Service Abilities
What are Service Abilities?
Each of the nine classes in Hero’s Journey has a service ability to which characters gain access early in their careers (by 4th-level), meaning every character has two services that they can provide to others if they so choose. These abilities will help benefit the society in general by creating ways characters can help other characters besides crafting
Why Service Abilities?
The Hero's Journey team decided that every character should have a needed aspect about them. The Hero's Journey team also saw the need for more diverse ways to help players become more meaningful to the community in ways that are needed. Ways to become famous. What the Hero's Journey team did was make ways for your character to benefit others. With that was born Service Abilities.
What are the Service Abilities?
Each class has their own service abilities. So a character will in the end be able to have access to 2 service abilities are their disposal. How they are used, we don't know yet. However, we do have a list of what each class's service abilities are, and a quick definition
Warriors - Repair
Warriors are able to repair damaged magical items of any sort. Through the course of regular use and abuse, items containing wyr stop providing the positive benefits of those wyr, starting with the most powerful effects. Repairing the item restores all positive effects.
Gearknights - Alchemy
Gearknights know enough alchemical magic to be able to transform basic items into precious metals, usually providing characters who take advantage of this service with more than they would have received from selling those items to a store.
Rogues - Disable Device
Heroes often find coffers and treasure chests that are trapped and locked. Rogues are adept at disabling traps and locks, thereby helping their fellow adventurers gain access to their hard-won loot.
Rangers - Sure Footing
Rangers can call on the powers of Elanthia itself to grant characters with increased movement speed in outdoor environments, and resistance to knockback effects.
Wizards - Imbue
Wizards can channel magical energies into those magical items that use wyr, making them more resistant to damage. They can also use this ability to recharge some magical items that have been drained of their power.
Necromancers - Soul Jar
Necromancers can create magical talismans that hold a portion of the target character’s soul. A character in possession of such a talisman incurs reduced penalties when returned to life through resurrection, departing, or other means.
Bard - Loresinging
Sometimes Heroes will find ancient magical items with unrecognizable and/or inactive properties. A Bard’s loresinging ability can uncover the true nature of these items and reactivate their power.
Healer - Healing
As a character suffers damage to his health, he also slowly acquires wounds that require more deliberate care from a Healer than a quick healing spell will provide. With enough such wounds, a character’s abilities suffer penalties, and he will find himself unable to benefit from the effects of friendly spells.
Cleric - Resurrection
Clerics have the ability to bring the dead back to life, causing a character to suffer either item damage or an experience debt (decided by the player whose character is being resurrected). Additionally, the character’s body is moved adjacent to the Cleric, and has some of its health and endurance recovered.
We hope you find this quick list useful, and we will be updating this page as soon as we can nab some more information from the Hero's Journey team!
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