HP: 15/15MP: 4/4Armor: 1Level: 2
XP: 17/20
Gold: 81
Equipment:Darkwood Stave [Atk: 3, Atk. Speed: 1, Reach,
Catalyst]
Concealed Knife [Atk: 2, Atk. Speed: 2, Melee]
Curved Handaxe [Atk: 3, Atk. Speed: 2, Melee]
Rusted Platemail [Armor: 2]
Sturdy Round Shield [Block Chance: 20%]
Improvised Firebomb [Unlit, Light and throw to set any opponents in a short range from impact
Aflame]
Memnok's Guide to the Basics and Fundamentals of Necromancy [
Wrapped in Rags, A Guide to the Basics of Necromancy, Contains 2 More Spells to be Learned]
Book on Wilder Magic [A Book on the basics of Wilder Magic, 1 more spell to be Learned.]
Book of Essays and Blank Pages [Can be used to record various things.
Essay on Zombie Weaknesses and Advised Combat Methods,
Essay on Human Weaknesses and Advised Combat Methods,
A Beginner's Essay on the Basics, and Nuances of Healing, Seventeen Pages are Blank.]
Book of Essays and Blank Pages [Contains
A Report on the Condition, and Potential Restoration of Fort Gelden,
Observations on the Clashes between Human and Skeletal Warriors, 18 Blank Pages]
Blank Book [Contains 20 Blank Pages]
Weak Health Poultice [Heals 4 HP, Uses: 2/2]
Basic Lockpicking Kit [Provides no bonuses but allows for picking of locks.]
Mortar & Pestle [Allows the making of Potions and Poultices]
Scribing Tools [+1 bonus to stuff like recording observations, writing scrolls, etc.]
2x Bag of Ingredients [Used to make potions]
2x Torch [When lit provides light for ten turns, Unlit]
Flint & Steel [Allow lighting of fires, Uses: Unlimited]
Skin of Oil [A wineskin filled with oil, Uses: 3/4]
Rag [Can be tied to things]
Length of Rope [Allows the process of not falling to your death.]
Necromancer's Femur Bone [The Femur of a Necromancer slain in the Darkwood.]
Spells:NecromancyWithering Blast [Cost of 2 MP per cast, requires a catalyst. A mass of white light launches from the catalyst and devours the life of anything in its way, deals 3 HP worth of damage to those it hits and gives that HP back to the caster.]
Summon Spirit [Cost of 4 MP per cast, requires a catalyst. You summon a spirit from the realm of the dead to aid you in your quest, of course whether that spirit is a peasant or a great knight seems to be completely random.]
Bone Vessel [Cost 1 MP per MP stored into a skull. A human skull can store at most 8 MP, any more can cause the skull to explode violently.]
Mage Light [Cost 1 MP per cast. You summon a magical light which you can command to stick to a specific surface, or follow you.]
Wilder MagicPower Within [After a short incantation the target a dim red light begins to shimmer around the target's body. While activated the target gains +2 damage, and +1 attack speed to their weapon, but they suffer 4 damage every turn it is active.]
Wild Pact [This spell allows two people to make a pact, one person becomes the guardian and the other the receiver. The purpose of this spell is to take the damage that the receiver takes and transfer it to the guardian instead. The spell takes one turn to make the pact, and one turn to cancel the pact.]
Trait:Exceptional Potential - You gain 25% more Experience
Bookworm - +2 to Rolls to Garner Knowledge from Books, to transfer knowledge from one source to another, etc.
Crafting Recipes:HerbalismMinor Health Poultice [Requires a Bag of Ingredients, a Mortar & Pestle, and access to a water source. Crafting roll of 11 or higher is a success, rolls of 18 or higher result in the creation of 2 of this item.] (Heals 4 HP, 2 Uses)
Rough Bandage [Requires a Rag, and a Water source. Crafting roll of 13 or higher to succeed, rolls of 18 or higher result in two of this item.] (Heals Minor Bleeding, Single Use)
Herbal Bandage [Requires a Bag of Ingredients, a Rag, a Mortar & Pestle, and a Water source. Crafting roll of 13 or higher to succeed, rolls of 18 or higher create 2 of this item.] (Heals Intense Bleeding, Single Use)
Diluted Spider's Bane [Requires a Spider's Bane Herb, a Mortar & Pestle, and a Water source. Crafting roll of 11 or higher to succeed.] (Cures Poison, 3 Uses)