Otter lodge
Lodge details
Not exactly a combative lodge, members of this organization often find themselves in roles of support. A bit more relaxed and less structured, otters enjoy times where they can be of service or help rather than being overly aggressive themselves, which is reflected in the abilities they are taught.
Location | Bonuses |
---|---|
Above the Minstrel's Manor | Dexterity, Luck |
Abilities
Bonding Filament
Syntax | bonding <player> |
Base cost | 50 |
Base activation | instant |
Base duration | 5 minutes |
Base cooldown | 30 minutes |
Zenith effect | Two minutes added to duration. |
Casting this ability upon another player will allow you to draw some of the pain away from your bonded such that he receives less damage and you suffer the difference.
Points spent in this ability will have the following impact:
- More hits will be guarded by the bonding filament
- The percentage of health you will protect from your bonded
For this ability to continue to function, you and your bonded must be in the same room.
Elemental Discovery
Syntax | n/a |
Base cost | n/a |
Base activation | n/a |
Base duration | n/a |
Base cooldown | 10 minutes |
Zenith effect | Reduced cooldown. |
This passive ability allows an otter to discover elemental stones in a natural resource after they've gathered it.
Points spent in this ability will have the following impact:
- Reduced cooldown between finding elemental stones.
- Higher chance of finding an elemental stone.
- Increased number of stones.
Elemental stones may only be found once in any particular node by anyone.
Improve Item
Syntax | improve <item> |
Base cost | 100 |
Base activation | 15 seconds |
Base duration | n/a |
Base cooldown | 20 minutes |
Zenith effect | Reduced cooldown. |
An otter may unleash the potential energy of elemental stones and direct it into items, improving them. The points spent on this ability determine what item types may be improved. Items may only be improved once.
Points | Item type | Improvement |
---|---|---|
1 | Armor (suit) | Armor value +2 |
2 | Armor (shield) | Armor value +2 |
3 | Armor (accessory) | Armor value +1 |
4 | Tadesman kit | Dexterity +2 |
5 | Weapon (bladed) | Accuracy +2 |
6 | Weapon (blunt) | Accuracy +2 |
7 | Battlecard glyph | Enhance |
8 | Food (non-meal) | -1 to 2 filling |
9 | Food (meal) | -4 filling |
10 | Phylactery/Emblem/Crest | +20% dominance |
The specific combination of elemental stones required to improve what type of item will be revealed once you are capable of that improvement.
Resourcefulness
Syntax | n/a |
Base cost | n/a |
Base activation | n/a |
Base duration | n/a |
Base cooldown | n/a |
Zenith effect | Potentially larger yield. |
With this passive ability, an otter may learn a secondary gathering skill. While being able to gather more resources, gathering using your secondary skill is simply not as powerful as your primary.
Secondary gathering skills suffer the following penalties:
- May not exceed 50% of your primary gathering skill.
- Skill improvement is at 50% the normal rate/chance.
- Yield from a node is 1.
Points spent in this ability will have the following impact:
- Increased skill improvement rate.
- Increased chance of yield to include buffs.
NOTE: Your primary gathering skill must be at least 10 before learning a secondary gathering skill.
Unnatural Abundance
Syntax | abundance <node> |
Base cost | 100 |
Base activation | 4 seconds |
Base duration | n/a |
Base cooldown | 1 hour |
Zenith effect | +1 to growth size. |
Casting this ability upon a resource node will attempt to encourage it to grow beyond its natural mass to provide even more resources than it might have.
Points spent in this ability will have the following impact:
- Reduced cooldown
- Higher chance of success
- Higher range of growth limits
For this ability to function, a node must be fresh and untapped. A node may only be subjected to this ability once, regardless of success or failure.