonus from force.

Rank Enchantment Bonus Cost1 Minor Force 8 82 Lesser Force 12 253 Force 18 504 Greater Force 27 1005 Powerful Force 40 200

5+ Force of Destruction 55 270

ProtectionIncreases martial and magic defense value of the wearer by the amount given below.

Rank Enchantment Bonus Cost1 Minor Protection 2 82 Lesser Proection 3 253 Protection 5 504 Greater Protection 7 1005 Powerful Protection 10 200

5+ Impassable Aura of Protection 13 270

HealthIncreases the Health of the wearer by the amount given below.

Rank Enchantment Bonus Cost1 Minor Health 40 82 Lesser Health 70 253 Health 120 504 Health of the Bear 200 1005 Health of the Whale 350 200

5+ Health of the Titan 500 270

PowerIncreases the Power of the wearer by the amount given below.

Rank Enchantment Bonus Cost1 Minor Power 40 82 Lesser Power 70 253 Power 120 504 Power of the Magi 200 1005 Power of the Mage Lord 350 200

5+ Power of the Stars 500 270

Page 90: Ascendant Beta 0.4.1

90

Enchanting Continued:Stat

This increases one of your stats. This actually counts as 8 separate enchantments, one for each stat. Which means someone can have 8 copies of this enchantment working on you as long as they are each for a different stat. The same stacking rules apply otherwise.I.E. You may not have a Lesser Stat Strength and a Minor Stat Strength, only the minor one would count. However, you may have a Lesser Stat Strength and a Lesser Stat Physique at the same time. The increase in your chosen stat is listed below as the bonus.

Rank Enchantment Bonus Cost1 Minor Stat 3 82 Lesser Stat 5 253 Stat 7 504 Greater Stat 10 1005 Powerful Stat 15 200

5+ Ultimate Stat 20 270

Permanent Color ItemColors an item any color from the deepest black to the brightest white and everything in between. This also includes any patterns you may want on the item, but you must pay the cost for each color in the pattern. May also be used on a character’s hair or skin. Each application of Permanent Color Item costs 2 equipment points and there is no limit to the number of color enchants you can buy.

JewelryJewelry consists of small trinkets or jewelry that give temporary combat bonuses. Jewelry items may only be used on yourself. All jewelry items can be used two times per day, except Rank 5+ items which may be used 3 times per day. To purchase any of the Rank 5+ items you must have your Ultimate Skill.

Healing RingsHealing rings may be used, instantly on your turn, to heal your character for the amount listed in the bonus column.

Rank Jewelry Bonus Cost1 Minor Healing Ring 50 82 Lesser Healing Ring 80 253 Healing Ring 120 504 Greater Healing Ring 160 1005 Powerful Healing Ring 200 200

5+ Ring of Light 300 270

Power RingsPower rings may be used, instantly on your turn, to restore Power to your character by the amount listed in the bonus column.

Rank Jewelry Bonus Cost1 Minor Power Ring 50 82 Lesser Power Ring 80 253 Power Ring 120 504 Greater Power Ring 160 1005 Powerful Power Ring 200 200

5+ Ring of Mana 300 270

Page 91: Ascendant Beta 0.4.1

91

Jewelry Continued:Defense Bracelets

Defense Bracelets may be used, instantly on your turn, to increase your character’s magic and martial defense by the amount listed in the bonus column. The defense bonus granted by the bracelet lasts for 6 rounds.

Rank Jewelry Bonus Cost1 Minor Defense Bracelet 4 82 Lesser Defense Bracelet 6 253 Defense Bracelet 9 504 Greater Defense Bracelet 12 1005 Powerful Defense Bracelet 16 200

5+ Impenetrable Bracers 22 270

Nose Rings of AttackNose Rings of Attack may be used, instantly on your turn, to increase your character’s attack bonus by the amount listed in the bonus column. The attack bonus granted by the nose ring lasts for 6 rounds.

Rank Jewelry Bonus Cost1 Minor Nose Ring of Attack 3 82 Lesser Nose Ring of Attack 5 253 Nose Ring of Attack 7 504 Greater Nose Ring of Attack 10 1005 Powerful Nose Ring of Attack 14 200

5+ Nose Ring of Ultimate Fury 18 270

MoneyThere is some money left over from the Cataclysm. The exchange rate is 100 copper coins to a silver, 100 silver coins to a gold, 100 gold coins to a platinum, and 100 platinum coins to a mithril coin. Mostly collected as trinkets of a bygone era. It could potentially be useful someday, though.

Page 92: Ascendant Beta 0.4.1

92

Town Upgrade System:Players get to take a role in developing their town. Just like creating equipment this is what goes on in the town between adventures. The players are given a certain amount of points between each session to develop their town. This can be done through democratic process, in the event of a tie the vote goes to the GM who plays the role of townspeople. The players may want to take turns being in charge of the development, or just assign one of the players to the duty. Ultimately it is up to the players with some input from the GM.

A starting town has a production value of 400 and a population of 400. Production value is the amount of town points the group gets between each adventure. Production value is the population plus any modifiers. Some upgrades will add to the town’s production value without increasing population. Population is the number of people in the town. Because Reapers live outside of time they do not age like normal humans and the population can grow significantly in what may seem like a short period of time for them. We only see the Reapers during the highlights of their adventures. The town will likely get attacked when the Reapers are not there. When this happens the town must be prepared to defend themselves. If there is not enough defense parts of the town may get damaged and require town points to be repaired. The further the Reapers delve into the wilderness the more attention they will likely draw to the town.

Granary:Small Granary: Increases the town’s population to 500. 400 pts.Upgrade to Medium Granary: Increases the town’s population to 600. Prerequisite: Small Granary, Small Lumber Mill. 600 pts.Upgrade to Large Granary: Increases the town’s population to 800. Prerequisite: Medium Granary, Medium Lumber Mill. 700 pts.Upgrade to Giant Granary: Increases the town’s population to 1200. Prerequisite: Large Granary, Large Lumber Mill. 1000 pts.Additional Giant Granary:Increases population by 1000. Prerequisite: Giant Granary. 3000 pts.

Blacksmith:Small Blacksmith: Increases production by 25. 150pts.Upgrade to Medium Blacksmith: Upgrades the Blacksmith’s production bonus to 50. 250pts. Prerequisite: Small Blacksmith.Upgrade to Large Blacksmith: Upgrades the Blacksmith’s production bonus to 100. 375pts. Prerequisite: Medium Blacksmith.Upgrade to Giant Blacksmith: Upgrades the Blacksmith’s production bonus to 200. 550pts. Prerequisite: Large Blacksmith.Additional Giant Blacksmith: Increases production by another 200. 1650pts. Prerequisite: Giant Blacksmith.

Lumber Mill:Small Lumber Mill: Increases production by 25. 150pts.Upgrade to Medium Lumber Mill: Upgrades the Lumber Mill’s production bonus to 50. 250pts. Prerequisite: Small Lumber Mill.Upgrade to Large Lumber Mill: Upgrades the Lumber Mill’s production bonus to100. 375pts. Prerequisite: Medium Lumber Mill.Upgrade to Giant Lumber Mill: Upgrades the Lumber Mill’s production bonus to 200. 550pts. Prerequisite: Large Lumber Mill.Additional Giant Lumber Mill: Increases production by another 200. 1650pts. Prerequisite: Giant Lumber Mill.

Rock Quarry:Small Rock Quarry: Increases production by 25. 150pts.Upgrade to Medium Rock Quarry: Upgrades the Rock Quarry’s production bonus to 50. 250pts. Prerequisite: Small Rock Quarry.Upgrade to Large Rock Quarry: Upgrades the Rock Quarry’s production bonus to 100. 375pts. Prerequisite: Medium Rock Quarry.Upgrade to Giant Rock Quarry: Upgrades the Rock Quarry’s production bonus to 200. 550pts. Prerequisite: Large Rock Quarry.Additional Giant Rock Quarry: Increases production by another 200. 1650pts. Prerequisite: Giant Rock Quarry.

Town Upgrades

Page 93: Ascendant Beta 0.4.1

93

Town Upgrades Continued:Combat Quarters:Combat Training Field: Provides enough resources and equipment to train 10 townspeople as town guards with some skill. 200 pts.Upgrade to Small Barracks: Upgrades the Barracks to provide enough resources and equipment to train 25 townspeople as town guards with some skill. Prerequisite: Combat Training Field, Small Blacksmith, Small Granary. 400 pts.Upgrade to Medium Barracks:Upgrades the Barracks to provide enough resources and equipment to train 50 townspeople as town guards with some skill. Prerequisite: Small Barracks, Medium Blacksmith, Medium Granary. 700 pts.Upgrade to Large Barracks:Upgrades the Barracks to provide enough resources and equipment to train 80 townspeople as town guards with some skill. Prerequisite: Medium Barracks, Large Blacksmith, Large Granary. 1200 pts.Upgrade to Giant Barracks: Upgrades the Barracks to provide enough resources and equipment to train 125 townspeople as town guards with some skill. Prerequisite: Large Barracks, Giant Blacksmith, Giant Granary. 2000 pts.Additional Giant Barracks: Adds an additional Barracks to provide enough resources and equipment to train 125 more townspeople as town guards with some skill. Prerequisite: Giant Barracks. 4000 pts.

Archery Field:Small Archery Field: Provides enough resources and equipment to train 10 townspeople to be archers. Archers are incredible Defenders able to pick off the enemy from behind the wall, Ramparts, or a tower. Prerequisite: Small Barracks, Small Lumber Mill. 400pts.Upgrade to Medium Archery Field: Upgrades the Archery Field to provide enough resources and equipment to train 25 townspeople to be archers. Prerequisite: Medium Barracks, Medium Lumber Mill, Small Archery Field. 700pts.Upgrade to Large Archery Field:Upgrades the Archery Field to provide enough resources and equipment to train 50 townspeople to be archers. Prerequisite: Large Barracks, Large Lumber Mill, Medium Archery Field.1200pts.Upgrade to Giant Archery Field: Upgrades the Archery Field to provide enough resources and equipment to train 80 townspeople to be archers. Archers are incredible Defenders able to pick off the enemy from behind the wall, Ramparts, or a tower. Prerequisite: Giant Barracks, Giant Lumber Mill, Large Archery Field. 2000pts.Additional Giant Archery Field:Adds an additional Archery Field to provide enough resources and equipment to train 125 more townspeople to be archers. Archers are incredible Defenders able to pick off the enemy from behind the wall, Ramparts, or a tower. Prerequisite: additional Giant Barracks, Giant Lumber Mill, Giant Archery Field. 4000pts.

Stables:Small Stables: Provides enough horses and equipment to train 5 mounted scouts. Prerequisite: Small Barracks. 400 pts.Upgrade to Medium Stables: Upgrades the Stables to provide enough horses and equipment to train 10 mounted scouts. Prerequisite: Small Stables, Medium Barracks. 700 pts.Upgrade to Large Stables: Upgrades the Stables to provide enough horses and equipment to train 15 mounted scouts, and 5 mounted Knight’s. Prerequisite: Medium Stables, Large Barracks. 1200 pts.Upgrade to Giant Stables: Upgrades the Stables to provide enough horses and equipment to train 25 mounted scouts, and 10 mounted Knight’s. Prerequisite: Large Stables, Giant Barracks. 2000 pts.Additional Giant Stables: Upgrades the Stables to provide enough horses and equipment to train 20 more mounted Knight’s. Prerequisite: Giant Stables, additional Giant Barracks. 4000 pts.

Temple:Small Temple: The Small Temple houses 3 Rank 1 divine casters. Able to heal 10 wounded soldiers per encounter. The temple provides holy services to the town which increases morale. This morale boost increases production by 20. Prerequisite: Small Rock Quarry. 400pts.Upgrade to Medium Temple: Upgrades the temple to now house 6 Rank 1 and 1 Rank 2 divine casters. Able to heal 25 wounded soldiers per encounter. Now increases production by 40. Prerequisite: Medium Rock Quarry, Small Temple. 700ptsUpgrade to Large Temple: Upgrades the temple to now house 10 Rank 1 and 3 Rank 2 divine casters. Able to heal 50 wounded soldiers per encounter. Now increases production by 80. Prerequisite: Large Rock Quarry, Medium Temple. 1200ptsUpgrade to Giant Temple: Upgrades the temple to now house 16 Rank 1 and 6 Rank 2 divine casters. Able to heal 100 wounded soldiers per encounter. Now increases production by 160. Prerequisite: Giant Rock Quarry, Large Temple. 2000ptsAditional Giant Temple: Houses an additional 12 Rank 2 divine casters. Able to heal an additional 100 wounded soldiers per encounter. Increases production by 160. Prerequisite: additional Giant Rock Quarry, Giant Temple. 4000pts

Page 94: Ascendant Beta 0.4.1

94

Town Upgrades Continued:Wizard Tower:Small Wizard Tower: The Small Wizard tower houses 3 Rank 1 thaumaturgy casters. They help defend by casting ranged spells at attackers. The mages are able to help craft things faster for the townspeople. This boost increases production by 20. Prerequisite: Small Rock Quarry. 400pts.Upgrade to Medium Wizard Tower: This upgrades the wizard tower to house 6 Rank 1 and 1 Rank 2 thaumaturgy casters. The production boost goes up to 40. Prerequisite: Medium Rock Quarry, Small Wizard Tower. 700ptsUpgrade to Large Wizard Tower: This upgrades the wizard tower to house 10 Rank 1 and 3 Rank 2 thaumaturgy casters. The production boost goes up to 80. Prerequisite: Large Rock Quarry, Medium Wizard Tower. 1200ptsUpgrade to Giant wizard tower: This upgrades the wizard tower to house 16 Rank 1 and 6 Rank 2 thaumaturgy casters. The production boost goes up to 160. Prerequisite: Giant Rock Quarry, Large Wizard Tower. 2000ptsAditional Giant Wizard Tower: This adds an additional 12 Rank 2 thaumaturgy casters. They help defend by casting ranged spells at attackers. This increases production by another 160. Prerequisite: Giant Rock Quarry, Giant Wizard Tower. 4000pts

Fortified Wall:Flimsy Wooden Wall: The flimsy Wooden Wall offers minimal defense to intruders and could be knocked over with a decent amount of force. The wall could be hacked through with an axe in several minutes. 250pts.Upgrade to Sturdy Wooden Wall: This upgrades your wall’s defense. It would take a small battering ram to knock a hole in it. Prerequisite: Small Lumber Mill, Combat Training Field. 400pts.Upgrade to Re-enforced Wooden Wall: This upgrades your wall’s defense. It would take a large battering ram to knock a hole in it. Prerequisite: Medium Lumber Mill, Small Blacksmith, sturdy Wooden Wall, Combat Training Field. 800pts.Upgrade to Hefty Wooden Wall plus towers: This upgrades your wall’s defense. It would take a small catapult to knock a hole in it. The towers offer the Defenders an additional vantage point in combat. Prerequisite: Large Lumber Mill, Medium Blacksmith, Re-enforced Wooden Wall, Small Barracks. 1500pts.Upgrade to Light Stone Wall and Towers: This upgrades your wall’s defense. It would take a medium catapult to knock a hole in it. The towers offer the Defenders an additional vantage point in combat. Prerequisite: Small Rock Quarry, Medium Blacksmith, Hefty Wooden Wall, Medium Barracks. 3000pts.Upgrade to Sturdy Stone Wall, Ramparts, and Towers: This upgrades your wall’s defense. It would take a large catapult to knock a hole in it. The towers offer the Defenders an additional vantage point in combat. Ramparts allow Defenders to take any position on the wall to fight attackers. Prerequisite: Large Rock

Quarry, Large Blacksmith, Light Stone Wall, Large Barracks. 6000pts.

Upgrade to Hefty Stone Wall, Ramparts, Gate House, and Towers: This upgrades your wall’s defense. It would take a giant catapult to knock a hole in it. The towers offer the Defenders an additional vantage point in combat. Ramparts allow Defenders to take any position on the wall to fight attackers. The gatehouse offers excellent defense to intruders trying to break the main gate down. Prerequisite: Giant Rock Quarry, Giant Blacksmith, Sturdy Stone Wall, Giant Barracks. 9000pts.Upgrade to Castle with Hefty re-enforced Stone Wall, Ramparts, Gate House, and Towers: This upgrades your wall’s defense. It would take a trebuchet to knock a hole in it. The towers offer the Defenders an additional vantage point in combat. Ramparts allow Defenders to take any position on the wall to fight attackers. The gatehouse offers excellent defense to intruders trying to break the main gate down. Castles offer a safe place for all non-combat residents and a secondary highly defensible position. Takes a trebuchet to knock a hole in a castle. Prerequisite: additional Giant Rock Quarry, additional Giant Blacksmith, Hefty Stone Wall, Additional Giant Barracks. 12000pts.

Siege Workshop:Small Siege Workshop: The siege workshop provides the ability to build and support 4 small catapults. Excellent for destroying opponents’ siege machines. Prerequisite: Small Lumber Mill, Small Blacksmith, Small Rock Quarry. 500pts.Upgrade to Medium Siege Workshop: The siege workshop provides the ability to build and support 4 medium catapults. Excellent for destroying opponents’ siege machines. Prerequisite: Medium Lumber Mill, Medium Blacksmith, Medium Rock Quarry. 800pts.Upgrade to Large Siege Workshop: The siege workshop provides the ability to build and support 4 large catapults. Excellent for destroying opponents’ siege machines. Prerequisite: Large Lumber Mill, Large Blacksmith, Large Rock Quarry. 1500pts.Upgrade to Giant Siege Workshop: The siege workshop provides the ability to build and support 4 giant catapults. Excellent for destroying opponents’ siege machines. Prerequisite: Giant Lumber Mill, Giant Blacksmith, Giant Rock Quarry. 3000pts.Additional Giant Siege Workshop: Able to build and support 4 additional trebuchets. Excellent for destroying opponents’ siege machines. Prerequisite: additional Giant Lumber Mill, Additional Giant Blacksmith, Additional Giant Rock Quarry. 5000pts.

Page 95: Ascendant Beta 0.4.1

95

Game Master Section:*!*!*!*!*!*!*!*!*!*!*!*!* WARNING *!*!*!*!*!*!*!*!*!*!*!*!*

Reading beyond this point is for Game Masters only! If you are an aspiring game master then you may also proceed. :-)

The world of ascendant is fairly versatile. You can tailor your own starting area to your preference. Your game should start a generation after the cataclysm. The town the players start in should be neutral and ready to be molded by them. Because of the isolation each town will have its own way of doing things. You will be able to incorporate this when your players start to travel. The next town they encounter after their own can be excited or incredibly skeptical, dark and dreary or a bastion of light. They will likely have their own group of Reapers that protect their town.

Level BreakdownsHere are some level breakdowns to give a rough guideline for different experience levels. I’ve shared with you multiple tables here to showcase how the characters will progress given the number of skills they have maxed out for each level(also account-ing for the 2000pts for specialization). Most classes have 4 or 5 skills that they will be maxing out just for class skills. Then accounting for Health, Power, magic defense, and stats to fill the characters out even more you will have many skills potentially leveld up. Each table lists the indivudual Rank cost with a running total in the final column.

This table assumes the character will have 5 maxed out skills for their Rank:

Rank Cost TotalRank 1 5000 5000Rank 2 10000 15000Rank 3 17000 32000Rank 4 20000 52000Rank 5 25000 77000

This table assumes the character will have 7 maxed out skills for their Rank:

Rank Cost TotalRank 1 7000 7000Rank 2 14000 21000Rank 3 23000 44000Rank 4 28000 72000Rank 5 35000 107000

This table assumes the character will have 10 maxed out skills for their Rank:

Rank Cost TotalRank 1 10000 10000Rank 2 20000 30000Rank 3 32000 62000Rank 4 40000 102000Rank 5 50000 152000

This table assumes the character will have 12 maxed out skills for their Rank:

Rank Cost TotalRank 1 12000 12000Rank 2 24000 36000Rank 3 38000 74000Rank 4 48000 122000Rank 5 60000 182000

This table assumes the character will have 15 maxed out skills for their Rank:

Rank Cost TotalRank 1 15000 15000Rank 2 30000 45000Rank 3 47000 92000Rank 4 60000 152000Rank 5 75000 227000

This table assumes the character will have 20 maxed out skills for their Rank:

Rank Cost TotalRank 1 20000 20000Rank 2 40000 60000Rank 3 62000 122000Rank 4 80000 202000Rank 5 100000 302000

Page 96: Ascendant Beta 0.4.1

96

Combat BreakdownsHere are some combat breakdowns for both martial and magic to give a rough guideline for different experience levels. This section will give you keen insight to the combat system. You can use these as a rough guideline for determining your monsters defense for characters of a given Rank. Keep in mind that these charts are absolutes for near the top of a given Rank. Use your judgement based on where they are progression wise. The left column shows the defense of a given monster versus the aver-age ability for a character of that Rank to hit, miss, or crit. The 20s with asterisks show a hit only on the roll of a natural 20. The number ranges listed outside of the box in the smaller italic font are outside of the suggested range for the given Rank.Rank 1 martial (+10 to hit):

Defense Miss Hit Crit8 1 2 8

13 2 3 1318 7 8 1823 12 13 2328 17 18 2833 22 *20* 3338 27 *20* 3843 32 *20* 4348 37 *20* 4853 42 43 5358 47 48 5863 52 53 6368 57 58 6873 62 63 7378 67 68 7883 72 73 8388 77 78 8893 82 83 93

Rank 2 martial (+20 to hit):Defense Miss Hit Crit

8 1 2 213 1 2 318 1 2 8

23 2 3 1328 7 8 1833 12 13 2338 17 18 2843 22 *20* 3348 27 *20* 3853 32 *20* 4358 37 *20* 4863 42 43 5368 47 48 5873 52 53 6378 57 58 6883 62 63 7388 67 68 7893 72 73 83

Rank 3 martial (+30 to hit):Defense Miss Hit Crit

8 0 0 113 0 0 118 1 2 223 1 2 328 1 2 8

33 2 3 1338 7 8 1843 12 13 2348 17 18 2853 22 *20* 3358 27 *20* 3863 32 *20* 4368 37 *20* 4873 42 43 5378 47 48 5883 52 53 6388 57 58 6893 62 63 73

Rank 4 martial (+40 to hit):Defense Miss Hit Crit

8 0 0 113 0 0 118 0 0 123 0 0 128 1 2 233 1 2 3

38 1 2 843 2 3 1348 7 8 1853 12 13 2358 17 18 2863 22 *20* 3368 27 *20* 3873 32 *20* 4378 37 *20* 4883 42 43 5388 47 48 5893 52 53 63

Page 97: Ascendant Beta 0.4.1

97

Combat Breakdowns Continued:Rank 5 martial (+50 to hit):

Defense Miss Hit Crit8 0 0 1

13 0 0 118 0 0 123 0 0 128 0 0 133 0 0 138 1 2 243 1 2 3

48 1 2 853 2 3 1358 7 8 1863 12 13 2368 17 18 2873 22 *20* 3378 27 *20* 3883 32 *20* 4388 37 *20* 4893 42 43 53

Rank 5+ martial (+60 to hit):Defense Miss Hit Crit

8 0 0 113 0 0 118 0 0 123 0 0 128 0 0 133 0 0 138 0 0 143 0 0 148 1 2 253 1 2 3

58 1 2 863 2 3 1368 7 8 1873 12 13 2378 17 18 2883 22 *20* 3388 27 *20* 3893 32 *20* 43

Rank 1 magic (+10 to hit):M. Defense Miss Hit Crit

5 1 2 5

10 1 2 1015 4 5 1520 9 10 2025 14 15 2530 19 *20* 3035 24 *20* 3540 29 *20* 4045 34 *20* 4550 39 40 5055 44 45 5560 49 50 6065 54 55 6570 59 60 7075 64 65 7580 69 70 8085 74 75 8590 79 80 9095 84 85 95

Rank 2 magic (+20 to hit):M. Defense Miss Hit Crit

5 1 2 210 1 2 215 1 2 5

20 1 2 1025 4 5 1530 9 10 2035 14 15 2540 19 *20* 3045 24 *20* 3550 29 *20* 4055 34 *20* 4560 39 40 5065 44 45 5570 49 50 6075 54 55 6580 59 60 7085 64 65 7590 69 70 8095 74 75 85

Page 98: Ascendant Beta 0.4.1

98

Combat Breakdowns Continued:Rank 3 magic (+30 to hit):

M. Defense Miss Hit Crit5 0 0 1

10 0 0 115 1 2 220 1 2 225 1 2 5

30 1 2 1035 4 5 1540 9 10 2045 14 15 2550 19 *20* 3055 24 *20* 3560 29 *20* 4065 34 *20* 4570 39 40 5075 44 22 5580 49 23 6085 54 24 6590 59 25 7095 64 26 75

Rank 4 magic (+40 to hit):M. Defense Miss Hit Crit

5 0 0 110 0 0 115 0 0 120 0 0 125 1 2 230 1 2 235 1 2 5

40 1 2 1045 4 5 1550 9 10 2055 14 15 2560 19 *20* 3065 24 *20* 3570 29 *20* 4075 34 *20* 4580 39 40 5085 44 45 5590 49 50 6095 54 55 65

Rank 5 magic (+50 to hit):M. Defense Miss Hit Crit

5 0 0 110 0 0 115 0 0 120 0 0 125 0 0 130 0 0 135 1 2 240 1 2 245 1 2 5

50 1 2 1055 4 5 1560 9 10 2065 14 15 2570 19 *20* 3075 24 *20* 3580 29 *20* 4085 34 *20* 4590 39 40 5095 44 45 55

Rank 5+ magic (+60 to hit):M. Defense Miss Hit Crit

5 0 0 110 0 0 115 0 0 120 0 0 125 0 0 130 0 0 135 0 0 140 0 0 145 1 2 250 1 2 255 1 2 5

60 1 2 1065 4 5 1570 9 10 2075 14 15 2580 19 *20* 3085 24 *20* 3590 29 *20* 4095 34 *20* 45

Page 99: Ascendant Beta 0.4.1

99

MonstersThe following monsters are given as an example of monsters you can use to throw at your players. You may also develop your own monsters. I have many more monsters coming in a monster book as a future update. If you are particularly fond of a monster you have designed please feel free to submit your monster idea at www.ascendantrpg.com. The monsters listed below are listed with the Rank of player that they should go against. A - after the Rank means it is at the lower end of the Rank and a + means it is at the higher end of the Rank. Monster Ranks with neither a + or - mean they are towards the middle of their Rank. For extremely high end monsters you will see a 5+U which means they are monsters designed specifically for groups who have leveled to the point of acquiring their ultimate skills. Monsters with Boss after their Rank are designed to be end bosses for adventures. Boss monsters are designed to be full encounters on their own and should have minimal backup. Monsters listed with more than one attack get each of their attacks per round as long as they have a full round’s worth of actions. However, if they are knocked over, or have to move during their round they only get their 1st attack. When rolling initiative for a group of monsters use the highest monster’s initiative in the group. Please excuse the lack of order with these monsters. In the monster book they will be ordered more appropriately.

Bone Pile - Rank 1-

Attack: 7 Magic Attack: -Initiative: 12 Speed 100Defense: 12 Magic Defense: 7

Health: 50 Power: 30

Attack 1 Damage Range CostPunch 20 Touch -

Special Attacks:Surprise animation: instant cast, 30 Power, the bone pile forms into a skeleton and fights as one until it is killed.

Monster Description:The bone pile appears to be a some scattered bones until some one gets near and it springs to life.

Red Bone Pile - Rank 2-

Attack: 13 Magic Attack: -Initiative: 16 Speed 120Defense: 20 Magic Defense: 16

Health: 150 Power: 110

Attack 1 Damage Range CostPunch 30 Touch -

Attack 2 Damage Range CostPunch 30 Touch -

Special Attacks:Surprise animation: instant cast, 30 Power, the bone pile forms into a skeleton and fights as one until it is killed.Re-amination: instant cast, cost 40 Power, the red bone pile cakcles maniacally as it brings itself back to life at full Health after being killed.

Monster Description:The bone pile appears to be a some scattered red bones until some one gets near and it springs to life.

Zombie - Rank 1+

Attack: 10 Magic Attack: -Initiative: 14 Speed 130Defense: 18 Magic Defense: 15

Health: 100 Power: 0

Attack 1 Damage Range CostBite 30 Touch -

Special Attacks:Anyone bitten by a Zombie has all of their defenses and attacks lowered by 2 for the next 3 rounds.

Monster Description:The Zombie is an undead human brought back to life by necro-mantic magic.

Rotting Corpse - Rank 2+

Attack: 18 Magic Attack: -Initiative: 20 Speed 150Defense: 26 Magic Defense: 23

Health: 250 Power: 120

Attack 1 Damage Range CostClaw 40 Touch -

Attack 1 Damage Range CostClaw 40 Touch -

Special Attacks:Icy grip: 40 Power - Instant Cast(but can only be used every 3 rounds), Next claw attack has the chance to stun for 2 rounds.Stench Aura: all opponents at -1 attack within 15 ft.

Monster Description:The Rotting Corpse is a stronger, more decayed, undead human brought back to life by necromantic magic.

Page 100: Ascendant Beta 0.4.1

100

Soul Hunter - Rank 1

Attack: 8 Magic Attack: 8Initiative: 16 Speed 130Defense: 18 Magic Defense: 14

Health: 90 Power: 120

Attack 1 Damage Range CostSoul Shred 30 15 -

M. Attack 1 Damage Range CostBlack Hand 55 40 30 Pow, 3 Foc

Special Attacks:The black hand spell leaves a large black hand mark on the victim’s body and armor for 10 minutes.

Monster Description:The soul hunter has a shady translucent black form of a ghostly human.

Scarecrow - Rank 1 Boss

Attack: 12 Magic Attack: 11Initiative: 17 Speed 120Defense: 20 Magic Defense: 17

Health: 500 Power: 200

Attack 1 Damage Range CostPunch 20 Touch -

Attack 2 Damage Range CostPunch 20 Touch -

M. Attack 1 Damage Range CostScare 0 30 50 Pow, 3 Foc

Special Attacks:Scare sends the target running in fear for 1 round.

Monster Description:The Scarecrow is a magically animated creepy straw man.

Fire Imp - Rank 2

Attack: - Magic Attack: 16Initiative: 22 Speed 160Defense: 24 Magic Defense: 22

Health: 180 Power: 210

M. Attack 1 Damage Range CostFire Blast 40 40 -

M. Attack 2 Damage Range CostFireball 85 80 70 Pow, 4 Foc

Special Attacks:Fire Blast is a no cost, ranged magic attack.Fireball is the Imp’s big nuke spell.

Monster Description:The Fire Imp is a small firey horned daemon.

Fire Elemental - Rank 4

Attack: - Magic Attack: 36Initiative: 33 Speed 200Defense: 44 Magic Defense: 40

Health: 1300 Power: 800

Attack 1 Damage Range CostFire Blast 110 60 -

Attack 1 Damage Range CostConflagrate 240 Self, AOE 30 200 Pow, 5 Foc

Special Attacks:Fire Blast is a no cost, ranged magic attack.Conflagrate works much like the Destroyer spell, except it is only centered around the Fire Elemental in a 30 ft radius. Hit players are dazed and fight at -3 to hit and defense for 3 rounds.

Monster Description:The Fire Elemental is a large magical humanoid shaped being made purely of fire and embers.

Dark Iron Dwarf - Rank 2-Attack: 13 Magic Attack: - Defense: 21 Magic Defense: 16

Initiative: 20 Speed 120 Health: 250 Power: -

Attack 1 Damage Range Cost Attack 2 Damage Range Cost

Blunderbuss 30 70 - Rocket Attack 60 70 -

Special Attacks: Monster Description:

Rocket attack can only be used every 3 rounds. Angry, short, dark, silver hair and beards.

Page 101: Ascendant Beta 0.4.1

101

Grey Caster - Rank 1+

Attack: - Magic Attack: 10Initiative: 18 Speed 120Defense: 19 Magic Defense: 18

Health: 120 Power: 320

M. Attack 1 Damage Range CostGrey Staff 35 40 -

M. Attack 2 Damage Range CostGrey Blast 75 80 80 Pow, 4 Foc

Special Attacks:Grey Staff is a no cost, ranged magic attack.Grey Blast is the Grey Caster’s big nuke spell.

Monster Description:The Grey Caster is an undead mage in a grey robe.

Black Caster - Rank 2+

Attack: - Magic Attack: 20Initiative: 26 Speed 160Defense: 28 Magic Defense: 27

Health: 300 Power: 600

Attack 1 Damage Range CostBlack Staff 55 60 -

Attack 1 Damage Range CostBlack Blast 120 120 120 Pow, 4 Foc

Special Attacks:Black Staff is a no cost, ranged magic attack.Black Blast is the Black Caster’s big nuke spell.

Monster Description:The Black Caster is an undead mage in a black robe.

Red Caster - Rank 3+

Attack: - Magic Attack: 30Initiative: 35 Speed 190Defense: 37 Magic Defense: 34

Health: 600 Power: 750

M. Attack 1 Damage Range CostRed Staff 80 80 -

M. Attack 2 Damage Range CostRed Blast 235 80 150 Pow, 4 Foc

Special Attacks:Red Staff is a no cost, ranged magic attack.Red Blast is the Red Caster’s big nuke spell.

Monster Description:The Red Caster is an undead mage in a red robe. His robes and staff are covered in black runes.

Purple Caster - Rank 4+

Attack: - Magic Attack: 40Initiative: 46 Speed 220Defense: 46 Magic Defense: 43

Health: 900 Power: 1000

Attack 1 Damage Range CostPurple Staff 110 100 -

Attack 1 Damage Range CostPurple Blast 345 180 200 Pow, 4 Foc

Special Attacks:Purple Staff is a no cost, ranged magic attack.Purple Blast is the Purple Caster’s big nuke spell.

Monster Description:The Purple Caster is an undead mage in a purple robe. His robes and staff are covered in black and gold runes.

Pink Caster - Rank 5+Attack: - Magic Attack: 50 Defense: 47 Magic Defense: 46

Initiative: 43 Speed 240 Health: 1400 Power: 1500

Attack 1 Damage Range Cost Attack 2 Damage Range Cost

Pink Staff 150 150 - Pink Blast 500 250 300 Pow, 4 Foc

Special Attacks: Monster Description:

Pink Staff is a no cost, ranged magic attack.Pink Blast is the Pink Caster’s big nuke spell.

The Pink Caster is an undead mage in a Pink robe. His robes and staff are covered in black and white runes.

Page 102: Ascendant Beta 0.4.1

102

Zombie Giant - Rank 3 Boss

Attack: 27 Magic Attack: -Initiative: 27 Speed 160Defense: 36 Magic Defense: 30

Health: 2500 Power: 600

Attack 1 Damage Range CostGiant Two Handed Sword

140 Touch -

M. Attack 1 Damage Range CostGiant Roar 70 Self, AOE 50 150 Pow, 5 Foc

Special Attacks:Giant Roar is a martial area of effect attack that stuns any one hit within the 50ft effect for 2 rounds.

Monster Description:The Zombie Giant is raised from the grave by necromancy.

Liche - Rank 4 Boss

Attack: - Magic Attack: 37Initiative: 42 Speed 250Defense: 43 Magic Defense: 40

Health: 5000 Power: 4200

M Attack 1 Damage Range CostLiche Staff 130 80 -

M Attack 2 Damage Range CostMiasma 40/Round Self, AOE 50 200 Pow, 1 Foc

M. Attack 3 Damage Range CostTerror 30/Round 80 400 Pow, 3 Foc

M. Attack 4 Damage Range CostOblivion 450 120 600 Pow, 5 Foc

Special Attacks:Liche Staff is a no cost, ranged magic attack.Miasma is an aoe damage debuff spell that makes anyone hit by the spell fight with a -5 penalty. Miasma lasts for 6 rounds.Terror is a single target damage over time stationary fear spell. Any player hit by Terror is locked in place by fear unable to act for 5 rounds. The damage from Terror stacks with the damage from Miasma.Oblivion is the Liche’s ultimate nuke spell.

Monster Description:The Liche is an undead lord that raises and leads a massive army of undead monsters.

Daemon of Berg’ Dar’ - Rank 2+

Attack: 18 Magic Attack: -Initiative: 20 Speed 150Defense: 24 Magic Defense: 24

Health: 200 Power: -

Attack 1 Damage Range CostVicious Claw 50 Touch -

Attack 2 Damage Range CostVicious Claw 50 Touch -

Special Attacks:The Daemon of Berg’ Dar’ attacks with it’s claws every round.

Monster Description:Small sized black daemon with green horns and vicious claws.

Grim Lord - Rank 5+U Boss

Attack: 55 Magic Attack: -Initiative: 55 Speed 250Defense: 55 Magic Defense: 55

Health: 12000 Power: 6000

Attack 1 Damage Range CostSpiked Fist 200 Touch -

Attack 2 Damage Range CostSpiked Fist 200 Touch -

Attack 3 Damage Range CostGrim Bellow - Self, AOE 40 600 Pow

Attack 4 Damage Range CostGrim Siphon 200 Self, AOE 80 600 Pow

Special Attacks:Grim Bellow summons 10 Daemons of Berg’ Dar’ instantly that do nothing but cower in place to be sacrificed to the Girm Lord’s Grim Siphon. Grim Bellow may only be used after 4 rounds of combat, then it may only be used again 4 rounds after Grim Siphon. Grim Siphon is an area of effect instant martial attack that does 200 damage, and also heals the Grim Lord for 200 for every target hit. The Grim Siphon may do critical damage, but the amount healed is only 200 for every target hit. Grim Siphon also hits the daemons of Berg’ Dar’ that the Grim Lord summoned. Grim Siphon may only be used 4 rounds after Grim Bellow.

Monster Description:The Grim Lord is a giant sized imposing black and white dae-mon lord with massive spiked fists.

Page 103: Ascendant Beta 0.4.1

103

Daemon of Arg’ Ra’ Zul’ - Rank 3+

Attack: 27 Magic Attack: -Initiative: 30 Speed 243Defense: 33 Magic Defense: 33

Health: 666 Power: -

Attack 1 Damage Range CostMassive Claw 66 Touch -

Attack 2 Damage Range CostMassive Claw 66 Touch -

Special Attacks:The Daemon of Arg’ Ra’ Zul’ attacks with it’s massive claws every round.

Monster Description:Human sized black daemon with great red horns and massive claws.

Daemon of Zag’ Kek’ Jee’ Gub’ - Rank 4+

Attack: 40 Magic Attack: -Initiative: 40 Speed 264Defense: 44 Magic Defense: 44

Health: 888 Power: -

Attack 1 Damage Range CostMassive Claw 88 Touch -

Attack 2 Damage Range CostMassive Claw 88 Touch -

Special Attacks:The Daemon of Zag’ Kek’ Jee’ Gub’ attacks with it’s massive claws every round.

Monster Description:Large sized humanoid daemon covered in bony spikes.

Daemon of Kar’ Dor’ Mar’ Ger’ Bur’ - Rank 5+

Attack: 50 Magic Attack: -Initiative: 50 Speed 275Defense: 55 Magic Defense: 55

Health: 1110 Power: -

Attack 1 Damage Range CostMassive Claw 110 Touch -

Attack 2 Damage Range CostMassive Claw 110 Touch -

Special Attacks:The Daemon of Kar’ Dor’ Mar’ Ger’ Bur’ attacks with it’s mas-sive claws every round.

Monster Description:Giant sized humanoid white daemon covered in obsidian spikes.

Daemon of Mep’ - Rank 1+

Attack: 11 Magic Attack: -Initiative: 11 Speed 111Defense: 11 Magic Defense: 11

Health: 88 Power: 0

Attack 1 Damage Range CostVicious Claw 22 Touch -

Attack 2 Damage Range CostVicious Claw 22 Touch -

Special Attacks:The Daemon of Mep’ attacks with it’s claws every round.

Monster Description:Tiny sized black daemon with orange horns and vicious claws.

Young Daemon Dragon - Rank 2 BossAttack: 17 Magic Attack: 15 Defense: 23 Magic Defense: 19

Initiative: 18 Speed 170 Health: 1500 Power: 600

Attack 1 & 2 Damage Range Cost M. Attack 1 Damage Range Cost

Claws x2 70 Touch - Dragon Breath 80 Self, AOE 70 100 Pow, 4 Foc

Special Attacks: Monster Description:

The Young Daemon Dragon attacks twice per round with it’s claws. The Dragon Breath is a magic attack that hit’s everyone within 70 feet of the Young Daemon Dragon.

The Young Daemon Dragon is infused with daemonic Power. Pitch black and covered in black spikes. Even a young dragon is still very large at about 40 feet long with great wings.

Page 104: Ascendant Beta 0.4.1

104

Ogre - Rank 2

Attack: 16 Magic Attack: -Initiative: 18 Speed 130Defense: 25 Magic Defense: 21

Health: 300 Power: -

Attack 1 Damage Range CostLarge Club 60 Touch -

Special Attacks:The Ogre attacks with his large Two Handed club once a round.

Monster Description:Large (9 ft tall), fat, flesh colored, tusked Ogre with a big club.

Two Headed Ogre Mage - Rank 3

Attack: - Magic Attack: 26Initiative: 26 Speed 150Defense: 35 Magic Defense: 33

Health: 600 Power: 750

M. Attack 1 Damage Range CostOgre Staff 40 Self, AOE 50 -

M. Attack 2 Damage Range CostFart Blast 100 Self, AOE 70 150 Pow, 3 Foc

Special Attacks:Ogre Staff is a no cost, area of effect magic attack.Fart Blast is a disgusting area of effect poison attack.

Monster Description:Large (10 ft tall), fat, blue colored, tusked, two headed Ogre with a big ogre staff and Metal Armor.

Ogre Mage - Rank 2

Attack: - Magic Attack: 16Initiative: 18 Speed 130Defense: 24 Magic Defense: 23

Health: 300 Power: 400

M. Attack 1 Damage Range CostOgre Staff 25 Self, AOE 30 -

M Attack 2 Damage Range CostBelch Blast 60 Self, AOE 40 100 Pow, 3 Foc

Special Attacks:Ogre Staff is a no cost, self centered area of effect magic attack.Belch Blast is a disgusting area of effect poison attack.

Monster Description:Large (9 ft tall), fat, flesh colored, tusked Ogre with an ogre staff.

Ogre Warrior - Rank 3

Attack: 26 Magic Attack: -Initiative: 26 Speed 150Defense: 35 Magic Defense: 31

Health: 700 Power: -

Attack 1 Damage Range CostLarge Sword 120 Touch -

Special Attacks:The Ogre attacks with his large Two Handed sword once a round.

Monster Description:Large (10 ft tall), fat, red colored, tusked Ogre with a big sword and Metal Armor.

Ogre Big Mama - Rank 3 BossAttack: 28 Magic Attack: - Defense: 37 Magic Defense: 32

Initiative: 28 Speed 170 Health: 1400 Power: -

Attack 1 Damage Range Cost Attack 2 Damage Range Cost

Giant Axe 120 15 - Giant Axe 120 15 -

Special Attacks: Monster Description:

Once the Ogre Big Mama is taken below half Health she will enrage, turning bright red. While enraged she gains a +5 to hit and +30 to damage, but a -7 to both magic and martial defense.

The Ogre Big Mama is 50% bigger than the other ogres(15ft tall) and has dark grey skin. She weilds two giant axes. The Ogre Big Mama will always have a retinue of 2 ogre warriors and 2 two headed ogre mages with her.

Page 105: Ascendant Beta 0.4.1

105

Ogre Pit Boss - Rank 2 BossAttack: 18 Magic Attack: - Defense: 26 Magic Defense: 22

Initiative: 20 Speed 140 Health: 700 Power: -

Attack 1 Damage Range Cost Attack 2 Damage Range Cost

Ogre Whip 60 15 - Ogre Whip 60 15 -

Special Attacks: Monster Description:

The Ogre Pit Boss can rally all other ogres nearby to fight harder. He can spend one round whipping the other ogres giv-ing them a +3 to hit for 3 rounds.

The Ogre Pit Boss is a big fat flesh colored tusked ogre that dual weilds barbed ogre whips. He will always have a retinue of 2 ogres and 2 ogre mages with him.

Mountain Giant - Rank 4

Attack: 36 Magic Attack: -Initiative: 34 Speed 200Defense: 44 Magic Defense: 41

Health: 1400 Power: -

Attack 1 Damage Range CostTree Club 180 Touch -

Special Attacks:The Mountain Giant attacks with a club the size of a tree once per round.

Monster Description:Giant sized (20 ft tall), humanoid, wearing patchwork hide armor.

Ice Giant Seidhr - Rank 5

Attack: - Magic Attack: 46Initiative: 46 Speed 260Defense: 45 Magic Defense: 45

Health: 2200 Power: 1800

M. Attack 1 Damage Range CostSeidhr Staff 100 Self, AOE 70 -

M. Attack 1 Damage Range CostIce Nova 300 Self, AOE 70 300 Pow, 4 Foc

Special Attacks:Seidhr Staff a giant magical staff of clear ice. It is a no cost, aoe magic attack.Ice Nova inflicts frost on any opponent hit. -4 to all defense and attacks for 3 rounds.

Monster Description:Giant sized (25 ft tall), humanoid, icy white with hair and beard made of icicles.

Mountain Giant Wyrd - Rank 4

Attack: - Magic Attack: 36Initiative: 36 Speed 200Defense: 43 Magic Defense: 43

Health: 1400 Power: 1200

M. Attack 1 Damage Range CostTree Staff 70 Self, AOE 50 -

M. Attack 1 Damage Range CostTree Roots 40/Round 90 200 Pow, 4 Foc

Special Attacks:Tree Staff is a giant’s staff made of a tree with brances and leaves still attached. It is a no cost, aoe magic attack.Tree Roots lasts for 6 rounds locking the target in place.

Monster Description:Giant sized (20 ft tall), humanoid, wearing patchwork wood armor covered in tree branches and leaves.

Ice Giant - Rank 5

Attack: 46 Magic Attack: -Initiative: 44 Speed 260Defense: 47 Magic Defense: 43

Health: 2600 Power: -

Attack 1 Damage Range CostGiant Iceblade 260 Touch -

Special Attacks:Giant Iceblade inflicts frost on any opponent hit. -4 to all de-fense and attacks for 3 rounds.

Monster Description:Giant sized (25 ft tall), humanoid, icy white with blue hair and beard.

Page 106: Ascendant Beta 0.4.1

106

Fire Giant - Rank 5+U

Attack: 56 Magic Attack: -Initiative: 55 Speed 320Defense: 57 Magic Defense: 53

Health: 5000 Power: -

Attack 1 Damage Range CostFlamberge 320 Touch -

Special Attacks:Flamberge is a gigantic Two Handed flaming sword of doom.

Monster Description:Giant sized (40 ft tall), humanoid, dark grey skin, eyes of fire, great red beard. Armored from head to toe in spiked black armor with gold and red adornments/spikes.

Fire Giant Magmus - Rank 5+U

Attack: - Magic Attack: 56Initiative: 57 Speed 320Defense: 55 Magic Defense: 56

Health: 3500 Power: 3500

M. Attack 1 Damage Range CostMagma Pole 120 Self, AOE 100 -

M. Attack 1 Damage Range CostMagma Crush 600 200 700 Pow, 5 Foc

Special Attacks:Magma Pole is a giant magical staff of pure magma. It is a no cost, aoe magic attack.Magma Crush is a massive nuke.

Monster Description:Giant sized (40 ft tall), humanoid, dark grey skin, eyes of fire, great red beard. Armored from head to toe in spiked black armor with gold and red adornments/spikes. Also wears a great black cloak covered in red and gold runes.

Mountain Giant Jarl - Rank 4 Boss

Attack: 27 Magic Attack: -Initiative: 27 Speed 160Defense: 36 Magic Defense: 30

Health: 4500 Power: 1800

Attack 1 & 2 Damage Range CostDual Tree Clubs 180 Touch -

M. Attack 1 Damage Range CostGiant Bellow - Self, AOE 70 300 Pow, 4 Foc

Special Attacks:The Mountain Giant Jarl attacks with his dual tree sized clubs every round.Giant Bellow is an area of effect martial attack that knocks over any player hit within 70 ft. and does 250 damage.

Monster Description:Giant sized (20 ft tall), humanoid, wearing a patchwork of fine bear furs as armor.

Ice Giant Earl - Rank 5 Boss

Attack: 47 Magic Attack: -Initiative: 46 Speed 260Defense: 48 Magic Defense: 44

Health: 6600 Power: 3600

Attack 1 & 2 Damage Range CostGiant Iceblades 260 Touch -

M. Attack 1 Damage Range CostIcy Bellow - Self, AOE 100 600 Pow, 5 Foc

Special Attacks:The Ice Giant Earl attacks with his dual Giant Iceblades every round.Icy Bellow is an area of effect martial attack that freezes any player hit within 100 ft for one round and does 400 damage.

Monster Description:Giant sized (25 ft tall), humanoid, icy white with blue hair and beard. Also wears a full plate set of armor made of ice.

Page 107: Ascendant Beta 0.4.1

107

Fire Giant King - Rank 5+U Boss

Attack: 59 Magic Attack: -Initiative: 58 Speed 400Defense: 59 Magic De-

fense:56

Health: 16000 Power: 8000

Attack 1 & 2 Damage Range CostDual Flamberge 320 Touch -

M. Attack 1 Damage Range CostHellfire Bellow - Self, AOE 200 1500 Pow, 5 Foc

Special Attacks:The Fire Giant King attacks with his dual Flamberges every round.Hellfire Bellow is an area of effect martial attack that burns any player hit within 200 ft. for 5 rounds and does 200 damage per round, this ability cannot crit.

Monster Description:Giant sized (40 ft tall), humanoid, dark grey skin, eyes of fire. The Fire Giant King’s beard and hair are made of fire. Armored in spiked black armor with gold and red adornments/spikes.

Dark Iron Dwarf Daemonologist - Rank 2-

Attack: 13 Magic Attack: -Initiative: 20 Speed 120Defense: 20 Magic Defense: 15

Health: 150 Power: -

Attack 1 Damage Range CostClaw 50 Touch -

Attack 2 Damage Range CostClaw 50 Touch -

Special Attacks:

Once combat starts they yell angrily in the Dark Iron tongue and transform into their Daemon form. They grow in size, grow horns, their flesh turns into leathery daemonic flesh, and their hands turn into claws.

Monster Description:

The Dark Iron Dwarf Daemonologist appears to be a normal Dark Iron Dwarf wearing robes until combat starts. Angry, short, dark, silver hair and beards.

Dark Iron Dwarf King - Rank 2- Boss

Attack: 14 Magic Attack: -Initiative: 22 Speed 120Defense: 21 Magic Defense: 16

Health: 500 Power: 250

Attack 1 Damage Range CostGreatsword 75 Touch -

Attack 2 Damage Range CostPower Attack +30 Touch 50 Pow, 3 Foc

Special Attacks:

Power attack is a strong attack with the Dwarf King’s great-sword that attacks with a +3 to hit.

Monster Description:

Angry, short, dark, silver hair and beard. The Dark Iron Dwarf King also wears black armor and weilds a “Greatsword.” Which is really just a regular sword because he’s a dwarf, but it’s great to him ok! The Dark Iron Dwarf King also will always have his pet Daemon Dragonling with him.

Daemon Dragonling - Rank 2- Boss Pet

Attack: 13 Magic Attack: -Initiative: 22 Speed 120Defense: 20 Magic Defense: 14

Health: 350 Power: -

Attack 1 & 2 Damage Range CostClaws 25 Touch -

Attack 2 Damage Range CostBite 35 Touch -

Special Attacks:

The Daemon Dragonling will try to attack with both claws and his bite every turn.

Monster Description:

The Daemon Dragonling is infused with daemonic Power. Baby Daemon Dragon. Still fairly large for a “baby” 10 ft long. Pitch black and covered in black spikes.

Page 108: Ascendant Beta 0.4.1

108

Credits:Game Architect and Evil Overlord: Bodlar Danger LebenEditing: Kitty Kross