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Interlude 7: 2 - Dreaming of Death

  Aylie trudged through the snow behind Ember and the man they were following. His name was Ren, a piece of information she had read from his mind about twenty minutes before Ember had remembered to ask.

  Their travel time had been cut considerably shorter by Aylie’s use of Starlit Portal and they were due to arrive within the next few minutes.

  Starlit Portal - Spell - Target

  Tin - You may teleport a short distance

  Iron - You may create a portal that you and one other creature are able to step through, that travels a longer distance.

  Bronze - The number of creatures that may step through increases to a total of five and the distance increases further.

  She had been attempting to read Ren’s mind the entire time they had been walking and yet still couldn’t pull out whatever hidden information resided in there. It was strange, as the man was an open book except for this single thing.

  Normally, she would avoid purposefully attempting to read someone’s mind like this. It was hard enough in cities to avoid catching stray thoughts from the thousands of people living their lives even when she wasn’t focusing on the ability. When she did do that, it became hard to determine her own thoughts from those of the people around her.

  Out here in the wilds, it was a bit easier. Without many creatures around, the only stray thoughts she caught were the base instinct urges of the animals living in the snow and those were easy enough to ignore.

  She knew it was an invasion of privacy to read someone’s mind, yet the little sinister thing attached to this man’s thoughts was too strange not to look into. It felt like something was calling her attention to it with all the strength it had.

  The more she looked, the more certain she was that it was a type of demonic influence.

  In the almost four years that they had been fighting the demons, during the invasion and after, she hadn’t ever felt something like it. Was this a new type they hadn’t seen before?

  She had told Ember about it but she hadn’t wanted to act on it yet. Ember had confidence that they would be able to deal with whatever it was, seeing as the highest-rank demon they had seen during the invasion had been Silver rank, excluding the Thousand-eyed one. While that may not hold true four years down the line, it wasn’t an illogical assumption.

  Through the trees, Aylie saw a deep red thread of mist floating in the air, twisting. It was like an ethereal thread going from one invisible point to another. She was about to point it out to Ember when Ren turned to them with tears on his face.

  “I’m… I’m so sorry. The- They threatened my chil- children.”

  Red threads trailed out of the forest, shifting back and forth like they were searching for something. Ember didn’t react to them, watching the man with concern, the scan of her diagnosis ability visible to Aylie.

  She spun around, watching the threads behind her inch ever closer. They looked and felt dangerous to her and she didn’t want to touch them unless there was another choice. Starlit Portal was still on cooldown and would be for a while longer. The threads weren’t natural in any way, their essence antithetical to the living nature around them. They definitely came from demons.

  A ripple in the astral drew her attention back behind her, where Ember stood with a red thread attached to her head. Like they had finally caught a scent, a dozen other threads surged forward and attached themselves to Ember, the woman standing rigid.

  Aylie didn’t panic, trying to read what was happening. They were some kind of mind control, the power feeling incredibly strong despite being undoubtedly Bronze rank. She wouldn’t be able to beat this thing with power directly, she knew that. There was always a way though, and she knew what she needed to do.

  Stepping forward, she grabbed one of the red threads in her hand and felt an immediate link to the demon’s mind.

  Active 3 - Worldweave - spell - varies (Previously Dreamweave)

  Tin - You may weave the dreams of creatures that are asleep. The more familiar you are with the creature the further away you may use this. Additionally, these dreams can have an effect on the target's real body.

  Iron - If the target of this ability is tired but not asleep, you may weave a waking dream that has only minor effects on them.

  Bronze - You are able to weave waking dreams on any creature but these dreams may be broken if the dreamer realises what you are doing.

  She used Worldweave, letting the demon see a simple change to reality when she had grabbed the thread. Rather than it being stuck to her hand, it was stuck to her head and she was under its control.

  This narrative has been purloined without the author's approval. Report any appearances on Amazon.

  The demon accepted the waking dream easily, as it matched the demon’s expectations of events better than reality did.

  Weaving dreams was a complicated thing. It was easy to get something to accept one if the change you made was small enough, careful enough. Maintaining one, then changing it to suit your needs, was a bit more difficult. If something too outlandish happened, it would snap them out of it. Aylie would have to read the demon’s mind so that she could change its reality from what it expected, to what it feared.

  She felt a nudge of command come down the thread and she followed it, turning and walking towards the town.

  As they walked, she slowly pulled information from the demon’s mind through the thread. It had been born here, in a den not too far north of the town. Slowly, it had taken over the people one by one, each controlled mind increasing its power enough that when the remaining third of the town had figured out why people were acting so strangely, it had been strong enough to take them all by force.

  Unluckily for the demon, it had missed one person. It had noticed too late, the person too far away by then to be caught. A short time later, the escaped man had come back with a group of mercenaries, ready to eradicate a demon den. However, all they had found was a perfectly normal town.

  The demon had worked hard, studying the minds of its victims to figure out how they lived, spoke, ate, walked and all the rest. It had fooled the newly arrived mercenaries into believing the escaped man was crazy and they had left. Little did they know, it had taken the mind of that escaped man before they had even stepped into the town.

  Then it had run into an issue.

  Without more people to control, it was stagnant. If it didn’t grow in power, it held no hope of standing up to the other powers of this world. It wouldn’t take much for it to be found out, the right person with the right set of abilities and when that happened, whatever had defeated the Thousand-eyed one would be able to kill it with ease.

  So, it had to find more people. Luckily, it had known of a few secluded people in the mountains northeast of the town thanks to the memories of the townspeople.

  Aylie opened her eyes, able to figure out the rest for herself. She had let her body unconsciously follow the commands coming through the thread and found herself in the town now, walking about and performing daily tasks as if nothing was wrong and she had always lived here. Ember was still near her thankfully.

  She knew what its fear was now, the arrival of something too strong for it to handle. Someone like… Zalia.

  If it was beginning to search through Ember’s memories, it would find Zalia there first. It would feel the bond between her and Ember.

  A plan in mind, she began weaving the waking dream, manipulating reality for the demon. When the man who had brought them here had turned around with tears in his eyes, Aylie had felt a little slip of control from the demon. She played into that, making the demon believe that the man had escaped control.

  A thread became visible, attached to Ren’s head. Then, it pulled free and the man had control of his own body once more. He immediately ran, chased by more threads and all of the townspeople.

  Aylie lay a little trail of power in the dream, an ability that belonged to someone else, the feeling of the power being that of Zalia’s.

  It took a while for the demon to notice it but when it did, it went on alert. No, Ren hadn’t escaped its control, Ren had been freed from its control by another power, one too strong for it. Aylie had that power rip another townsperson from its control, though that person just stood there stunned.

  The demon began to panic, searching around for the source of the power, the powerful being that was taking away its control. So Aylie gave it one.

  Zalia flew through the sky on wispy wings of air, bow in hand, her mind as Aylie knew it, impenetrable.

  A few abilities from the townspeople flew up to strike the dream Zalia but were either ignored or blocked with ease. Another person was ripped from the demon's control.

  The power of belief was an interesting thing to Aylie, being someone who could control it so viscerally. It wasn’t actually her own power taking away control of the people here from the demon, it was her power convincing it that it wasn’t strong enough to maintain that control in the face of a stronger enemy. The demon’s fear become reality.

  She began pulling more people from its control, one by one. Each person lost weakened its power even further, its strength drawing in line with Aylie’s.

  Ember was still nearby, frantically searching for a way to stop the dream Zalia from taking away its control. Aylie stepped up to her and grabbed one of the threads linking her to the demon and ripped it away. Aylie felt the demon’s panic as it realised there was another being here capable of ripping away its control. Yes, that was right, Aylie was more powerful than it and she had been free all along. She pushed that thought into its mind.

  Grabbing the rest of the threads, she pulled them free with ease. She held onto them all, following them back to their source. Ember looked around confused, then jogged up to Aylie.

  “What is going on?”

  Aylie gave her an easygoing, confident smile.

  “I’m dealing with the problem.”

  She followed the thread out of the town, continuing to pull townspeople out of the demon’s control with the dream Zalia behind her. She could feel that the demon wasn’t focused on Zalia anymore though, no, it was focused on her as she followed its own threads back to where it lived.

  They found it, a den opening with hundreds of threads leading out of it, many of them receding back inside. Aylie walked through and into a cave. There was a small demon sitting centrally in the space, curled up and whimpering as she pulled its power and control from it.

  Then, she felt bad.

  It had only been trying to survive. Yet so had Aylie. When it came to survival, it was either you or them but that didn’t mean she had to feel good or bad about it. Zalia had told her that long ago and she had remembered feeling angry about the words then, yet she thought she understood now.

  As more and more of the townspeople were taken from the demon’s control, she had it fade into a real dream and the whimpering stopped. Now asleep, she was capable of much stronger effects. In its sleeping dream, she made everything slowly disappear until only the demon remained in the pitch blackness. Then, it popped out of existence.

  As that happened, the demon died.

  Spell, being, material level

  Tin

  Iron

  Bronze

  Silver

  Gold

  Emerald

  Diamond

  Mythical

  Ascendant

  Divine - Demonic

  Stat types

  Strength - Potency of the body

  Dexterity - Speed of the body

  Wisdom - Grants mana. Potency and Resilience of the mind

  Intellect - Speed of the Mind

  Resilience - Bodies ability to ignore damage

  Vitality - Grants health. Grants stamina

  Health - Excellent

  Mana - Full

  Stamina - Full

  Class one - Hunter - Silver 4

  Linked attributes - Strength, Dexterity

  Active skills

  Kill Shot - Silver 4

  Hunter's Mark - Silver 5

  Fight or Flight - Silver 4

  Passive skills

  Hunter's Sight - Silver 6

  Survivalist - Silver 8

  Class two - Herbalist - Silver 6

  Linked attributes - Vitality, Resilience

  Active skills

  Flora Identification - Silver 6

  Natural Matter Alteration - Silver 8

  Druid’s Grove - Silver 9

  Passive skills

  Harvester - Silver 8

  Herbal Magic - Silver 10

  Unity class - Druid - Silver 5

  Linked attributes - Wisdom, Intellect

  Active skills

  Nature’s Wrath - Silver 5

  Protection of the Wilds - Silver 5

  Passive skills

  Healing Presence - Silver 11

  General Passives

  Heat Resistance - Silver 8

  Cold Resistance - Silver 8

  Aura Observation - Silver 1 (MAX)

  Enhanced Vision - Silver 1 (MAX)

  Poison resistance - Iron 7

  Mobility - Silver 10

  Stealth - Silver 8

  Trapper - Silver 8

  Teaching - Silver 1 (MAX)

  Flight - Silver 1 (MAX)

  Physical Resistance - Silver 8

  Mental Resistance - Silver 8

  Weapon proficiencies

  Bow - Silver 1 (MAX)

  Sword - Silver 1 (MAX)

  Throwing Knives - Tin 17

  Bonded Items

  Druidic bow, Blessed by Starlight (Blessed Heirloom) - Deeply bonded Bronze rank.

  Druidic Armour, Blessed by Nature (Blessed Heirloom) - Deeply bonded Bronze rank.

  Ethereal Vault Gauntlet (Heirloom) - Deeply bonded Bronze rank.

  Blessings

  Blessing of Scour, The Desert Storm.

  Traps

  


      
  • Caltrops


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  • Metal tree spikes


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  • Tripwire


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  • Bear trap


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  Congratulations! You have fought, hunted and been hunted while wielding 'Hunter's bow'. The item is now bonded to you.

  (Hunter's bow (Heirloom) - Bonded Tin rank.

  Tin - Arrows fired from this bow gain a mild seeking effect.) BECAME -

  Congratulations! You have learnt about the past of 'Hunter's bow'. Your bond has deepened and you may now summon and store the item within its own space.

  Congratulations! Your bonded weapon ‘Hunter’s Bow’ has been blessed by a god.

  Congratulations! Your bonded weapon ‘Druidic Bow, Blessed by Starlight’ has become deeply bonded.

  ‘Hunter’s Bow (Heirloom) - Bonded Tin rank’ has become ‘Druidic Bow, Blessed by Starlight (Blessed Heirloom) - Deeply bonded Iron rank’.

  Tin - Arrows fired from this bow gain a powerful seeking effect.

  Iron - When this bow is drawn without an arrow nocked, a Starlight arrow with the ‘Starlit’ effect will be summoned in its place.

  Bronze - Upon firing an arrow, you become invisible and can move slightly faster for a short time.

  Seeking effect - arrows will adjust in flight to hit vulnerable spots such as joints in armour or scales and avoid other natural defenses such as bone.

  Starlit - affected weapon passes through non-magical armour and applies Light from Within.

  Light from Within - affected target takes a small amount of damage over time as starlight glows from within

  By becoming deeply bonded, Druidic Bow, Blessed by Starlight is now able to transform into ‘Druidic Blade, Blessed by Starlight’.

  Tin - Druidic Blade, Blessed by Starlight is magically sharp and remains so permanently.

  Iron - When wielded by you, Druidic Blade, Blessed by Starlight gains the ‘Starlit’ effect.

  Bronze - After parrying an attack with this blade, your next strike will be infused with a powerful cosmic force.

  Congratulations! You have equipped ‘Duskwraith Armour’ in a ritualistic manner. The item is now bonded to you.

  Duskwraith Armour (Heirloom) - Bonded Iron rank.

  Tin - wearing the armour applies Shadows Veil to you.

  Iron - Shadows Veil gains a new effect called Partial Intangibility.

  Shadows Veil - Shadow Veil suppresses the wearer's aura and magical signature, making it challenging for magical beings or entities with heightened senses to detect their presence.

  Partial Intangibility - Shadow Veil grants the wearer partial intangibility, allowing them to phase through thin barriers or objects, such as walls, fences, or closed doors, as long as the barriers are not too thick or magically protected.

  Congratulations! Your bonded item ‘Duskwraith Armour’ has been blessed by a god.

  ‘Duskwraith Armour’ becomes ‘Druidic Armour, Blessed by Nature’.

  Congratulations! Your bonded item ‘Druidic Armour, Blessed by Nature’ has become deeply bonded.

  Duskwraith Armour (Heirloom) - Bonded Iron rank’ has become ‘Druidic Armour, Blessed by Nature’ (Blessed Heirloom) - Deeply bonded Bronze rank’.

  Tin - wearing the armour applies Shadows Veil to you.

  Iron - Shadows Veil gains a new effect called Partial Intangibility.

  Bronze - When intangible, you may step through Flora to move out of similar Flora within a limited range.

  Shadows Veil - Shadow Veil suppresses the wearer's aura and magical signature, making it challenging for magical beings or entities with heightened senses to detect their presence.

  Shadows Veil now muffles any sound you make while wearing the armour, making your movements silent, even when moving quickly or engaging in combat.

  Partial Intangibility - Shadow Veil grants the wearer partial intangibility, allowing them to phase through thin barriers or objects, such as walls, fences, or closed doors, as long as the barriers are not too thick or magically protected.

  Congratulations! You have given up trying to understand the ‘Ethereal Vault Gauntlet’ and your mind has now finally opened to it. This item is now bonded to you.

  Ethereal Vault Gauntlet (Heirloom) - Bonded Bronze rank.

  Tin - You may tear open space to access an ethereal vault. The ethereal vault is a limited extradimensional space that you may enter and store objects within.

  Iron - you gain the power to store and retrieve information within the ethereal vault. By concentrating on a specific topic, memory, or piece of knowledge while wearing the gauntlet, you can mentally "record" it into the gauntlet's vault. This information is then stored in an abstract, ethereal form, like a shimmering light. When needed, you can access the gauntlet to "read" the stored information, allowing you to quickly recall facts, details, or instructions you have previously recorded.

  Bronze - your control over the ethereal vault extradimensional space becomes more refined. You gain the ability to manipulate the spatial dimensions within the vault, allowing you to efficiently organise and stack stored items without regard to their physical sizes. This ability enables you to store a larger quantity of objects within the same limited space.

  Congratulations! You have formed a Beast bond with Boreal. Your passive ability ‘Survivalist’ now expands to affect Boreal. Boreal’s passive ability ‘Feline eyes’ now expands to affect you. You and Boreal are now able to slightly sense each other's location in reference to each other as well as gain a vague sense of each others emotions.

  When in the Yi’tharan deserts, you are protected and led to your destinations. This manifests in several different ways:

  


      
  • The deserts seem to shift in a way that naturally leads you to your destination. Follow the dunes and they will guide you.


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  • The desert will periodically bring to the surface long lost items that will be of use to you.


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  • The desert will warn you of dangers before you stumble into them.


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  Congratulations! Your first class has become 'Hunter'. You have one more class spot available. Hunter. You are a hunter of beasts, animals and monsters. Through hard work, precise preparation and an instinctive understanding of creatures you hunt down and catch even the strongest of prey. At the same time, you know the ins and outs of hunting and know how to avoid becoming the hunted yourself.

  Congratulations! You have learnt the active skill 'Kill shot'.

  Tin - Enhance an attack, go for the kill. This ability deals a tiny amount of damage. The damage of this ability scales exponentially with the target's missing health.

  Iron - Kill Shot deals increased damage based on how many separate effects you have active on the creature.

  Bronze - Kill Shot gains Enhanced Shot. You are able to infuse arrows with an element your herbal magic ability can create or execute a kill shot putting this ability on cooldown for thirty seconds.

  Silver - if Kill shot kills the target, excess damage is transferred to the nearest target marked by Hunter's Mark. Enhanced Shot becomes Enchanced Attack with the element infusion working on any weapon you have a proficiency with.

  Mana - high

  Cooldown - 30 seconds

  Congratulations! You have learnt the active skill 'Hunters mark'.

  Tin - Marked by the hunter, there is no escape. This ability marks a creature you can see. Marked creature takes a small amount of extra damage when damaged by you. You know the general direction of the marked enemy. Marking a second creature removes the first mark.

  Iron - you may apply hunter's mark to three creatures at once

  Bronze - the three creature limit increases to ten and a small amount of damage a marked creature takes is applied to other marked creatures as well.

  Silver - Any damaging ability or attack now applies Hunter’s Mark. When applied this way, the mark does not count towards the mark limit. Marked creatures are more susceptible to controlling effects such as restraint and are slowed.

  Mana - very low/s

  Cooldown - n/a

  Congratulations! You have learnt the active skill 'Escape'.

  (Active 3 - Escape - spell - cleanse

  Tin - The Hunter has become the hunted. This ability removes all slowing and restraining effects and prevents further slowing and restraining effects for the next five seconds.

  Iron - (escape becomes fight or flight)

  Mana - medium

  Cooldown - 2 minutes)

  Tin - choose one;

  


      
  • When used your perception increases greatly for five seconds.


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  • Remove all slowing and restraining effects and prevent further slowing and restraining effects for the next five seconds.


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  Iron - Option one now grants the ability to sense if you're going to be hit by an attack and where the attack is coming from within the duration.

  Option two now grants you increased speed and dexterity.

  Bronze - Fight or Flight now grants both options at once rather than having to choose between.

  Silver - Your body now temporarily adapts to the danger when this ability is used. In addition, your Strength, Dexterity, Vitality and Resilience all increase for the duration of the ability.

  Mana - medium

  Cooldown - 1 minute

  Congratulations! You have learnt the passive skill 'Hunters Sight'.

  Tin - The hunter tracks their prey. You can track creatures easier. When tracking you learn very basic information such as number of legs, number of creatures and general size of creatures.

  Iron - you now learn how long ago a creature left tracks and may apply a Hunter’s mark if tracking it for more than an hour.

  Bronze - you are now able to discern finer details from tracking your prey. These details include things such as maturity stage, general health and even the individual who left the tracks if they are known to you. Additionally, you gain an innate sense of direction.

  Silver - When you know the target you are tracking, you are able to see who or what that target has interacted with in the past seven days even if tracks are not present.

  Congratulations! You have learnt the passive skill 'survivalist'.

  Tin - The body of a hunter shall not fail easily. Gain the heat resistance and cold resistance passive skills. They level alongside this ability. You are able to survive with less nutrition.

  Iron - Gain the stealth and trapper passive skills. These also level alongside this ability. You require less sleep.

  Bronze - Gain the Physical resistance and Mental resistance passive skills. They level alongside this ability. You are able to survive with less air.

  Silver - Your aging slows. You do not require nutrition. You do not require sleep. You do not need to breathe.

  Your 'Hunter' class has linked itself with your 'Strength' and 'Dexterity' attributes. As your class advances so too shall the linked attributes.

  Congratulations! Your second class has become 'Herbalist'. You have no more class spots available. Herbalist. You are a collector of various magical and non-magical herbs and other flora. You use these ingredients to perform rituals and create ointments to various effects. You are a collector of herbs, berries and useful flora. Using your knowledge of plants you identify and refine various plants to heal, poison and feed yourself and others.

  Congratulations! You have learnt the active skill ‘Flora identification’.

  Tin - Poison, cure or food, you'll know. You may identify whether targeted flora is poisonous, helpful, nutritious or all of the above.

  Iron - You may now identify what element’s different flora contain.

  Bronze - Your ability to identify flora extends to understanding their role within ecosystems, including their interactions with other plants and animals, aiding in ecological preservation efforts. Additionally, you gain knowledge about the historical uses and significance of the identified flora, allowing you to uncover hidden cultural or magical insights related to them.

  Silver - You are now able to tell the life cycle of identified flora. When identifying a plant, you are given flashes of the plants life.

  Mana - very, very low

  Cd - n/a

  Congratulations! You have learnt the active skill ‘Preparation’.

  (Active 2 - Preparation - spell - targeted

  Tin - The careful preparation of herbs, poisonous or healing, can enhance their effects. You may magically dry, cut or otherwise prepare various foods, herbs and other similar items that are plant based.

  Iron - Preparation can now be used to magically harvest plants. All bonuses from harvesting manually are still applied. You may also dry, cut or otherwise prepare foods that are not plant based.

  Bronze - You may harvest entire plants in their healthy form to be transplanted later. These can be stored directly in your Stasis ability or bonded item ‘Ethereal Vault Gauntlet’ under those abilities' normal conditions.

  Silver -

  Mana - very, very low

  Cd - n/a)

  BECOMES

  Tin - The careful preparation of herbs, poisonous or healing, can enhance their effects. You may magically dry, cut or otherwise prepare various foods, herbs and other similar items that are plant based.

  Iron - Natural Matter Alteration can now be used to magically harvest plants. All bonuses from harvesting manually are still applied. You may also dry, cut or otherwise prepare foods that are not plant based.

  Bronze - You may harvest entire plants in their healthy form to be transplanted later. These can be stored directly in your Stasis ability or bonded item ‘Ethereal Vault Gauntlet’ under those abilities' normal conditions.

  Silver - You are able to control the shape of natural matter such as wood, stone and dirt with perfect precision. The range and amount of matter you are able to manipulate at once with this ability increases based on your rank.

  Mana - very, very low

  Cd - n/a

  Congratulations! You have learnt the active skill ‘Stasis’.

  (Active 3 - Stasis - spell - targeted

  Tin - Can put a small amount of herbs into stasis.

  Iron - Herbs in stasis may now be put into a spatial storage.

  Bronze - )

  Stasis becomes Druid Grove

  Tin - You may place herbs in stasis. Additionally, you are able to establish a small Druid Grove.

  Iron - Herbs in stasis may now be put into a spatial storage. Plants and friendly creatures within your Druid Grove are constantly affected by the base effect of Healing presence separate to your aura.

  Bronze - The spatial storage effect of this ability is now linked with ‘Ethereal Vault Gauntlet’, creating one larger space. This space is considered part of your Druid Grove.

  Silver - Druid Groves are now only possible to remove with an extensive on-site ritual. You may have two Druid Groves. Your Groves are now managed by three ancients. These are the ancients of War, Life and Wisdom.

  Ancient of War: The Ancient of War is represented by a feline. This Ancient’s purpose is to look after the defense of the Grove.

  Ancient of Life: The Ancient of Life is represented by a tree. This Ancient’s purpose is to look after all living things within the Grove.

  Ancient of Wisdom: The Ancient of Wisdom is represented by a crow. This Ancient’s Purpose is to consider the future of the Grove.

  Your Druid Groves are now linked together with a portal located in the Ancient Hall, allowing free travel between them.

  Druid Grove Added Effects

  Healing Presence.

  Grove Portals.

  The Three Ancients.

  Druid Grove Base Effects

  The protective energy of your Druid Grove extends to ward off harmful magical influences and creatures, providing an added layer of defence to those within its bounds.

  Your Druid Grove changes with the seasons, adapting its flora and effects accordingly. In spring, it might emphasise growth, while in winter, it offers protection from the cold.

  Your Druid Grove becomes a haven not only for plants but also for animals. Creatures within the grove may form a bond with you, aiding you in various ways.

  Mana - low / n/a

  Cd - n/a / n/a

  Congratulations! You have learnt the passive skill ‘Harvester’.

  Tin - The herbalist harvests herbs and other flora, with which they do what they will. You gain an instinctual understanding of how to harvest flora of your rank and lower. When harvesting flora of your rank or lower it has increased potency.

  Iron - You are able to sense nearby herbs and flora of a type you have already harvested before.

  Bronze - Plants you harvest of a rank lower than yours are granted additional potency to match your rank. Additionally, plants that are transplanted by you have increased resiliency.

  Silver - Once you have harvested a plant, other plants of that type communicate with you. The information these plants communicate with you is dependent on their nature but will often be things such as insights into the health of the environment, or a source of corruption as well as potential dangers.

  Congratulations! You have learnt the passive skill ‘Herbal magic’.

  Tin - Minor herbal based rituals are a keystone of magical herbalists. You gain an instinctual understanding of herbal rituals of your rank or lower. Herbal magic you use of your rank and lower has slightly increased potency.

  Iron - you may emulate the effects of herbs you have used in rituals of a rank lower than this ability.

  Bronze - When applying a Herbal ritual effect to a target marked by Hunter’s mark, all other marked targets are also affected. In addition, you are able to combine certain herbs to gain a new base effect.

  Silver - Your living rituals become almost indistinguishable from natural magic. The scale of your ritual magic expands, allowing you to now perform significantly larger and longer rituals.

  Your 'Herbalist' class has linked itself with your 'Resilience' and 'Vitality' attributes. As your class advances so too shall the linked attributes.

  Congratulations! You have activated both of your classes. Your two classes have combined to form the Unity class ‘Druid’. You are a protector of nature and the natural cycle of life and death. Through your instincts and knowledge you understand both the flora and fauna of the wild places of the world. You use this ability to preserve the balance as you see fit.

  Congratulations! You have learnt the active skill ‘Nature’s wrath’.

  Tin - You invoke the wrath of nature. Nearby enemies are bound by vines, sinking sand or other area related hazards. Enemies are also subjected to a damage over time effect relevant to biome that lasts until the restraint has ended. The damage over time effect deals moderate damage per second.

  Iron - When used, Nature's wrath now summons two short lived allies of nature. The allies are one rank lower than this ability. The allies are of a type based on the surrounding environment.

  Bronze - Upon using Nature's Wrath, you gain temporary control over the natural elements within the area. You can manipulate the environment to your advantage, causing vines to entangle enemies, rocks to rise as barriers, or water to surge forth and sweep foes away.

  Silver - The mana drain from continued use of Nature’s Wrath is reduced. The range and ability to manipulate the elements from this ability is increased greatly. You now summon five elemental allies instead of two. The Tin rank effect no longer restrains enemies in place, instead dragging them all towards each other.

  Mana - extreme mana

  Cd - 6 hours

  Congratulations! You have learnt the active skill ‘Protection of the wilds’.

  Tin - You call upon the protection of the wilds. You and nearby allies are protected by a biome specific shield and are subjected to a moderate heal over time effect. The heal over time heals exponentially more based on how low the target's health is and remains until the shield is broken.

  Iron - Protection of the Wilds now has a more ethereal and moving visage. You and Allies within a shield created by this ability may still see and move as normal. Additionally, you may enhance this ability with a single effect replicable by the Iron rank ability of Herbal magic.

  Bronze - Upon activating Protection of the Wilds, you and your allies within the shields are not only healed over time, but the healing effect becomes more potent as the shield absorbs damage. The shield's resilience increases with the amount of healing it provides, creating a symbiotic relationship between protection and restoration.

  Silver - The shield created by Protection of the Wilds now stores all damage it takes, releasing a single powerful attack focused on who or what broke it. The nature of this attack is based on what type of damage is done to the shield.

  Mana - very high mana

  Cd - 6 hours

  Congratulations! You have learnt the passive skill ‘Healing presence’.

  Tin - Your very presence grants life to all around you. You, nearby allies and any flora and fauna you so choose within your aura are affected by a heal over time effect. The heal over time effect heals for low health every second.

  Iron - Healing presence now heals the most grave injuries first and you may focus it onto a single target, increasing that targets healing while reducing the healing other targets receive

  Bronze - Healing Presence now attunes to the specific needs of each individual target within your aura. It adjusts its healing output based on the severity of injuries or ailments, offering targeted healing to each person or creature accordingly. You may still change this manually if wished. Additionally, once every twenty four hours, when you or an ally would die you are instead cocooned in a protective barrier as made by Protection of the Wilds and made invulnerable to most things for six seconds.

  Silver - Healing Presence expands its reach to the flora and fauna beyond your immediate surroundings. A second layer of aura with only the Tin rank effect of this ability now extends to a wider area, encompassing large swaths of ecosystems, granting them a gentle and sustained healing effect. All other effects of Healing presence are still limited to their previous range. This does not interrupt the natural cycle of life within an ecosystem.

  Your ‘Druid’ Class has linked itself with your ‘Wisdom’ and ‘Intellect’ attributes. As your class advances so too shall the linked attributes.

  Congratulations! You have learned the passive skill 'Poison resistance'.

  Tin - take reduced damage from poisons and poison based magics.

  Iron - gain immunity to poisons of one rank below this passive. Some incredibly potent poisons may still affect you minorly.

  Tin - Your speed is increased. Your stamina is less affected by movement.

  Iron - You may step on air one time before stepping on a solid surface once more.

  Bronze - You are able to step on air three times before resetting this ability. Additionally, you may perform a short range teleport with a long cooldown. Finally, when travelling long distances, you are able to maintain a fast pace while maintaining your stamina indefinitely.

  Silver - You can set a point in space over the course of an hour. You may teleport to this point from anywhere with a seven day cooldown.

  Tin - you gain a better understanding of what methods of teaching will work with certain people, scaling with the level and rank of this ability.

  Iron - when teaching someone, they have an easier time grasping concepts that you explain, scaling with the level and rank of this ability. You are also able to convey simple concepts even when there is a language barrier.

  Bronze - Attempting to teach someone about something you aren’t fully educated in will give you insights into the subject, allowing you to learn even as you teach others.

  Silver - You become a master of the craft of teaching. You know what others need to learn even before they do. This is the maximum level of this passive.

  Tin - you are able to identify what rank a creature is by sight, unless it has a method of hiding that information.

  Iron - you are able to identify a creature's general progress to the next rank.

  Bronze - your strength of observation increases. Fluctuations in the auras of undisciplined beings can give insights into their emotional state.

  Silver - You are able to see the aura of beings in their magic. This allows you to identify the owner or controller of magics. This is the maximum level of this passive.

  Tin - You see better in low light areas.

  Iron - Your vision is able to pierce magical darkness of the same rank or lower of this ability.

  Bronze - You are able to filter out too-bright light to a certain extent, as well as gaining the ability to discern details at greater distances.

  Silver - Your vision is no longer dependant on your eyes. This is the maximum level of this passive.

  Tin - Normal vision and sight based skills and abilities have a harder time seeing you.

  Iron - Other senses are also inhibited and you blend with your surroundings.

  Bronze - When still, you become invisible to the eye, only becoming visible again when you move. Certain perception types can see through this.

  Silver - You may now remain invisible when moving. This invisibility is more resistant to alternative types of perception.

  Tin - Your traps are magically hidden from sight.

  Iron - Your traps are magically enhanced.

  Bronze - You are able to magically fabricate basic traps you have been able to make before in an instant without materials. You are limited in how often this ability may be used.

  Silver - The strength of all traps are significantly increased. Additionally, you may create up to ten traps that remain permanently. These will also rearm themselves soon after being triggered.

  Tin - You take reduced damage from high temperatures and heat related magics.

  Iron - You may manipulate fire and heat to a minor degree.

  Bronze - You are able to channel heat from the environment to minorly boost yourself or allies

  Silver - Your ability to manipulate fire and heat is increased. Additionally, you may alter your form to take on a fiery visage.

  Tin - You take reduced damage from low temperatures and cold related magics.

  Iron - You may manipulate ice and snow to a minor degree.

  Bronze - You are able to channel cold from the environment to minorly heal yourself or allies

  Silver - Your ability to manipulate ice and snow is increased. Additionally, you may alter your form to take on a frozen visage.

  Tin - You receive reduced damage and effects from physical attacks and physical related magics

  Iron - You may manipulate earth and stone to a minor degree

  Bronze - You become harder to move by force

  Silver - Your ability to manipulate earth and stone is increased. You may alter your form to take on a stoney visage.

  Tin - You receive reduced damage and effects from mental attacks and mind related magics

  Iron - You may perform minor telekinetic feats

  Bronze - You may mentally communicate with creatures capable of understanding language

  Silver - The power of your telekinesis is increased. You are able to create invisible surfaces only you can touch with this ability.

  Tin - Your manoeuvrability is increased and your air resistance is reduced while in flight. This scales based on the rank and level of this passive.

  Iron - Your ability to perceive your surroundings while flying becomes exceptional. You can spot distant details and potential threats with remarkable clarity, allowing you to anticipate and counteract aerial assaults effectively as well as see threats on the ground.

  Bronze - All flight based abilities are easier and cheaper to maintain. This effect increases based on how many allies you also give flight to.

  Silver - You are an expert in flight and may maintain flight abilities on yourself indefinitely. This is the maximum level of this passive.

  Tin - Arrows shot from a bow you are using have increased speed based on rank and level of this skill.

  Iron - Arrows shot from a bow you are using have increased penetrative power based on the rank and level of this skill.

  Bronze - Bows you use will now shoot entirely silently. Additionally, when you draw the string back, you will gain insights into the weak points of your target.

  Silver - You no longer need to hold your bow to shoot it. It floats next you to, acting by your will. This is the maximum level of this skill.

  Tin - you can wield a sword faster and hit harder with it based on the rank and level of this skill.

  Iron - the durability of a sword wielded by you is increased based on the rank and level of this skill.

  Bronze - When you successfully parry, you gain a burst of speed for a short time. Additionally, you can gain slight insights into the movements of your enemies when engaged.

  Silver - Your strikes now create slashing winds that may hit targets from afar. These winds are weaker than a normal strike and are blockable. This is the maximum level of this skill.

  Throwing Knives - Weapon proficiency

  Tin - knives thrown by you have increased speed based on rank and level of this skill. They will also better spin in the air to hit with the part of the weapon you want

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