Credos: Difference between revisions

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*Visit a cave level x
*Visit a cave level x
*Bring ore to quest giver
*Bring ore to quest giver
*kill x bat
*Kill x bats
*Eat withercorn/cavebulb
*Create an artifact for masonry
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Revision as of 17:22, 27 November 2017

Credos are new game mechanic, that allow you obtain a kind of profession.

About

Ripped straight from Jorb
Credos are a new, qualified skill type, resting on the icon of a particular profession -- hunter, farmer, forager, etc -- which you can only acquire through somewhat particular quests relevant for the profession in question. Each Credo has five levels, and each level of the Credo you unlock gives you a new special, qualitative, bonus, ability, or perk, which cannot be otherwise obtained. You may only pursue Credos one at a time. In order to complete a Credo you need to complete 10 quests per Credo you already have, so 10 for the first Credo, 20 for the second, and 30 for the third, and so on. The five special abilities of each Credo are linearly unlocked for every fifth of the total questline you complete. The number of quests you need to complete is reduced by ten every time you die, to the initial minimum of ten. Completed Credos are inherited in their entirety when you die. Initiating the pursuit of a Credo costs an amount of LP proportional, again, to the amount of Credos you already have, and the number of times you have died. If you abandon a Credo quest, you lose an additional quest completed in that questline. If you abandon the first quest of the Credo, you abandon the Credo entirely, with no LP refunded.

[10k per credo completed minus # of deaths, 10k minimum]

  • Pursuing a credo will start a quest line that's relevant for that credo.
  • Each credo has 5 levels. Each level gives you 1 out of 5 bonuses in Order.
  • To complete one credo level you must complete credo quests.
  • You may only pursue one credo at a time.
  • After you have completed all 5 levels, your credo will move to acquired credos


Limits

Certain credos have prerequisites

  • Farmer depends on Forager.
    • Tailor depends on Farmer
    • Gardener depends on Farmer.
  • Quarryman depends on Forager.
    • Miner depends on Quarryman.
      • Cave Hermit Depends on Miner and Mystic
  • Lumberjack depends on Forager and Hunter
    • Strider depends on Lumberjack and Fisherman.
  • Mystic depends on Forager and Fisherman
  • Nomad depends on Fisherman, Forager, and Hunter.
Credotree.png


Credos

There are currently 13 credos available in game:

Forager

Forager.png

Beneath far-stretched canopies all around you sing the abundance of the Hearth wilding, and, as if in a dream, you have sensed its vastness in life and form,
yearning now also to learn its names, and ways. It is said that the Old Hearthlings drank the light of the sun,
and that it was in reflection thereof that the gods made root and leaf to cover that first antiquity which saw them set loose.
There is much wisdom in the sagas, and a scent on the wind invites you to remember more of the things which grow and crawl.
Wandering the Forager's Path promises...




  • Exploration +10
  • Perception +10
  • Speed bonus when chasing small animals
  • Increased baseline quality of herbs picked.
  • A chance to double herbs picked.
Possible Quests
  • Pick x herb.
  • Eat x forageable food .
  • Bring forageable to quest giver.
  • Gain x point(s) of exploration/survival.
  • Create and gild an artifact of exploration/survival.
  • Study a forageable curiosity.
  • Catch a small animal.


Fisherman

Fisherman.png

Far beneath the waves gleams a treasure of wisdom, and on the breath of a fish you have heard told the riddles of life and death.
Since first your feet touched water, a siren's song has called you deeper, and deeper,
and farther down, down into the yonders blue, to see the spired groves of kelp, where Roach and Pike play hide and seek,
and the crashing waters where Salmon dance. A ripple on calm waters calls you to learn the names of the things which swim and dive.
Towing the Fisherman's Line promises...




  • Reduced risk for loss of fishing equipment.
  • Better trash recovery when fishing.
  • Increased chance of a rare catch.
  • Increased speed when swimming.
  • Increased baseline quality of fish caught.
Possible Quests
  • Catch fish.
  • Bring fish to quest giver.
  • Gain x point(s) of will/intelligence.
  • Eat crab roe x times.
  • Craft lure.
  • Roast fillet of fish.
  • Create and gild an artifact of will/intelligence/survival.
  • Defeat a swan.
  • Eat fish
  • Study curio
  • Catch crabs


Hunter

Hunter.png

In depths of woodland realms unchartered, the tracks too easily criss-cross back and over themselves, losing all meaning under shades of bush and fern,
and only those who studiously read those glyphs of hoof and paw, may then follow them down wilder, freer, paths.
For some time you have yearned to speak this strange and peculiar tongue of beast, blood and soil,
and a beying echo from far away in the greenery, promises to teach you.
Tracking the Hunter's Trail promises...




  • Marksmanship +20
  • Fleeing animals take more damage.
  • Increased speed when pursuing animals.
  • Gain more meat from butchering.
  • Projectiles hurt animal qualities less.
Possible Quests
  • Put an arrow in animal.
  • Flay animal
  • Study animal part.
  • Gain x point(s) of perception.
  • Create and gild an artifact of marksmanship.
  • Catch critter.
  • Bring animal part to quest giver.


Farmer

Farmer.png

In golden rows, ever chasing a blue horizon, lie planted the myths of a people tied intimately to the soil they till, and to the grain they mill.
Of such things you desire to learn more, for you are becoming a Farmer, and within you now shoots leaves of wisdom, of the seasons, and of the plants, and of all the things which grow.
In the creaking of sprouting roots you have heard stories of how the world seed was once planted by the old gods, long before a moon was yet hung over the Hearth to light it.
In the pod of a pea, you have seen strange and ancient runes, telling of the world's coming end and ruin. A wind that shakes the barley calls you onward to gather further insight.
Plowing the Farmer's Furrow promises...




  • Farming +15
  • Quality bonus when milking.
  • Faster crop growth.
  • Increased crop yield.
  • Farming +50
Possible Quests
  • Gain x point(s) of lore/farming/perception.
  • Plant x crops.
  • Harvest x crops.
  • Bring farming product to quest giver.
  • Milk a cow/sheep.
  • Slaughter animal.
  • Study curio.
  • Eat baked good
  • Create and gild an artifact of farming/perception/lore.


Lumberjack

Lumberjack.png

For some time you have wandered among the great spires of woodlands free and wild, with a splinter in your soul tracing the contour of your ever increasing desire to prune and guide them to more proper forms.
In the splitting of logs you have heard the cries of new shapes dreaming to be hewn free, and in the gleam of axe and fire you have seen a wholesome light with which to burn and chase away the shadows of an untended wilderness.
You have heard told that, when the World-Tree first sprouted, the Old Gods placed the first Lumberjack on guard over it for all nights and days, until the end of time, when he alone will know the proper time to fell the great tree, and sunder the Hearth.
To ply the Lumberjack's trade is to learn the shapes and courses of the various woods and trees, their marblings and colorations, kinds and seasons, and how to best put those to use.
Cutting the Lumberjack's Timberline promises...




  • Lore +15
  • Increased cutting speed of trees and logs.
  • Carpentry +20.
  • Increased board and block yield from logs.
  • Strength +25
Possible Quests
  • Bring tree product to quest giver
  • Study curiosity
  • Fell x tree


Mystic

Mystic.png

You have stared for long longingly into depths of ocean and forest, and much contemplation of the things high and low have led you down darker, more brooding paths, and your thoughts have for some time carried an otherworldly air.
You walk now always in a shadowland, somewhere in between dream and awakening, where the currents of Hearth magick run close to the ground, and with your third eye always open to the vast, universal distances around you.
The Mystic seeks wisdom and understanding, and in thought and deed affinity, and communion, with the woodland spirits, and with all the presences and potentialities of nature.
The sagas speak of three Norns, old and wise, who weave the fate silk of all hearthlings, and who know where each and every thread runs out.
Dreaming the Mystic's Dream promises...




  • Will +15
  • Lore +20
  • +5% study speed.
  • +10% experience gain.
  • Hearth Magic cost reduced by 10%
Possible Quests
  • Get crazy high on hempstuff.
  • Get crazy high on pipestuff.
  • Study a curiosity x times
  • Experience an experience event.


Quarryman

Quarryman.png

You have sat with the mountain until only the mountain remained, and for some time fissure has grown down the straight and narrow of your worldview, in challenge, threatening to rend it in twain with the terrible blow of a new experience suffered.
Your dreams have grown rigid, and angular, and you see the world around you as hewn in stone, and seek now to remake it again in that image.
The Quarryman knows the taste and turns of the mineral world, and the names of all the stones and rocks which weave it.
From the depths of the mountain an ominous note calls you to think and act like quartz, like granite, and like the blackest, most cunning, obsidian.
Some say that the roots of the mountain are older than even the Old Gods themselves. Cracking the Quarryman's Crevice promises...




  • Lore +15
  • Masonry +20
  • Increased stone chipping speed and mining strength.
  • Strength +20
  • Increased baseline quality of rocks hewn.
Possible Quests
  • Mine x stone
  • Chip x Stone
  • Study an curiositie
  • Visit a cave level x
  • Bring ore to quest giver
  • Kill x bats
  • Eat withercorn/cavebulb
  • Create an artifact for masonry


Tailor

Tailor.png

The thin of your thread has passed through the eye of a needle, and remade you entirely in new whole cloth.
For some time your thoughts have wandered to softer places, and stranger fabrics, and increasingly you have felt the call of needlework, and strange artifice.
The Tailor recalls all the fibers and threads of the Hearth, and weaves them continously into the tapestry of his life, in service to both himself, others, and ever the quest for the perfect garment, for the perfect occasion.
For Peasant and King alike, only the Tailor stands between him, the cold of the seasons, and the harshness of unforgiving elements, and such responsibilities call forth only the best in those whose task it is to wear that spiritual finery.
Treading the Tailor's Thread promises...




  • Sewing +15
  • Chance to fail gildings reduced by 5%.
  • Double the chance to reslot gildings when recycling artifacts.
  • Sewing +25
  • The first gilding of a new artifact is always successful.


Possible Quests
  • Craft an item x times
  • Gain x points of sewing
  • Study curiosity
  • Gain x points of dexterity/charisma


Nomad

Nomad.png

You have grown weary of familiar surroundings, or perhaps your feet never stopped to rest? Either way you find yourself now a wanderer in tought and the vastness of open space, ever seeking out new and farther places, and always striving toward the next horizon.
Seven times you have walked the Hearth over wide, and three over tall, and many are the strange and wondrous sights you have seen in it, yet there remains always an immensity of the unseen, beckoning you onward to take that next step.
The Nomad calls no place home, yet is also always at home in his solitudes of nature and travel, accompanied perhaps only by wild horses and beasts of burden.
It is said that when the Old Gods were young, they too walked distances beyond reckoning. Embarking on the Nomad's Journey promises...





  • Exploration +15
  • Survival +25
  • One extra column of inventory space.
  • Pony Power of Horses lasts longer.
  • One extra row of inventory space.
Possible Quests
  • Go see a localized resource
  • Study a curiosity x times
  • Visit a questgiver
  • Bring an item to a questgiver
  • Defeat an animal
  • Create an artifact for a certain attribute or skill
  • Catch a fish x times
  • Tame a tameable creature
  • Put an arrow in an animal
  • Gain x points of an ability


Miner

Miner.png

Your soul has moved forever deep into the eternal night -- lit only by flashes of roaring, red fire -- of the mine, and through your veins courses a blood stained by heavy metal.
Day and night have begun losing their meanings to you, and your senses have grown acutely tuned to a life subterranean.
You live every moment to go deeper and further down, down toward deep and deeper veins, where the roots of the mountain claw their way into the Underworld, and where the caverns echo with trollish laughter.
With every snapping of the tendons, and every strain of muscles aching, you drive your pick through the eternal cavern, ripping the treasures of the deep to that surface far above which you so seldom see, and hoping to strike for the Mother Lode.
The mountain whispers to you of a time before the Old Gods. Descending the Miner's Shaft promises...




  • Strength +15 & Masonry +15
  • Significant chance to localize caveins.
  • Ore mined smelts faster. (+25%)
  • Chance to pulverize tiles when mining.
  • Increased baseline quality of rocks hewn.
Possible Quests
  • Mine x stone
  • Chip x Stone
  • Study an curiositie
  • Bring item to quest giver
  • Kill x bat
  • Eat spitroasted bat meat
  • Plant a Towercap
  • Make a pickaxe / Miner's Helm


Strider

Strider.png

You feel the vibrance of the seasons, and under the soles of your feet you can sense the tremor of a single leaf falling, or of your quarry, quaking in the undergrowth at your passing. You have long wandered the Woodland Hearth, and your trade has grown to become that of a frontiersman in it, making a living in forestry, fishing, and hunting, and thus you have become a part of the wilds -- and they of you -- to the point that you now move nigh effortlessly in them, over root and crag, flowing almost like a river. They say that the first Strider was the Moon itself, racing the Sun across the firmament. Taking the Strider's Stride promises...






  • +50% Swimming.
  • Traverse ridges faster.
  • Quality bonus on wild animals killed.
  • Reduced stamina drain from running in forests.
  • +15% damage with ranged weapons.
Possible Quests
  • To be added


Cave Hermit

CaveHermit.png

The surface of the Hearth has grown but a distant memory, and the waves of history may wash whichever ways they please, far above in that raging, tumultous world of light and day. Your world has become another, calmer, darker, deeper, and more ancient one, of peace and meditation, far below in the cool and pitch of the deepest caverns, where Hearthling sight fades, and other senses grow instead to terrible powers. You spend your nights eternal far down, down near the roots of the Mountain, in the musk of cavebulbs, with a touch of slime, and the haunting symphonies of a thousand bats screeching in awful symphony. Your ways are those of stone, and of thought, and of communion, ultimately, with the dark of the cavernous Underworld. Staring into the Cave Hermit's Abyss promises...






  • Significantly increased risk of mining out trolls.
  • Ability to eat Stalagooms & Cave Slime.
  • +3% study speed per cave level you descend.
  • Deal 5% extra damage per cave level you descend.
  • Trolls no longer attack you.
Possible Quests
  • To be added


Gardener

Gardener.png

Leaves tremble at your touch, as if by the first beams of radiant sunlight of spring, reflecting some of their own green back again unto you, and unto your fingers. Wherever you wander, seeds appear to sprout from under your feet, and the touch of your naked soles restores life to dying grass. The secrets of all the things which grow are known to you, and you trace the threads of life and death in the contours and growth lines of grass and leaves. Your dream, as a Gardener, is to prune and guide the exuberant abundance of wild life into the pleasant and considered archetypes of a well kept garden. The myths speak of how all the Hearth once poured forth from a single seed. Climbing the Gardener's Stalk promises...






  • Can plant Blood Sterns, Farming +5
  • Can plant Cavebulbs, Farming +5
  • Halved soil and water required for gardening pots.
  • Can plant Chiming Bluebells, Farming +10
  • Doubled yield from gardening pots.
Possible Quests
  • Gain x point(s) point of dexterity/lore/farming
  • Bring forageable to quest giver.
  • Study forageable curiosity
  • Eat forageable item
  • Pick forageable item
  • Pick tree or bush seed
  • Harvest garden grown plant
  • Plant garden grown plant
  • Create and gild an artifact of dexterity/lore/farming


Blacksmith

Blacksmith.png

Metal chimes in pure notes at the thunder of your hammer, and your muscles have grown to terrible dimensions enough to bend steel. Your life is lived and regulated by the steady, pulsating rhythm of pounding hammers, and heaving bellows, drawing the heavy sighs of hot, soot-filled, air, rushing again away to feed ever hungry, ever burning, furnaces, mirrored in reflective pools of molten metal. You know the stuff which makes up all the Hearth -- earth and wood -- and how to slake their thirsts for metallic forms in the glowing fury of white-hot flames. The Firmament of the Hearth was pounded thin as a flake, and hung high over the Hearth, by the Creator, from a single silver nugget. Pounding the Blacksmith's Anvil promises...






  • Strength +15 & Smithing +15
  • Small quality bonus to all fuel added to Smelters and Finery Forges.
  • Higher chance to increase quality when pounding Wrought Iron.
  • Small quality bonus when smithing.
  • Small chance to double output when smithing.
Possible Quests
  • To be added